Fire Control - "proper" Chain Fire For Mwo / Tag Toggle / Jump Jet Spam [Fc 3.0.7 - 30Th Jan 2017]
#81
Posted 06 September 2013 - 11:29 AM
#82
Posted 06 September 2013 - 11:41 AM
Roflberry Pwncakes, on 06 September 2013 - 11:29 AM, said:
So you are ok with a physical implementation of the software's function, just not the software? By that logic I could time a motor to tap a key at 1100ms intervals and be cool right?
MWO needs to address the reason these macros are so effective, not the macros themselves.
#83
Posted 06 September 2013 - 03:59 PM
Roflberry Pwncakes, on 06 September 2013 - 11:29 AM, said:
Skill with hitting lots of buttons at the same time or at a perfectly timed rate? Oh yeah, THATS the kind of game I want to play, not one that is about tactics or aim or anything.
That's why my favorite game is Dance Dance Revolution. I don't really play Mechwarrior.
I would damned well hope that if we met and you beat me it was because of your skill at the game, and not whether or not you had fingers like an octopus.
#84
Posted 06 September 2013 - 04:22 PM
You can now run the EXE more than once - you no longer need to have multiple copies of the EXE if you wish to run multiple instances of FC.
Functionality added to make it easier to use the Weapon Toggle functionality to double as Arm Lock Toggle.
eg in MWO bind "Toggle Arm Lock" to 0 (Zero) and set the Weapon Toggle Group to 0 in FC.
Also added functionality to ADHD that lets you bind things to just the Ctrl, Alt or Shift buttons (Only the left ones).
So if using the above example for arm lock, binding Weapon Toggle to Shift (by just ticking the Shift box in the bindings tab in FC) would let you have a proper Arm Lock Toggle on the default shift key, instead of having to hold shift to enable / disable arm lock.
#85
Posted 06 September 2013 - 05:28 PM
#86
Posted 06 September 2013 - 05:55 PM
By the way, in your example, it may be worth pointing out that the "Fast Fire" tweak increases fire rate by 10%, so you can use 1000 as the time in the macro.
Also, it is worth putting 5-10ms on to that time as Fire Control is not totally precise and could be off by a few ms.
Finally, it is also worth noting that Fast Fire and other pilot skills have no effect in Testing Grounds, so you may need to use the longer time in testing grounds and the shorter time in an actual game.
#87
Posted 06 September 2013 - 06:01 PM
For 2 UAC5s, the fire rate would be 1000/2 = 500, or use 510 for safety.
For both your example and the one above, you can also bind the "Change Fire Rate" function to give you a button that switches between single shot and double shot (with a chance to jam) rate.
Oh, and your "Maximum Dakka" build for the Jager is meh.
Try one of these:
Brutalizer Mk1
Fire Rate: 275 / Fire Sequence 5,6 / UACs in 5 in chain fire, AC2 in 6 / Only really works in chain fire single shot mode
Brutalizer Mk2
Fire Rate: 350 / Fire Sequence 4,5,6 / Works great in chain or alpha, single or double shot mode
Edited by evilC, 06 September 2013 - 06:19 PM.
#88
Posted 07 September 2013 - 07:49 PM
Your project page already provides insights in all the things which are possible. The quick-guide on my blog is just meant to get people rolling for UltraAC5s.
As for the "maximum dakka jagermech dd build": You are missing the point This DD guide was released way before 3xUAC5 builds were popular and tries to utilise *all* hardpoints of the DD in an entertaining, yet, effective fashion. It is meant to be visually pleasing and provide a fulminant firework of audio effects. You actually have to reduce your volume while playing it. All this while still maintaining decent damage and kill potential.
#89
Posted 08 September 2013 - 05:38 AM
Foust, on 06 September 2013 - 11:41 AM, said:
MWO needs to address the reason these macros are so effective, not the macros themselves.
This wins the argument.
As long as PGI allows macros and creates situations where these macros are useful to the players we are not at fault for using them.
#90
Posted 08 September 2013 - 07:01 AM
ADHD 1.13 8th Sep 2013
= Fixed bug with binding modified (Ctrl, Alt, Shift) controls - eg trying to bind Ctrl+LMB would give an error.
Sorry about that, the changes in the previous version to allow you to program CTRL, ALT or SHIFT on their own backfired a little.
Edited by evilC, 08 September 2013 - 07:01 AM.
#91
Posted 08 September 2013 - 03:41 PM
PGI won't do anything because if you notice in the screenshots he gives a free ad for MWO. It's free advertising and this program is getting the very same players PGI wants. Script kiddies, cod kiddies that need "help" to play a game.
#92
Posted 08 September 2013 - 05:08 PM
Kibble, on 08 September 2013 - 03:41 PM, said:
To be fair in CoD (at least in the ones i played way back ie. 1, 2, 4) macros were not all that useful, sure there were some that could abuse some bugs in the game, but those bugs were either fixed later on or the player got banned for his actions.
The difference is that for some weird reason PGI designs game elements that can be taken advantage of with a macro or fails to fix those that should make macros extinct, examples for such systems are the UAC, Ghost Heat from the former and trashy chainfire from the latter.
Kinda funny how in a properly designed and working game people wouldn't need these to achieve maximum effectiveness, but i guess you should talk about that with PGI.
Edited by Bloody Moon, 08 September 2013 - 05:10 PM.
#93
Posted 08 September 2013 - 08:53 PM
#94
Posted 14 September 2013 - 04:00 AM
2.11 13th Sep 2013
+ Arm Lock now has it's own toggle.
You no longer need to run two copies of Fire Control to have Arm Lock Toggle and Weapon Toggle at the same time.
Recommended setup:
Set "Arm Lock Toggle Key" to L
Change "Arm Lock Toggle" in MWO from shift to L (Change, don't add a binding)
In FC, in the bindings tab, make sure ONLY the Shift tickbox is ticked.
This will give you a proper toggle on Shift.
Edited by evilC, 14 September 2013 - 04:08 AM.
#95
Posted 14 September 2013 - 04:11 AM
rgreat, on 04 July 2013 - 09:29 AM, said:
Shame on you, PGI.
For this type of game, where they have implemented systems (heat) where you speficially have to fire at certain rates not doable manually all of these features should be in the game client. Its right up there with chat lobbies and C3 or w/e.
They could get away with just implementing a sliding "chainfire" toggle in the options like the mouse sliders, can move chainfire from 0.1 - 2.0 seconds or something.
#96
Posted 14 September 2013 - 04:33 AM
It's not too hard to solve in code:
Given "weapons" - an object holding all weapons in a fire group, that consists of a collection of "weapon" objects, each with a property "cycle_time" that is the reload time for each weapon, then code such as the following would do the job:
max_cycle = 0; // Find the longest cycle rate of all weapons in group for(weapon in weapons){ if (weapon.cycle_time > max_cycle){ max_cycle = weapon.cycle_time; } } // Find out how many times each weapon can fire in that time fire_count = 0; for(weapon in weapons){ fire_count += round(max_cycle / weapon.cycle_time) } // The value returned is the perfect rate of fire for this group return max_cycle / fire_count;
There should be no problem with code like this running every time a user hit Right Ctrl to add or remove a weapon from a group, with the processing power available, the load from this code would be insignificant.
So, as usual, another issue with MWO that could probably be solved with a couple of lines of code.
But PGI are probably too busy polishing 3PV or something.
Edited by evilC, 14 September 2013 - 04:44 AM.
#97
Posted 20 September 2013 - 06:36 AM
I fixed a bug where if you had Arm Lock or Weapon Toggle set for a profile, weird things could happen when you tried to bind a key to one of the other functions.
I also added the much requested "Functionality Toggle". You can now bind a key to totally enable / disable Fire Control, so if you drop with FC enabled by mistake and want to disable it, as long as you have bound something to "Toggle Functionality", you can.
Recommended binding: Ctrl+Alt+Z (Or Ctrl+Alt+\ for UK keyboard owners)
#98
Posted 23 September 2013 - 09:57 AM
UAC#1: fires and starts reloading; chain fire switches to UAC#2; UAC#2: fires; UAC#2 fires again, and has a greater likelihood of jamming than if UAC#1 had fired instead.
I could be wrong about this but I think I'm getting better results from using Fire Sequence: 5,4; instead of using Fire Sequence: 5 with 5 containing both UAC5s in chain fire.
Can anybody confirm my intuition here?
#99
Posted 23 September 2013 - 11:35 AM
The solution you describe is a good workaround.
#100
Posted 23 September 2013 - 12:17 PM
uglydisease, on 23 September 2013 - 09:57 AM, said:
UAC#1: fires and starts reloading; chain fire switches to UAC#2; UAC#2: fires; UAC#2 fires again, and has a greater likelihood of jamming than if UAC#1 had fired instead.
I could be wrong about this but I think I'm getting better results from using Fire Sequence: 5,4; instead of using Fire Sequence: 5 with 5 containing both UAC5s in chain fire.
Can anybody confirm my intuition here?
MWO chainfire for ballistics is broken. That's old news.
Edited by rgreat, 23 September 2013 - 12:17 PM.
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