in fact, now that i think about it… this may be responsible for some of the guns jamming? just a theory…
That’s just lag. Never seen it happen in low lag situations but happens constantly when server is under load (which is most of the time recently). Firing delay and shots not going where you aim are lag as well (shots going 90° upwards from where you aim might be a separate bug though).
The module description only says invulnerable. I assumed that to mean new module effects.
Means what it says. Nothing can damage or otherwise negatively affect you in any way during those 2 seconds.
Means what it says. Nothing can damage or otherwise negatively affect you in any way during those 2 seconds.
Perhaps invincible would be a better description. I tried using it while under fire while looking at my meters, and it seems to be prevent damage as well. Maybe it’s just a slightly flawed translation.
Perhaps invincible would be a better description. I tried using it while under fire while looking at my meters, and it seems to be prevent damage as well. Maybe it’s just a slightly flawed translation.
Is it? I’m not a native speaker, so maybe I’m missing a nuance, but the dictionary definition seems spot on to me:
There’s a slight difference. Invulnerable would be no vulnerabilities, and with all the active modules in the game and the context that the module removes negative affects, I assumed it was limited to module effects. I did try it out and it blocks damage as well.
The dictionary doesn’t seem to give a good definition although context can show a difference.
vul·ner·a·ble
[more vulnerable; most vulnerable] 1 : easily hurt or harmed physically, mentally, or emotionally
a vulnerable young woman He was very vulnerable after his divorce. — often + to The patient will be more/most vulnerable to infection immediately after surgery.
2 : open to attack, harm, or damage
The troops were in a vulnerable position. The fort was undefended and vulnerable. — often + to Your computer is vulnerable to viruses.
It’s the vulnerable definition, not invulnerable, but it’s more about ease of injury and not absolute.
Compare that with invincible.
in·vin·ci·ble
: impossible to defeat or overcome :unbeatable
an invincible army The loss proved that the team is not invincible.
If you’re invulnerable you’re at a lower risk. If you’re invincible then nothing is going to stop you.
I speak English natively, I know it can be a mess.
Back on topic: had a match in my Stab Rail fitted Kalah yesterday where i shoot after this inty 500m away making a random turn, the lead indicator was way ahead cuz of speed, my cursor over or very close to the indicator and OMFG MY GUNS SHOOT ALMOST DOUBLE THE ANGLE AWAY FROM THE CURSOR!!! WTF! Dumbing down to console effect or something? Now i really want a ‘turn off’ button.
Like this (imagine being in SCon and this happens in front of you):
lead indicator fails at close range / extreme angular speeds
initially i thought it was because of basic camera mode view and my ship turning was to blame … after much looking into, I decided the fault is with the indicator.
dumbing down …?
it only make things harder now you NEED to aim better so I didn’t complain
… could also be lag network code related … only devs can know for sure.
There was no lag, no crazy ship spinning on my part and the enemy was doing the everyday circular turn around at max speed. It’s like the game tried to sort of aim-help the shot for me like the slow barreled guns were reacting pre-0.9 but without actually moving the cursor, just deviating the shot.
That help intention is what i mean with ‘dumbing down’, like i couldn’t aim for myself so the game tries to help (and utterly fails).
I know about close range lead indicator fails but this was not the case, it was pure aim-help-trial. Already used the stab rails to an extent where i can tell what happens to them.
I know very well how it works beta. What i experienced is the gun trying to hit the enemy ‘near’ my cursor like an ‘aid’ attempt. You can easily see this in other FPS games where aim assisting is turned on and if a player is very close to the crosshair but not quite 100% in it your gun will shoot the player.
I played Freespace 2, i know VERY WELL and 100% what a lead indicator is and how it works. And i also know how aim-assistance works from some FPS games with the feature implemented.
Lead shots solve it all. The faster the target the more the lead ahead of crosshairs needed. This is because the time the projectile needs to actually hit the target once its fired. I know all this should be already “calculated” and shoting at the reticle position should avoid all those extra calculations… but… no. Of course it is harder versus faster targets as interceptors but i can nail them nicely from my guard and engi even when they are circling around me XD. It really helped me being into combat flight simulators like Il2 Sturmovik for over 10 years All it takes is practice for shoot prediction.