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Kluth Shrouds Invisable even with ECCM active |
*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2012-12-22 03:52  
Gang missiles are a joke end of story same as the AI numbers that killed the game.
_________________ In space , no one can hear you scream!
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Rykros1987 Fleet Admiral
Joined: October 01, 2012 Posts: 88 From: Not in an asylum. Yet.
| Posted: 2012-12-22 09:21  
If what pantheon I think said can be done... about removing the strength of the signal being based off of distance....and making it a flat amount. This might actually fix the problem. I noticed that a lot of the time the shrouds get detected right before they slam into your side and usually its too late by then. If the signal was made to be 100% at any distance it would probably reveal the shrouds earlier resulting in the shrouds still requiring escorts BUT it might fix the flakyness of the shrouds.
>.>
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Hakketak Grand Admiral
Joined: March 24, 2009 Posts: 301
| Posted: 2012-12-22 15:26  
pixies and leprechauns....
_________________ "I shouldn't be alive"
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2012-12-22 17:27  
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On 2012-12-19 23:10, Pantheon wrote:
There's always going to be latency involved.
Missiles travel at something like 40 gu/s, meaning if you have a seconds worth of lag, it's going to travel 40 gu before it shows up on your client, then another second for PD to react, etc...
99% of the time its an issue with latency, which is not something we can fix.
A scanner will make them show up like christmas tree lights though.
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Missiles are closer to an average of 100 gu/sec, actually. 120-ish for the fastest ones, 80-ish for the slowest. So 2-3 seconds of lag are long enough for a missile to scream right through your PD envelope.
_________________ If at first you don't succeed, get a bigger space battleship and try again.
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Two Face Marshal
Joined: November 30, 2009 Posts: 145
| Posted: 2012-12-22 20:31  
Quote:
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On 2012-12-22 17:27, Jim Starluck wrote:
Quote:
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On 2012-12-19 23:10, Pantheon wrote:
There's always going to be latency involved.
Missiles travel at something like 40 gu/s, meaning if you have a seconds worth of lag, it's going to travel 40 gu before it shows up on your client, then another second for PD to react, etc...
99% of the time its an issue with latency, which is not something we can fix.
A scanner will make them show up like christmas tree lights though.
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Missiles are closer to an average of 100 gu/sec, actually. 120-ish for the fastest ones, 80-ish for the slowest. So 2-3 seconds of lag are long enough for a missile to scream right through your PD envelope.
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So the question everyone faction apart from Kluth wants to know is will it be fixed and if so please add it to the Development Log so its official.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2012-12-22 21:47  
Quote:
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On 2012-12-22 09:21, rykros1987 wrote:
If what pantheon I think said can be done... about removing the strength of the signal being based off of distance....and making it a flat amount. This might actually fix the problem. I noticed that a lot of the time the shrouds get detected right before they slam into your side and usually its too late by then. If the signal was made to be 100% at any distance it would probably reveal the shrouds earlier resulting in the shrouds still requiring escorts BUT it might fix the flakyness of the shrouds.
>.>
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You realize that this will affect your little bomber frigates and ECM scouts too? With this, Kluth dreads can simply choose the right moment to decloak next to those ships and instagib them just like snap.
_________________ ... in space, no one can hear you scream.....
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-12-22 23:09  
Quote:
| On 2012-12-21 11:41, Pantheon wrote:
If the damage isn't dealt on the server, the client will ultimately not receive any damage, but we have to interp for latency with everything, so if the client doesn't PD them for whatever reason due to their latency or a mixture of things - they will take damage on their client. However, the server controls when a ship is destroyed, not your client.
You could, in theory, hack the client to make everyone's hull read 0 hp or 0%, but only the server sends out the ship destroyed command. This is why it can sometimes seem like a ship is at 0% hull but won't die. Your client is interpreting what's going on, but due to the latency an entire salvo may have hit a new armor arc or one of many other scenarios. |
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I had been 0% and not destroyed for some times. You have answered the case. Thanks.
Pantheon's explanation pretty covers our concerns. Because of latency, we should pick the correct moment and right strategy before engageing in the battle.
Well, I had bad latency, ISP and slow computer both takes part. But, I don't hestitate to join the battle in spawn-free-ships. Frigate, scout, transport... I can die in these ships for many time without unrest. Of course I can be dead by an alpha. But since I wasn't disturbed by prestige, I still feel serenity and enjoy playing. [ This Message was edited by: chlorophyll on 2012-12-22 23:18 ]
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Walrus of Apathy Admiral Templar Knights
Joined: August 07, 2005 Posts: 466 From: Dorans Basement
| Posted: 2012-12-23 01:31  
Quote:
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On 2012-12-22 20:31, *Two Face* wrote:
Quote:
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On 2012-12-22 17:27, Jim Starluck wrote:
Quote:
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On 2012-12-19 23:10, Pantheon wrote:
There's always going to be latency involved.
Missiles travel at something like 40 gu/s, meaning if you have a seconds worth of lag, it's going to travel 40 gu before it shows up on your client, then another second for PD to react, etc...
99% of the time its an issue with latency, which is not something we can fix.
A scanner will make them show up like christmas tree lights though.
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Missiles are closer to an average of 100 gu/sec, actually. 120-ish for the fastest ones, 80-ish for the slowest. So 2-3 seconds of lag are long enough for a missile to scream right through your PD envelope.
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So the question everyone faction apart from Kluth wants to know is will it be fixed and if so please add it to the Development Log so its official.
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It's latency, it can't just be fixed liked that. Latency is a part of internet gaming. While the "server controls all system" makes DS somewhat more vulnerable to latency arguably, in return the game is effectively unhackable, and in my opinion it's worth it.
Imagine if DS had massive hacking issues, like DayZ perhaps. You'd be having a lot less fun then than you are now just getting hit by errant missiles every once and awhile.
[ This Message was edited by: Walrus of Apathy on 2012-12-23 01:32 ]
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-12-23 05:48  
increase the signature of shroud missiles to -1.0. problem solved.
_________________ Forging legends and lives outside till naught remains inside.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-12-23 05:50  
Quote:
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On 2012-12-23 05:48, Mike Paradox wrote:
increase the signature of shroud missiles to -1.0. problem solved.
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Won't solve the problem.
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Hakketak Grand Admiral
Joined: March 24, 2009 Posts: 301
| Posted: 2012-12-23 06:59  
make shooting the missles a graphical effect only and let client decide that once missles are withing a pd range, they get shot in random order, in other words the client lets u render laser fire and renders the missle disappearing, with lag may not always go right, but on the dmg side the client alrdy decided they are shot, so therefor only the graphical effect on shooting the missles may go wrong
_________________ "I shouldn't be alive"
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-12-23 07:17  
Quote:
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On 2012-12-23 06:59, Ubawaus wrote:
make shooting the missles a graphical effect only and let client decide that once missles are withing a pd range, they get shot in random order, in other words the client lets u render laser fire and renders the missle disappearing, with lag may not always go right, but on the dmg side the client alrdy decided they are shot, so therefor only the graphical effect on shooting the missles may go wrong
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Very hackable. There's a reason everything we do is server-side.
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Rykros1987 Fleet Admiral
Joined: October 01, 2012 Posts: 88 From: Not in an asylum. Yet.
| Posted: 2012-12-23 12:13  
Quote:
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On 2012-12-22 21:47, Kenny_Naboo[+R] wrote:
Quote:
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On 2012-12-22 09:21, rykros1987 wrote:
If what pantheon I think said can be done... about removing the strength of the signal being based off of distance....and making it a flat amount. This might actually fix the problem. I noticed that a lot of the time the shrouds get detected right before they slam into your side and usually its too late by then. If the signal was made to be 100% at any distance it would probably reveal the shrouds earlier resulting in the shrouds still requiring escorts BUT it might fix the flakyness of the shrouds.
>.>
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You realize that this will affect your little bomber frigates and ECM scouts too? With this, Kluth dreads can simply choose the right moment to decloak next to those ships and instagib them just like snap.
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Actually it wouldn't make it easier to target them unless the kluth were using eccm. The signals would still be as strong ecm/eccm wise. Just distance no longer factors into it. Besides most kluth ships just point jump on top of your ecm pulse revealing you at min visibility range and fry you anyhow so not much dif. Also the cloaked way they tend to just approach your pulse then when they see you visually they uncloak and spray.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-12-23 12:27  
I've just changed the natural signature of the Shroud Missile to -0.5 from -2.5. Changed should go into beta whenever a build next goes out.
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Two Face Marshal
Joined: November 30, 2009 Posts: 145
| Posted: 2012-12-23 13:28  
Thanks
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