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Posted: Fri Apr 08, 2011 9:06 am
by DasSmiter
You can just move the miner for half a second and ruin their setup, should be enough for a defender to pod them

Posted: Fri Apr 08, 2011 1:09 pm
by Drizzo
It's high risk high reward. You don't need that much speed to do it; I've killed miners from under corvettes in my prime using a bios basic scout with hvy cloak. You just need a basic understanding of how ram dmg works, and a decent grasp of the game's physics engine and how easy it is to manipulate it.

Posted: Fri Apr 08, 2011 5:48 pm
by Adept
This should be pretty quick to fix now that we know what needs to be done.

We'll need to make a list of all stations where drones make their docking approach too close to the door.

Posted: Fri Apr 08, 2011 7:00 pm
by ThePhantom032
Phantom032 wrote:QUOTE (Phantom032 @ Apr 6 2011, 08:41 PM) Edit2: if I'm right a simple fix would be so use something like 2 or 3 times the ship length as minimum distance if the calculated value is lower.
OR you can go ahead and rework all the models until people run into the problem again when a new model is made...

Posted: Fri Apr 08, 2011 7:04 pm
by NightRychune
there should be a list of basic standards/criteria that new base and/or ship models should adhere to before they are implemented in-game imo

Posted: Fri Apr 08, 2011 7:46 pm
by Adept
NightRychune wrote:QUOTE (NightRychune @ Apr 8 2011, 10:04 PM) there should be a list of basic standards/criteria that new base and/or ship models should adhere to before they are implemented in-game imo
That's a discussion we should probably have. It's a huge can of worms though.

Think of the rix fighter. It's a model with nearly zero thickness, except the little pod under it's belly stretches out the hitbox. Experienced players know to aim slightly "below" the ship in a head-on fight. Think of the bitching that would ensue if somebody presented that model as a new ship at this stage.

As for the bases, once we manage a list of all that need adjusting, then it's just a case of deciding how far miners should line up to dock. There I suppose we should pick a well functioning base for the yard-stick. Something like the IC op or garrison maybe.

Posted: Fri Apr 08, 2011 11:26 pm
by Kumquat
Seriously though, the TF op needs to look less like a prolapsed anus

Posted: Sat Apr 09, 2011 4:30 am
by SpkWill
Adept wrote:QUOTE (Adept @ Apr 8 2011, 08:46 PM) That's a discussion we should probably have. It's a huge can of worms though.

Think of the rix fighter. It's a model with nearly zero thickness, except the little pod under it's belly stretches out the hitbox. Experienced players know to aim slightly "below" the ship in a head-on fight. Think of the bitching that would ensue if somebody presented that model as a new ship at this stage.

As for the bases, once we manage a list of all that need adjusting, then it's just a case of deciding how far miners should line up to dock. There I suppose we should pick a well functioning base for the yard-stick. Something like the IC op or garrison maybe.
You don't really get it do you? The reason people complained about the TF and Dreg model $#@! ups in CC was that they gave already popular and OP factions even more of an advantage.

In the months following those releases of CC almost every game featured those factions on one team and sometimes both. It is really annoying to constantly fly against/as the same faction especially when it is overpowered and the small ships are hard to hit, either 1 to 1 or on d.

The Rix fighter is not a problem in this regard and thus no one but Adept gives a flying $#@! about the model.

Posted: Sat Apr 09, 2011 10:11 am
by DasSmiter
SpkWill wrote:QUOTE (SpkWill @ Apr 8 2011, 11:30 PM) You don't really get it do you? The reason people complained about the TF and Dreg model $#@! ups in CC was that they gave already popular and OP factions even more of an advantage.

In the months following those releases of CC almost every game featured those factions on one team and sometimes both. It is really annoying to constantly fly against/as the same faction especially when it is overpowered and the small ships are hard to hit, either 1 to 1 or on d.

The Rix fighter is not a problem in this regard and thus no one but Adept gives a flying $#@! about the model.
Watch out folks, a bona-fide vet here to let us know what's really causing the issues

Posted: Sat Apr 09, 2011 12:50 pm
by Adept
SpkWill wrote:QUOTE (SpkWill @ Apr 9 2011, 07:30 AM) You don't really get it do you? The reason people complained about the TF and Dreg model $#@! ups in CC was that they gave already popular and OP factions even more of an advantage.
So aggro :D

Dreg got a nerf in cc_12 and the models are getting adjusted. TF has been nerfed and I would argue that the new TF models are in general more hittable (and their hittability has been further adjusted by reducing the crazy acceleration among other things).

The comment about the Rix fighter was about the model in itself Sheff. I'm not claiming it's a problem as things stand, as Rix sup is hardly OP.