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TARGETING CHANGES, Important





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Posted Today, 7:18 pm
4saken
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btw saw an npc hit a buggy with a pair of rockets from 150m away on the first shot in my last fight. hmmm...

hmm... if anything i think larger cars should be hit more often, but i dont think our accuracy should go down as much (and definately not less than half of what it was by the old system). tho i was still able to hit a vamp going over 70 last night.

so how is it the npcs seem to be able to shoot better than us? it can't be size, we were in a small car scout last night, including a symph, buggy, and a sonic on our side...
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vet combatL1 wv1,0,0

Posted Aug 16, 2008, 4:07 pm Last edited Aug 16, 2008, 4:07 pm by 4saken
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4saken said:

so how is it the npcs seem to be able to shoot better than us? it can't be size, we were in a small car scout last night, including a symph, buggy, and a sonic on our side...


Something important to remember when testing and trying to gage the impact of any changes, is luck.
The human mind has a fantastic capability to spot patterns, however sometimes this can misfire and cause us to believe that there are patterns where they don't exist (think seeing things in clouds), or make us leap to conclusions prematurely.
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vet

Posted Aug 16, 2008, 4:35 pm
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I was driving that sonic last night and saw those initial hits on that buggy. I think we had five rocket opponents last night and they were picking out that symph and buggy from decent ranges. All my damage was from reasonably close range fire. What really got me, I think, was I had some good speed going, and a couple of shots to my right side brought me to a halt, and I was then a sitting duck. I got three shots off and that was it.
Jose is in SS hospital and looking forward to his visit from Sammie Juhl. :D
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Posted Aug 16, 2008, 4:51 pm
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Just a couple of observations

Firstly it is indeed harder for me to hit a target than before, infact i have not had 1 "first shot" hit, no matter if it was excellent, very good or what . Not too big a deal....but i still see npcs hit (mainly rockets) 1st shot reguarly.
Now this may be because im stationary at the time, but equally i'm firing from a stable platform rather than a bouncing vehicle, so as much as i should present an easier target to hit i should get a bonus to my accuracy i think.
Also i witness Hallen try to use his Tank Gun on oncoming vehicles, and his accuracy with a good gunner was laughable, if the current status quo remains, i think some weapons will need a boost to their accuracy.
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vet combatL1 raceL1 wv

Posted Aug 16, 2008, 9:57 pm Last edited Aug 16, 2008, 10:13 pm by pweelg
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Speed_Melon said:
Jose is in SS hospital and looking forward to his visit from Sammie Juhl. :D


Sammie Juhl:    ::facepalm::

Quote:
Something important to remember when testing and trying to gage the impact of any changes, is luck.


2 hits from 150m is not luck. most people dont even take the shot at that range.


anyway, just did a travel and it was awful. in circumstances where i used to miss 1 time in 6 i now only hit 1 time in 6.my 100 skill gunners need to let the enemy close to 60m or less now to have any chance to hit before their ammo runs out, let alone armor. i was just doing a running battle so its not like there was a big speed difference between me and them. something in the new system is nerfed. it needs to be toned down ALOT or looked over again to make sure something is not amiss. this is bad enough i will only be fighting very casually until then, or maybe i'll just do races.

edit: just lost my first veteran character to this. [S59776]

futher edit: one of my gunners had moving targets spec.
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vet combatL1 wv1,0,0

Posted Aug 16, 2008, 10:37 pm Last edited Aug 17, 2008, 12:15 am by 4saken
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I'd recommend reverting back to the original targeting system, and figure out what factors really need to be considered/modified in order to accomplish the original goal- to increase (moderately) the survivability of fast, maneuvering/evasive cars intending to utilize hit and run tactics.

As I see it, stationary vehicles shouldn't really be getting hit more or less than before* regardless of orientation to the firing vehicle. A vehicle, whether moving or stationary, should be able to hit a car moving relatively slowly with the same frequency as before. Any car traveling directly toward, or away, from the firing car should be hit with the same frequency as it was before (there was already a relative speed calc).

Vehicles that are evading, swerving, moving really fast, or on an angular vector should be harder to hit than before, particularly as they get closer to the firing vehicle. The chassis itself should more or less affect how good it is at evasive driving and accelerating. I'd like to see frequency of change in vector play more of a role than simple car orientation. A stationary or slow car should get hit with the same frequency as before no matter which way it is facing.

Have the new changes affected everything?

*before means 'prior to changes implemented 8/15'

PS. There was some discussion back in the day about chassis specs. Perhaps chassis could be given an 'evasiveness rating' (maybe handling if thats already a chassis property?) which would indicate its suitability as a dogfighting vehicle? I'm not trying to be a pain, just trying to suggest some ways to enable the original goal without affecting the large list of intriciate calcs that seem to be in place for targetting... it sounds to me like something is getting modified/compounded making all cars harder to hit, not just the ones that are moving fast, evasively, on an angled strafing run?

As I see it, there should be no change in firing at a Landrunner, but the Vampires etc. should be harder to hit than they were.
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Posted Aug 16, 2008, 10:45 pm Last edited Aug 17, 2008, 7:08 am by Dr Mathias
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hate to make one-line posts but, agreed, on all fronts.
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Posted Aug 17, 2008, 12:13 am Last edited Aug 17, 2008, 12:14 am by 4saken
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just use diffrent tactics with smaller cars, why the big deal to make em better. there still going to get smoked, just diffrently now. all this does is nerf the best gunners in the game. and for what so we can all drive in flashes lol ill pass on that. except in fl flashes and small cars are great rock climbers take small cars to fl and youll do ok with them there.
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vet paintball wv1,0,1

Posted Aug 17, 2008, 1:10 am Last edited Aug 17, 2008, 1:16 am by *darthspanky*
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Ive been saying it alot lately...but I gotta agree with Doc. and what darth says it true too.
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Posted Aug 17, 2008, 7:06 am
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I have reverted everything. I intended to do so without telling anyone, just to see if the complaints continued or not, but.. well.. I'm not that mean.
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Posted Aug 17, 2008, 10:01 am
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He 'TELLS' us he reverted the code...
Do we know?...Mwhaaahhaaaaa
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Posted Aug 17, 2008, 10:19 am
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:p
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Posted Aug 17, 2008, 10:26 am
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Bah I would've liked the new aiming stuff stay in for a bit longer at least until people are forced to develop new strategies...

Like this you might never be able to make small cars viable because anything that changes the status quo of SUVs and such just has players try to beat the new system with old tactics and designs and then complain about how much it sucks and how it's unplayable etc until it gets reverted.

Anything big enough to make small cars viable will force players to change strategies and make SUVs worse in comparision so I really doubt anything will get through.


Also not having the aiming changes in an engine patch probably didn't help, because you were pretty much firing blind and the old code gave you the feeling of "I should've hit this" when the lines said the odds were good.

With the updated code you'd probably have seen how the aiming lines change as they move about and could've picked your shots better.


That said I'm not sure the changes weren't too major in the first place, I only had 3 or so scouts an an arena combat with my best crew to try it out and all went really well.

I also had a DR where I tried some evading and I had much more fun than usual because I actually got the feeling I could actively do something to dodge their shots (the few times it 'worked' and they missed).

Though in DRs it probably also makes hitting while someone's cornering trickier which is the best time to shoot, though it might just balance it out...
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Posted Aug 17, 2008, 2:24 pm Last edited Aug 17, 2008, 2:24 pm by Alocalypse
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I think the concept is still worth investigating. Alo's pretty much right though, if players feel like something is getting taken away (in this case accuracy against all enemies) there's going to be a lot of resistance whether the change makes sense or not.


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Posted Aug 17, 2008, 4:54 pm
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the no feedback in the game engine "firing blind" thing had a big impact as well. i'm still in favor of a change but the last one was too drastic and did not seem to have any rhyme or reason in its execution. plenty of times i took shots that should not have been affected by the change (either from low speeds, little change in angle, etc) and just missed, missed, missed, even when i let the enemy close to half the distance i was accustomed to.
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vet combatL1 wv1,0,0

Posted Aug 17, 2008, 7:12 pm
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