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Updated and propagated into production. Also added 250 "force" (concussive). That's compared to 3000 on the station turrets, so not much, but should be interesting to play with.
Sweet! Thanks Inc!
Nice!
excellent
Ohhh.. very cool!
and much appreciated.
With this "force" statistic, could you guys make a note to display this on all weapons when you get around to it, it would be really handy to know how much force each weapon has.
and much appreciated.
With this "force" statistic, could you guys make a note to display this on all weapons when you get around to it, it would be really handy to know how much force each weapon has.
^--- yes, please do that.
This was fun to play with.
This was fun to play with.
For most of them it's the same as their damage, like Sunflares.
I'll be interested to hear how this is working.
I'm also not 100% sure the "force" / concussion effect works or not in this particular case.. it's usually coupled with explosions, or in the case of station / capship turrets there's an actual collision mesh that matches the oversized visual effect.
But, let me know.
I'm also not 100% sure the "force" / concussion effect works or not in this particular case.. it's usually coupled with explosions, or in the case of station / capship turrets there's an actual collision mesh that matches the oversized visual effect.
But, let me know.
I've only used it vs NPCs so far, and it seems to nudge the leadoff reticle a bit, but really all it does is make it a bit harder to hit them with a long string of shots. The bots are still able to keep their nose pointed right at me.
I did some tests on the test server with NPC's. I did notice what ARF said that they appear to nudge their nose slightly when hit, but often it would have no effect on them. So I then brought some bots (second clients) into the equation.
As far as I can tell it is not working at all. I tried combination gauss and hitting various parts of the mesh but the model didn't move at all.
As far as I can tell it is not working at all. I tried combination gauss and hitting various parts of the mesh but the model didn't move at all.
Yeah, hmm. Well, I'll check with Ray. But I suspect if it isn't working, it's a function of the line segment to mesh collision mechanics, which is not something we're likely to change in the immediate future. We could eventually export a "hit" mesh for player gaussian weapons, like we do with capship/station weapons, and perhaps use that; but I'd have to re-familiarize myself with the limitations of that system. In the meantime, there may just be no "force".
You must feel the Force around you: here. Between you, me, the tree, the rock, everywhere, yes. Even between the annihalator and the ship
(sorry, couldn't resist ;-) )
(sorry, couldn't resist ;-) )
Fine by me.
The other stat boosts are a welcome improvement. :)
The other stat boosts are a welcome improvement. :)
Yeah at least people look at it now and don't think "what were you smoking when...?"
Conc is an important niche for the large port gauss though, I think its a more intelligent solution to establishing choice between megaposi/gatling turret than just buffing the damage through the roof.
I'm going to assume that the conc railgun also uses this mesh thingy.
Conc is an important niche for the large port gauss though, I think its a more intelligent solution to establishing choice between megaposi/gatling turret than just buffing the damage through the roof.
I'm going to assume that the conc railgun also uses this mesh thingy.