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Join Date: Dec 2007
Posts: 148
# 21
03-12-2012, 08:11 PM
Quote:
Originally Posted by garravesh View Post
And for those who will deconstruct me being cloaked and knowing if my sheilds were still up....think...you will know the answer.
I know what you mean.

Sometimes, I'm so far out of range, but I see the torpedos coming. What to do?

I know I should be re-entering Cloak at this time since I'm already outside of range... BUT, I know the torpedos are coming.

So, if I engage cloak, does that mean I'm going to get hit without my shields? When I've engaged my cloaking device outside of combat range?

Or do I choose not to re-engage the cloak, wait for the torpedo strike, and possibly let the target heal back up/cooldown the heal abilities while I wait?
Join Date: Dec 2007
Posts: 148
# 22
03-12-2012, 10:18 PM
Quote:
Originally Posted by catliketyping
I know what you mean.

Sometimes, I'm so far out of range, but I see the torpedos coming. What to do?

I know I should be re-entering Cloak at this time since I'm already outside of range... BUT, I know the torpedos are coming.

So, if I engage cloak, does that mean I'm going to get hit without my shields? When I've engaged my cloaking device outside of combat range?

Or do I choose not to re-engage the cloak, wait for the torpedo strike, and possibly let the target heal back up/cooldown the heal abilities while I wait?
From what I know (and this may not be accurate) the hit/miss of an object is determine when it's fired, but the damage when it lands. So, if you come to a stop and cloak you may get hammered if it was a hit (there may be an eventual timeout).

Also, this means when you're moving towards the oncoming fire you will get hit w/more of it in a shorter time then if your standing still or moving away from it (think of driving fast in a steady rain and how many drops of rain you drive through on the highway in 2 seconds time vs walking down a sidewalk for 2 seconds). Similarly, if you're moving away from the fire and suddenly stop so it all catches up to you at 1x you'll take more damage in a short period of time.

In short don't stop and or turn into oncoming fire, and don't cloak unless you're sure you can take the damage all at 1x.
Join Date: Dec 2007
Posts: 148
# 23
03-13-2012, 01:51 AM
Quote:
Originally Posted by sonicshower
Its always worked that way. Once your targeted and the torpedos are on their way and you decide to cloak they are still gonna come for you
Yes and he was asking as to WHY it ismade like that.


I think what he said made sense to me. Once cloaked all guided weapons have to lose their guidance and if u change direction so does the case with energy type burst and beam weapons.


However it might be supremely easier to make the things the way they are now. The code and the resulting complexity which could make things more complicated and add to the server burden in terms of bytes sent in and received may have made things the way they are.

But if it's technically feasible I'd love to see what original poster mentioned put into gameplay.
Join Date: Dec 2007
Posts: 148
# 24
03-13-2012, 02:01 AM
Quote:
Originally Posted by Iamid
From what I know (and this may not be accurate) the hit/miss of an object is determine when it's fired, but the damage when it lands. So, if you come to a stop and cloak you may get hammered if it was a hit (there may be an eventual timeout).

Also, this means when you're moving towards the oncoming fire you will get hit w/more of it in a shorter time then if your standing still or moving away from it (think of driving fast in a steady rain and how many drops of rain you drive through on the highway in 2 seconds time vs walking down a sidewalk for 2 seconds). Similarly, if you're moving away from the fire and suddenly stop so it all catches up to you at 1x you'll take more damage in a short period of time.

In short don't stop and or turn into oncoming fire, and don't cloak unless you're sure you can take the damage all at 1x.
If the damage is calculated when it lands, then is possible to make a variable like; stealth value = 0, then damage = caclulated value.

Stealth value > 1, then damage = O.

Having this issues in combat cloak is what makes me to no get a B´rel if BC is working this way i can´t even think in a advanced failed cloak :/
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