ecm is kawaii-desu
ecm is kawaii-desu
.
I wasn't thinking that's quite what's gone wrong (being fully rather than partially subtracted), what makes you think there's flat values? I assumed that instead of just switch/casing on any weapon being one of 2? launchers or 6 small guns to be affected, which may well each have to be explicitely listed rather than inherit some 'small' size property(just like their sig res one, making only 4 or 5 cases), it seems each ammo option also has to be hardcoded into the W-R bonus, and the kinetic missile(s?) got missed/defaulted to a 0.
That or ignore guns, and in the missile formula there's a branch for each (size of, doesn't really exist for missiles) possible weapon, and then redundantly each damage type is handled separately and again kinetic got a 0 or bad default case for the 'small' missiles kinetic code path. Still that implies bad code in not just 1 but not all of the highly similar branches.
While that latter situation seems perhaps more likely(especially as each 'gun' I enumberated, e.g. small blasters, actually has 5+ versions and hardcode-listing them all would be nasty), how the fuck was it missed? And has it just been since the missile 'visual' effects changes (obviously they'd dicked with the code because lolBombs, sobroke)? With the sig reduction of a W-R, and iirc the database text saying about small guns being bonused, players might not have paid attention to some small missiles doing negligible damage. But then again, missiles should never do 0 when in range afaik.
Last edited by Daneel Trevize; August 4 2012 at 04:26:43 PM.
If it's anything like what I experienced quite some time ago, that I don't remember clearly and thought they fixed with the deep safe nerf, you:
get carrier in system, with fighters, and a 2nd pilot elsewhere in system.
assign fighters, they get in warp to the assigned person.
disco the carrier pilot.
fighters do a weird big e-warp.
combat scan the fighters.
BM spots, collect fighters.
repeat, possibly also using quirks of things being accelerated super-fast from inside the sun/celestials and/or while relogging, thought I might be mixing that up with another slingshot trick. Brownian motion means that overall even random large ewarpings will give you BMs out wide from the system rather than just within it. I do think I'm forgetting a detail about aiming the ewarps/slingshots to save fair bit of repetition, but also that it got capped by the deep safe boundary change.
Last edited by Daneel Trevize; August 4 2012 at 04:43:53 PM.
This is going to make fighting TD ships far easier. I mean, assuming the code is in place so that it gives updated stats and not just display static stats calculated from gun+shipbonus+modules+skills. On that note, tracking would be nice to see displayed as well.
New tackler frigates look amazing, and I feel slightly penalized for not being born gallente when it comes to the free noobships I'm issued. Guess I'll have to reroll some 0sp noob alts in gallente to generate infinite free suicide velators.(which were already OP when compared to all other free ships)
I consider myself to be a sovereign space holding entity, however the simple fact is that my sphere of influence rarely if ever extends beyond the optimal+falloff*2 of my ship's turrets.
Can someone log into sisi and find out the build requirements of the new rigs?
Contract stuff to Seraphina Amaranth.
"You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."
OI! ccp get back on the derp powder, dont make things like this that makes me almost want to give you money again.![]()
static WH bug on Sisi. Statics have not changed after down time for the last week.as i've reported multiple times - mackinaw cargo and ore hold do not match the patch notes.Lots of mutterings of issues and the/a Release Candidate has already been put on Sisi at least since Sunday.
And because it's an RC it points to TQ, so you need to launch it with something like"C:\Program Files (x86)\CCP\Singularity\launcher\launcher.exe" /forcelauncher /server:87.237.38.50
There's still a way of making "deep" safes out of scan range (Best succes so far was +30 AU from warpable), involving blackops bridging. If you bridge a ship in the second the covert cyno goes down, so that the ship loads grid after the cyno died, it'll send the ship to a random spot in system. Most of the time, that spot will be out of scan range, if you open the cyno somewhere in the center of the system. Oddly enough, if you do it at a celestial object in the rim of the system, it'll send you towards the center and within scan range instead. Last time, it landed me a couple of kilometres below a station - so I'd imagine, you could land within blap range of a POS too.![]()
Also, incursion sites spawn way out of the system I think. Great source of deep safes.
Contract stuff to Seraphina Amaranth.
"You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."
Some decent changes here. Wondering how improved T2 armor plates will change some established fittings, and new attack frigates could be interesting.
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