Hvy CM devel

Development area for FreeAllegiance's Community Core.
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Vlymoxyd
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Post by Vlymoxyd »

There's like no reason to Buy Hvy CM. I don't think I've ever seen them bought in the last 8 or 9 years(I remember buying them myself as a newbie). The only thing that Hvy CM could counter are probably killer swarms, but that's another tech I didn't see in years. I might be underestimating the power of Hvy CM vs Killers, but hunters aren't really good vs caps already and dumbs will hit regardless of CM.

I'd just tie Hvy CM to the standard CM research(Buying CM2 would give you Hvy CM2).
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Xeretov
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Post by Xeretov »

Last I heard, heavy counters were bugged because they dropped from inside the middle of the ship.

Meaning a missile that gets spoofed tracks right into the ship anyways, because the CM is inside the hitbox.

Removing the counters or tying them to the different ship tiers was something I had thought of for if/when we need to free up some def slots.
Andon
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Post by Andon »

you can make heavy CMs "go" faster to fix the heavy CM problem
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Compellor
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Post by Compellor »

Can you explain that a bit, Andon?
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Andon
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Post by Andon »

Not at the moment, since my comp died. Once I get ICE on this old clunker I'll figure out the specifics

EDIT: Can't run Alleg on this comp (It's win 98... yeah, old) and it's too much of a hastle to try to fix up ICE for the few days that I'm going to be using this thing. IO believe it is "RateRotation" or something odd like that
Last edited by Andon on Thu Aug 06, 2009 2:45 am, edited 1 time in total.
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zombywoof
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Post by zombywoof »

I'll explain the basics:

Countermeasures are dropped and move away from your ship (I believe "up" but I'm not sure on that). This is described in detail in the Cadet program, and since I do not have access to Cadet forums yet... I can't give you more specifics.

Problem: Heavy Countermeasures attract the missile to go to a place that is "inside" the capitol ship, because they originate at the middle of the ship and do not move sufficiently fast enough to exit the ship.

Solution: Make Heavy Countermeasures significantly faster. This will mean that they exit the body of the ship before the missile hits them.
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Compellor
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Post by Compellor »

I meant explain how that can be done with ICE, as opposed to with code, seeing as many things could be done with code, but probably will not be. I've not previously bothered to study the CM options in ICE, so it's possible I missed something.

I don't see any obvious difference between "raterotation" of 10, 90, or 500.

The only useful variable I've yet found is lifetime. The speed of the chaff does not appear to vary with the lifetime (I estimate 5 m/s), so the distance traveled does. If we make the lifetime longer, then the chaff will eventually move farther from the capship, which means LRMs might hit a little less often. Not sure just how well it would work in practice.

If we make the lifetime very short, then the chaff will never exit the ship, and the missiles will continue accelerating on their present vector (since the chaff is now dead). This would mean that missiles that were turning when spoofed would probably miss, and missiles that did not need to turn would hit if you did not dodge. Dodging might be possible in Corvettes, at least.

Also, supposedly it is possible for missiles to hit the chaff and die, but my tests have not borne this out.
Last edited by Compellor on Thu Aug 06, 2009 8:06 am, edited 1 time in total.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
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