AlmightySpork 10-11-2004, 04:10 PM Ok... so i beat the single player mission and prolly had the most fun on the assasination mission and trials but i come on to multiplayer and notice 2 odd problems with the Laser rifle.
1. It has a range on it. What made the devs decide to put a range on a LASER! A beam of high engery light. Light dosnt stop 500 yards away.
2. It has about a .5 second tigger delay. Yes i know this mean you have to lead, but it seems much worse than the t1/t2 counter parts.
Dr. Love 10-11-2004, 04:12 PM It's actually supposed to be a laser propelled bullet of something like that.
FreshMeat 10-11-2004, 04:12 PM Doesn't matter, seems that people are getting used to it, because sniping is getting alot better. As for the Laser range nerfing, that is to prevent fog hacks from being effective. All weapons have a max range. They won't fire outside of fog range.
Zxqv8 10-11-2004, 04:12 PM 1. It's not a laser, it's a very fast projectile with a carrier beam strictly for asthetics (to mark where the shot came from for balancing).
2. Eh, what can you do.
Arcanox 10-11-2004, 04:13 PM This has already been stated by people many times before but theres no shame in saying it again, IMO.
I agree there should be a limit of 200 yards past the ultra high fogging threshold so theres no way to acctually aim at someone unless you hacked the fogging distance.
And the .5 trigger delay is sometimes inconsistent which makes it hard to lead, It still needs more work.
jotun 10-11-2004, 04:18 PM i agree that the range needs to be at least as far as you can see at ultra-high.
Antares Reign 10-11-2004, 04:19 PM Maybe the projectile is actually a super-heated enzyme that produces a certain frequency of light. This frequency actually tricks your brain into processing a red coloration very similar in image to a laser beam. The delay you experience is the time it takes for the mass of enzyme to reach its destination, also different environmental situations can make the resultant "beam" appear to be occurring at seemingly inconsistent times.
(Deal with it)
HypnosisFX 10-11-2004, 04:21 PM On Fort u can O snipe from the top of base and see there base very clear with Ultra high Fog on. I tried to hit someon that was standing on there base and they were standing still and it didnt reach them.
MaD_ReBeL 10-11-2004, 04:39 PM i agree that the range needs to be at least as far as you can see at ultra-high.
it already is that way.
if its not, provide a demo proving it isnt and submit it to the devs so they can fix it.
LoVer 10-11-2004, 04:43 PM Ok... so i beat the single player mission and prolly had the most fun on the assasination mission and trials but i come on to multiplayer and notice 2 odd problems with the Laser rifle.
1. It has a range on it. What made the devs decide to put a range on a LASER! A beam of high engery light. Light dosnt stop 500 yards away.
2. It has about a .5 second tigger delay. Yes i know this mean you have to lead, but it seems much worse than the t1/t2 counter parts.
1. No one really wants base to base snipes.
2. No
LoVer 10-11-2004, 04:44 PM Maybe the projectile is actually a super-heated enzyme that produces a certain frequency of light. This frequency actually tricks your brain into processing a red coloration very similar in image to a laser beam. The delay you experience is the time it takes for the mass of enzyme to reach its destination, also different environmental situations can make the resultant "beam" appear to be occurring at seemingly inconsistent times.
(Deal with it)
Best post ever in the history of TW :)
WerTicus 10-11-2004, 04:44 PM im having no trouble sniping, its just different stop being a baby.
I've sort of gotten used to sniping... still need some practice. But the 2 issues right now are:
1.) The shot is alligned with the center of the reticle
2.) Beam not firing when zoomed in
Both issues have been mentioned....
LostDuck 10-11-2004, 05:29 PM it already is that way.
if its not, provide a demo proving it isnt and submit it to the devs so they can fix it.
It definately isn't that way M_R...it changed on the last build (DEMO version). But unfortunately I am too much of an :ftard: to know how to make a demo...hehe. (never bothered to learn)
I personally really don't like the change and think it should be the distance you see on ultra-high.
BrightEyes 10-11-2004, 05:32 PM LD, that chick in your sig has a nice ass.
ParoxysM 10-11-2004, 06:07 PM The sniper rifle needs A tad more distance than you can see...otherwise is stupid
Jamslice 10-11-2004, 06:14 PM ^AGREED
in arid, the forward bases are well within each others' fog distances and yet you can't snipe people standing on top
knuckle 10-11-2004, 06:33 PM Could this have something to do with either player lag, or the client itself? I think i remember reading that player interpolation at a distance is less accurate than it is up close, resulting in players not standing where they appear to be?
Because you can definately hit things at full fog distance. (http://andeburu.studioink.org/tribes/files/TV_sniperrifle_Isle.avi) (video, fog distance set to Ultra High)
Predators Rage 10-11-2004, 06:34 PM I find the "sniper" rifle to be goofier then shazbot. And I'm used to non-hit scan sniping because in Joint Ops the sniper rifles fire actual projectiles that have bullet drop and you have to account for distance and drop to hit targets in addition to leading. So its not that its not hit scan thats messing me up. There is something goofy with it that much i's pretty sure.
LostDuck 10-11-2004, 08:07 PM Could this have something to do with either player lag, or the client itself? I think i remember reading that player interpolation at a distance is less accurate than it is up close, resulting in players not standing where they appear to be?
Because you can definately hit things at full fog distance. (http://andeburu.studioink.org/tribes/files/TV_sniperrifle_Isle.avi) (video)
Sorry to inform you but your vid doesn't prove anything since we can't tell what your fog setting is at. And frankly from what I can see it doesn't appear to be on Ultra setting.
I have stood on stood across from another guy and both of us noticing that the distance was shortened. (fired at eachother...no hits) Now granted...that was on Demo release I didn't retry this 'expirament' after release (since I thought there was no changes from Demo). But I have shot at stationary LONG distance things with no hits in 'released' games now.
It's definately shortened. The question is whether they meant to do that or if this was just something that slipped through the cracks somehow.
It would be nice to hear from a dev on whether they did in fact shorten it on purpose (so the community doesn't keep having these stupid arguments among itself). Or if it was a mistake and they plan on correcting it.
:)
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