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Dreadspace (yes, that dead horse) |
Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2013-04-20 23:42  
So you have to visually take hits by dodging early to avoid actual server-side hits...?
This brings back horrible memories of a game where I had to fire torpedoes 5 ship lengths in front of the intercept point at an invisible point where the player really was as opposed to where the game showed them.
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2013-04-21 05:36  
Quote:
On 2013-04-20 09:48, Fluttershy wrote:
Smaller ships being able to successfully take on the large ones is how it should be.
This is where carriers and escorts come in, and it gives a purpose to them.
However, when it comes to battles with the K'Luth, it automatically makes the biggest toughest CQC dread the only option that makes sense.
Reason being is that a K'Luth dread will almost never EVER die to smaller ships.
They nearly repair their hull faster than it can be damaged on top of their cloak.
Human ships can be dealt with by a variety of means and there's more viable tactics, but K'Luth always have to be dealt with by sheer firepower.
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Novacat Grand Admiral
Joined: October 30, 2001 Posts: 2337 From: Starleague Cache
| Posted: 2013-04-21 06:56  
Quote:
On 2013-04-20 20:52, Taelon*RO* wrote:
I kind of find all this discussion of cloaks and dreads unneeded.
I do not think they are making changes to any of these things until 1.7 is out and stable. But as for the k'luth dread topic, cruisers own them if flown right, like if you stay out of beam range, your safe, being able to dodge toros makes you even more safe, only issues is missiles and just be good at dodging those is all I gonna say.
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Point Jumping makes it impossible to keep out of beam range, and at very close ranges it is very difficult to dodge torps.
Also, expecting 1.7 to be a major change to the game's meta is just... silly... Yes, there is going to be a ton of new variety for all factions, but unless the devs took time to address the core gameplay mechanics, its just going to result in the same thing that happens in this version, people gravitating towards either cannon or torp/beam ships and ignoring everything else out there.
In order for people's preferences to actually change, you have to change the underlying reason people gravitate towards those archetypes to begin with.
The core factors are as following
Jump Drive: This allows CQC ships to eliminate the disadvantages of close-range weapons by immediately allowing the ship to enter their preferred engagement range. This mainly became an issue when interdictors were removed from the game, eliminating one of the only counters to CQC spacebar mashing.
Cloak: This allows Kluth to circumvent pretty much every long-range weapon in the game. Cloak allows the Kluth to choose the engagement range and their ship layouts are all CQC focused so thats where they want to go. Cloak is absolute so there is no way to stop them, only prepare for the inevitable onslaught and hopefully outlast them when they do decloak.
_________________ Ghostly Specter of an Ancient Past.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-21 07:42  
Quote:
On 2013-04-21 06:56, Novacat wrote:
Quote:
On 2013-04-20 20:52, Taelon*RO* wrote:
I kind of find all this discussion of cloaks and dreads unneeded.
I do not think they are making changes to any of these things until 1.7 is out and stable. But as for the k'luth dread topic, cruisers own them if flown right, like if you stay out of beam range, your safe, being able to dodge toros makes you even more safe, only issues is missiles and just be good at dodging those is all I gonna say.
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Point Jumping makes it impossible to keep out of beam range, and at very close ranges it is very difficult to dodge torps.
Also, expecting 1.7 to be a major change to the game's meta is just... silly... Yes, there is going to be a ton of new variety for all factions, but unless the devs took time to address the core gameplay mechanics, its just going to result in the same thing that happens in this version, people gravitating towards either cannon or torp/beam ships and ignoring everything else out there.
In order for people's preferences to actually change, you have to change the underlying reason people gravitate towards those archetypes to begin with.
The core factors are as following
Jump Drive: This allows CQC ships to eliminate the disadvantages of close-range weapons by immediately allowing the ship to enter their preferred engagement range. This mainly became an issue when interdictors were removed from the game, eliminating one of the only counters to CQC spacebar mashing.
Cloak: This allows Kluth to circumvent pretty much every long-range weapon in the game. Cloak allows the Kluth to choose the engagement range and their ship layouts are all CQC focused so thats where they want to go. Cloak is absolute so there is no way to stop them, only prepare for the inevitable onslaught and hopefully outlast them when they do decloak.
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In your opinion.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-21 07:47  
Quote:
On 2013-04-20 23:42, Fluttershy wrote:
So you have to visually take hits by dodging early to avoid actual server-side hits...?
This brings back horrible memories of a game where I had to fire torpedoes 5 ship lengths in front of the intercept point at an invisible point where the player really was as opposed to where the game showed them.
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You're lagging.
The server cannot react to you moving before it receives the packets to do so from your client. If you have a poor connection, it will obviously take longer.
You cannot fault the game for your poor connection - that's not on us. It's like blaming someone for not telepathically knowing what you are going to say in two seconds time.
There is nothing we can do to fix this. That would require the entire internet backbone of the entire world to be fundamentally changed with technology that doesn't exist yet.
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2013-04-21 09:20  
Quote:
On 2013-04-21 07:47, Pantheon wrote:
Quote:
On 2013-04-20 23:42, Fluttershy wrote:
So you have to visually take hits by dodging early to avoid actual server-side hits...?
This brings back horrible memories of a game where I had to fire torpedoes 5 ship lengths in front of the intercept point at an invisible point where the player really was as opposed to where the game showed them.
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You're lagging.
The server cannot react to you moving before it receives the packets to do so from your client. If you have a poor connection, it will obviously take longer.
You cannot fault the game for your poor connection - that's not on us. It's like blaming someone for not telepathically knowing what you are going to say in two seconds time.
There is nothing we can do to fix this. That would require the entire internet backbone of the entire world to be fundamentally changed with technology that doesn't exist yet.
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How is it my fault that the game takes 3 seconds to sync when everything else I've ever played has delays on the order of 20-40-120ms and the game mechanics make that kind of lag completely manageable?
Some games don't register that a weapon hit unless the client getting shot at says they were hit, but of course that's somewhat risky because it would let cheaters avoid all damage.
Have you seen people who lag really badly though? They just barrel roll and flip all over the place and can't even be killed at short range.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-21 09:35  
Quote:
On 2013-04-21 09:20, Fluttershy wrote:
Quote:
On 2013-04-21 07:47, Pantheon wrote:
Quote:
On 2013-04-20 23:42, Fluttershy wrote:
So you have to visually take hits by dodging early to avoid actual server-side hits...?
This brings back horrible memories of a game where I had to fire torpedoes 5 ship lengths in front of the intercept point at an invisible point where the player really was as opposed to where the game showed them.
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You're lagging.
The server cannot react to you moving before it receives the packets to do so from your client. If you have a poor connection, it will obviously take longer.
You cannot fault the game for your poor connection - that's not on us. It's like blaming someone for not telepathically knowing what you are going to say in two seconds time.
There is nothing we can do to fix this. That would require the entire internet backbone of the entire world to be fundamentally changed with technology that doesn't exist yet.
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How is it my fault that the game takes 3 seconds to sync when everything else I've ever played has delays on the order of 20-40-120ms and the game mechanics make that kind of lag completely manageable?
Some games don't register that a weapon hit unless the client getting shot at says they were hit, but of course that's somewhat risky because it would let cheaters avoid all damage.
Have you seen people who lag really badly though? They just barrel roll and flip all over the place and can't even be killed at short range.
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The fact that its taking three seconds means there's an issue on your end, otherwise it'd be taking three seconds for everyone.
Almost all games do client-side hitscan, which means damage is calculated by the client - this also means its very hackable.
DarkSpace is unhackable because it's all done on the server. Unfortunately it means people who lag are SOL when playing this game - there's not much we can do.
I play from across the atlantic and I don't have any of these issues, and if it was a server fault everyone would be experiencing it.
The fact that it's just you indicates it has something to do with your machine, firewall, router, or ISP; basically, on your end. The game is not at fault.
I'm locking this topic now as it's become two people thinking their opinion is fact, and has run its course.
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