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A nail in the coffin for scouts

Дата: 19.11.2010 20:14:16
MrVic: First off some love for scouts is in the works. As for details none definitive enough yet to spell out. But help is on the way.
Secondly warping and shell speed were a mess basically auto was registering the position and travel route speed ect. The speed of the round mattered little due to the game compensating for a ballistic computer. As long as the target did not change to many variables aka speed or direction ( tho sometimes minor direction changes could help it). In the end the server was sorting it out on it's end since it was unable to show us 100% accuracy of what truly was happening at that range.
Shells were slowed to remove the ease of hitting targets but not so slow long range shots on slow targets would be mostly luck.
Speeding up rounds while at core may seem to correct the problem due to a 3 demensionsl depth and a enemy essentially driving into a round crossing it's path ( the odds of that are rather small with even insanely slow projectiles. Compounded with longer distances creating a much larger variable range and the chance for a numerous variables to change in that period of time resulting in less of a chance to hit (like a speed change turning ect). A faster round round gives the target less time to react or chsnge a variable of a shot incoming. Also the greatest variable is human and by reducing the distance required to lead a target combined with the above variable changes. You end up making it far easier based on calculus and statistical human input error ratios. Pure exact aim (computer precision) combined with a unchanging constant velocity target higher speed is less accurate. But we have more then a sterile math enviroment sadly
But help is in the works for lights none the less :)
Edited stupid auto correct on my phone owned me :)

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