cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Bonze on July 15, 2012, 05:12:43 pm
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Get Champion Arabian Warhorse get a bow , join a high populated like eu1 , turn on a torrent download ( for maximum effect) . Be happy, you are nearly untouchable for other cav players, the server and netcode cant handle with high maneuver/speed horses, when a ha riding with full speed you have only one cance to hit him , but the server calculated a piece of shit. Its not a problem for you as HA (bow = machinegun in this mod) ^^ if someone riding 5 meter behind you you need no precision just 10 arrows , someone hit the enemy horse ....
lame really lame
Nerf the fucking riding precision radical, plz not this -1 way ...
BTW my Ping is 30 ^^
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what?
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what?
Fallen ... Archerclan :rolleyes:
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wat
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I'm not sure if anyone understood anything.
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I... think he's talking about the game trying to correct for excessively high ping, and making characters harder to hit in doing so; especially on a fast, maneuverable horse...
Actually... does this game even do that?
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Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
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They should make horse archery limit back to where it was like in warband, even with 5 HA you can't really aim for shit, and HA accuracy is shit as hell, arabian horse can die very easily, even if they are small, don;t understand why they nerf the riding bonus though, ain't fun anymore gotta say
before the patches and nerf HA was ok, now they are pretty much near the stage of being completely useless to the team except good at killing horses
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Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
Rebuttal? :twisted:
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Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
Can i get transation to human languge? :mrgreen:
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Rebuttal? :twisted:
You can try on any of the cRPG servers. Just grab a horse and a bow, then ride towards a wall and shoot. If you look at the generated sine wave closely, you will notice an acyclic interruption where your horse rode past the intended target, just before the replicated drawing animation. That's obviously the exponential factorization that I mentioned in the post above kicking in, because there are no other plausible explanations (except maybe for a quantum tunneling phenomenon, which was definitely not implemented by Armagan).
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A related thing sometimes causes the ball to go through walls in Rageball.
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HA is UP
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aliens
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bow = machinegun in this mod
Have you even played native, or any other mods? Not that I don't hate practically every archer with the burning passion of a thousand suns, but there's no comparison.
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Have you even played native, or any other mods? Not that I don't hate practically every archer with the burning passion of a thousand suns, but there's no comparison.
Playing native MP then coming back to crpg is a world of difference. People complain about a range fest here .. pfft lol.
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Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
You can try on any of the cRPG servers. Just grab a horse and a bow, then ride towards a wall and shoot. If you look at the generated sine wave closely, you will notice an acyclic interruption where your horse rode past the intended target, just before the replicated drawing animation. That's obviously the exponential factorization that I mentioned in the post above kicking in, because there are no other plausible explanations (except maybe for a quantum tunneling phenomenon, which was definitely not implemented by Armagan).
To Summarize: Magic.
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Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
You can try on any of the cRPG servers. Just grab a horse and a bow, then ride towards a wall and shoot. If you look at the generated sine wave closely, you will notice an acyclic interruption where your horse rode past the intended target, just before the replicated drawing animation. That's obviously the exponential factorization that I mentioned in the post above kicking in, because there are no other plausible explanations (except maybe for a quantum tunneling phenomenon, which was definitely not implemented by Armagan).
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Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
You can try on any of the cRPG servers. Just grab a horse and a bow, then ride towards a wall and shoot. If you look at the generated sine wave closely, you will notice an acyclic interruption where your horse rode past the intended target, just before the replicated drawing animation. That's obviously the exponential factorization that I mentioned in the post above kicking in, because there are no other plausible explanations (except maybe for a quantum tunneling phenomenon, which was definitely not implemented by Armagan).
Finally some clear words from an admin which explain everything in a language that everyone understands. Thank you! :D