[10:24] <ccp_larrikin> titus.tallang [6:21 PM]
[10:24] <ccp_larrikin> fix tracking to be edge to edge would be the proper fix but ccp is arguing that it's not worth the development time cost <-- Thats inaccurate, its more to do with unintended consiquences. It would be changing they way guns apply damage for everything, not just titans/dreads.
[10:24] <titus.tallang> yes, which would have development cost in that tracking numbers need to be rebalanced for every class
[10:25] <ccp_larrikin> Ok yeah, in that sense sure.
[10:26] <titus.tallang> i mean, the same players that really care about the nitty gritty mechanics behind tracking are the players that would have little issue adapting to such a change
[10:26] <titus.tallang> if we go with the current proposal of angular being based on r = max(overviewDistance,c) with c some constant for every weapon type
[10:27] <titus.tallang> then what'd be needed is rebalancing of tracking numbers on each gun (based on average size in that class) and assigning of a proper constant (same logic)
[10:27] <titus.tallang> in fact, tracking numbers _probably_ wouldn't need too much fiddling (maybe a slight boost) since on subcaps with a radius of like 200m the impact at usual engagement ranges is negligible
[10:28] <titus.tallang> the distinction really only has a large impact when ships start having multi-kilometer radii