Forums » Bugs
Defense Turrets
I'm not sure if this is a bug or not, but Turrets big balls of white flame shouldn't be able to hit you before you exit the warp animation... Just sayin.
If it is actually damaging you while the controls are locked up, that is a bug. The devs have said several times that you're supposed to be completely invincible during that period.
What they tend to conveniently ignore, however, is that while you are invincible during that animation, it doesn't stop the turrets from firing with their shots timed so that the ordinance hits you just as the invincibility wears off and you regain control of your ship, without giving you any time to actually maneuver.
Either they need to not even start firing until we have control of our ships, or we need to have control immediately, or the invincibility needs to last for several seconds after we gain control of our ships (it would be OK for blasters to remain locked during that time).
I prefer the NPCs not being able to start firing until we have control. That seems like the best solution to me.
What they tend to conveniently ignore, however, is that while you are invincible during that animation, it doesn't stop the turrets from firing with their shots timed so that the ordinance hits you just as the invincibility wears off and you regain control of your ship, without giving you any time to actually maneuver.
Either they need to not even start firing until we have control of our ships, or we need to have control immediately, or the invincibility needs to last for several seconds after we gain control of our ships (it would be OK for blasters to remain locked during that time).
I prefer the NPCs not being able to start firing until we have control. That seems like the best solution to me.
What they tend to conveniently ignore, however, is that while you are invincible during that animation, it doesn't stop the turrets from firing with their shots timed so that the ordinance hits you just as the invincibility wears off and you regain control of your ship, without giving you any time to actually maneuver.
That seems to be the problem right there. I guess I see how this could be very difficult to fix, but damn is it annoying.
That seems to be the problem right there. I guess I see how this could be very difficult to fix, but damn is it annoying.
Well give an additional invincibility for 2 seconds after your regain control. That shouldn't be too hard.
Well give an additional invincibility for 2 seconds after your regain control. That shouldn't be too hard.
That would've actually saved my life in pvp once. I warped into b8,cant remember who this was against, but some how he was waiting for me at the exact warp spot and shot me down before i could do anything.
But, yes, I think an additional second or two after you regain control would definitely do the trick.
That would've actually saved my life in pvp once. I warped into b8,cant remember who this was against, but some how he was waiting for me at the exact warp spot and shot me down before i could do anything.
But, yes, I think an additional second or two after you regain control would definitely do the trick.
Too many exploits in making invincability last longer. Warp and launch invincibility are related. An example of said exploit (one of TGFT's favorites to use) is that a TTM will lay a TU mine and a player inside the dent will launch and detonate the mine before an enemy reaches the proximity needed for it to detonate. Then the TU will explode, killing the enemy and leaving the player that launched alive.
They only have to do that because the mine's trigger is broken.
Yeah this has long been an issue, devs are aware but back-burnered it or though it was fine. But it's not! Any of Pizza's suggestions are great.
iSat 11:50AM Inevitable linkeditdeletereply
- NPCs and turrets no longer attempt to fire on players entering the sector (while they are invulnerable).
Okay, I guess maybe the bug wasn't explained well enough. So here is an example of where this kind of event happens:
Let's assume I am player A trying to invade space where a player B is involved.
Player A.)
- Tri Kos
- Travels through grey decides to sneak into UIT territory where he is KOS.
- Decides to jump through the Edras/Verasi Wormhole
- The second he enters he sees that Player B is docked in that station,
- Oh shit! Turret Gauss hits him before/as he gains control of his ship.
Player B.)
- Stays logged into the Verasi/Edras wormhole to take advantage of this bug.
I read the new update and was excited that this problem was fixed! However, it wasn't in the least bit.
In fact as far as I can tell nothing at all changed. I take that it has to do with active sectors and how to differentiate between separate players and gobble gobble gobble. I do not know what you guys did to think you achieved a fix for this, but what I do know is that nothing has changed. Anyways, I hope that this has explained the problem that we have been talking about with defense turrets, hopefully we can find a fix.
PS.) I love you guys and all but, what the hell did you guys actually think you fixed in regards to defense turrets? They are acting exactly like they have been in the past.
- NPCs and turrets no longer attempt to fire on players entering the sector (while they are invulnerable).
Okay, I guess maybe the bug wasn't explained well enough. So here is an example of where this kind of event happens:
Let's assume I am player A trying to invade space where a player B is involved.
Player A.)
- Tri Kos
- Travels through grey decides to sneak into UIT territory where he is KOS.
- Decides to jump through the Edras/Verasi Wormhole
- The second he enters he sees that Player B is docked in that station,
- Oh shit! Turret Gauss hits him before/as he gains control of his ship.
Player B.)
- Stays logged into the Verasi/Edras wormhole to take advantage of this bug.
I read the new update and was excited that this problem was fixed! However, it wasn't in the least bit.
In fact as far as I can tell nothing at all changed. I take that it has to do with active sectors and how to differentiate between separate players and gobble gobble gobble. I do not know what you guys did to think you achieved a fix for this, but what I do know is that nothing has changed. Anyways, I hope that this has explained the problem that we have been talking about with defense turrets, hopefully we can find a fix.
PS.) I love you guys and all but, what the hell did you guys actually think you fixed in regards to defense turrets? They are acting exactly like they have been in the past.
3 out of 5 times when something is "Fixed" in an update, it isn't and requires additional fixing.
Sometimes I wonder if they don't actually test their fixes before they issue them... like they just make some changes to the code and expect that will work, lol.
Sometimes I wonder if they don't actually test their fixes before they issue them... like they just make some changes to the code and expect that will work, lol.
And sometimes, what seems like an easy fix, and yields positive results in a few quick tests, turns out not to do the job in some of the many subspaces of the rather large state-space of a game like this. I do think there's something wrong with my 'fix' for this, but I assure you I did spend at least ten times as long testing it as adding the 2 lines it involved. It's on my short list.
Ok I won't wonder about that anymore then... ;)