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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Petition to fix the mortar arc

Moderator: Cyberlink



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 Petition to fix the mortar arc 
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asdfag


Joined: Tue Mar 20, 2012 1:43 am
Posts: 29
Post Re: Petition to fix the mortar arc
raptorak wrote:
Could we get a bump from HiRezDuke showing some lurve in here?

That would obviously be too much to ask.

+1, there's no excuse for having to stand within the range of every other weapon in the game to be able to hit the flag stand reliably.


Fri Apr 20, 2012 7:55 pm
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JoshuaWaller


Joined: Wed Mar 23, 2011 12:50 am
Posts: 264
Post Re: Petition to fix the mortar arc
The OP just wants greater muzzle velocity of the mortar, nothing else.

http://phet.colorado.edu/sims/projectil ... on_en.html

Go ahead, click the above link and try it out. You'll see that the landing locations are very clustered right around the optimum range for projectile distance on a flat surface (45 degrees will get you the greatest distance).

The mortar works the exact same way, which doesn't involve any sort of funky air resistance coding in the physics as the OP thinks. It's just the realities of applied math.

edit:

Also, I think it's important to note that in the video example, the player is firing from a perch above his target. This not only changes the angle that's best for distance to a lower angle, but it also causes a tight cluster of impact points at a variety of angles. Go ahead and raise the cannon in the link I gave to it's maximum height, and fire a projectile at 10 degrees, then 15, then 20... You'll see the landing points are all very close together.

Last edited by JoshuaWaller on Sat Apr 21, 2012 12:30 am, edited 1 time in total.

Fri Apr 20, 2012 11:50 pm
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Blacksheath
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Joined: Mon Aug 23, 2010 1:51 pm
Posts: 164
Post Re: Petition to fix the mortar arc
Yes +1, whatever. Good physics is always a plus.


Sat Apr 21, 2012 12:29 am
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raptorak
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Joined: Tue Jun 28, 2011 8:36 am
Posts: 1271
Post Re: Petition to fix the mortar arc
JoshuaWaller wrote:
The OP just wants greater muzzle velocity of the mortar, nothing else.

http://phet.colorado.edu/sims/projectil ... on_en.html

Go ahead, click the above link and try it out. You'll see that the landing locations are very clustered right around the optimum range for projectile distance on a flat surface (45 degrees will get you the greatest distance).

The mortar works the exact same way, which doesn't involve any sort of funky air resistance coding in the physics as the OP thinks. It's just the realities of applied math.

edit:

Also, I think it's important to note that in the video example, the player is firing from a perch above his target. This not only changes the angle that's best for distance to a lower angle, but it also causes a tight cluster of impact points at a variety of angles. Go ahead and raise the cannon in the link I gave to it's maximum height, and fire a projectile at 10 degrees, then 15, then 20... You'll see the landing points are all very close together.


Please look at the SHAPE of the arc :)


Sat Apr 21, 2012 2:23 am
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phosphor112
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Joined: Wed Sep 14, 2011 6:04 pm
Posts: 262
Post Re: Petition to fix the mortar arc
+1
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Sat Apr 21, 2012 3:36 am
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RootbeerAlamode
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Joined: Mon Dec 05, 2011 5:01 pm
Posts: 1538
Steam Gamer Name: D-Hearts
Post Re: Petition to fix the mortar arc
REJOICE THE PARACHUTE HAS BEEN REMOVED

Sorry for s*** youtube quality. Watch in fullscreen, video quality should also get better as it processes.

I decided to record a side view of the mortar to try and figure out what was going on, and well it turns out its a d*** near perfect parabola. I know we did have a parachute at one time, but I also know people reported changes other than just inheritance when that was patched in. I suspect when they patched in inheritance they also removed the parachute.

Things of note:
Demonstrating the tribes mortar arc.
1) Its really close, if not exactly a perfect parabola. It may have a slight drag model, but it could just be FoV stretching making it look odd.
2) Changing the aim angle does severely affect the range.
3) Shooting from altitude does lengthen the range, as expected.
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Sat Apr 21, 2012 3:58 am
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Hobocamp
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Joined: Sat Mar 12, 2011 1:05 pm
Posts: 38
Post Re: Petition to fix the mortar arc
+1


Sat Apr 21, 2012 4:37 am
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Canapin


Joined: Fri Dec 16, 2011 10:49 am
Posts: 13
Post Re: Petition to fix the mortar arc
+1.

Though the mortar maxmum range shouldn't allow the players to shoot from base to base.


Sat Apr 21, 2012 4:59 am
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Johnneh1
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Joined: Fri Feb 19, 2010 5:04 am
Posts: 88
Post Re: Petition to fix the mortar arc
+1, this can not be working as intended, really?...
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Sat Apr 21, 2012 5:02 am
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RootbeerAlamode
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Joined: Mon Dec 05, 2011 5:01 pm
Posts: 1538
Steam Gamer Name: D-Hearts
Post Re: Petition to fix the mortar arc
The 3 posts above me are hilarious.
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Sat Apr 21, 2012 5:20 am
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