

I Am Not A Programmer.
#1
Posted 11 April 2013 - 10:57 AM
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
Posted 11 April 2013 - 10:59 AM

#3
Posted 11 April 2013 - 11:00 AM

#4
Posted 11 April 2013 - 11:01 AM
#5
Posted 11 April 2013 - 11:03 AM
#6
Posted 11 April 2013 - 11:04 AM
??????????????
#7
Posted 11 April 2013 - 11:04 AM
#8
Posted 11 April 2013 - 11:09 AM
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
Posted 11 April 2013 - 11:16 AM
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
Posted 11 April 2013 - 11:22 AM
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
Posted 11 April 2013 - 11:23 AM
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
Posted 11 April 2013 - 11:24 AM
IDK how hes trying to make that work but...
#13
Posted 11 April 2013 - 11:26 AM
#14
Posted 11 April 2013 - 11:26 AM
LordBraxton, on 11 April 2013 - 11:24 AM, said:
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
Posted 11 April 2013 - 11:28 AM
Jack Lazarus, on 11 April 2013 - 11:23 AM, said:
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
Posted 11 April 2013 - 11:48 AM
Ranek Blackstone, on 11 April 2013 - 11:26 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?
#17
Posted 11 April 2013 - 11:54 AM
LauLiao, 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.
#19
Posted 11 April 2013 - 12:00 PM
Dishevel, on 11 April 2013 - 11:54 AM, said:
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
Posted 11 April 2013 - 12:27 PM
LauLiao, on 11 April 2013 - 12:00 PM, said:
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.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users