by Ze_PilOt » 25 Jun 2013, 08:42
Maybe they are too strong with it, but without they are useless.
If 11 more DPS is too much, increase the reload time, do not decrease the charge delay. It's making the aiming buggy.
But I don't think it is.
Maybe Zock wins with them easily, but did you test the other way around (luxun aeon & zock sera) to see if luxun wins easily with obsidians too?
If not, it's probably zock being better than luxun. Of course this has to be tested over the course of at least 10 games (5 games with the same faction each).
In case people are not aware, a turret align to his target when it get in range (that range is usually slightly bigger that the fire radius so it can be anticipated).
Once acquired, the turret rotate to follow the unit. It usually take in consideration the distance & relative speeds to anticipate the position of the target when the projectile land (like a real world tank).
That's why you can't really avoid a shot while going in a straight line, but can avoid them if you change direction during the flight time of the projectile.
By the way, that's what is buggy with all laser weapons (old cerberus, battlecruiser,...) : The laser does compute an anticipation too, with (I've tested empirically) a 0.1 flight time (the lowest simulation interval possible). Problem is that the laser hit at the same simulation tick, not 0.1 tick later, so the laser hit in front of the target.
For charging weapons (aeon ones), the problem is that during the charging time, the engine stop tracking the target.
It means several things :
If the target change direction or stop during the charge, it fire at the previous moving vector.
If the firing unit rotate or change direction, the fire direction will be completely off : easily seen on high load weapon such as the (old) destroyer.
So by having a 0.4 seconds, you introduce a 0.4 second period where you allow the target, with some anticipation, to be able to dodge any shot very easily.
That's for why it's so easy to dodge T2 pd with an ACU for example, you just need to have the right timing.
This is an engine bug, it can't be fixed.
Also, increasing the muzzle velocity DOES NOT fix it at all. You just disallow your enemy to dodge during the flight time, not before firing, these are two separate things. Once is a game mechanic, the other is an engine bug.
So I'm pretty sure the obsidian will behave nicely in any stupid sandbox test. In game, if the enemy has the knowledge of the bug and move his unit correctly, you have a 0 DPS unit on the field.
And for the sound ? Well, yes, it's sad, but I'm building a unit for hitting things, not for producing nice sound FX (and that's all the obsidian was/is good for).
And by the way, I'm not giving you that much choice here, it's a bug fix (unless you have an engine patch), I won't revert that change.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.