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I Am Not A Programmer.


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#1 Dishevel

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Posted 11 April 2013 - 10:57 AM

But since Lasers use hit scan and ballistics do not.
Since lasers therefore have good convergence ...
Could you not put a laser weapon on the ballistics, and PPCs that mount with the weapon and are toggled constatntly on like a TAG that do zero damage and have no tag effect.

Then once you pulled the trigger on your PPC or ballistic weapon they would already be converged.

Could something like this work?

#2 Stoicblitzer

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Posted 11 April 2013 - 10:59 AM

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#3 Cubivorre

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Posted 11 April 2013 - 11:00 AM

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#4 wonator

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Posted 11 April 2013 - 11:01 AM

My english is not so bad, but what the hell?

#5 NinetyProof

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Posted 11 April 2013 - 11:03 AM

What that in Engrish?

#6 Sug

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Posted 11 April 2013 - 11:04 AM

I think he means if you have an Energy hardpoint and a Ballistic hardpoint on your left arm, could you mount a TAG and a Gauss rifle, and keep the TAG constantly on and scanning for convergence to have your Gauss Rifle instantly auto converged.


??????????????

#7 Cubivorre

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Posted 11 April 2013 - 11:04 AM

We need more 'Huh?' memes in here. :x

#8 Phaesphoros

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Posted 11 April 2013 - 11:09 AM

Use a tag, next week they'll probably introduce Host State Rewind for ballistics anyway.

Edit: oh meh, doesn't work, since you have to lead for ballistics anyway. And to lead your target, you have to predict where it's going. Therefore, no TAG and not possible at all.

Edited by Phaesphoros, 11 April 2013 - 11:10 AM.


#9 Dishevel

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Posted 11 April 2013 - 11:16 AM

TAG like. Always on. Part of the weapon.
Maybe even with a built in 0.1 sec delay.
That way you could aim directly at your target for convergence quickly then flick ahead and fire.
Might work. Then again I may have no idea what I am talking about.

#10 Roadbeer

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Posted 11 April 2013 - 11:22 AM

Ok, I think you're talking about a laser site on ballistic weapons? It's already handled by your internals and displayed on your HUD.

If that's the case, and you're using lasers as the example, the part I think you're missing is that Lasers already have Host State Rewind implemented, but ballistics and missiles have not yet.

Furthermore, that would give away your position, like TAG does, and I wouldn't use it.

#11 Jack Lazarus

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Posted 11 April 2013 - 11:23 AM

What he's saying, is could one (on the programming end, not ours) implement a system where a no-effect, no-visibility 'laser' trace effect exists simultaneously in the place of every weapon with a projectile speed, allowing it to figure out convergence beforehand. Then, once calculated, flick your cursor ahead of the target to lead them (as per usual due to projectile travel time) and have the convergence distance be based on the value you traced to, NOT the value where your cursor is the moment you pull the trigger.

A sort of on-the-fly 'choose your own projectile convergence distance' system, whether automatic or via button press.

edit: At least, that's what I *think* he's saying.

Edited by Jack Lazarus, 11 April 2013 - 11:24 AM.


#12 LordBraxton

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Posted 11 April 2013 - 11:24 AM

He wants to be able to set his range, and then lead a target with proper convergence is all. (dont we all?)

IDK how hes trying to make that work but...

#13 MrPenguin

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Posted 11 April 2013 - 11:26 AM

Syntax Error

#14 Ranek Blackstone

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Posted 11 April 2013 - 11:26 AM

View PostLordBraxton, on 11 April 2013 - 11:24 AM, said:

He wants to be able to set his range, and then lead a target with proper convergence is all. (dont we all?)

IDK how hes trying to make that work but...


Leading with convergence is easy though. Sight target, converge, snap reticule to proper lead distance, and fire. It takes about a heart beat or so for the convergence system to adjust to the new distance, so speed is the name of the game.

#15 Dishevel

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Posted 11 April 2013 - 11:28 AM

View PostJack Lazarus, on 11 April 2013 - 11:23 AM, said:

What he's saying, is could one (on the programming end, not ours) implement a system where a no-effect, no-visibility 'laser' trace effect exists simultaneously in the place of every weapon with a projectile speed, allowing it to figure out convergence beforehand. Then, once calculated, flick your cursor ahead of the target to lead them (as per usual due to projectile travel time) and have the convergence distance be based on the value you traced to, NOT the value where your cursor is the moment you pull the trigger.

A sort of on-the-fly 'choose your own projectile convergence distance' system, whether automatic or via button press.

edit: At least, that's what I *think* he's saying.

Thank you for explaining.
this is an accurate version of the crap I said.
:)

#16 LauLiao

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Posted 11 April 2013 - 11:48 AM

View PostRanek Blackstone, on 11 April 2013 - 11:26 AM, said:

Leading with convergence is easy though. Sight target, converge, snap reticule to proper lead distance, and fire. It takes about a heart beat or so for the convergence system to adjust to the new distance, so speed is the name of the game.


So what happens then when you've got a super slow Fatlas trying to aim at say a fully juiced spider that can mover faster than the assault can track?

#17 Dishevel

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Posted 11 April 2013 - 11:54 AM

View PostLauLiao, on 11 April 2013 - 11:48 AM, said:


So what happens then when you've got a super slow Fatlas trying to aim at say a fully juiced spider that can mover faster than the assault can track?

Same thing that always happens.
Atlas gets ate until Atlas dies, friend comes to help or Atlas gets off a lucky alpha.

#18 Victor Morson

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Posted 11 April 2013 - 11:56 AM

View PostCubivorre, on 11 April 2013 - 11:00 AM, said:

Posted Image


Damn it Cubivorre, he's a Doctor, not a programmer!

Edited by Victor Morson, 11 April 2013 - 11:57 AM.


#19 LauLiao

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Posted 11 April 2013 - 12:00 PM

View PostDishevel, on 11 April 2013 - 11:54 AM, said:

Same thing that always happens.
Atlas gets ate until Atlas dies, friend comes to help or Atlas gets off a lucky alpha.


But as it is right now, if you can get your reticule ahead of the target you can still snap off a shot. If you have to drag your reticule exactly ON to the target first, then back to the lead distance you will never be able to hit with balistics.

#20 NinetyProof

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Posted 11 April 2013 - 12:27 PM

View PostLauLiao, on 11 April 2013 - 12:00 PM, said:

But as it is right now, if you can get your reticule ahead of the target you can still snap off a shot. If you have to drag your reticule exactly ON to the target first, then back to the lead distance you will never be able to hit with balistics.

Not quite right ... you will not have "pin point" convergence of multiple weapons. You still get "some" convergence depending where the rectile is falling.

Whether you hit or not is simple a matter of whether or not there is an object (mech) in the path of said projectile :-).

Programming aside, having convergence be on "anything" that is "not" what is under the rectile seems counter intuitive and would just confuse more players.

The only "non-confusing" option I could see would be "target lock". When actually locked on a mech, weapons would converge to that distance.

Even this might be confusing and would need to be a toggle that read something like: Weapons Convergence based upon Target Lock (default = targeting rectile).

That would at least make sense in the overall scheme of things.

Edited by NinetyProof, 11 April 2013 - 12:27 PM.






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