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Turrets are not real objects, they do instant damage because they dont exist as bullets.
Thats because turrets are turrets and bullets are bullets. Apples and Oranges. Turret animation is easy because it is an object with a "hardpoint" on the ship model, and it has simply its orientation towards the center coord of the target ship. You could perfectly have a 360 deg. rotational turret (picture a strip miner type of turret) following the target. There you go; Animated turret.
Missile launcher animation doesn't induce lag. its a client side calculation and the data doesn't need to be transmitted over network. It could cause slowdown on low-end machines, but you could have a setting to enable/disable the animations.
The missile itself, once launched (and placed into the server's cargo), now is departing from the middle of your ship. The moment the client receives the info that a missile has been launched, you see it on your screen launching from your ships center. Your client can perfectly move that missile model a few units in space to be departing from a simulated hardpoint, on which you have an animated turret sitting. This calculation is client side only. The network traffic will only contain info on missile launched, missile impact.
This isn't a troll, I just hate the ease of use of the term lag when people mean slowdown, and its client side calculations and not networking thats causing it.
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Hyrule19063 Posts
No, the devs have said missiles cause lag.
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On March 27 2011 20:21 furet00 wrote:Show nested quote +Turrets are not real objects, they do instant damage because they dont exist as bullets. Thats because turrets are turrets and bullets are bullets. Apples and Oranges. Turret animation is easy because it is an object with a "hardpoint" on the ship model, and it has simply its orientation towards the center coord of the target ship. You could perfectly have a 360 deg. rotational turret (picture a strip miner type of turret) following the target. There you go; Animated turret. Missile launcher animation doesn't induce lag. its a client side calculation and the data doesn't need to be transmitted over network. It could cause slowdown on low-end machines, but you could have a setting to enable/disable the animations. The missile itself, once launched (and placed into the server's cargo), now is departing from the middle of your ship. The moment the client receives the info that a missile has been launched, you see it on your screen launching from your ships center. Your client can perfectly move that missile model a few units in space to be departing from a simulated hardpoint, on which you have an animated turret sitting. This calculation is client side only. The network traffic will only contain info on missile launched, missile impact. This isn't a troll, I just hate the ease of use of the term lag when people mean slowdown, and its client side calculations and not networking thats causing it.
No. Just no.
http://www.eveonline.com/devblog.asp?a=blog&bid=854
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missiles cause (more) lag cause they cause huge server side load. at least more than turrets. they're still only a small part of the overall problem.
edit: beaten to it.
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You can fit an Absolution for Nano style PvP, it has around 5k more EHP than a Harb, but as it turns out, 100-150m/s slower, 20-30 less dps.
Makes me sad that a command ship can't do better in those areas
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United States42804 Posts
I love how they think the ideal counter to nanodrakes is a load of big armour tanked bs with a few recons on the field. They keep charging arazus/rapiers/falcons at us and the results never change.
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Well I guess the Absolution is cap stable...
Well don't tell them the counter Kwark, the relationship is great this way.
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United States42804 Posts
On March 27 2011 22:14 Body_Shield wrote:You can fit an Absolution for Nano style PvP, it has around 5k more EHP than a Harb, but as it turns out, 100-150m/s slower, 20-30 less dps. Makes me sad that a command ship can't do better in those areas  It's an armour ship and unfortunately will always be one.
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Please stop trying to make every single ship nano for fucks sake.
some are made for the job some are not, you people are trying to look like kwark recently (HEY GUYS I THINK WE SHOULD MAKE NANONIGHTMARE WITH LOW FILLED WITH NANOS)
If you want to fly other ships then nano then youll have to commit, thats just how it goes, its impressive how some people are scared of losing ships (karah : ''yeah but if i get a shield boosting ship even though the stats are fucking awesome i cant nano out ?'' ORLY???)
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Fit a geddon with nanos odis and a faction mwd, it goes as fast as my drake lolol
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I think Turpin is mad for no reason
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United States42804 Posts
On March 28 2011 00:41 Capiru wrote: Fit a geddon with nanos odis and a faction mwd, it goes as fast as my drake lolol faction mwds are no faster than normal ones.
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On March 28 2011 00:41 Capiru wrote: Fit a geddon with nanos odis and a faction mwd, it goes as fast as my drake lolol sadly that's still not fast enough for nanoing.
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United States42804 Posts
We fought a nano+recon gang in Odde but they were pretty disorganised and it went well. Unfortunately we didn't lose anything after our initial tackle hit them so I don't have a full list of their ships but I believe they had the following. Two vaga, cynabal, stabber, thorax, vexor, crow, dramiel, ranis, rapier, curse and two rifters.
We lost two rifters opening the engagement because they wouldn't just warp to us and fight. Once it got started we nanoed around with two drakes, an artycane, a zealot and a rifter and they never seemed to get close. They couldn't get any tackle on us (thanks Johnny) and their recons definitely didn't have recon V trained. They just milled around while we sniped at them and then all warped out. Unfortunately we only killed a vaga, taranis, thorax and vexor because their tacklers burned out of point range and warped out before we could kill them and once they were out of tacklers they just gtfoed. Still, was a nice fight, especially given that they were faster than us and had recons and we were outnumbered 5 to 13.
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I just pulled the firebolt and lost my covops to a pos with 2 small guns, cause by the time i noticed im not cloaked, which was after the first volley raped my shield by 75%, i couldnt warp out in time.
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United States42804 Posts
Got a few battlecruisers killed by trying to break two guardians repping an ares while a linked bs fleet fell on us.
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Do not play EVE drunk, I popped a goon cyno, podded the alt, then let my jag die to sentries.
I lost 30m and dropped myself to -3.0 sec status :-|
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On March 27 2011 22:14 Body_Shield wrote:You can fit an Absolution for Nano style PvP, it has around 5k more EHP than a Harb, but as it turns out, 100-150m/s slower, 20-30 less dps. Makes me sad that a command ship can't do better in those areas  absolution isnt supposed to be nano when i rolled with snuff we had like 20 absos and 5-6 guardians and we wrecked alot of shit
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On March 28 2011 03:54 OPSavioR wrote:Show nested quote +On March 27 2011 22:14 Body_Shield wrote:You can fit an Absolution for Nano style PvP, it has around 5k more EHP than a Harb, but as it turns out, 100-150m/s slower, 20-30 less dps. Makes me sad that a command ship can't do better in those areas  absolution isnt supposed to be nano when i rolled with snuff we had like 20 absos and 5-6 guardians and we wrecked alot of shit
I think absos are best in these types of fleets (absos + t3 + logis) because they really outshine harbs and other t1 bcs in resists. Invicta also runs these types of gangs.
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