Forums » Bugs
no turret missile damage..
when turbo`ing in an atlas and firing gems or firecrackers from the turret back at an NPC target they take no damage or experience no flight disruption at all. disengaging turbo they proceed to take damage and their ships get rattled around a bit as normal. energy weapons on the default turret damage as normal at any speed.
Hi Scotia
Please provide additional information: date, time, location and platform.
Please provide additional information: date, time, location and platform.
It doesn't matter what date, time, location, or platform. It works like this and has for years. For the same reason mines are mostly ineffective at full turbo speed. Just try it.
The way I understand it is, and please correct me if I'm wrong:
- You fire the missile
- Your game client, based on the slightly lagging position data from the server decides that the missile is close enough to detonate.
- You send the message to detonate the missile, and the explosion radius to the server to hit-check for damage.
- The server runs the hit-check on non-lagging position data about the other ship and the lagging message about where your missile explodes.
Geminis have a 25m splash radius and a 10m prox trigger. Assuming the firing ship perfectly triggers it dead on at the very edge of that 10m radius, the other ship only has to move 35m to be out of the blast radius entirely for the server's hit check.
Now let's say you've got 200ms of lag involved in an Atlas going 180m/s turboing away from your opponent. You're moving 36m every 200ms. Maybe the server will fudge factor that in your favor? Cross your fingers...
Let's say your opponent is (almost certainly) faster than you, like a Greyhound or a hive assault bot and doing 210m/s. 42m, way out of range by now. Even swarms won't hit with any consistency. Firecrackers might, but their contact trigger makes them not actually detonate at at all going this speed.
The way I understand it is, and please correct me if I'm wrong:
- You fire the missile
- Your game client, based on the slightly lagging position data from the server decides that the missile is close enough to detonate.
- You send the message to detonate the missile, and the explosion radius to the server to hit-check for damage.
- The server runs the hit-check on non-lagging position data about the other ship and the lagging message about where your missile explodes.
Geminis have a 25m splash radius and a 10m prox trigger. Assuming the firing ship perfectly triggers it dead on at the very edge of that 10m radius, the other ship only has to move 35m to be out of the blast radius entirely for the server's hit check.
Now let's say you've got 200ms of lag involved in an Atlas going 180m/s turboing away from your opponent. You're moving 36m every 200ms. Maybe the server will fudge factor that in your favor? Cross your fingers...
Let's say your opponent is (almost certainly) faster than you, like a Greyhound or a hive assault bot and doing 210m/s. 42m, way out of range by now. Even swarms won't hit with any consistency. Firecrackers might, but their contact trigger makes them not actually detonate at at all going this speed.
To add to this, mines make things even more complex, since persistent mines the server owns them, so there's a delay involved for the mine to even show up, then a lockout period where the mine doesn't arm, and the above hit checking against a fast moving object, even their bigger proximity and blast radius seem to be easy enough to avoid going fast.
These examples I gave are also assuming that the projectile is perfectly aligned with the movement of the ship crossing directly through the center of the explosion. That basically never happens, and it only gets worse the further from that center line you are.
These examples I gave are also assuming that the projectile is perfectly aligned with the movement of the ship crossing directly through the center of the explosion. That basically never happens, and it only gets worse the further from that center line you are.
if it actually matters ill fly myself into a swarm of unrats next time they spawn and note the timestamp.. since the changes to the avoidance many npcs can seem to change direction almost instantly at any speed rendering turrets pretty much useless other than to prevent them from getting too close using energy
its pretty much everyday, all the time, anywhere.. using windows or linux. most recently while trying to escape stations swarming with hive and daily vs the unaligned pirates.
its pretty much everyday, all the time, anywhere.. using windows or linux. most recently while trying to escape stations swarming with hive and daily vs the unaligned pirates.