Forums » Bugs

Border/WH turrets open fire too fast if a player is keeping the sector awake.

Apr 26, 2012 yodaofborg link
And yes, this is a bug. One example:

FAMY in all their wisdom, decided to park a *bot* in Verasi O-7, to monitor people passing into Edras/UiT. Well this might work OK for FAMY, who maintain standing, but for us keep it real ebil bastids, it's terrible. 9 out of 10 times I am warp killed by the turrets as I warp into Verasi from Edras, before I even have control of my ship. Compare this to Azek, where there isn't usually a bot, and the turrets do not start to fire until 10 seconds after the warp sequence has finished.

Another example (just to show it isn't FAMY's fault):

Dau is a pretty busy system, if I attempt to warp into Dau when a player is active at the other side of the wormhole (not predictable), I will die before I have control of my ship. Again, if the destination sector has been inactive for a bit, the turrets do not fire until around 10 seconds after I have control of my ship.

It's not the first time I have brought this up, and although annoying, I wouldn't consider it game breaking, just damn annoying.

Oh, and before a care bear comments and says "Don't goto Dau while KOS then", don't bother. I will keep playing how I play, who are you to dictate?
Apr 26, 2012 abortretryfail link
I had the same thing happen to me trying to escape Serco space to Helios just last week. Got hit by like 6 capgauss shots at once before the warp animation ever finished.
Apr 26, 2012 Pizzasgood link
Yeah, being shot down without any opportunity to evade is lame.
Apr 26, 2012 yodaofborg link
Just another example I can think of, it's very unlikely but:

Imagine 3 smart Vipers got together (I did say very unlikely) in Dau and decided that sector was closed for pirate business, all they would have to do is each sit at a separate wormhole, and keep them sectors active. Hell, they could even fly past the 10k limit and not show up on even the sector list! Now that's what I call an exploit.
Apr 26, 2012 raybondo link
There shouldn't be a difference between jumping/warping into a running sector or a non-running sector.
When you enter a sector from a wormhole, you are invulnerable for 6.5 seconds, and the cinematic takes 4.5 seconds, so you have a full 2 seconds to strafe out of the way.
When you jump into a sector, you are invulnerable for 4.5 seconds, and the cinematic takes 2.5 seconds so, again, you have 2 seconds to get out of the way.
Apr 26, 2012 yodaofborg link
That might be how it's supposed to work ray, but it isn't. I frequently get shot before I have control of my ship, let me make a newby video for you.

http://www.youtube.com/watch?v=4Vl0HlVI0L0

You can clearly hear in the second wh passing, where a player is active, the homing missile turret fires before I have control of my ship. Thus indicating the rest of the turrets are firing too. I had no chance to survive, so the saying goes.

P.s. I made this vid in one pass, it is VERY reproducible, if needed.

P.P.S, you may remember Arolte and the changes he brought about? Like being able to kill shit while it's still in a warp animation? I have frequently died/took damage while the cinematic plays out...
Apr 26, 2012 PaKettle link
oddly enuff I have to add my objection as well. The warp animation is not as constant as you believe it to be - Plug ins and slow web traffic can easily add a few seconds to the jump time leaving a player subject to attack by more then cap gauss.

I would actually suggest keeping the player invisible untill the player is fully loaded and then signaling that both are ready before final insertion. This bug also results in a player entered sector event giving others a several second advantage.
Apr 26, 2012 Pizzasgood link
Even though you're invulnerable right at first, the missile fires well before you have control, and doesn't arrive until very shortly after you are vulnerable. Unlike the gauss turrets, you can't just strafe out of the way. Your only hope is to either turbo away and hope you warped in far enough away from the turret to build up speed before the missile arrives, or quickly try to locate the missile in the radar and turbo toward it (you will probably take damage, but maybe not die if lucky). Either way you're pretty much screwed. The missiles are evil.
Apr 26, 2012 tarenty link
I got the same crap when jumping into whatever sector the Dark Convoy was occupying. Several times I was capgaussed to death during the jump animation jumping into the sector.
Apr 27, 2012 CrazySpence link
You most definitely are not invulnerable for the amount of time ray specified. The war convoys will waste you during the animation too
Apr 27, 2012 yodaofborg link
Like I said, that was changed years ago. Some AI still don't seem to be able to cause damage during the warp animation, but some (border turrets and any capship that hates you, players) can indeed damage you during the warp animation. Please don't change this.

Instead, could we have the same delay between firing that an empty sector exhibits?

[edit]

I'll try make another vid that shows me taking damage while ray thinks I should be immune, but even if I was immune, that homing missile would have been at full speed and able to kill me just as I became damageable.

[edit 2]

This time showing that I warp in at 100%, and have lost health before my hud even came up. Sorry about the music, but it was what I was playing at the time(s).

http://youtu.be/jrIs-fn_j5c

[edit 3]

Seems I stuck two bits of video together, watch the second warp, not the first :P
Apr 27, 2012 raybondo link
Thanks for the vids. I'll check them out and see what I can do.
Jun 08, 2012 yodaofborg link
Cool, well, these buggy turrets are still warp killing me, I think a nice quick fix might be shorten the time that the warp in animation plays for wh entry to about 1 second, and give us control of the ship faster.

Might be cooler for trader types too, but well, I don't care. I'll find em and blast em while they mine.

Yarr!