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Post by Concerned Citizen on Feb 17, 2017 5:27:57 GMT
I recently built a custom ship. It can take on ships over 4x its cost and mass, or many ships at once. If fighting many ships, I turn off range on my shorter range cannons and coilguns. This allows them to independently target enemy vessels and destroy them. I was wondering if anyone uses actual range on their guns, or when to use or not use the range. Thanks.
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Post by apophys on Feb 17, 2017 5:33:54 GMT
Currently, the game significantly underestimates accurate range (an update is coming around the end of the month that may change this). It is always worth it to ignore range when you can, in my experience. Ammo is cheap for the guns we use.
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Post by deltav on Feb 17, 2017 6:36:08 GMT
Welcome Concerned Citizen!
Yeah one of my pet peeves is that AI does not ignore range. In my mind, unless your weapon is of the low ammo variety, if it has more than a 30% chance to hit, your weapon should be firing.
Excited to see how the update changes this. Perhaps a weapons slider that sets range based on hit percentage.
Also share some of your designs if you can.
There is even a new sharing module made up by one of our resident programmers that let's you import and export ships and modules at the touch of a button. Very exciting.
PS When I try my ships out, I usually use AI vs AI because I want to see how the ship does separate from strategy.
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Post by apophys on Feb 17, 2017 8:57:22 GMT
In my mind, unless your weapon is of the low ammo variety, if it has more than a 30% chance to hit, your weapon should be firing. Imo, if a coil/rail weapon has at least a 1% chance to hit, it should be firing. Because we make guns that can punch through and kill an enemy ship in a few shots.
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Post by deltav on Feb 17, 2017 9:04:36 GMT
In my mind, unless your weapon is of the low ammo variety, if it has more than a 30% chance to hit, your weapon should be firing. Imo, if a coil/rail weapon has at least a 1% chance to hit, it should be firing. Because we make guns that can punch through and kill an enemy ship in a few shots. That's why we need a slider buddy! Maybe a slider in weapons module like with engagement range for missiles and lasers.
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Post by wazzledazzle on Feb 17, 2017 11:30:26 GMT
In my mind, unless your weapon is of the low ammo variety, if it has more than a 30% chance to hit, your weapon should be firing. Imo, if a coil/rail weapon has at least a 1% chance to hit, it should be firing. It probably should be adjusted for rate of fire as well - At 1 round per second a 5% chance to hit isn't much, but for a sandblaster firing at 30 rounds per second a 5% chance per round guarantees multiple hits.
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Post by bdcarrillo on Feb 17, 2017 13:15:34 GMT
I avoid taking manual control of weapon systems. To me, it balances our ability to share ships and compete with them, hands-free. Add in human intervention, and we lose a repeatable, fair dueling capability.
Once we get better control in the editor, this issue should be put to rest.
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Post by Easy on Feb 17, 2017 14:03:10 GMT
There is also the desperation factor.
If your ship is taking fire and you have a theoretical chance to hit above zero, do not go gentle into that good night, rage, rage against the dying of the light.
In game terms the AI would ignore range when taking damage for certain AI behaviors.
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Post by Enderminion on Feb 17, 2017 14:16:28 GMT
In my mind, unless your weapon is of the low ammo variety, if it has more than a 30% chance to hit, your weapon should be firing. Imo, if a coil/rail weapon has at least a 1% chance to hit, it should be firing. It probably should be adjusted for rate of fire as well - At 1 round per second a 5% chance to hit isn't much, but for a sandblaster firing at 30 rounds per second a 5% chance per round guarantees multiple hits. Only 30rps, why I have a sandblaster at 1666.6667 rounds per a second
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Post by gedzilla on Feb 17, 2017 14:43:03 GMT
It probably should be adjusted for rate of fire as well - At 1 round per second a 5% chance to hit isn't much, but for a sandblaster firing at 30 rounds per second a 5% chance per round guarantees multiple hits. Only 30rps, why I have a sandblaster at 1666.6667 rounds per a second O.o ... What ?!?
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Post by bdcarrillo on Feb 17, 2017 16:25:24 GMT
Only 30rps, why I have a sandblaster at 1666.6667 rounds per a second O.o ... What ?!? Probably violates physics
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Post by deltav on Feb 17, 2017 17:25:27 GMT
When I see the fire rates of our coilguns and railguns I think of those high speed maglev trains. Would the reason for the high rate of fire be no moving parts, and a completely frictionless environment throughout the weapon? Slightly off topic, but I really don't know enough about zerog coilguns/railguns to know if these types of fire rates are possible are not. For guns 2017... The M134 Minigun gets 50 rps but has multiple barrels. The big gun on an A-10, the GAU-8 Avenger, the biggest gun ever put on a one-man combat plane, get 70 rps. The Metalstorm, a different type of multiple barrel gun is supposed to be able to produce 16,666 rps. It has no moving parts and can run on the power provided by a flashlight battery. Here is the one of the first operational railguns. It's slow firing, but it's still a sight to see. Awe inspiring. www.youtube.com/watch?v=Wj1b8wh2Ul4www.youtube.com/watch?v=wKlnMwuCZsowww.quora.com/What-is-the-fastest-rate-of-fire-machine-gun-in-the-world
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Post by argonbalt on Feb 17, 2017 18:12:44 GMT
When I see the fire rates of our coilguns and railguns I think of those high speed maglev trains. Would the reason for the high rate of fire be no moving parts, and a completely frictionless environment throughout the weapon? That is kind of impossible considering all weapons that uses projectiles must have at least the bullets as moving parts. Railweapons are entirely based on the physical concept of surface connection of the armatures to accelerate the projectile, coilguns are hypothetically friction-less in the barrel but still need rounds loaded Slightly off topic, but I really don't know enough about zerog coilguns/railguns to know if these types of fire rates are possible are not. The biggest issue with coil guns is actually not so much the loaders moving too fast as much as it is the amount of energy spontaneously dumped into the magnets, until we get good capacitor modelling to accurately store and release the energy we cannot really say how truly accurate the rates of fire are, all we can truly do at this point is look at electrical power->IN Kinetic energy out-> and if the latter is greater than the former it is definitely breaking thermodynamics.For guns 2017... The M134 Minigun gets 50 rps but has multiple barrels. The big gun on an A-10, the GAU-8 Avenger, the biggest gun ever put on a one-man combat plane, get 70 rps. The Metalstorm, a different type of multiple barrel gun is supposed to be able to produce 16,666 rps. It has no moving parts and can run on the power provided by a flashlight battery. Many people my self included have hoped for a metal storm style machine gun for drone purposes as it seems very appropriate.
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Post by Enderminion on Feb 17, 2017 18:36:04 GMT
When I see the fire rates of our coilguns and railguns I think of those high speed maglev trains. Would the reason for the high rate of fire be no moving parts, and a completely frictionless environment throughout the weapon? Slightly off topic, but I really don't know enough about zerog coilguns/railguns to know if these types of fire rates are possible are not. For guns 2017... The M134 Minigun gets 50 rps but has multiple barrels. The big gun on an A-10, the GAU-8 Avenger, the biggest gun ever put on a one-man combat plane, get 70 rps. The Metalstorm, a different type of multiple barrel gun is supposed to be able to produce 16,666 rps. It has no moving parts and can run on the power provided by a flashlight battery. Here is the one of the first operational railguns. It's slow firing, but it's still a sight to see. Awe inspiring. www.youtube.com/watch?v=Wj1b8wh2Ul4www.youtube.com/watch?v=wKlnMwuCZsowww.quora.com/What-is-the-fastest-rate-of-fire-machine-gun-in-the-worldGsh-30-6 was the largest 30mm cannon put on a plane, SU-25 frogfoot, not too much bigger then the A-10
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Post by Enderminion on Feb 17, 2017 18:36:56 GMT
Probably violates physics It reloads in 600 microseconds, so yes, yes it does violate physics
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