Author Topic: Aiming  (Read 20575 times)

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Offline Shade

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It'll be hard. But it's not going to be ridiculous to the point of frustration. Well... maybe on insane difficulty :D
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Offline karajorma

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Thanks to UT's work BtRL got the balance pretty correct I always felt. I certainly don't want to make it harder to hit anything in Diaspora.

Balancing is one of those things that takes time and lots of testing. We're still tweaking at the moment so we can't say much about the final mix.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline IPAndrews

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Personally I loved the way that BtRL didn't feel at all like Freespace. It felt like a BSG game. That's a pretty amazing achievement and I imagine everyone would be much happier with a game that continues that tradition as opposed to becoming Freespace with BSG models.
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Offline Jackal

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I dont know about you guys but it is pretty frustrating to me especialy the last mission of the demo when you get to the final fight took me 30 minutes to kill that frakker and i was playing on medium. I dont even want to try insane i think it would make me lose my mind and bash my head into the monitor.

 

Offline Vidmaster

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Personally I loved the way that BtRL didn't feel at all like Freespace. It felt like a BSG game. That's a pretty amazing achievement and I imagine everyone would be much happier with a game that continues that tradition as opposed to becoming Freespace with BSG models.

once again, IP speaks with my voice and oppinion  :lol:
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Offline Rodo

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I dont know about you guys but it is pretty frustrating to me especialy the last mission of the demo when you get to the final fight took me 30 minutes to kill that frakker and i was playing on medium. I dont even want to try insane i think it would make me lose my mind and bash my head into the monitor.

come on, it's not that hard... and well that's what dogfighting should be like in real life.
besides that one was a toaster ace...  so I'm guessing that the normal combats will not have plenty of those around to keep you spinning
el hombre vicio...

 

Offline Jackal

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come on, it's not that hard... and well that's what dogfighting should be like in real life.
besides that one was a toaster ace...  so I'm guessing that the normal combats will not have plenty of those around to keep you spinning


Dogfighting in real life is a good bit different not like you see on TV or in the movies. They tend to exaggerate fights quite a bit for a better scene. In reality dogfights end quicker either taking a missile shot or being shredded from behind by cannon after being quickly being out maneuvered. Dogfighting in the past may have been slower but this was majorly do to not having as great a difference in capabilities as modern craft.
« Last Edit: December 08, 2008, 09:54:50 am by Jackal »

 

Offline General Battuta

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come on, it's not that hard... and well that's what dogfighting should be like in real life.
besides that one was a toaster ace...  so I'm guessing that the normal combats will not have plenty of those around to keep you spinning


Dogfighting in real life is a good bit different not like you see on TV or in the movies. They tend to exaggerate fights quite a bit for a better scene. In reality dogfights end quicker either taking a missile shot or being shredded from behind by cannon after being quickly being out maneuvered. Dogfighting in the past may have been slower but this was majorly do to not having as great a difference in capabilities as modern craft.

Yeah, and actually, dogfights in Galactica don't tend to be very protracted either. With the possible exception of Starbuck vs. Scar, which was two ace pilots going up against each other, most pilots die rapidly to unexpected attack from behind. (Even Scar went out that way.)

 

Offline karajorma

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I dont know about you guys but it is pretty frustrating to me especialy the last mission of the demo when you get to the final fight took me 30 minutes to kill that frakker and i was playing on medium. I dont even want to try insane i think it would make me lose my mind and bash my head into the monitor.

There's a reason why the game defaults to Easy rather than Medium. :D
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Offline Shade

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Not that you should expect to get much as far as medals in multi go if all you play on is easy :p I'm cruel like that. You'll have to work for it. And work hard :D
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"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline StarSlayer

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retardedly hard

Somehow that sounds like an oxymoron or some other miscarriage of phrasing no matter which definition of retarded you use :P
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Offline Jackal

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This is the only space sim Ive ever had trouble with and i always beat every one on its highest lvl. This has to be the hardest space sim Ive played never had any trouble with any others. If you have some suggestions to improve my aim then please tell me what im doing wrong all mighty Diaspora gods.
« Last Edit: December 08, 2008, 10:34:29 am by Jackal »

 

Offline Shade

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Quote
all mighty btrl gods
That would be... someone else. We're now the almighty Diaspora gods. Therefore, we must give you a test. Firstly, you must answer... is this MP or SP that's giving you trouble?
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Jackal

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Both i put the crosshairs dead center in lead circle and dont get **** for hits. Multi is more difficult since the fights arent dumbed down like the campaign fights.

 

Offline Shade

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In multi you do have a big problem, since BtRL is based on Freespace_open version 3.6.9, which has a rather inefficient networking backend, which in turn means high lag. Basically the lead indicator is off in MP, and the higher the lag you're experiencing, the further ahead of the lead indicator you have to aim to actually hit things. It takes some practise to get right, and even then it's still much harder than SP.

In SP, the lead indicator is correct. However, it doesn't take into account the positions of your guns, only the time it'll take the rounds to travel the distance to the target. This means that on a Mk-VII, for example, with a gun in each wing and one in the tail fin, you can be aiming perfectly at the lead indicator and yet have your shots go above, to the left and to the right of the target instead of connecting. Try using the rounds themselves as tracers and walk the fire from at least one of the guns on your ship onto the hull of the enemy, instead of blindly relying on the lead indicator. Sometimes just rolling your ship a bit will also be enough to bring round onto the target. Finally, try not to attack head on all the time - Ships present a very small profile from that direction, so try to target them while they're in a turn so you can get them from above or below where their profile is mugh larger.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Rodo

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Both i put the crosshairs dead center in lead circle and dont get **** for hits. Multi is more difficult since the fights arent dumbed down like the campaign fights.

you are playing with the cockpit view or the fighter view??
el hombre vicio...

 

Offline Jackal

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Cockpit view i tried external the lead circle dosent seem to adjust correctly for that view.

 

Offline Rodo

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Cockpit view i tried external the lead circle dosent seem to adjust correctly for that view.

the cockpit work better close and far range, the external seems to have trouble with the close combat, but since you are using the cockpit... then I don't have a clue :S
try slowing down when shooting and getting close.. like from 200 - 500 meters.
when it starts running away don't try to keep up, stay in your position and when it comes back to get you he will approach right straight to you, so you can fire a couple of shots and get some hits, but remember to dock also.
el hombre vicio...

 

Offline Jackal

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Approximately what speed should i slow down to?

 

Offline Meleardil

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The target marker shows you the point you shall fire at IF the target moves in a straight line with steady speed...given the actual speed vector. That's why you are dead in seconds if you fly steady! Of course your target wont fly like that. The marker is just a guide. You have to "add head calculation" to that, taking in count the change in speed and direction of your target. In FS2 ships were much bigger and much-much slower, so the marker was closer to the real hit. Also, FS2 did not have thrusters and glide, which complicates the things even further. There is one solution: practice.
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