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Posted: Wed Apr 13, 2011 7:34 pm
by takingarms1
badp wrote:QUOTE (badp @ Apr 13 2011, 01:44 PM) For example, you are rarely if ever actually defending a stationary objective like a constructor near a rock, where ships tend to slow to an halt as shown in the video I linked above.
1) ships that tend do that are usually flown by voobs

2) stationary targets are usually dead very quickly regardless of the model/hitbox.

Posted: Wed Apr 13, 2011 7:53 pm
by Makida
I shoot vaguely in the general direction of the enemy ship and hope for the best. :lol:

Posted: Wed Apr 13, 2011 8:56 pm
by DasSmiter
Wow culmi posts :o

Posted: Thu Apr 14, 2011 12:36 am
by Jimen
badp wrote:QUOTE (badp @ Apr 13 2011, 01:44 PM) For example, you are rarely if ever actually defending a stationary objective like a constructor near a rock, where ships tend to slow to an halt as shown in the video I linked above.
Who stops moving when they're getting shot at? Circle-strafe around stationary objects, punk!

Regardless, the only people flying an int on D in a situation like that should be vets. Somebody who isn't absolutely confident in their aim should be flying a scout on defense, because a moving interceptor is really hard for a novice to hit, and nanning and proxing are far better jobs for a pilot that can't land a single pellet on anything smaller and faster than a bomber anyway. Trust me, I speak from experience. ;)

Posted: Thu Apr 14, 2011 4:22 am
by TurkeyXIII
TakingArms wrote:QUOTE (TakingArms @ Apr 14 2011, 02:08 AM) Rather, you lead the ship in empty space where you think it's heading, and then watch your bullets and adjust your fire until you see/hear the bullets hitting. There is a particular animation and sound associated with it, and I believe that is what vets look/listen for. It really has nothing to do with the actual ship model at all, as you are rarely if ever actually aiming directly at the model.
I really only use the test and retest method if I'm having a particularly bad day. And then I watch for where my bullet is heading WRT the where the model is visible, and adjust into it. Hearing bullets land, or watching hull decrease is only any good when you're already on target, and then there's not really any need to adjust, except to maintain your bead. It may be possible to glean where the hitbox is from seeing bullets land on gaps etc, but only if you're trying to do so.

Posted: Thu Apr 14, 2011 5:23 am
by Patman3
Do you guys really do all this crap when you play? All I try to do is line up so the reticle is green and adjust based on ship movement from there. The majority of players (myself included) typically will fly up to the face of the opposition and try to nuke them down - hitbox doesn't matter at 200m away.

My stance is that if you want the longer distance "dueling" or whatever you want to call it be more fun then make the hitboxes larger to make it easier to hit the ship. Bubble boxes accomplish this since half the time these duels occur at distances where the particle size of your gun and enemy ship size make it hard to aim with any precision at those stupid fins/wings/etc... You pretty much aim center of mass and hope they die (hence green reticle = kill).

Best solution to this model thing is to take it on a case by case basis (with favor toward the easier to hit bubble style boxes), but you cannot simply make a blanket change across all models since some perform well already as is and would suffer tremendously if changed. Just remember that this game pretty much boils down to shooting stuff in space and its no fun when you are constantly getting podded due to a stupid model issue and not tech or player skill. If the damn reticle is green I had better be landing shots or else the hitbox needs to be retuned.




PS: I imagine it's not something easily implemented to fix the reticle range bug or am I wrong on this?

Posted: Thu Apr 14, 2011 1:30 pm
by Adept
Culmination wrote:QUOTE (Culmination @ Apr 14 2011, 08:23 AM) Best solution to this model thing is to take it on a case by case basis (with favor toward the easier to hit bubble style boxes), but you cannot simply make a blanket change across all models since some perform well already as is and would suffer tremendously if changed.
Wisdom :iluv:

Posted: Fri Apr 15, 2011 9:58 am
by MrChaos
Much of your reply was a lecture on whore mechanics and while Im grateful for anything to improve my ability to raise my BJ rates it was not at all what I was banging on about my brother.
TakingArms wrote:QUOTE (TakingArms @ Apr 13 2011, 10:08 AM) In short, close vs bubble hitboxes has nothing to do with needing a vet-level clue,
The reasoning of the non bubble cheerleaders is exactly the opposite btw. Its knowing the invisible advantage that vet clue gets you that has their panties in a bunch. That an added realism. That seems their POV.

Bubble cheerleaders feel that a bubble helps even out the ships while allowing some spice as far as the models. Any advantage by knowing the invisible advantage is so esoteric that thosw who can exploit could still pod me in three secs using only a nan anyway. Not much more to it.

The Culm Every Ship is Special Fan Club ( just got my card in the mail Culm :iluv: ) wants to take it on a case by case basis. That seems reasonsable, at least to me but then it really means you have to have a clue regarding te invisible advantage


So what we have going on is a circular argument where no one is trying to find solutions but simply argue theirpoint. This is why I generally don't participate in these discussions... well that and I don't feel I know the number details well enough to get in the pit.

So the idea was to show the hitbox as a light glow that would be tied to the shields. It was something I'm not sure Ive ever heard before seemed to address the hit box requires clue and I know that repeated visual clues help the learning process. Given how hard this game can be....

After a day farting and thinking along with the polite silence I'm guessing others found it * insert name of those who make sillly idea posts repeatedly * * facepalm *

Thanks for being nice everyone and I'll go slink away now :lol:

Posted: Fri Apr 15, 2011 11:00 am
by Dorjan
Culm writes what I already pointed out and he gets quoted and called the started of this movement oh well!

Either way, one of the issues with the CC dreg int is that the GREEN WILL MISS because the center is lower than the model.

+ culm you'd find it hard keeping within 200m when their circling around you on defence, that was the subject of the other peoples posts about predicting and watching bullets.

I also favour the "fly up to Point Blank" and kill ;)

Posted: Fri Apr 15, 2011 2:28 pm
by TurkeyXIII
But Mr C. you had the best post all thread! Don't go!