Constructor Mechanics

Tactical advice, How-to, Post-mortem, etc.
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Mordechaj
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Post by Mordechaj »

in R3 your speed was more important than your mass, so in a head-on collision a speeding motorbike would wreck a cargo truck.
in R4 it is fixed /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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quackdamnyou
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Post by quackdamnyou »

Ah - so was that the original idea of making large cons so heavy? So that they would be harder to ram? Perhaps calibration for R4 is in order then /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Adept
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Post by Adept »

quackdamnyou wrote:QUOTE (quackdamnyou @ Jan 27 2008, 03:28 AM) Ah - so was that the original idea of making large cons so heavy? So that they would be harder to ram? Perhaps calibration for R4 is in order then /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
That would sound good. They are big alright, but the current "solid tungsten" feel is excessive.
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quackdamnyou
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Post by quackdamnyou »

Adept wrote:QUOTE (Adept @ Jan 27 2008, 03:46 PM) That would sound good. They are big alright, but the current "solid tungsten" feel is excessive.
Well, MythBusters talked about this phenomena:

http://www.youtube.com/watch?v=cqLACdW3Isg
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factoid
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Post by factoid »

The R4 con code only changes when played in 'experemental' mode.

The change which may have affected you is the 'shield collision bug' which was fixed in R4.

Collision damage, basically is dependent on two things. 1) The change in your velocity as a result of the collision, 2) The total health of the other ship.

The bug that existed pre R4 was that "Total health of the ship" was Hull HP + Shield HP for one guy, and just Shield HP for the other. So if you rammed the con when its shields were down, sometimes you took no damage (And even if the shields were up fully, that's only 800 HP for MS1 vs. the 2000+ HP for a Large Std Con)

Now that that's been fixed, slamming into a large con with its shields down will inflict a lot of collision damage because 1) It's heavy, and you're not and 2) Large cons have way more hull than shields.
Last edited by factoid on Mon Jan 28, 2008 5:01 pm, edited 1 time in total.
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blackrob
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Post by blackrob »

You know everything, you really are a factoid.
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factoid
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Post by factoid »

Naw, I just found the bug. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Malicious Wraith
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Post by Malicious Wraith »

Make large cons susceptible to rams again please?
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Drizzo
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Post by Drizzo »

Testing some more large cons in action, there is a very small window where you can get them to mess up their line up. More about this in 12 hours (I need sleep).
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Adept
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Post by Adept »

Malicious Wraith wrote:QUOTE (Malicious Wraith @ Jan 29 2008, 06:28 PM) Make large cons susceptible to rams again please?
I'd like this too.

It's a bit depressing to see very experienced pilots attempt to ram large cons (in a way that would make sense againnst miners or small cons) and just go poof like a cigarette lighter thrown against a wall. A pretty puff of flame, but no effect on the building.

I should probably be feeling smug about paying attention at the forums and not being there in the pod wondering what went wrong, but in fact it just makes me wish the cons would be fixed. The allegiance physics engine is so sweet (even if it does lag torque when ramming off center) that there is something disturbing about ramming the large con being like ramming a station. It feels like a flaw in the gameplay. I wouldn't mind the large con's being massive and hard to ram, but it should be scaled down to some reasonable multiple of the small con mass. The con still needs an asteroid for raw materials afterall, and doesn't actually have the mass of a station.
Last edited by Adept on Thu Jan 31, 2008 7:57 am, edited 1 time in total.
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