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[FAQ
Forum Index » » English (General) » » Missiles are broken
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 Author Missiles are broken
chuckdm
2nd Rear Admiral

Joined: June 03, 2013
Posts: 7
Posted: 2013-09-30 12:38   
I've noticed when shooting transports from an ICC Missile Frigate (Sparrows) that, even when the transports are sitting DEAD STILL in orbit, they do this same thing. Apparently "not moving" must be finding some sort of strange code loophole and read as "moving at infinite speed" or something. At least that's how it looks.

Tis alright with me for now though. In an ICC Stealth Corvette with SABOT Rockets I can kill anything destroyer-or-lower so I'm happy. Though 3 or 4 ranks from now (when I get in a dread finally) I can see this pissing me off a lot. Still needs to be fixed.

Also just wondering, why the heck do fighters and missiles use the same code anyway? I mean, logically, fighters SHOULD evade the target, and missiles should NOT evade the target. Just seems like these should have completely different code anyway. I agree, no code is going to work well for both. But the solution here isn't to write code that only works well for fighters. Just write two different sets of code. Only one set of code is going to run on either of them, so it shouldn't cost any more CPU to do this, right? If anything, giving missiles more dumb-esque, direct-ish tracting should lower CPU usage, right?

Also, SABOTs really are OP. I'm LOVING how OP they are, but they're still OP. The fact that the M-27A can mount freaking 5 of them with ECM just makes them that much more OP. I can literally remain negative sig WHILE FIRING THEM ALL! Four salvo's against an engi, transport, extractor, or anything else (small and) too slow and/or dumb to run away from orbit and I get a kill.
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-09-30 15:06   
Quote:
On 2013-09-30 12:38, chuckdm wrote:
I've noticed when shooting transports from an ICC Missile Frigate (Sparrows) that, even when the transports are sitting DEAD STILL in orbit, they do this same thing. Apparently "not moving" must be finding some sort of strange code loophole and read as "moving at infinite speed" or something. At least that's how it looks.

Tis alright with me for now though. In an ICC Stealth Corvette with SABOT Rockets I can kill anything destroyer-or-lower so I'm happy. Though 3 or 4 ranks from now (when I get in a dread finally) I can see this pissing me off a lot. Still needs to be fixed.

Also just wondering, why the heck do fighters and missiles use the same code anyway? I mean, logically, fighters SHOULD evade the target, and missiles should NOT evade the target. Just seems like these should have completely different code anyway. I agree, no code is going to work well for both. But the solution here isn't to write code that only works well for fighters. Just write two different sets of code. Only one set of code is going to run on either of them, so it shouldn't cost any more CPU to do this, right? If anything, giving missiles more dumb-esque, direct-ish tracting should lower CPU usage, right?

Also, SABOTs really are OP. I'm LOVING how OP they are, but they're still OP. The fact that the M-27A can mount freaking 5 of them with ECM just makes them that much more OP. I can literally remain negative sig WHILE FIRING THEM ALL! Four salvo's against an engi, transport, extractor, or anything else (small and) too slow and/or dumb to run away from orbit and I get a kill.





These are known issues. Also, the damage of torpedoes scales with the ship.

Additionally fighters DO evade the point defense beams by staying consistently outside their range.

-Sheraton
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

chuckdm
2nd Rear Admiral

Joined: June 03, 2013
Posts: 7
Posted: 2013-10-01 22:20   
Well sorry for the necropost, but yanno, there are like 10 topics TOTAL with activity in the past 60 days in "English" and many of those are about Beta, which I'm not playing. In any case, if necro's are frowned upon here, I'll try to restrain myself.

That said, here's something to add: Do SABOTs really have damage falloff? I haven't noticed kills taking any fewer rockets or doing more damage at 700 range vs. 300 range. If they do have falloff, it must either apply very far out or very nearby. Or very little.
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-10-01 22:37   
Quote:
On 2013-10-01 22:20, chuckdm wrote:
Well sorry for the necropost, but yanno, there are like 10 topics TOTAL with activity in the past 60 days in "English" and many of those are about Beta, which I'm not playing. In any case, if necro's are frowned upon here, I'll try to restrain myself.

That said, here's something to add: Do SABOTs really have damage falloff? I haven't noticed kills taking any fewer rockets or doing more damage at 700 range vs. 300 range. If they do have falloff, it must either apply very far out or very nearby. Or very little.



No sabbots have no fallout.

-Sheraton

P.S. You really should play in beta also.
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-10-04 07:40   
Latencey and/or lag causes stealth missles to be cloaked even with a +18 sig. Just had it happen today, and had it happen yesterday with a +15 sig. Too 'sploitable.
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Point Of No Return
Chief Marshal
United Nations Space Command


Joined: December 24, 2007
Posts: 78
Posted: 2013-10-04 09:17   
easy fix make all missles use the shroud values or codes since as stateed earlier they have a higher to hit rate than other ver missles

_________________



Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-10-04 10:21   
out of sheer curiosity. Has anyone here actually gone into beta to try and see if any of the problems such as tracking have been fixed? I have and the missiles hit more consistently now.

-Sheraton
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

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