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Server tick: Difference between revisions

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* If you activate a turret module, it’ll immediately calculate the damage, and immediately apply it to the target. It’ll send back a packet right away, telling you, "I activated this module for you."  However, you won’t receive information about how much damage was dealt until the next tick—and neither will the target. This means you can be dead for up to a second (or up to 10 seconds, in the case of severe [[Time Dilation]]) and not know it yet! This is also how EVE handles weapons that can fire more than once per tick: it simulates them properly, and then both shots appear on the next tick.
* If you activate a turret module, it’ll immediately calculate the damage, and immediately apply it to the target. It’ll send back a packet right away, telling you, "I activated this module for you."  However, you won’t receive information about how much damage was dealt until the next tick—and neither will the target. This means you can be dead for up to a second (or up to 10 seconds, in the case of severe [[Time Dilation]]) and not know it yet! This is also how EVE handles weapons that can fire more than once per tick: it simulates them properly, and then both shots appear on the next tick.
* If you activate a warp scrambler, it’ll immediately tackle the target. But the "X has warp scrambled Y" global notification won’t appear until the next tick.
* If you activate a warp scrambler, it’ll immediately tackle the target. But the "X has warp scrambled Y" global notification won’t appear until the next tick.
* [http://eve.501gu.de/misc/travelceptor_vs_instalocker.png This example] shows the two outcomes of a confrontation between an interceptor fitted for fast alignment and entry to warp ("Travelceptor") and a ship fitted to lock up and tackle targets rapidly ("Instalocker"), one of the most frequently encountered examples of server ticks interacting perceptibly with gameplay.
* [https://web.archive.org/web/20210111174108/http://eve.501gu.de/misc/travelceptor_vs_instalocker.png This example] shows the two outcomes of a confrontation between an interceptor fitted for fast alignment and entry to warp ("Travelceptor") and a ship fitted to lock up and tackle targets rapidly ("Instalocker"), one of the most frequently encountered examples of server ticks interacting perceptibly with gameplay.


== See also ==
== See also ==