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Yes, because of my deep-seated anti-serco bias that I always hear so much about. <rolls eyes>.
Anyway, yes, we're more concerned with testing specific to "do shots land, and stuff?". More "balance" oriented things are interesting to note; and feedback of that sort will factor into how we try to set up the real "Dynamic Warfare" stuff (determining entry points for fleets and so on), but it isn't our current focus.
Anyway, yes, we're more concerned with testing specific to "do shots land, and stuff?". More "balance" oriented things are interesting to note; and feedback of that sort will factor into how we try to set up the real "Dynamic Warfare" stuff (determining entry points for fleets and so on), but it isn't our current focus.
Way to go! After years cross examination you have finally cracked the real truth to VO. Incarnate dislikes Serco and spent all this time convincing A1kon, Raybondo, Momerath and the others to dedicate years of their lives to creating a game universe just so Incarnate could be spiteful towards Serco.
I KNEW IT!
Come see the violence inherent in the system! Help! Help! I'm bein' repressed!
(Oh, wait. I'm Itani. Nevermind. Move along, nothing to see here.)
Come see the violence inherent in the system! Help! Help! I'm bein' repressed!
(Oh, wait. I'm Itani. Nevermind. Move along, nothing to see here.)
Yer no more Itani than Dr. Lecter :P
You just happen to have a blue name.
You just happen to have a blue name.
More changes went in tonight, so obviously fresh reports would be helpful.
We had to do something that hurt performance a bit vs. what's been running in that sector this week, but we introduced another change that hopefully more than makes up for it. In addition to reports on shots registering, it would be good to know if you notice anything different about when/how capships' turrets fire, especially on other capships.
We had to do something that hurt performance a bit vs. what's been running in that sector this week, but we introduced another change that hopefully more than makes up for it. In addition to reports on shots registering, it would be good to know if you notice anything different about when/how capships' turrets fire, especially on other capships.
I tried the 22 00 sat BS.
I found that shots registered well when flying a light against both lights and capships. The number of misregistered shots seems to be very small now.
I still noticed some misregistration when manning a capship turret. When targetting another capship the vast majority of hits counted, but against light ships I saw a good number of hits, but no beep or damage resulted.
With regard to the overall ai making the itani capship close to shooting range when the serco capship reports shields down ( and vice versa ) would be a good feature.
Anyway, good progress
I found that shots registered well when flying a light against both lights and capships. The number of misregistered shots seems to be very small now.
I still noticed some misregistration when manning a capship turret. When targetting another capship the vast majority of hits counted, but against light ships I saw a good number of hits, but no beep or damage resulted.
With regard to the overall ai making the itani capship close to shooting range when the serco capship reports shields down ( and vice versa ) would be a good feature.
Anyway, good progress
29 March 1000 GMT Border Skirmish
Very consistent performance throughout mission; lag spikes only really noticeable when Teradons spawn. Missiles and energy weapons seem to hit as expected.
Tridents and Connies protect the HAC well both by interposing themselves and by firing on Teradons. However, HACs seem to ignore Teradons unless they are taking direct fire from them. Also, observed HACs on both sides taking Teradon (full shields) fire without suffering any significant damage a few times; Teradons switched targets as soon as either a Trident or Connie arrived.
Mission lasted two hours with both HACs surviving with full shields; battle was mainly one of slow attrition as the Teradons either didn't last long enough to attack the HACs or couldn't drop the HAC's shields before switching targets.
Very consistent performance throughout mission; lag spikes only really noticeable when Teradons spawn. Missiles and energy weapons seem to hit as expected.
Tridents and Connies protect the HAC well both by interposing themselves and by firing on Teradons. However, HACs seem to ignore Teradons unless they are taking direct fire from them. Also, observed HACs on both sides taking Teradon (full shields) fire without suffering any significant damage a few times; Teradons switched targets as soon as either a Trident or Connie arrived.
Mission lasted two hours with both HACs surviving with full shields; battle was mainly one of slow attrition as the Teradons either didn't last long enough to attack the HACs or couldn't drop the HAC's shields before switching targets.
30 March 1000 GMT
Smooth flying, no significant lag spikes or framerate drops.
Serco HAC observed firing on Itani Teradon with Serco Connie in the way; Connie taking friendly fire (can't tell if friendly fire is doing damage though). Itani Teradon later seen being hit (shield flash) by multiple HAC turret fire but taking minimal damage if any at all (shield rarely dropped below 100%). Stacked missiles (Chaos/Gem) doing normal damage to Teradon most of the time.
Smooth flying, no significant lag spikes or framerate drops.
Serco HAC observed firing on Itani Teradon with Serco Connie in the way; Connie taking friendly fire (can't tell if friendly fire is doing damage though). Itani Teradon later seen being hit (shield flash) by multiple HAC turret fire but taking minimal damage if any at all (shield rarely dropped below 100%). Stacked missiles (Chaos/Gem) doing normal damage to Teradon most of the time.
3 April 1000 GMT
Framerate cut by .75 to .5 from previous week with no change in my graphic settings. Lag spikes when Teradons spawn and occasional delays in docking. Still playable but less fun.
Noticeable delays in damage registering on shields. Missiles not always hitting as indicated by trouble taking down shields on Tridents.
Damaged Itani Connie managed to regain shields twice during mission. Undamaged Serco Teradon and Trident observed firing on Itani HAC for several minutes without dropping HAC's shields below about 70%. Itani Teradon observed taking mutiple hits from Serco HAC with no damage indicated.
Many, many cap ships collisions, especially with Teradons. Several times I watched two cap ships spin around one another while in contact until one was destroyed. Collisions seem to be the rule rather than the exception at the moment; good thing this isn't the Navy where captains get court martialed for colliding with other ships.
Casualty counts for both sides very close to each other throughout mission (have observed this over several missions); feels rather like a deus ex machina controlling the battle which negates any feeling of real accomplishment in the end. However, recognizing that the current BS mission is structured for large groups, this probably wouldn't normally be noticeable.
Framerate cut by .75 to .5 from previous week with no change in my graphic settings. Lag spikes when Teradons spawn and occasional delays in docking. Still playable but less fun.
Noticeable delays in damage registering on shields. Missiles not always hitting as indicated by trouble taking down shields on Tridents.
Damaged Itani Connie managed to regain shields twice during mission. Undamaged Serco Teradon and Trident observed firing on Itani HAC for several minutes without dropping HAC's shields below about 70%. Itani Teradon observed taking mutiple hits from Serco HAC with no damage indicated.
Many, many cap ships collisions, especially with Teradons. Several times I watched two cap ships spin around one another while in contact until one was destroyed. Collisions seem to be the rule rather than the exception at the moment; good thing this isn't the Navy where captains get court martialed for colliding with other ships.
Casualty counts for both sides very close to each other throughout mission (have observed this over several missions); feels rather like a deus ex machina controlling the battle which negates any feeling of real accomplishment in the end. However, recognizing that the current BS mission is structured for large groups, this probably wouldn't normally be noticeable.
Hi
Did the BS at 10 on the 16 april and it seemed find couple of things. When the second sets of teradons spawned in all the bots seemed to go stupid none of the smaller npc's put up a fight and it looked like the tridents were flying back and forth. Not to sure on that one. The lag was'nt to bad though Blue Circle said he was having problems. When i noticed lag it seemed to be bot specific everything else around me and the bot i was shooting was moving. But this bot took no damage, it usually lasted around 5 seconds and then the bot would jump and could then take damage. This probably happened around 10 times in total. It also went on for over two hours.
[EDIT] The count down timer until the next BS is also broken
Did the BS at 10 on the 16 april and it seemed find couple of things. When the second sets of teradons spawned in all the bots seemed to go stupid none of the smaller npc's put up a fight and it looked like the tridents were flying back and forth. Not to sure on that one. The lag was'nt to bad though Blue Circle said he was having problems. When i noticed lag it seemed to be bot specific everything else around me and the bot i was shooting was moving. But this bot took no damage, it usually lasted around 5 seconds and then the bot would jump and could then take damage. This probably happened around 10 times in total. It also went on for over two hours.
[EDIT] The count down timer until the next BS is also broken
Broken how? It looks fine to me.
hmm thats odd after you said that I checked it on laptop and its fine (it counts down, nice!) on my main I get: Begins in Deneb B-13 at 10:00 (<countdown time ="1240048800"/>)
So maybe I have broken it with my dreadful lua? Cause that surely cant be a grpahics thing?
A link to show im not making it up :P
http://img4.imageshack.us/my.php?image=dump0000f.png
So maybe I have broken it with my dreadful lua? Cause that surely cant be a grpahics thing?
A link to show im not making it up :P
http://img4.imageshack.us/my.php?image=dump0000f.png