Pilot Archive

Thread: Royal Guard Tie bug proof

Danag
Fri Sep 02, 2005 5:33 am
#1

I always loved Red Tie. Thought people just cryed it had a small hitbox. Leaph and I took it to deep space for a test.
We both stood still. Front shot registered, as does back, top and bottom. But side the wings act like a indestructable shield. If the wings are in front of hit box a hit NEVER registers.That is the last time I'll use the RG Tie for pvp. Please fix the bug for I do like the ship even if the hit box was leveled to fair. Like the size of an a-wing since it was made to counter a-wings.
O yea I vote to nerf quest ships. I mean how do ships so small have more mass then ships with much larger hitboxes. ISN'T MASS THAT STUFF THAT TAKES UP SPACE? Wait.....did I just try to make logic from SWG..



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TheZabrakMaul
Fri Sep 02, 2005 5:47 am
#2


Danag wrote:
ISN'T MASS THAT STUFF THAT TAKES UP SPACE? Wait.....did I just try to make logic from SWG..



Nope, greater size doesn't necessarily mean greater mass. An object's mass is equal to the density of the material multiplied by the volume of the object. Thus it is possible for smaller things to have a greater mass, eg a small metal ball bearing will have more mass than a ball of polystyrene twice the size of the ball bearing because the ball bearing has a higher density, so you see SWG does make sense in that regard
Attacca
Fri Sep 02, 2005 6:01 am
#3






TheZabrakMaul wrote:

Nope, greater size doesn't necessarily mean greater mass. An object's mass is equal to the density of the material multiplied by the volume of the object. Thus it is possible for smaller things to have a greater mass, eg a small metal ball bearing will have more mass than a ball of polystyrene twice the size of the ball bearing because the ball bearing has a higher density, so you see SWG does make sense in that regard




Booo, wrong, don't use this argument, doesn't work. Or rather, it would work if there were components specific to the Actis/RGI/B22/etc. But since all of our ships use the same components, and all of our components use the same resources, it's not hard to draw a few conclusions. More mass means more effective part, presumably larger to make bigger guns, etc. And the scale of mass/ships pre RotW suggets that higher level components are bigger as well, since we're mouting 'bigger' guns and engines on PoB ships. In fact, the entire justification for POB parts being so effective is that they were big, massive things that only something the size of a POB ship could carry. Your argument, while technically correct in our universe, does not hold up in JTL and if anything becomes an excuse for not fixing problems that came with RotW.





~ Captain Nesanya / Murphey ~
Rebel Alliance A-Wing Pilot
...has mastered the Pilot profession
Are you a pilot and not using Droid Commands?

TheZabrakMaul
Fri Sep 02, 2005 6:17 am
#4


Attacca wrote:


TheZabrakMaul wrote:

Nope, greater size doesn't necessarily mean greater mass. An object's mass is equal to the density of the material multiplied by the volume of the object. Thus it is possible for smaller things to have a greater mass, eg a small metal ball bearing will have more mass than a ball of polystyrene twice the size of the ball bearing because the ball bearing has a higher density, so you see SWG does make sense in that regard

Booo, wrong, don't use this argument, doesn't work. Or rather, it would work if there were components specific to the Actis/RGI/B22/etc. But since all of our ships use the same components, and all of our components use the same resources, it's not hard to draw a few conclusions. More mass means more effective part, presumably larger to make bigger guns, etc. And the scale of mass/ships pre RotW suggets that higher level components are bigger as well, since we're mouting 'bigger' guns and engines on PoB ships. In fact, the entire justification for POB parts being so effective is that they were big, massive things that only something the size of a POB ship could carry. Your argument, while technically correct in our universe, does not hold up in JTL and if anything becomes an excuse for not fixing problems that came with RotW.




When you put it like that, yes, you are indeed correct, it makes no sense that a ship the size of the JSF can carry larger guns than say a TIE fighter, even though a TIE fighter is larger in size than the JSF. Perhaps every component should have a "size" rating and each slot in your ship should have a "max size" rating so that you couldn't load a gun/engine/whatever that's too big to realistically fit into the ship, though that's probably making things a whole lot more complicated than they need to be. Still since the RotW ships aren't crafted by players, it is still possible for them to be able support more mass than most other similar sized ships seeing as we don't know what they're made of
rogue_eight
Fri Sep 02, 2005 6:45 am
#5

"But since all of our ships use the same components, and all of our components use the same resources, it's not hard to draw a few conclusions. More mass means more effective part, presumably larger to make bigger guns, etc."

Hate to play devil's advocate, but in that case, why does the same component have a different skin depending on which ship it's loaded into?

Just saying...
FeedbackEcho
Fri Sep 02, 2005 6:52 am
#6

While your arguments do make some logical sense, has anyone considered that this is a game with energy blades that defy the laws of physics, faster than lightspeed travel, abilities to manipulate objects with your mind, lightening from the fingertips, 40 second plastic surgery, etc, etc. This isn't meant as a flame in anyway, so please don't take it that way, but the only thing that seems to matter to me is if something is FUN. Some of you may find the RoW ships to not be fun, that I can understand, but argueing that they should "make sense" in relation to size vs. mass just doesn't make sense to me. If they are unbalancing the game because they are too powerful, fine, you have a legit gripe there. Stick with that.


Of course, in the end it probably isn't going to matter. Obviously, LOTS of people like the Jedi Starfighter, so SOE would be stupid to nerf it. It would just tick more people off and cause more account cancelations. Personally, I pick my ships for the worst possible reason...I think they look cool. So when I finally blow up the vette,I plan on flying a B-Wing. I just think they look cool.


Anyway, that's my opinion. That and 50 cents will buy you a coke.





Dareus Kai
Alliance Shield

"Dude, pretend I said something witty or profound here."
quadpers0n
Fri Sep 02, 2005 7:27 am
#7

i hate to be the naysayer as well, as i'm not a fan of the IGI hitbox, but i did a similar test with my alt using level 1 guns and a stationary IGI.


i was definately able to register hits from all sides of the IGI, even aiming directly at the wings.


are you absolutely sure you were aiming at the "scalp" of the ball, as you would see it if the wings had not been in your way? if you don't, you won't hit. it's harder, because you can't see what you are aiming at, but it's there. i found it a tad easier to use bolt guns instead of those wingcommander-esque ball graphic guns, for more precise targetting.





-meeuki


lumpini
LeaphChausew
Fri Sep 02, 2005 7:30 am
#8

Yeh, we tested it. It was the result of a 20 minute 'debate' and here is what I notice.


Admittedly, the RG TIE is prefectly hittable from the front. Just aim higher. Those solar panels though...From the shots I was laying into En-ki and later that day a few other RG TIES, they do appear to act as 'indestructable shields' which cover the Ball cockpit's skewiff hitbox.


I'm not sure where I stand on it really. I think if they centred the hitbox so it covered the ball cockpit and made those solar panels 'transparent' so yeh..they didn't register direct hits to them but would allow shots to touch the already small hitbox that'd be better. Possibly...


To be honest though, I'm far more concerned about E-pulse than anything else. At least people have to physically 'fly' RG TIES, whereas that command I really don't know though to be honest. I change my oppinions on even my own suggestions/views too much to really make a proper "hey this is what they should do" suggestion.


In fact, what I'd do if I were going to 'balance' the situation would be not to change the existing ships, but introduce more balanced ships into the game to act as a bridging gap between the rotw ships and the pre-rotw ships.


My logic is this. We have starter ships which are, for all intensive purposes...the same ship but different shapes and sizes. They all have the same handling mods and component load outs. Thing is, they're rather large for pvp.

On the other side of the scope we have the GSF and JSF which are uber small and are generally disliked by a lot of people because they're belonging to the clone wars era. Oh and they're good at everything and super manouverable too.


Now I won't lie. My A-wing is great but it has some noticeable limits and frankly, I wish I could see more Imperial ships being used for pvp along with a Freelance ship which was Freelance specific which was a god pvper.

So how about this?
The follow more or less the same rule as they did with the GSF and starter heavy ships.

Rebels get a 75 k mass A-wing which'd let us fit some even nicer stuff into the chassis but we keep the slightly limited r,p,y acc. mod due to the fact our ship has the slightly smaller hitbox.

Imperials would get a standard squint 'heavy Variant' which'd look the same but to perhaps signify it's difference from the standard squint would have Red streaks down the Solar Panels like that of the 121st TIE Fighter wing out of the Rogue squadron books. This too would have 75k max mass and yep it'd have a 'slightly' bigger hitbox than the A-wing but makes up for it with 1.Possessing the bet weapon spread out of any one weapon slot ship in the game and 2.With the r,p,y acc. mods it has it actually handles slightly better than an A-wing.
Freelancers would have..a new ship. I'd actually make it look like the Vaksai but half the size of it to be honest, or at least bring it in line with the size of the TIE Interceptor? It'd keep the same handling mods it possesses and too would have 75k mass.


Correct me if I'm wrong. Seriously go ahead, I'm all for criticism on this one, but I think somthing along those lines might work since it doesn't chage anything as it stands..merely adds some 'middle ground' without changing the size of craftable ships either. I'd make the stated above ships buyable with factionpoints or somthing so you have to work for them and be prepared to pvp for them even, but they can be replaced.


Guyvii2
Fri Sep 02, 2005 7:36 am
#9

Just for arguents sakes,


the write up on the JSF says it is a compact frame. While one can say the ship will weigh 90k after all compontes are installed , that is not true. Does that mean that with no componts the ships chasse weigths nothing? No, the max weight must mean this is how much weight in compoints you can install on the chasse. Like the max bomb load before the wings or frame snap. a.g. remember the old big american cars . You could step into the hood and work on the engine , there was so much space in the hood you could almost fit your body and the engine in the space. Now days I have my car where the have to side mount the engine and I can not even see the ground from above the engine. Things are that packed.


Thus , it could be the componts on the expantion ships are more pressed together like the JSF, they are packed in close while the ships like the Oppresser have more redundent systems and space between the installed componts you installed.


I am guessing more goes into a ship than just what you put into it. The Chassie I am sure has more of the misc. parts. The JSF just has less of the misc parts , You would be supprised how much weight in ordance an little US Navy A-4 skyhawk carried. 9,155 lbs in ordance while empty weight was onlyn ~9,853 lbs. It was very small like 40 ft length , 15 ft height , and wing spand of 27.5 ft. And it still had space for 2 ea 20 mil canons.


So, size is not always a true measure of what an airframe can do.


Just some food for thought





Guyous Starconquest
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Julia-Guyous Starconquest
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quadpers0n
Fri Sep 02, 2005 7:45 am
#10

i'll retest this later today, but i'm 99.9% positive i was able to land hits from the side. i remember this specifically because i had previously been told i wouldn't be able to do it.


i don't mean "hits but no damage" either. how close were you? were you 100% positive your bolt/blaster was hitting the ball? sometimes on spread gun ships that can be difficult to guage if you can't see directly what you are aiming at, and if you are off by just a tiny bit it won't register. maybe i was smoking crack though.






-meeuki


lumpini
Higginsis
Fri Sep 02, 2005 7:52 am
#11



quadpers0n wrote:

i'll retest this later today, but i'm 99.9% positive i was able to land hits from the side. i remember this specifically because i had previously been told i wouldn't be able to do it.

i don't mean "hits but no damage" either. how close were you? were you 100% positive your bolt/blaster was hitting the ball? sometimes on spread gun ships that can be difficult to guage if you can't see directly what you are aiming at, and if you are off by just a tiny bit it won't register. maybe i was smoking crack though.






Honestly, having to go through all that just to make sure you're hitting the "right place" on the ship, doesn't that tell you there must be something wrong with it?

I don't doubt the size of it is intentional, it fits in line with the JSF and Bel22 size wise, but there is definitely something wrong with the position and hit-ability of it.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

Goraf
Fri Sep 02, 2005 8:03 am
#12

My wing-mate had an RGI disabled in DS using Image-Recs. We were both stopped. I tried to shoot him from the side, it did zero damage. I flew around and shot the ball, kaboom.

When we see RGIs approaching in DS, we just let loose the missiles. When the RGI pilot complains, we tell them to come back in anything else and we'll use blasters.



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

NiteWolfe
Fri Sep 02, 2005 9:25 am
#13

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Honestly, having to go through all that just to make sure you're hitting the "right place" on the ship, doesn't that tell you there must be something wrong with it?

I don't doubt the size of it is intentional, it fits in line with the JSF and Bel22 size wise, but there is definitely something wrong with the position and hit-ability of it.

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Why should the rgi have a hit box that is inline with the b-22 and jsf size wise?

it is a kash vette rewards ship the same as the heavy X and the val. the val iam not sure of but i do know my heavy X does not have a hit box the same as a jsf or a b-22.

have done what leaph has my son flys imp atm on SS and i fly rebel my son has a rgi and from the side its almost imposlible to hit. i say almost becouse the first time i thought i test this i was playing around with him at a stand still and 1 shot killed him fro mthe side with my heavy X but i was almost point blank and had the weapon spread of a X 2 lvl 9 anda lvl 8. i went bac kwith my a wing and tried it again but from a litt lways out jsut not point blank and could not scrore 1 single hit on it in my A wing from the side.

the box needs to be bigger the wings need to be see thru as far as the weapons go for hitting the box.

the is no justification for the rgi to have a hit bot the size of a jsf or a bell. the ship as a whole is bigger than those other 2 ships.

but main think the hit box should should be made more inline with the other 2 ships that come from the same missions. that or make the heavy X and the val hit box the same size as the rgi's.

till this is fixed ever rgi i see in DS gets air 2 up the pipe with no bad feeling on my part. if ya dont like it fly some thing that isnt bugged to hades and back!



Nitewolfe NOOB SWG player
Nitewolfe RR8L3 ranger merlin HIB (maybe retied if SWG is any good)
redwolfe owner Twilight Gnome TSO (retired)
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