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Posted: Fri Jul 10, 2009 2:11 am
by Psychosis
example: rix SF vs any non(rix/TF) SF
both SF's eye each other for a second, other SF fires a missle, you drop a cd(1/2/3) his missle tracks you, your CD(1/2/3) does @#(!, because it has less scan range than you do!
thats right, you can eye something, and your CD will not shoot it! basically, a CD is worthless against any SF cloaked, they can sit and missle you to death and your CD's are worth nothing
I propose upping the scan range on the CD drones in the following manner
CD1 = same
CD2 = standard rix SF
CD3 = Adv rix SF
while ideally i would like to see these higher, this would be a minimum standard
Posted: Fri Jul 10, 2009 3:31 am
by zombywoof
That makes no sense from a "the way the game works" sense. The whole team shares eye, and yes, that includes drones and probes. Know how I know that? You can see bbrs with ews!
This looks like a code issue that could be fixed with a core edit, if it is an issue. I suggest we test it to double check (because frankly, that shouldn't happen).
While we're on the topic of Rix's drones, let's document the station drone bug where the "sector at risk" warning flashes after all the drones are dead.
Posted: Fri Jul 10, 2009 3:35 am
by Vlymoxyd
Pods are dropped behind the pod fighter. They'd need more than the scan range of a SF to eye an enemy on the front.
Posted: Fri Jul 10, 2009 3:37 am
by zombywoof
EDIT: There is no problem. Drones will only fire within their scan range, which is 1200. By a freak coincidence, the range of their guns is 1200m.
Another edit: I'm going back to the "talk to our coders"
Posted: Fri Jul 10, 2009 3:49 am
by Vlymoxyd
In case you didn't know, drones won't shoot at stuff they cannot see PERSONALLY. It's the same for AC towers and TF ones. It's also how ships with relay indicator works(they won't relay indicator if they don't see it themselves).
Drones will let you see whatever they see, but they can't see what you see if they can't see it themselves.
It has been like that for as long as allegiance existed.
Posted: Fri Jul 10, 2009 3:58 am
by Xeretov
The only issue with bumping the scan range on CDs up this far is they become a sort of mini pulse probe. Sure it'd be the same scanrange as the SF that dropped them, but after that SF moves away or gets podded the CDs are still there with ~2000 scan. Also if I'm not mistaken, deployables do not have a 'direction' so they scan equally in all directions. This means the pods would allow the SF to see behind it without having to turn around.
That said Vly does bring up a valid point about the mechanics and the current 1200 scanrange on CDs could stand to get a slight perk. Maybe up to 1600m max (scanrange of a regular SF) but not the 2000 of the adv. SF.
Posted: Fri Jul 10, 2009 4:00 am
by zombywoof
This... why...
Are we sure Microsoft gave us the REAL source code, and not some kind of fake source code designed to give us hernias?
I have tested it thoroughly. In the interests of science, I shall report my findings.
Fwiffo and I made a side game, rix vs rix, with maximum money settings. I bought SBs with SD1, and he bought a teleport.
I was able to have a station drone 1 hit the teleport at 700m and 989m
Relevant information:
Station Drone 1: scan rage, 600m. Attack range: 990 m.
Teleport: Sig: 50%
What this means:
It means that the fact that we eyed the TP was sufficient for the station drone to attack it, which means that probes
can see bases from other object's sensors. We will now commence testing with combat drones.
Test 2:
CD3 did not hit a shieldless adv scout until 600m (which is what psych predicted). Interesting. Probes can see bases, but probes can't see figs.
Posted: Fri Jul 10, 2009 10:44 am
by Exo
That's because once bases become visible, their sig isn't taken into account anymore. They simply are there, much like asteroids.
Posted: Fri Jul 10, 2009 1:50 pm
by lexaal
Combat drones have 3 main advantages compared to missiles
#1 They don't raise your sig - in the rix sf vs non rix sf the non rix sf will either have low sig and 3(tbc) seconds delay for mounting the missile or a much higher signature
#2 They can shoot in any direction e.g. you can run away and do damage to your chaser. ( and they have prox!)
#3 They aren't affected by counters
Disadvantages are
#1 They can be shot down.
#2 They don't shoot hidden enemys (according to phoenix' Test #2)
On the SF vs SF fight advantage #1 might be the most relevant- I think the SF with missiles has in both cases (w/t and w/o missiles) a big disadvantage.
But SFs don't fight vs sfs. sfs fight vs scouts and miners.
Posted: Fri Jul 10, 2009 9:19 pm
by CronoDroid
Looks like it's time for that long awaited Rix perk we've been talking about!