Accurate Collisions, Please!
Moderator: Do_Checkor
Accurate Collisions, Please!
I love the feature, and I think it should be on. I am wondering what everyone else thinks.
P.S: If your on descentbb.com and descentbb.net, please vote on descentbb.net only, but discussion can be anywhere.
P.S: If your on descentbb.com and descentbb.net, please vote on descentbb.net only, but discussion can be anywhere.
- Foil
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Accurates doesn't increase bandwidth requirements, is just requires more cpu power on the server, plus a certain level of patience from players who are used to shield-orb hits counting.
That said, whenever I've hosted a server with accurates on, it just usually results in players complaining. Except at LANs, of course.
That said, whenever I've hosted a server with accurates on, it just usually results in players complaining. Except at LANs, of course.
Re:
It's because they're forced to aim their shots and lead better.Foil wrote:That said, whenever I've hosted a server with accurates on, it just usually results in players complaining.
- Testiculese
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- Foil
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Re:
Exactly. People are used to lobbing stuff around, and when it doesn't work as well with accurates on, they start to complain.Ferno wrote:It's because they're forced to aim their shots and lead better.Foil wrote:That said, whenever I've hosted a server with accurates on, it just usually results in players complaining.
Last time I played Veins with accurates was at the NYC LAN. It was certainly different, you couldn't just snap MD shots quite the same, but it was a blast!Testiculese wrote:Can you imagine Veins with accurates?
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- CDN_Merlin
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Re:
Example A: Me.Wings wrote:This would be good for players who like to improve.
Turn em on, I need to get better.
Birdseye wrote:It's never over
- CDN_Merlin
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Re:
Lies! It would let me dodge your triple-barney more easily...Krom wrote:I already can't hit anyone, so what would be the difference?
- BUBBALOU
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As I have always Said.....\"Shoot the Ship, Not The Shield\" you will not notice the slight difference, except that Vauss shreds instead of peppering, MD if not hit on the main hull of the Ship only does minor damage and you can recovery is fast, Fusion in tight hallways can be dodged..
Servers hosting accurates should state AWC - AWC/AC or AWCRV - AWCRV/AC(best) in the Title
Servers hosting accurates should state AWC - AWC/AC or AWCRV - AWCRV/AC(best) in the Title
I seem to have a better workout dodging your stupidity than attempting to grasp the weight of your intelligence.
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Re:
AWCRV - Accurate Weapon Collision / Rotational VelocityFoil wrote:AWC = Accurate Weapon Collisions
AWCRV = ???
I seem to have a better workout dodging your stupidity than attempting to grasp the weight of your intelligence.
Why has no one mentioned the word \"missile\" or \"secondary\"?
Turning on accurates definitely makes it harder to hit people with primary weapons,
but it's not going to affect missiles much - giving players yet one more reason to do
the usual stuff: enter the room, bounce around for a few seconds emptying their
inventory of secondaries, scram, resupply, repeat.
In a level where you need primaries to get most of your kills, accurates can be
turned on, but in general I think it should be left off.
Turning on accurates definitely makes it harder to hit people with primary weapons,
but it's not going to affect missiles much - giving players yet one more reason to do
the usual stuff: enter the room, bounce around for a few seconds emptying their
inventory of secondaries, scram, resupply, repeat.
In a level where you need primaries to get most of your kills, accurates can be
turned on, but in general I think it should be left off.
That's more likely because of the latency (lag) between you and the server;
from its point of view you're not yet past the corner, so effectively the weapon
is closer than it appears.
It may also go around the corner while from the player's point of view it hit the
wall, thereby creating the \"silent\" smart/mega effect.
from its point of view you're not yet past the corner, so effectively the weapon
is closer than it appears.
It may also go around the corner while from the player's point of view it hit the
wall, thereby creating the \"silent\" smart/mega effect.
- BUBBALOU
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Wrong, secondaries rely on shield hit's also with accurates off. What is easier to hit and or shred to pieces with homers, concs or fragsThe Lion wrote:Why has no one mentioned the word "missile" or "secondary"?
Turning on accurates definitely makes it harder to hit people with primary weapons,
but it's not going to affect missiles much - giving players yet one more reason to do
the usual stuff: enter the room, bounce around for a few seconds emptying their
inventory of secondaries, scram, resupply, repeat.
In a level where you need primaries to get most of your kills, accurates can be
turned on, but in general I think it should be left off.
The BASKETBALL or the SHOE that fits inside
The difference bewtween the 2 is obvious, do you need me to draw a picture????
- Foil
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Re:
BUBBALOU wrote:...secondaries rely on shield hit's also with accurates off.
Hm, one of you has to be wrong there. I'd put my $$ on Krom being right that secondaries have to hit the ship model (not just the shield). Maybe I'll check it out this weekend.Krom wrote:...more [frag missile] shrapnel misses without the huge hit sphere to catch it all.
- Krom
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Re:
We are both right, read what Bubbalou replied to and said a little more carefully.Foil wrote:BUBBALOU wrote:...secondaries rely on shield hit's also with accurates off.Hm, one of you has to be wrong there. I'd put my $$ on Krom being right that secondaries have to hit the ship model (not just the shield). Maybe I'll check it out this weekend.Krom wrote:...more [frag missile] shrapnel misses without the huge hit sphere to catch it all.
- Foil
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I still think Lion is right, though. Having accurates on affects primaries more than it affects secondaries (with the exception of frags, as Krom pointed out).
Yes, it clearly affects both, but I agree with Lion that it weights things toward secondary-chucking, especially in levels which already have way too many napalms, mortars, 4-pack-homers, etc.
Yes, it clearly affects both, but I agree with Lion that it weights things toward secondary-chucking, especially in levels which already have way too many napalms, mortars, 4-pack-homers, etc.