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User talk:Turin Williams: Difference between revisions

Discussion page of User:Turin Williams
Created page with "== DST and the cloak trick == Since DSTs, without agility mods, can't reach the required speed to enter in warp instantly after decloaking in one mwd cycle, while staying cloa..."
 
 
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# Ship is decloaked, mwd has one more second of the cycle. And since there is no penalty from the cloak, the mwd will give a bigger boost, for example, 20m/s second, which will give more than enough speed to enter in warp at the end of the cycle<br>
# Ship is decloaked, mwd has one more second of the cycle. And since there is no penalty from the cloak, the mwd will give a bigger boost, for example, 20m/s second, which will give more than enough speed to enter in warp at the end of the cycle<br>


And here is a problem, 1st, 2nd and 3rd parts are related to each other, and by changing 1st and 2nd part, the critical point where the player needs to decloak is also changing. For example, if the player will shorten 1st and 2nd part, they will provide less acceleration, and as a result, the player will need to decloak sooner to compensate for the lack of it.<br>
And here is a problem, 1st, 2nd and 4rd parts are related to each other, and by changing 1st and 2nd part, the critical point where the player needs to decloak is also changing. For example, if the player will shorten 1st and 2nd part, they will provide less acceleration, and as a result, the player will need to decloak sooner to compensate for the lack of it.<br>
As a result of this, 10 players who will try to do the trick, using the same pc's, in the same room, in the same way, might receive different results. Add differences in ping, fps, human reaction, character agility skills, and things will become much worse, especially with roulette with server ticks. For example, if the player will click the cloak with the same delay after clicking align every time, it still can be processed by the server in +- one tick, if not two. Sure this looks like a problem only in theory, since in practice players will intuitively pick timings which works for them, and that's why the trick always works for most players. But still, there will be some players who may pick timing which works for them everyday, but than they might jump into the gate camp, and since they stressed, click cloak and mwd just a bit earlier than usual, and combined with bad luck with the server ticks, may end slowboating. One of the ways to avoid this, is to simply decloak sooner, but this has its own problems. Server ticks magic, combined with subjectivity in human feelings of time, may result in staying decloaked on grid for 2, and theoretically even for 3, server ticks (ticks, not seconds, which is important). Combined with mwd bloom, it may result in being catched.
As a result of this, 10 players who will try to do the trick, using the same pc's, in the same room, in the same way, might receive different results. Add differences in ping, fps, human reaction, character agility skills, and things will become much worse, especially with roulette with server ticks (for example, if the player will click the cloak with the same delay after clicking align every time, it still can be processed by the server in +- one tick, if not two). Sure this looks like a problem only in theory, since in practice players will intuitively pick timings which works for them, and that's why the trick always works for most players. But still, there will be some players who may pick timing which works for them everyday, but than they might jump into the gate camp, and since they stressed, click cloak and mwd just a bit earlier than usual, and combined with bad luck with the server ticks, may end slowboating. One of the ways to avoid this, is to simply decloak sooner, but this has its own problems. Server ticks magic, combined with subjectivity in human feelings of time, may result in staying decloaked on grid for 2, and theoretically even for 3, server ticks (ticks, not seconds, which is important). Combined with mwd bloom, it may result in being catched.<br>
 
Most players may even never notice this, but for some small number of players, it may become a noticeable thing, especially if they used to keep 1st and 2nd delays at bare minimum, and/or have bad agility skills/a bit unstable ping.