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@Cheese9Manhonestly I still don't get the mechanics of the jump in the game.
Ok dolphin dive gave me an opportunity to drop very far, almost 2x as far as I did before realizing this mechanic.
Yet the thing about how people who drop first but say 1000m from the spot beat me to the point when I instead drop straight down / max speed from the ship with lesser distance to the point is still a mystery same as crazy last moment acceleration (when you are almost dead stop, but suddenly manage to cover a major distance in the point of interest e.g. diving closer to Gaiser but managing to go all the way to the tunnels from an almost dead stop, which actually is not possible from taking the actual Gaiser jump when in game), bouncing and sliding on the map...
If someone can explain that I would be very grateful 🙂 as I don't get it after 1500h in the game.
@Eshshshss because while you're waiting to leave the ship, they're already on the decline towards the ground, likely using said dolphin technique to optimise speed and distance so it does still work it quicker.
That being said anybody dropping from 1000m out will never get there before you lol, 450 is the optimum. 😛
- Eshshshss5 years agoSeasoned Ace@MandatoryIDtag yes, but when you compare speeds, ship is much faster than any dive, so even though we can compare the situation with the right triangle where the first team takes the shortest route (hypotenuse) while I travel both sides, the speed of the ship and my max drop speed (you can't drop with constant max speed in dolphin as far as I know) should greatly outway the longer route that I am taking, yet game constantly proves me wrong on that one.
Example case - yesterday shop was going from East to West across Kings Canyon. My goal was to land at Crashsite (top floor). I dropped around the level of Containment, maybe a bit later to get ~90 degree angle and mentioned 450-600m distance. Yet upon landing I realized that 2!!! teams that dropped around Broken relay was already landing with me... like HOW?!
Picture for illustration, ignore in game player pointer (just a random image I found online of the map) - my route green, enemy route orange: https://prnt.sc/1wqgsv5- dSKyNafinchin5 years agoHero (Retired)@Eshshshss I typically maintain 140+ mph while doing dolphin dive. I see your example scenario in my own lobbies all the time, but it makes sense.
Say the dropship flies over at an elevation of 1,000m. The team that dropped earlier than you, they are already at a lower elevation (lets say 300m) before you even exit the dropship. While you are flying at a faster rate of speed (different angle of attack), it is not enough to offset the difference in elevation (700m in this example). When you exit the ship at that point, you still have to drop the full 1,000m but they only have to cover the final 300m of their dive. Basically, they get lower, faster, and you cant drop at a fast enough rate of speed to overcome it.- Eshshshss5 years agoSeasoned Ace
@dSKyNafinchinI don't agree / would need data of the ship's speed to prove the math.
But my point is that the elevation is irrelevant as we calculate the length of the path that includes it.
Plus we both drop from the same elevation.
Meaning that the total distance for:
the enemies are = Ships altitude + distance between ship and dropsite
my team = Ships altitude + distance that I travel in a ship between the points enemy dropped and I did (this distance can't be covered faster in flight as ship is moving much faster than top 150? mph) + distance between ship and dropsite for me.
As I see it in these both equations Ships altitude is the same thus can be ignored.
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