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Especially hitting armor drones from a 2.1 Km range point seems impossible now. You can even miss carriers or Gunships on over 5 Km. That is a design archievement that makes this gun obsolete, because who uses a rail gun for close range combat?

Try it, spawn a armor drone with 5 surrounding sniper drones. Then try to kill the armor drone first without getting killed by the sniper drones while using a rail gun. I guess then you know what I mean.

Thank you for 3 side missions and 1 main mission tho. I enjoyed them, even with TTS.
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This is not a design decision, but a technical issue related to floating point precision. The team is very aware of this, but it is not something that is easy to fix. The closer to the edge you shoot, the bigger the issue also becomes.
Thanks @Gummiel for helping out.

@revangel: I'll attach your feedback to the discussion we are internally having about this.
As Gummiel pointed out, this is mainly about floating point precision.
We did reuse a lot of code from ES1 for ES2. Some of which that isn't able to handle level origin shifting.
In smaller locations you won't notice this, but in bigger locations this effect is quiet obvious.
We are currently considering if we can improve precision, without enableing origin shifting.

Best regards
Ingmar
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RFG_Ingmar: ...
We are currently considering if we can improve precision, without enableing origin shifting.

Best regards
Ingmar
Can you please also address mid-level damage issue railguns have, while at it?

The issue is demonstrated here:
https://discord.com/channels/439572256272678912/450420398807318539/838225950440947782 .

And my personal suggestion on how to best address it - is here:
https://discord.com/channels/439572256272678912/450420398807318539/838280864781172799 . Which suggestion also doubles to solve another railgun matter: right now, it's DPS-wise more efficient to do non-charged shots with railguns (rather than charged ones) vs any big target.
Post edited May 05, 2021 by Fins_FinsT
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revangel77: Especially hitting armor drones from a 2.1 Km range point seems impossible now. ...
Nope, it's possible, and even quite reliable - but you need very, VERY good aim. If you have it, then almost always the shot connects - but not always; it seems there is some ~10% or so chance well-aimed shot would still miss, no matter how big the target is. Often with railgun's beam visibly going many pixels away from aiming point.

But still, most of the time, even smallest targets can be hit at max range. Here's a video for you demonstrating it at 3.5 km - max range my striker can get with my current railgun.

https://youtu.be/9Rjh0HqVHRQ
Thank you for fixing this issue, plus some other issues I mentioned in the game! I am very happy to play this game again!

You gals and guys are great, thank you for keeping up with the updates!

I spotted a little error in the function description inside the game in the recent patch: it mentions that you can press the boost key in autopilot whyle in hyperspace, to speed up the hyperspace travel time. But it should probably say, that you can press the boost key plus the autopilot key to speed up the travel time. But that is a minor issue.

The surface map is really, really slow, as are the other surface maps from the previous patches. Also there is unfinished graphics on the edge of the map, you can practically look through the ground texture at the edges. If you are already working on that, thank you again!

Otherwise I really have to think hard to remember any bugs or glitches.

Thank you again for making and improving this game!
Rev
Post edited August 19, 2021 by revangel77
Glad you've noticed that change... ... ... It was bugging us all.
Just to give you a small update. I wasn't completely right on the influence of the level size.
Turns out the bigger issue here was an line casting algorithim from the Engine, that we needed to rewrite to double precision.