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Old 2011-11-03, 12:56 PM   [Ignore Me] #106
Xyntech
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Re: Bailing mechanics


Originally Posted by Metalsheep View Post
Because the Magrider can strafe, stop in a decent period, and turn easily in place or in large circles. You could drive your mag into a group of infantry, kill one or two, then strafe left, right, or in circles and just destroy whole groups of players simply because of your maneuverability. I think since the magrider floats, it shouldn't even hurt infantry if they duck under it
This is worse than a 150mm Vanguard cannon devastating that same group from 300m away? At least you could hide from a magmower behind trees and buildings and rocks (hit detection aside).

But yeah, with hit detection being how it was, it did need some fixing.

I look forward to welcoming it back in PS2. Hell, I may even decide to drive one again
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Old 2011-11-03, 01:12 PM   [Ignore Me] #107
Metalsheep
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
This is worse than a 150mm Vanguard cannon devastating that same group from 300m away? At least you could hide from a magmower behind trees and buildings and rocks (hit detection aside).

But yeah, with hit detection being how it was, it did need some fixing.

I look forward to welcoming it back in PS2. Hell, I may even decide to drive one again
You can Jammer or take cover from Vanny shots, they don't move that fast and are pretty visible. If you Jammered a magmower it could just "trolololo" and keep running people over.

I always wandered why vanu vehicles didn't just stop and fall to the ground when they got Jammered. I could just see a mag getting jammered, then it plops onto the ground with a big O.o face.
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Old 2011-11-03, 01:37 PM   [Ignore Me] #108
Xyntech
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Re: Bailing mechanics


Jamming a Vanguard from 300m away doesn't work and you can avoid their shots to a point, but at a nice median distance it will be hard to stay alive and hard to jam them. Also let's not forget that a vanguard could mow you down as well, albeit not as efficiently.

That would be awesome to jammer a magrider while it was over water if you could shut off a it's hovering. *SPLASH*

Last edited by Xyntech; 2011-11-03 at 01:39 PM.
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Old 2011-11-03, 01:44 PM   [Ignore Me] #109
Metalsheep
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Re: Bailing mechanics


I also wanted to see Aircraft fall out of the sky when jammered as well, seeing as how hard it is to actually jammer one. And with a Pwnisher you could lob a Jammer quite a distance. Though at 300M thats a pretty decent shot on the Vanny gunners part. They aren't exactly pinpoint.

The vanny can still splatter infantry, and we have seen how annoying that can be. Could you imagine one magrider just destroying groups of infantry weather its jammered or not just because it can strafe and instakill any infantry that it touches, regardless of its momentum?

I am glad they fixed magmowing, but at the same times its crazy that you cant kill an infantry hitting him at full speed with most other vehicles. Magrider included.
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Old 2011-11-03, 02:04 PM   [Ignore Me] #110
Xyntech
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Re: Bailing mechanics


This is where fixing the netcode is the only thing you really need to do to bring it back. As long as you see yourself get out of the way, you should be out of the way. If a magrider catches you out in the open, it's a tank. You are flattened.

Vehicles are supposed to dominate open spaces. Keep a rock or a tree or some other bit of cover handy and a magrider will have a lot harder time touching you (considering it's minimalistic splash damage).

That just wasn't an option in PS1 where you would run behind a tree or into a tower and 5 seconds later the magrider would still mow you down due to client side hit detection.
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Old 2011-11-03, 05:33 PM   [Ignore Me] #111
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
This is where fixing the netcode is the only thing you really need to do to bring it back. As long as you see yourself get out of the way, you should be out of the way. If a magrider catches you out in the open, it's a tank. You are flattened.

Vehicles are supposed to dominate open spaces. Keep a rock or a tree or some other bit of cover handy and a magrider will have a lot harder time touching you (considering it's minimalistic splash damage).

That just wasn't an option in PS1 where you would run behind a tree or into a tower and 5 seconds later the magrider would still mow you down due to client side hit detection.
They said that it would be clinet/serverside like BF3, that means a hit on your screen is a hit, so probably no instant mowing. unless its reduced damage agaisnt friendlys...easy thing to change. But even then its alittle unfair when you think you're clear and you're not, but i guess that goes for regular combat...and my motto on that is: 2 fucking bad.
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Old 2011-11-03, 08:39 PM   [Ignore Me] #112
Xyntech
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Re: Bailing mechanics


Right, but a hit on your screen also has to abide by serverside checks right? Also, with better netcode that caters towards people who have broadband, not dial up, it shouldn't be much of a problem.

Chalk any mowing deaths up to being casualties of the faster pace of combat
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Old 2011-11-03, 10:46 PM   [Ignore Me] #113
xSlideShow
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Re: Bailing mechanics


Ok, if the pilots can't bail and the gunners can in the lib. I'm willing to settle.
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Old 2011-11-03, 11:24 PM   [Ignore Me] #114
SKYeXile
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
Right, but a hit on your screen also has to abide by serverside checks right? Also, with better netcode that caters towards people who have broadband, not dial up, it shouldn't be much of a problem.

Chalk any mowing deaths up to being casualties of the faster pace of combat
Err yes, while im not 100% sure on BF3's or PS2 exact coding method the typical thing is a hit on your screen is a hit even with a 200ms delay. so you may think you're safe, but if somebody like me can still see you with our high pings then you may find yourself dying around corners and to tank that on your screen did not hit you. the serverside checking(probably randomly, not every shot) would just check that my shot or mow is sane and since i have a 200ms ping, it is, and you die...well you would die anyway i just would not be banned....
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Last edited by SKYeXile; 2011-11-03 at 11:25 PM.
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Old 2011-11-04, 03:59 AM   [Ignore Me] #115
Raka Maru
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Bailing should be allowed. Slow dropping and vulnerable to flack and bullets, maybe lose half health until they reach the ground. Wasting a good plane should cost resources the owner pays. Xp should be awarded to the one who shot down the plane. Kill xp shared with the one who shot down the plane and the one who kills the pilot.

I can't imagine a planetside without pinpoint hot drops. It's just too integrated. Let's just fix the retardedness instead.
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Old 2011-11-04, 04:11 AM   [Ignore Me] #116
Traak
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Re: Bailing mechanics


I can't imagine planetside2 with pinpoint hot drops.
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Old 2011-11-04, 04:18 AM   [Ignore Me] #117
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If they land and deconstruct, they don't get charged resources. So that anyone can still pull planes if they don't have resources, they get debited when they earn them if they are constant wasters. People will be more careful with their vehicles if they destroy it on purpose.
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Old 2011-11-04, 06:52 PM   [Ignore Me] #118
Talek Krell
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Re: Bailing mechanics


Personally, I'd limit hot dropping to the passenger slots of air transports. I don't see any especially good reason to let people ditch their planes just because they lost a fight/don't feel like landing, and I want air transport to be the go to option for transporting yourself through the air.

There's a variety of reasonable suggestions in here though. Even just the stuff SOE is doing with class/armor restrictions and the improvements to netcode will likely fix most of the issues.
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Old 2011-11-20, 04:40 PM   [Ignore Me] #119
Helwyr
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Re: Bailing mechanics


I don't know if anyone else noticed, but we had an update of sorts on bailing in the AGN community night discussion with Matt Higby.

Now granted it was only on an internal test build, but Higby bailed from a Mosquito after crashing into a building (he was recording it for us with his iPhone, so he might not actually be that terrible a pilot). His avatar had it's weapon out pretty much instantly and safely landed on the ground ready for action, exactly like the first Planetside.

Now things might be different on the eventual live server, but from that little demo, I'm thinking it's most likely Bailing is exactly the same as the original Planetside minus access to heavy weapons.
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Old 2011-11-20, 04:44 PM   [Ignore Me] #120
Xyntech
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Re: Bailing mechanics


Originally Posted by Helwyr View Post
Now things might be different on the eventual live server, but from that little demo, I'm thinking it's most likely Bailing is exactly the same as the original Planetside minus access to heavy weapons.

That may be all the change it needs. Time will tell.
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