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WalkingDeathBot

Member Since 14 May 2012
Offline Last Active Mar 07 2013 05:07 PM
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Posts I've Made

In Topic: Draw Distance

28 February 2013 - 04:12 AM

aren't they switching to a different version of cyr eng 3 at some point? can't really remember exactly what I read about that ages ago.

In Topic: Game Fps And Your Performance

28 February 2013 - 04:10 AM

I have a similar experience, I live overseas and play from Thailand with a ping of 350ms or worse, then go home to the States during the summers and get a ping of 75. Oh it is beautiful, I'm like a god among mere mortals for those few short weeks.

Then back to Thailand...........sigh.

In Topic: You Vs Your Mech

28 February 2013 - 12:12 AM

Played Atlas since closed beta, always love the big hitters, and still do. Most of my games are in Assualts, and I play a little phract on a occasion.

In Topic: Changes That Need To Happen To Weapon Convergence

27 February 2013 - 10:37 PM

View Posturmamasllama, on 27 February 2013 - 09:52 PM, said:

First thing is left and right arm weapons need to have individual weapon convergence, so that lining up a shot will be a bit trickier as both arms have to individually line up on the target.

Secondly weapons fire shouldn't be 100% accurate to where you aim with lasers and ballistics, and should be addressed in one of three ways:
  • First would be what I call a build quirk where a permanent quirk is applied to a weapon that makes it slightly off in a random direction from the reticle. "darn thing always drifts a little to the left" In this way a player can know personally with time how his mech's weapons work in combat, and the skilled ones can compensate for it while making perfect aim a little harder. It will also reduce the effectiveness of certain cheese builds by making them unable to perfectly line up to a single point on a target.
  • Second is similar to the first which I call a per match quirk. It would be the same except the drift is different for each weapon on a per drop basis.
  • Third would be what I call jiggle. The amount the aim is off, and direction is random on a per shot basis similar to what you see in many fps games with with guns like AK-47s that are generally inaccurate. (i'd prefer this not be implemented because its a mechanic that doesn't allow for skill)
Finally I would like to see movement affect convergence. a walking mech should not be as accurate as a stationary one.



My weapons already have a convergence "quirk" it's called a 350ms ping, I've learned to compensate for that, please don't add any more randomness to my aiming.

In Topic: Will The Jagermech Be The New Cat-K2?

25 February 2013 - 06:40 AM

View PostMustrumRidcully, on 25 February 2013 - 04:16 AM, said:

I am not sure I qualify, but here it is:
Posted Image

Now with bonus content:
Spoiler



You sir, are the man. If I could like this 5 more times I would. Well done I literally laughed out loud when I saw the second one. My scumbag hat goes off to you.