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[Pov/bug] Ac/2 Impact Not Noticably Different Since Patch
#1
Posted 05 December 2012 - 06:37 PM
#2
Posted 05 December 2012 - 07:04 PM
Paul Inouye, on 29 November 2012 - 11:26 AM, said:
Numbers have been set. Moving into our pre-release builds today or tomorrow. Once approved by QA/Testing, we will push this into the live servers. Again, what is happening is that the AC20 will still rock you pretty hard, the 10,5,2's not so much. The Gauss sits somewhere between the AC20 and the AC10 and all missiles are at about the same level as an AC2 (which is pretty small movement).
The artists will also be reducing the smokescreen effect when you start getting peppered by numerous projectiles (ACs Missiles etc.)
Again, this is all just FYI for now. I will give you an exact date for the patch when I find out.
So, no exact date on this yet, but the next post dealing with ACs is a little more time specific
Paul Inouye, on 05 December 2012 - 05:49 PM, said:
1) AutoCannon projectile speeds increasing. AC/20 ~ 900m/s. AC/LBX10 ~ 1100m/s. AC/UAC/5 ~1300m/s.
2) PPC and ERPPC projectile speeds increasing to 2000m/s (AC/2 speed).
I've also looked into doing some tweaks with the NARC and TAG systems. So far I'm planning on increasing the time that a NARC beacon lasts from 15 seconds to 20 seconds. TAG range will be boosted from 450m to 750m.
These changes will go through testing and if it feels right, you'll see them next patch.
#3
Posted 05 December 2012 - 07:07 PM
* Auto-cannon projectile impacts have been reduced with the only exception being the AC/20.
And the second post you quoted deals with projectile speeds, not impact/shake. According to the patch notes, AC/2 should have had reduced shake since the patch, but I'm not seeing it.
#4
Posted 06 December 2012 - 02:57 AM
#5
Posted 06 December 2012 - 05:36 AM
Postumus, on 05 December 2012 - 06:37 PM, said:
Smoke and such were not modified.
I faced off against a 4xac/2 phract yesterday and noticed there was barely any shaking going on. Smoke, yes. Shaking, no.
#6
Posted 06 December 2012 - 08:57 AM
Might be worth taking a look into.
#7
Posted 06 December 2012 - 11:44 AM
As I've stated before the new equation will be SCREENSHAKE = impulse * damage.
#8
Posted 06 December 2012 - 12:43 PM
#9
Posted 06 December 2012 - 02:21 PM
Thomas Dziegielewski, on 06 December 2012 - 11:44 AM, said:
As I've stated before the new equation will be SCREENSHAKE = impulse * damage.
Ah, okay. The formula seems reasonable, though it may depend on the endpoints.
Though If we were to go all technical/scientific:
Energy: E = 1/2 * m * v²
Impulse: p = m * v
E = 1/2 p * v
p = 2 * E/v
So if energy is proportional to damage, the impulse should lower get lower the higher the velocity of the projectile and higher the higher the damage...
#10
Posted 07 December 2012 - 08:45 AM
Thontor, on 07 December 2012 - 07:27 AM, said:
You are right and I like this and not complicated at all.
#11
Posted 07 December 2012 - 11:06 AM
elsie
#12
Posted 07 December 2012 - 01:54 PM
Thontor, on 07 December 2012 - 11:17 AM, said:
He mentioned the shake being impulse*damage.. But does that take into account multiple simultaneous hits? Will 4 group fired AC/2s hitting for 8 damage each volley shake your screen harder than if they were fired 1 or two at a time?
Will getting hit by 4 AC/5s fired simultaneously shake the screen as much as a hit by 1 AC/20?
If so, what if they are from two different mechs that happen to hit you at the same time?
If I were coding it, I would go with whatever single item within a specific time period (whatever the tick in the game is) would cause the most shake, simply to keep it simple and keep the load off the server (it wouldn't have to calculate total impulse and send it to the client, just take the highest single value). I don't think I would feel I've lost much by not having my 8xAC/20 do a Hollywood shotgun knockback. B-)
elsie
#13
Posted 08 December 2012 - 09:47 AM
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