[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vm/ - Video Games/Multiplayer

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: 1642277008647.png (831 KB, 1280x720)
831 KB
831 KB PNG
>What is this game?
BallisticNG is a PC anti-gravity racing game available on Steam, based mostly on Wip3out, with optional mechanics from the newer Wipeout games.
If you like going fast, good tunes, and good fun, this game is for you.

>How do I join?
Get the game.
(Optional: Grab the Outer Reaches and Maceno Island DLCs too)
Download and install our track pack (instructions in the pastebin).
Launch the game, go to Multiplayer, and join us.

Links to download the latest track pack, install instructions, and some extras can be found here:
https://pastebin.com/d0KQeKGC
The mini-pack is just for updating from the previous version, get the full one if you're joining us for the first time or haven't played for a while.

>How do I play?
A 3-step guide will be posted containing the basics of going fast.
We can also answer any questions you might have, either here or in the lobby.

We have a Steam group: https://steamcommunity.com/groups/ballisticnv
This is used just for organizing race sessions, no circlejerking. If you join the group chat you'll get a (You) chat bloop when lobbies go up on Saturday.

We have a regular session going every week on Saturdays at 9PM UK time, but hosting is easy and anyone can start up a lobby if people wanna get racist during the week.
Previous thread: >>1055526
>>
File: BnGuide1.png (935 KB, 720x1500)
935 KB
935 KB PNG
helpful stuff for newfriends
>>
File: BnGuide2.png (3.33 MB, 720x4600)
3.33 MB
3.33 MB PNG
>>
File: BnGuide3.png (1.46 MB, 720x3000)
1.46 MB
1.46 MB PNG
>>
File: AAAAAAAA.webm (3.84 MB, 1280x720)
3.84 MB
3.84 MB WEBM
AAAAA, ENAI SAVE ME
>>
>>1267883
Going out of bounds is how you spot the enai seal of quality.
>>
>>1267883
i really love this track, i wish it didn't crash half of the fucking lobby
>>
File: diavolt_2280_utah_p.webm (3.67 MB, 720x404)
3.67 MB
3.67 MB WEBM
New 2280 camera is so fucking fun
Beta lobby someday mayhaps?
>>
bought this game and wondering how many players are usually present for a /vm/ lobby on saturdays. are they full or close to full?
>>
>>1268408
Varies.
Sometimes it's a full lobby, during tamer hours you can get less. Been pretty active recently though, so you can expect at least 6-8 regular players
>>
File: 1658008818405.jpg (38 KB, 518x619)
38 KB
38 KB JPG
>>1268408
yeah, around 7-8 players is the average, some weeks it fills up and sometimes its dead gaem
usually every saturday we get a good showing of a mixture between autistic sweatlords and casul racists, so theres often good competition to contend with no matter your skill level
>>
>>1268412
>>1268421
those seem like pretty alright numbers. thanks for the info anons!
>>
File: enai.png (197 KB, 1894x927)
197 KB
197 KB PNG
Finally
>>
>>1268975
>no longer blasting yellow
FINALLY. I fucking moaned at him about that like 3 years ago and his response was basically "lmao turn off bloom" because his crappy monitor couldn't display it as eye-scorching as it is.
>>
>>1267938
This track:

- Allows you to go out of bounds and get stuck
- Crashes everyone
- Has broken sound (I suppose this is fixed now)
- Causes you to respawn endlessly

And yet it has a "skill issue" sign if you fall off the poorly marked blind turn. Skill issue on the creator's part maybe???
>>
File: 1713781263779280.webm (3.27 MB, 854x480)
3.27 MB
3.27 MB WEBM
>>1269060
>poorly marked
Maybe if you don't have eyes
>>
it's up bros, get in here
>>
>>1269197
In your clip you can literally see sentinel fall off
>>
>>1269257
him making an honest mistake doesn't mean the big ass u turn sign isn't there
>>
>>1269262
Fuck off enai and fix your tracks
>>
>>1269274
>t. base game track updates enjoyer
can't wait until all bng tracks are straight lines
>>
>>1269300
9/11 is best track and that is a straight line.
>>
my retarded ass setup as taken from the store ipad
>>
>>1269315
i fucking kneel
>>
>>1269300
At least they won't fucking crash all the time
>>
>>1269315
I have that same exact mouse.
Fuck these captchas. I swear, they get harder every day
>>
>>1269315
thanks for having me guys, im off since my phone is at 15% from running a kbd, mouse, and running a vpn to my home network, despite always being DNF it was fun, wish i could play from home more often
>>
>>1269445
fun to race with you, have a good one
>>
>>1269243
closed now, ggs bros awesome races
>>
>>1269257
What's funny is that I actually tried out the track the day prior to the particular raceday on which Fudge's clip was recorded, I just fucked up the turn despite knowing what was coming, so yeah, it was a skill issue on my part.
>>
>>1269315
gamestop gaming
>>
>>1269315
>this is the person telling you to kys and 1080p is all you need on /v/
>>
>>1270011
funnily enough my phone is 1080x2400, though i think moonlight was set to 720p at the time
>>
>>1269315
also still dealing with no engles brownskins, and literally a retarded midget
>>
Shimoda Run got fixed by Enai in case you guys haven't heard, one of my favorite tracks.
>>
>>1270766
the enai updates are on the list for the next pack update, think im just gonna leave it until 1.4 releases though since pushing updates too often is kinda gay and will likely lead to a bunch of racists getting desync memed if they dont have the updated files n shit
>>
>>1270974
Works for me
>>
gimmick raceday this week bros
sorry for the late poll, i forgor
https://strawpoll.com/w4nWrvJGJyA
>>
>>1272950
it's up gamers
M-Tech vs Mako raceday!
>>
>>1277460
probably gonna be late by like 2 hours
reason: gentoo
>>
>>1269315
Big lag with streaming? Gaming on the clock at the game store?
>>
>>1277558
yes anon, but mostly did it for the proof of concept, i tried hunt and some other ganes before remembering the weekly races
>>
>>1277505
update, its pretty much certain now that im gonna be missing this session, due to needing to recompile a bunch of libraries with 32 bit support for steam, but it'll be ready to go next week
>>
>>1277460
closed, ggs bros thanks for the races
>>
Fuck it I am finally going to attempt to get play the game again after spending probably 2 years turbo salty a crash nuked my save. Now the question is how insane will I go?
>>
>>1282568
The only real sanity-testing part of the single player is the small vehicles campaign because of how boring it is and the sheer number of events.
>>
>>1282631
But the non-race modes suck and I still ned to get gold on some of them to rank up :/
>>
File: 1422485210971.jpg (68 KB, 449x408)
68 KB
68 KB JPG
>playing on a 240hz oled
>>
>>1282631
i thought the small vehicles campaign was pretty fun, vega waterway is way too long of a track for weaponless racing though
>>
>>1283618
I had fun in the beginning but it really starts to drag on not even 40% of the way through.
>>
>>1265235
I did some testing today using the same methodology described in the note written in red text, most of the damage values are no longer accurate.
>Cannons
Base damage of ~0.98370976635 per shot, ~29.51129299 total if you manage to hit all 30 shots.
>Rockets
Base damage of ~23.85496183 per rocket, ~71.5648855 total if all 3 rockets hit.
>Missile
Base damage of ~29.0408231, this one seems to have been left unchanged since the image was made.
>Plasma
Base damage of a whopping ~139.3534002, not sure about the secondary splash damage, my guess is that it does the same amount of damage.
>Mines
Base damage of ~9.8370976635, total of ~49.18548831 if you collide with all 5 mines.
>Tremor
Base damage of ~15.5575838
>Hellstorm
Base damage of ~29.0408231, same as missile if fired at a single target and all 4 hellstorm warheads connect. Not sure about multi-target.
>Hunter
Base damage of ~15.5575838, same as tremor.
>Autopilot provides you with a weak shield
It reduces the damage you take by half, weak shield my fucking ass. Note that it's only active during the first 5 seconds after activation.

Note that the values I gave are slightly inaccurate approximations because while shield effectiveness, weapon effectiveness, and current energy values are recorded as decimals internally, the energy bar on your HUD/above other players' ships only shows integer values. Also floating point precision limits for the shit-nobody-cares-about enthusiasts out there.
>>
>>1283992
>all those decimal places
>>
>>1283997
I don't fucking know man, ask Snake. I'm pretty sure the base damage on the plasma is probably a nice flat 140, (I got a number close to that with one of my calculations) but I have no way to confirm it for myself.
>>
>>1283992
Oh, this also means, in more practical terms, the damage you'll take from the most damaging weapons in worst-case situations will vary by 7-10 energy at most whether you're flying the NX2K which literally has a 'negative' shield effectiveness value (1.1 = incoming damage amplified by 10%) or Diavolt/CYGON. Mines are overpowered no matter what you run into them with, and cannons are completely fucking worthless.
>>
File: fuck.jpg (99 KB, 1188x930)
99 KB
99 KB JPG
>>1284006
>cannons are completely fucking worthless
>>
>>1284183
Well they seemingly only exist for minesweeping.
>>
>>1283992
Disregard, turns out I'm a fucking retard and did all my testing on double damage mode.
>>
>>1284623
This is a troll, right
>>
>>1284623
>double damage
...and you still got that number for cannons!?
>>
>>1284629
No? I'm probably going to go back right now and get new numbers. Autopilot really does block half of all incoming damage while it's shield is active, that much I can confirm.
>>1284634
Correct.
>>
>>1284694
New data, this time I made sure the damage model was set to normal rather than double. Going to approximate to nearest tenth that doesn't break calculations
>Cannons
A measly 0.5 base damage per shot. Good luck hitting all 30 in realistic race conditions. Glorified mineclearing tool/defensive reverse flamethrower (which was only slightly more useless in Fusion) at best due to how lag compensation and hit detection work, annoying interruption to weapon pad cycling at worst.
>Rockets
Base damage of 11.5 per rocket.
>Missile
Base damage of 14
>Plasma
Base damage of 70
>Mines
Base damage of 4.8 per mine.
>Tremor
Base damage of 7
>Hellstorm
Base damage of 14, same as missile.
>Hunter
Base damage of 7, same as tremor.
Tested using weakest weapons (P-Delta) into strongest shields (Diavolt) followed by strongest weapons (Diavolt) into weakest shields (NX2000).
>>
>>1284841
So in other words weapons are useless beyond their ability to slow opponents down and mines remain the best weapon.
>>
>>1284874
Pretty much. Firepower is the weakest stat in the game btw, because while 8/10 shielding 'converts' to 0.92 shield effectiveness (resulting in an 8% reduction to incoming damage), 8/10 Firepower only results in a weapon effectiveness of 1.048, which is only a 4.8% increase in outgoing damage. Combine that with the fact that every other ship except for the NX2K has a shield effectiveness stat of at least 0.97 for a 3% reduction to incoming damage and it turns out that against the whole of the standard ship roster Diavolt only has an effective ONE POINT SIX FIVE SIX PERCENT increase in damage output. Comparatively, Diavolt does 15.544% more damage than the weakest firepower ships (P-Delta and Orbitronix), but this doesn't translate into much of a difference in damage taken, surprisingly. Like I said in a previous post, although amended in light of the fact that the older information was derived on double damage, actual damage received will only vary by 3-5 points of energy between worst case situations and best case situations. There's not exactly a lot of room for skillful maneuvering within a margin of 10 energy, much less half of that.
>>
File: ALL_BITE.png (3 KB, 256x256)
3 KB
3 KB PNG
Thank god for barracuda
>>
>>1284874
Cannons are ok because they slow people down by a lot and seem to be less affected by lag than other weapons.
>>
>>1284938
Don't forget firepower makes cannons shoot slower and has no effect on tremors.
>>
>>1284972
>seem to be less affected by lag than other weapons.
They're the second most reliable way of killing somebody in last place besides mines and next to impossible to use in the midpack because of how precise you need to be + the lag offset. You can at least prefire people with rockets/plasma/unguided missiles because they come out instantly or in the case of plasma have a charge up buffer that you can reliably account for.

In theory, if you are playing with high latency, the best way to use cannons would be as an extremely brief impromptu minefield if you just fly straight and keep firing along the most common racing lines (imagine trying to prefire where you'd expect somebody flying perfectly to be).
>>
lobby's up bros
>>
>>1285888
checked
>>
>>1285892
Checked, but equally wrecked by the pitlane divider as god intended.
>>
File: 1445406303733.png (486 KB, 526x700)
486 KB
486 KB PNG
Remind me oh sages of the speed - what is the ideal multiplier of framerate right now? I've got a system that can push 300+ fps at my resolution and I have some vague memory of someone saying because lmao unity measure in ticks of 50 it is best to have an fps that is a flat multiple of that (so 100, 150, 200 etc).
>>
>>1285947
someone said ages ago it depends on your screen, you should set the frame cap to a multiplier of it to avoid framepacing issues - if you're on a 60hz monitor then you want 120 or 180, etc, the highest multiple your system can push
someone else said it should be a multiple of 50, higher than your screen refresh rate, im not sure which is correct. i play on a 165hz screen and haven't noticed any issues playing with a framerate cap of 300
>>
File: 1676136605914215.png (268 KB, 512x512)
268 KB
268 KB PNG
>>1285888
closed, awesome races bros
>>
>>1286153
woah the weekly lobbies run for 4 hours? damn that fedls impressive, at least compared to power pomberman fridays
>>
>>1286186
the racists are dedicated
>>
https://www.youtube.com/watch?v=25xsnWSHftQ
>>
>>1286186
usually its between 3-4 yeah, generally once it gets past the 3 hour mark when racists start to die off we do a 7 race tourney (5 reqs + kinopurna + 9/11) then call it
>>
>>1286448
Holy FUCK the thruster on orbitronix is huge. I love it, wish it would've been more pronounced on older model.
>>
>>1286448
I really should hook my ps3 up again and play some WOHD.
>>
>>1286448
I hope those ship designs aren't locked solely to 2280 as I really like some of them.
>>
>>1284006
>cannons are completely fucking worthless.
cannons have the highest cumulative slowdown of all weapons, you can bring a ship to half speed if you land all 30.
>>
File: 1669505219990048.jpg (135 KB, 667x645)
135 KB
135 KB JPG
>>1286790
yeah they're basically a guaranteed pass if you get a good angle on someone on a straight or in the pit, better than rockets and even missile in a lot of situations - even taking lag into account, getting hit with just a small burst can fuck over your turning angle into a corner
their mine-clearing and final stretch popping utilities are just a bonus
>>
Damn that is one sexy pit lane wall. I just want to touch it, caress it, hold it and never let go.
>>
File: nx2000.webm (1.64 MB, 854x480)
1.64 MB
1.64 MB WEBM
>>1289451
>>
>>1289901
Afterburnerlets, when will they ever learn
>>
whats the point of strafing/opposite airbraking
feels way too delayed and slow for you to ever realistically use to dodge shit like mines or go into a pitlane, I got every cheevo and platinumed everything and I never strafed once
is there some tech you can do with it or something?
>>
>>1290933
Every time I've seen opposite braking mentioned it's been cited as a way to dodge mines and enter pitlanes that might be hard to enter normally (pre-rework Harpstone Reverse comes to mind). Opposite braking was something I found myself using in a recent playthrough of Wipeout Fusion when trying to take corners as close to the inside as possible, sometimes I find myself doing it in BallisticNG but the effect isn't really the same.
>>
>>1290933
i typically opposite brake to enter a tricky pit lane, or when i fuck up oversteering and need to correct a bit
>>
>>1290933
It is for taking absolutely crazy racing lines usually at the exit of a corner or through a chicane to keep the craft straight while getting sideways momentum. As BNG is very wipeout 3 based for its physics i'm not convinced it is of much use any more. When the game leant more to wipeout 2097 physics in the early days where the ships are less rigid and turned more akin to a power boat than a plane opposite braking is fantastic for reigning in the drifting inherent to that physics model.

Protonic got a huge amount of use out of it before it was tweaked and probably does still now.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.