Bogus ranges for Rix turrets?

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madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

apochboi wrote:QUOTE (apochboi @ Dec 14 2006, 04:27 PM) I believe this has been mentioned before that range GA, does not actually affect the range of the gun it affects the velocity of the projectile. The mind boggles.
yes, and the reason it may not take the range GA's into account is because it may use
range = lifetime * speed
not
range = lifetime * speed * rangeGA
Gothmog wrote:QUOTE (Gothmog @ Dec 15 2006, 04:53 AM) That doesn't sit right with me... Inceasing something's range should be increasing the lifetime of the particle, not the speed. Increasing the speed just makes it easier to aim... which is crap. But, since I'm not willing to go recode the game, I'll just let people flame me for whining about it. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But yeah, don't wait for the green circle... Many times while turreting I will start shooting at incoming ships at longer range than the turret has anyway, because by the time my particle gets to where it's going, the defenders are there to run into it.

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its a reason to get range GA, it also keeps them more accurate at long distances.

no point in having longer range guns if you have to lead so far that the enemy is off your screen
Terralthra
Posts: 1748
Joined: Fri Nov 18, 2005 8:00 am
Location: San Francisco, CA, USA

Post by Terralthra »

madpeople wrote:QUOTE (madpeople @ Dec 15 2006, 07:50 PM) yes, and the reason it may not take the range GA's into account is because it may use
range = lifetime * speed
not
range = lifetime * speed * rangeGA
The projectile's speed is obtained using the same member function for the ProjectileType that ProjectileIGC uses to calculate when the projectile should expire. If it didn't take the GA into account, the GA wouldn't increase the range.
Patman3
Posts: 259
Joined: Tue Jul 01, 2003 7:00 am
Location: Atlanta, GA

Post by Patman3 »

Lead indicator does totally blow on RPS. Try getting into an AC5 gunship with all the range ups. Then try to hit anyhting going by the lead.
Gothmog
Posts: 318
Joined: Wed Feb 15, 2006 8:00 am
Location: Olympia, WA, USA

Post by Gothmog »

Terralthra wrote:QUOTE (Terralthra @ Dec 16 2006, 03:28 AM) The projectile's speed is obtained using the same member function for the ProjectileType that ProjectileIGC uses to calculate when the projectile should expire. If it didn't take the GA into account, the GA wouldn't increase the range.
So, if it takes the GA into account, why doesn't it appear sooner, or lead the shots correctly?
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Xeretov wrote:QUOTE (Xeretov @ Oct 29 2009, 01:24 PM) I feel a great disturbance in the Force. As if hundreds of voobs cried out for nerfs, and were suddenly silenced.
Terralthra
Posts: 1748
Joined: Fri Nov 18, 2005 8:00 am
Location: San Francisco, CA, USA

Post by Terralthra »

Gothmog wrote:QUOTE (Gothmog @ Dec 19 2006, 05:58 PM) So, if it takes the GA into account, why doesn't it appear sooner, or lead the shots correctly?
It takes relative vectors into account, which change and are subject to lag. Especially on RPS, where ships have insane delta-v.
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