Pilot Archive
Thread: why do people use the RGI??
Dragon942 wrote:
WO3 is an exploit in your book but not Epulse3? What book are you reading?
JanuHull wrote:
LeaphChausew wrote:
Attacca wrote:
I go for the theory most of them don't read the boards and don't know how bugged the ship is.
And I do consider it cheating to fly the RGI - it's bugged, therefor an unfair advantage. It's up there with loadkilling and shield/weapon exploits.
How about WO3?
Exploit in my book.
Message Edited by JanuHull on 09-13-2005 03:04 PM
kreindhild wrote:
i have no problems with a JSF, or a Z95, or any other ship that doesn't have a bugged hitbox....
but i think missles need to be looked at. imo
Just FYI, the hitbox for the JSF is actually bugged. Using the group box method, you can see that the JSF hitbox does not include the majority of its wings, we just don't notice as much because its not nearly as obvious as the RGI hitbox being bugged.
As for missiles, they half work. There is a pretty good selection of missiles as far as mass, lock-on time, and damage. I like that you have to buy every missile pack and load it on the ground. I like that a properly deployed counter-measure will usually defeat a missile.
The problem with missiles is lag. In a tight dogfight (90% of fights) a missile can hit you before you have a chance to react. The sequence goes something like this when there is a little bit of lag:
- Player A achieves a lock andfires a missile at Player B.
- Player A's computer tells the server the missile was fired.
- Fractions of a second later the server recieves the message and begins tracking the missile.
- The server sends the message that a missile is tracking them to Player B.
- Fractions of a second later the server calculates that player B has been hit and sends Player B the message.
- Player B finally recieves the message that a missile is tracking him. Being a prepared pilot on his toes he immediately fires a chaff. Player B's computer sends the server this message.
- Player B's computer recieves the message that the missile has hit him. Player B explodes.
- The server recieves the message that Player B has fired a chaff. It decides no missiles are tracking Player B and drops the message.
So in summary, because of the lag and missile speed the missile can hit the player before the player even knows a missile has been fired.
Possible solutions would be handling the missile/countermeasure interaction on the client side or possibly reducing the speed of all missiles. Its hard to call using missiles an exploit because it does work as intended half the time (either when there is very little lag or when the distance to target is great enough). And its hard to call it unbalanced, as everyone has the same chance to use missiles and be hit by missiles. But it is, unfortunetly bugged and broken, which can make it very frustrating.
JanuHull wrote:
Well, lacking a good art program, I cannot draw you a picture, so i'll explain in simple monosyllabic terms:
WO3 is broke. It makes guns too strong. It not work like meant to.
EP3 not broke. It make big boom, kill bad guy. It work like meant to.
You see now?
Message Edited by JanuHull on 09-13-2005 03:04 PM
Why the immaturity Janu? We've both been on this board long enough to avoid that.
The problem with WO3 is that the Damage is set for the overload and the Energy is set for the Effeciency mode.
The problem with Epulse3 is that the Damage is set for PvE, but is being applied to PvP targets.
Both are cases of unintentional misbalancing during the coding. They sound like similiar problems to me. They both have different consequences (and I think those of Epulse3 are much more severe) but are surely both not working as intended.
Dragon942 wrote:
Just FYI, the hitbox for the JSF is actually bugged. Using the group box method, you can see that the JSF hitbox does not include the majority of its wings, we just don't notice as much because its not nearly as obvious as the RGI hitbox being bugged.
Well i think its quadperson who's said time and again that the RGI and JSF hitbox are about the same size. The reason you dont notice it is because the acutal chassis that the hitbox is overlayed on is larger on the RGI then the JSF, hence you'll see more blue shield flashes on one, then the other - hence its more noticeable. The caveat here against the RGI is that its chassis appears to obscure the hitbox - however this is subject to debate and one i wont make a definative assumption on.
Ive flown both and ive gotten blue shield flashes with no damage mulitple times. The JSF gets it, just not as much as the RGI.
Dragon942 wrote:
JanuHull wrote:
Well, lacking a good art program, I cannot draw you a picture, so i'll explain in simple monosyllabic terms:
WO3 is broke. It makes guns too strong. It not work like meant to.
EP3 not broke. It make big boom, kill bad guy. It work like meant to.
You see now?
Message Edited by JanuHull on 09-13-200503:04 PM
Why the immaturity Janu? We've both been on this board long enough to avoid that.
The problem with WO3 is that the Damage is set for the overload and the Energy is set for the Effeciency mode.
The problem with Epulse3 is that the Damage is set for PvE, but is being applied to PvP targets.
Both are cases of unintentional misbalancing during the coding. They sound like similiar problems to me. They both have different consequences (and I think those of Epulse3 are much more severe) but are surely both not working as intended.