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Increase the bullet speed of most guns or give guns client sided hit detection + side suggestion for Supernova

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Mié, 05/30/2012 - 20:48
Imagen de Trollingyou
Trollingyou

If you have gunned in lockdown you'll notice that you have to aim where your target is going to go, rather than trying to hit the knight itself. Since, sadly, some cases are worse than others due to uncontrollable circumstances and the other two weapon types do not suffer from this (except maybe some special cases), why not increase the bullet speed of all guns except:

Polaris (Duh.)
All Autoguns

and maybe:

Antigua lines (not sure about this one, since they already are quite fast)
Magnus lines (same reason as Antigua)

The reason why I suggest this is because if the bullet traveled faster, they would be harder to dodge, and thus seem less "laggy" even though there's no change in latency. This would not make much of a difference in PVE either.

I left Supernova out of the list on purpose, cause if the Supernova's bullets traveled significantly faster than Polaris's bullets there would finally be a reason to choose Supernova over Polaris. Supernova would have faster bullets that grow big sooner due to faster distance coverage, While Polaris would have slower bullets that could inflict shock.

If not the above, I suggest giving guns client sided hit detection. It is quite discouraging seeing all your shots "connect" with a target and do absolutely nothing. Aiming at an invisible object also is not the easiest thing to do.

Mié, 05/30/2012 - 22:08
#1
Imagen de Luguiru
Luguiru
Coordination

Unlike swords, guns have the ability to fire and damage from a distance. Unlike bombs, guns allow the user to shield while in use. Unlike swords, guns do not require the user to be within close range to damage. Unlike swords (except a few), guns have the ability to attack over gaps in the map which the player can not simply walk across. Unlike bombs, guns do not require the user to charge the weapon to attack. Unlike bombs, guns do not need the target to be in a certain area of effect and/or certain placement in order to be hit. Unlike swords, the user does not have to stand in the aggression range of enemies to attack.

Bullets do not travel faster than reality nor have the ability to track for balancing reasons/raisins. Bullets are fairly fast enough for most guns to begin with. From the maximum distance for such fast guns (Antigua, Alchemers) it takes approximately a second for the bullet to reach the end of its path. One second. Most bombs take at least two seconds for the fuse to detonate. Realistically, the only gun which does not share this one second path are Catalyzer lines; they share the same bullet speed as Pulsar lines because of the mine tagging mechanic which forces users to coordinate in a group or have significant kiting ability. Autoguns intentionally take a couple seconds to attack due to the rapid fire mechanic, forcing the user to either wipe out the target(s) or die/take damage trying. The name for Blitz appears to come from blitzkrieg, a Germanic tactic of focusing all forces upon a single area to devastate the smaller target or the German word blitz meaning "lightning". Strike hard, die hard.

Being in the middle of a Nitronome when it is set is supposed to trap you. Being next to someone with a Cutter/Flourish/fast sword is supposed to mean you are going to be hit. Being fired at means find cover or hope you can outrun the gun. This would be like suggesting swords all have a 0.5 space swing radius increase or reducing all bomb charge times by at least one second.

I could be reading this completely wrong, so I will summarize my interpretation below:

"In Lockdown I try to shoot people with (Alchemer/some gun that is not an Autogun or Pulsar line) but my target(s) know how to avoid the boolits, I want guaranteed lock on targeting for guns so all I have to do is pretend I can aim and it always hits them."

This could also be interpreted as below:

"In Lockdown I lag so when I shoot boolit it makes contact, which happens constantly even when I am not lagging, yet has no effect. This is actually a bug and would not be a suggestion to begin with because something is broken."

Supernova is supposed to have slightly more base damage than Polaris with no other changes to the mechanic; go for specialized damage and a status on Polaris or pure damage on Supernova. If Three Rings has noticed any of the issues with Polaris they would bump its damage down significantly by about 19% or so.

To clarify what we are discussing further:

You want Pulsar, Autogun, Antigua and Magnus line bullets to be slower. Excluding 1*- lines that leaves Alchemers and Blaster line untouched, the two less commonly used mechanics; which is unfortunate, considering Alchemers are very useful for the tactical gunner and Blaster is a decent bomber sidearm if the user knows what they are doing. You also seem to be blaming a false lag for the other player knowing not to stand where you are firing. You also salsa want Supernova to have a significant advantage over Polaris, which already is overpowered and obnoxious.

No more buffing weapons, this game is becoming far too easy for the sake of kissing up to whining; that means driving away the competent customer who plans to stay as a paying customer to make room for two incompetent customers who might pay for a little while only to quit and go somewhere else after a short time. The latter tactic is often used by desperate companies seeking a quick buck before abandoning ship and is often preemptively noticed by the community, resulting in counterattacks due to this neglect and/or complete abandonment by the competent users who find something better to do with a company willing to maintain a more respectable community.

Again with the long posts, I need to find a cork or a bucket to keep this oozing in. It keeps getting all over the recently vacuumed carpet.

Jue, 05/31/2012 - 09:27
#2
Imagen de Asukalan
Asukalan
"give guns client sided hit

"give guns client sided hit detection"

After that it will switch from "bullet hit enemy, didnt damaged him" to "bullet didnt hit me, i got damage", also

FIRST RULE OF MAKING MMO GAME

Every single thing that is clientsided will be hacked, its just matter of time. Thats why everything have to be checked by server.

Jue, 05/31/2012 - 11:07
#3
Imagen de Trollingyou
Trollingyou
Responses

@Luguiru Don' worry, I do not mind long posts. Though I think you misunderstood the point of my suggestion. If I miss a shot or someone dodges it, then fine, they had the skill to dodge it or I aimed incorrectly. The reason why I suggest this is that we gunners see this happen too much in lockdown:

http://www.youtube.com/watch?v=nNhlnMGTdsk

There are other videos on gunning lockdown too and you will find the same thing happening to other players. I just want to find a fix for this.

@Asukalan It's funny, I was a mile away from that sword, and it hit me anyway. Maybe we should take away swords client sided hit detection and make it server sided like guns are. People will hack that, you know? Maybe you should check out Kattamoon's lockdown gunning thread, which contain two good examples of this.

Jue, 05/31/2012 - 11:24
#4
Imagen de Serell
Serell
"@Asukalan It's funny, I was

"@Asukalan It's funny, I was a mile away from that sword, and it hit me anyway. "
Yes! This has happened to me as well!
It hurts... so much.

On topic, something needs to be changed.
I brought a Super Blaster in T2 LD yesterday.
There were MANY times where it looked like it hit, but didn't actually do anything.
And no, it was not lag.
If you can't take my word, I can see if I can make a video.

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