Author Topic: [To be added]Add opponent's vehicle health indicator in air duels  (Read 5921 times)

Offline YoMama

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Re: Add opponent's vehicle health indicator in air duels
« Reply #15 on: March 09, 2018, 01:05:02 am »
I'm not sure how I feel about this. Sometimes the ambiguity can make things more interesting, but it's also nice to know if you're actually hitting, and how you're doing it. I think having the indicator by default, but being able to start a dogfight without it (maybe an option for the existing command) would be best. I think being able to mix-and-match aircraft is more important though (so things like Hunter vs. Rustler duels are possible).

Might be useful in Rustler vs Rustler but bullets ARE Lagcomped.
This isn't right. Someone correct me if I'm wrong, but I think just about the only things that are actually lagcomped are bullets from foot to anything else, and bullets from someone drivebying with G to anything else (as a vague rule of thumb, generally any bullets shot with an aiming reticule).

Things that are not lagcomped:
  • Bullets from drivebying as a driver, which leads to the idiotic situation where someone on foot can skinshoot you, but you have to lead aim as a driver. Amaze your friends by destroying them with lead-aiming in driveby duels!
  • Rockets in general
  • Bullets from Rustlers, Sea Sparrows, Hunters, Predators, have a weird sort-of auto-aim-ish thing they do, so it can seem like they are lagcomped since the stream of bullets sometimes pulls towards targets instead of shooting straight ahead. However, they are not lagcomped, as you can see in this video from my guide (at the the part when I shoot Gargola down, I'm not hitting him in my game because I'm aiming far enough ahead that I'm hitting him in his)
This is why I don't think lagcomp belongs in PTP. It makes people on foot way too powerful- it doesn't make sense in a server as vehicle-centric as this one.
So you want to improvise air duels and enhance its gameplay with your points you have stated?
Sorry for the vagueness- I was making a separate point on lagcomp when I was responding to Lohit, but yes, I think the airduels would be better if you had the option to use a health indicator, and if you could mix-and-match aircraft.

Offline Cyrus_

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Re: Add opponent's vehicle health indicator in air duels
« Reply #16 on: June 13, 2018, 07:51:42 pm »
Plus
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Offline LPCOLTER

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Re: Add opponent's vehicle health indicator in air duels
« Reply #17 on: June 15, 2018, 07:11:06 am »
I'm not sure how I feel about this. Sometimes the ambiguity can make things more interesting, but it's also nice to know if you're actually hitting, and how you're doing it. I think having the indicator by default, but being able to start a dogfight without it (maybe an option for the existing command) would be best. I think being able to mix-and-match aircraft is more important though (so things like Hunter vs. Rustler duels are possible).

Might be useful in Rustler vs Rustler but bullets ARE Lagcomped.
This isn't right. Someone correct me if I'm wrong, but I think just about the only things that are actually lagcomped are bullets from foot to anything else, and bullets from someone drivebying with G to anything else (as a vague rule of thumb, generally any bullets shot with an aiming reticule).

Things that are not lagcomped:
  • Bullets from drivebying as a driver, which leads to the idiotic situation where someone on foot can skinshoot you, but you have to lead aim as a driver. Amaze your friends by destroying them with lead-aiming in driveby duels!
  • Rockets in general
  • Bullets from Rustlers, Sea Sparrows, Hunters, Predators, have a weird sort-of auto-aim-ish thing they do, so it can seem like they are lagcomped since the stream of bullets sometimes pulls towards targets instead of shooting straight ahead. However, they are not lagcomped, as you can see in this video from my guide (at the the part when I shoot Gargola down, I'm not hitting him in my game because I'm aiming far enough ahead that I'm hitting him in his)
This is why I don't think lagcomp belongs in PTP. It makes people on foot way too powerful- it doesn't make sense in a server as vehicle-centric as this one.
So you want to improvise air duels and enhance its gameplay with your points you have stated?
Sorry for the vagueness- I was making a separate point on lagcomp when I was responding to Lohit, but yes, I think the airduels would be better if you had the option to use a health indicator, and if you could mix-and-match aircraft.

Offline Zeta

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Re: Add opponent's vehicle health indicator in air duels
« Reply #18 on: June 15, 2018, 08:41:55 am »
I was thinking of this but honestly I think a good pilot should have a rough estimate of how much damage he has done.

I usually prefer /dl you only need to do 750 damage before it explodes on it's own anyway.

Neutral.

Will change to +1 if I get a more convincing reasoning
+1

Offline Jonne

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Re: Add opponent's vehicle health indicator in air duels
« Reply #19 on: December 06, 2018, 09:24:00 pm »
We'll add this in a future update.