There is precedent for it. I'm sure all of us have been in game only to see the animation speed up every now and then. Like the game hits overdrive for a split second. It happens randomly but when you consider that the game has to keep track of 24 people at a time each with 11 different locations on top of game trajectory for ballistics and missiles, it isn't out of the realm that it hiccups sometimes.
Srm Ammunition
Started by Artgathan, Feb 12 2014 07:06 AM
42 replies to this topic
#41
Posted 13 February 2014 - 05:18 PM
#42
Posted 13 February 2014 - 07:07 PM
Trauglodyte, on 13 February 2014 - 05:18 PM, said:
There is precedent for it. I'm sure all of us have been in game only to see the animation speed up every now and then. Like the game hits overdrive for a split second. It happens randomly but when you consider that the game has to keep track of 24 people at a time each with 11 different locations on top of game trajectory for ballistics and missiles, it isn't out of the realm that it hiccups sometimes.
Yea, my main objective is just to see if we can help PGI pin down the causes of this stuff and help get it fixed. We might have zero correct ideas but at least it makes me feel useful
#43
Posted 14 February 2014 - 03:41 PM
I too like boosting SRM ammo. At least to 120 could help.
And as for SRMs hitting and not hitting, I'd like to look at increasing their speed from 300 m/s to at least 425 m/s.
And a max range boost couldn't hurt either.
Otherwise, it could be useful to reduce the number of projectiles fired from each missile launcher and then boosting damage up from there.
For example, with an SRM 6, reduce missiles down to 3 from 6 fired per salvo, and increase damage to 4 each from the current 2 damage. The total damage is still the same for the various missile launchers, but there are fewer projectiles that need to be tracked.
And as for SRMs hitting and not hitting, I'd like to look at increasing their speed from 300 m/s to at least 425 m/s.
And a max range boost couldn't hurt either.
Otherwise, it could be useful to reduce the number of projectiles fired from each missile launcher and then boosting damage up from there.
For example, with an SRM 6, reduce missiles down to 3 from 6 fired per salvo, and increase damage to 4 each from the current 2 damage. The total damage is still the same for the various missile launchers, but there are fewer projectiles that need to be tracked.
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