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A Question About Chainfiring


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#1 Vherak

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Posted 10 June 2013 - 07:13 AM

Im tring to set up a mech using a pair of ac5's and 1 ac2 and trying to stagger the firing patter so that it fires the 5 then the 2 then the other 5 then the 2 again before firing the 5 and setting it up as a chainfiring sequence does not seem to be working as it will fire the 2 then the 2 5's and then fire the 2 afterwards.
So my question is this: is there a way to set up chainfiring so that it refires a weapon previously fired in the sequence while maintaing the pattern of the chainfire, or am I going to need to manually weave the 2 into the pattern?
If this question has already been addressed I apologize but I had done a quick search that did not pull up anything that seemed to match what I was looking for.
Thank you.

#2 scJazz

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Posted 10 June 2013 - 07:20 AM

No actual firing pattern is oriented around weapon position... R. Arm, Rt Torso, something something... there is a link somewhere I can not find which explains it.

So moving the weapons around might be your solution.

Or you could just use AutoHotKey and search forums and interwebz for dakka macro.

#3 Dalziel Hasek Davion

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Posted 10 June 2013 - 07:25 AM

The chainfire built into the game engine is quite rigid in the way it behaves. If you are looking for additional flexibility, then you may have to use a macro.

Couldn't you put the AC5s into a chainfire group on LMB, the AC2 into a separate group on RMB, and hold down both mouse buttons?

#4 Koniving

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Posted 10 June 2013 - 07:49 AM

View PostVherak, on 10 June 2013 - 07:13 AM, said:

So my question is this: is there a way to set up chainfiring so that it refires a weapon previously fired in the sequence while maintaing the pattern of the chainfire, or am I going to need to manually weave the 2 into the pattern?


Chainfiring is indeed a fickle system when it comes to AC/2s. It would have worked back when AC/5s were slower but now that they are faster the only real way to do it now is to weave it into a two group pattern.

Now, macros are another option. This firing pattern is unintentional but happens due to the different reload times in the weapons. While it's not as good as simply alpha-striking the heat is MUCH more manageable and it sounds awesome.



The macro used is
Spoiler


Note: This can fire much faster, but I chose this rate for better heat management and ammo conservation.

Many complain about macros. In reality though by using them you're making yourself MUCH weaker because you're typically only firing one weapon at a time and none of your shots are 'pin-point' so you should only laugh at their tears because if you simply alpha-striked, you'd be far deadlier. You are trading maximum damage per second for better heat management and psychological warfare.

For example 4 AC/2s fire twice per second making 8*2 = 16 damage per second in a single spot. 4 AC/2s fired in a macro come out to at ~most~ 7 shots per second, making 7*2 = 14 damage spread out. But people are a lot more terrified by the 'rapid' MG-like nature of the weaker macro and are 'brave' against the full-on more dangerous alpha strike.

It's that fear which kills them, as they hesitate instead of rush you.

Edited by Koniving, 10 June 2013 - 08:00 AM.


#5 Redshift2k5

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Posted 10 June 2013 - 07:51 AM

The chainfire simply fires weapon 1, weapon 2, weapon 3, ad nauseam. Put them in the same group, toggle Chainfire on, and press the button.

A macro could easily do what you need, put one weapon each in groups 4, 5 and 6 and set a macro to fire the specific sequence you describe.

Sweet jesus Koniving, that thing is deadly.

Edited by Redshift2k5, 10 June 2013 - 07:55 AM.


#6 TheComet

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Posted 10 June 2013 - 07:52 AM

As a little side note, chain firing laser systems lets you keep tapping the button to stack the laser fire on itself, but doesn't work with ACs

#7 Vherak

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Posted 10 June 2013 - 07:59 AM

Thanks for all the replies I appreciate the help. It seems as if I may need to start figuring out how to use macros in MWO, kinda bummed to find out that chain firing was as limited as I had feared. Unfortunately there is no pattern that allows me to fire in a 5 2 5 2 5 2 to keep a steady stream of fire using the chain fire that is available. Thanks again for the help, really appreciate it.

#8 Konril

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Posted 10 June 2013 - 08:01 AM

The chain firing pattern will always fire each weapon in sequence down the list if you just hold the trigger. However, if you release and press the trigger again it will always go to the next available weapon in the sequence. So to fire the mismatched cannons at their maximum rate would involve a lot of spam-clicking if they're all on one chain-fire circuit.

Honestly, if you don't want to mess with hardware macros or multiple triggers then it is probably best to forget trying to look cool, alpha-fire the whole mess, and just let each one fire at their own rate. Otherwise, I could see putting the AC/2 on a separate trigger so it can fire at its own full rate while the AC/5s are chain firing. But obviously you would need to press two triggers to fire. That might be manageable if your two triggers are the left and right mouse buttons. You will need to decide for yourself how you want to do it, though.

#9 Buckminster

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Posted 10 June 2013 - 08:14 AM

I wish MWO would make a macro-based chainfire standard. It'd be nice to be able to set how you'd like things to fire without using outside programs.

Although I suppose with the ability to set your weapon sets coming in UI 2.0, maybe that's the first step towards in-game macros.

#10 Koniving

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Posted 10 June 2013 - 08:21 AM

View PostVherak, on 10 June 2013 - 07:59 AM, said:

Thanks for all the replies I appreciate the help. It seems as if I may need to start figuring out how to use macros in MWO, kinda bummed to find out that chain firing was as limited as I had feared. Unfortunately there is no pattern that allows me to fire in a 5 2 5 2 5 2 to keep a steady stream of fire using the chain fire that is available. Thanks again for the help, really appreciate it.


Take the pattern I gave you, swap the numbers.

Change 3 to 2. Delete 4 and 6.

For example:
Spoiler

Changing the numbers pressed is as easy as changing the numbers pressed. Keep in mind this fires with left CTRL.

This following one fires with the middle mouse button.

Spoiler

Edited by Koniving, 10 June 2013 - 08:22 AM.


#11 Koniving

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Posted 10 June 2013 - 08:32 AM

If you can stuff in 6 weapons and want an interesting pattern, try this.

Spoiler

This one, assuming you group things 1, 2, 3, 4, 5, 6 in that order will create an alternating fire with 'x' shaped patterns from the four guns closest to you.

Or this doubleshot.


Spoiler

Does a dual shot every time, with the above --X fire pattern, but this time pulses them. Bam. Ba-bam! Bam. B-bam!

The longer pauses in pulsing them allows you to hold the trigger but still get some soft cooling in.

----------

Actually just died a bit ago in DayZ and I'm in a bored mood. If someone can get me the timings in milliseconds for the Super Mario Brothers theme, I'd be happy to make a macro that pumps AC/2s to the beat. (In fact I'll do a video after making it).

Edited by Koniving, 10 June 2013 - 08:53 AM.


#12 Techno Magician

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Posted 10 June 2013 - 11:51 AM

View PostKoniving, on 10 June 2013 - 07:49 AM, said:


Many complain about macros. In reality though by using them you're making yourself MUCH weaker because you're typically only firing one weapon at a time and none of your shots are 'pin-point' so you should only laugh at their tears because if you simply alpha-striked, you'd be far deadlier. You are trading maximum damage per second for better heat management and psychological warfare.

For example 4 AC/2s fire twice per second making 8*2 = 16 damage per second in a single spot. 4 AC/2s fired in a macro come out to at ~most~ 7 shots per second, making 7*2 = 14 damage spread out. But people are a lot more terrified by the 'rapid' MG-like nature of the weaker macro and are 'brave' against the full-on more dangerous alpha strike.

It's that fear which kills them, as they hesitate instead of rush you.


Even with less damage would the constant fire not apply cockpit rumbling much more uniformly making their life much harder in aiming and awareness of the situation?

#13 scJazz

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Posted 10 June 2013 - 12:03 PM

View PostTechno Magician, on 10 June 2013 - 11:51 AM, said:


Even with less damage would the constant fire not apply cockpit rumbling much more uniformly making their life much harder in aiming and awareness of the situation?

There is that... but... well Group Firing causes them to become dead quicker... the chain fire macro causes them to be disoriented longer? If I was firing I'd choose Group myself :(

It has been said already but I'll repeat it.

The AC2 Dakka macro exists because Chain Firing is broken. The programmer who wrote this section is basically either stupid or lazy, possibly both. You don't sequentially run down a list of tasks waiting for the first to complete before starting the next in a multi-threaded environment (which is what we are talking about even though I'm using ProgrammerSpeak). You start each task as quickly as you can. This is what the Dakka Macro fixes.

Edited by scJazz, 10 June 2013 - 12:11 PM.


#14 Koniving

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Posted 10 June 2013 - 12:06 PM

View PostTechno Magician, on 10 June 2013 - 11:51 AM, said:

Even with less damage would the constant fire not apply cockpit rumbling much more uniformly making their life much harder in aiming and awareness of the situation?


That'd be part of the psychological warfare, yes. It's the same for putting a flamer on your build. Absolutely useless on paper; but once you have one and the other person can't see, you won't find that flamer so useless then! Macros are the same way. On paper it's weaker, but when you add the psychological effect it's pretty valuable.

#15 Techno Magician

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Posted 10 June 2013 - 12:14 PM

well you also have to take into account how much you trust your own accuracy, i'm sure even skilled players have alot of trouble landing blows on lights, and rapidfire helps with that, just means you should make a macro that still allows for alpha striking, which are also alot better for someone popping in and out of cover as you have a very short window to use the attack(the reason i like UAC/5s chain fire).

Different strategies for different situations, i'd definitely say it is worth having the macro even if you don't always use it.

#16 scJazz

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Posted 10 June 2013 - 12:15 PM

View PostKoniving, on 10 June 2013 - 12:06 PM, said:


That'd be part of the psychological warfare, yes. It's the same for putting a flamer on your build. Absolutely useless on paper; but once you have one and the other person can't see, you won't find that flamer so useless then! Macros are the same way. On paper it's weaker, but when you add the psychological effect it's pretty valuable.


This is psych factor is also why I frequently fire my LRMs along with my Streaks even though I know I'm under range. It also keeps their AMS busy as far as I can tell. The visual effect of tossing 38 missiles in your face at 100m yeah... that is what I'm going for... AMS is a bonus.





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