Short Question, Short Answer
#8921
Posted 26 June 2018 - 07:48 AM
This is not necessarily authoritative and if someone has more concrete information, I welcome it.
#8922
Posted 26 June 2018 - 09:04 AM
#8923
Posted 26 June 2018 - 10:42 AM
LikeUntoBuddha, on 25 June 2018 - 05:01 PM, said:
What effects them as far as what we can change with skill nodes. It seems like only "range" affects them.
If there is a cooldown or heat gen I do not see it. Velocity is counted towards the weapon and that made me notice their speeds.
HMG and MG are both "100". What 100 means, I do not know. But add one node and it is 103.
LMGs have a projectile speed of 200.
Reading is so important....
Ok, cooldown and heat gen, do they affect MGs?
No heat so no heat gen.
Cooldown is unknown. But similar to RACs, I am of the belief that the answer is no.
Velocity has no effect, MGs hit instantly. The projectile speed is exclusively the animated particle effect (which never aim based on this). The weapon is hitscan (like lasers, speeding up the particle effect if it traveled wouldn't make a laser any faster either. Think of a machine gun in a cheap FPS game; the hit is instant with no travel time, no bullet drop, etc., and the particle effect is a lie.
Crit chance boosts do seem to enhance them.
Crit defense nodes do seem to impede all weapons (which is good because reducing their ability to net crits also reduces the 15% of crit damage turned to bonus structure damage created by by netting crits.
Range is a definite yes.
Ballistic quirk is unknown but unlikely.
MG quirk is a yes. Note: This actually increases bullet consumption and damage output, this doesn't actually make the gun shoot faster. It still ticks at a rate of 10 per second. This seems to be hardlocked.... For years it was hardlocked at 8 per second, but it seems it can't 'tick' any faster than 0.1 per second, meaning it checks for if your weapon crosshair is on target every 0.1 seconds and applies applicable damage.
#8924
Posted 26 June 2018 - 10:45 AM
TheCaptainJZ, on 26 June 2018 - 07:48 AM, said:
This is not necessarily authoritative and if someone has more concrete information, I welcome it.
To note:
AMS is not a hitscan weapon either. (Hitscan can't go through walls, ceilings, etc if it actually 'detected' line of sight as it does within MWO). AMS is server controlled with your influence being on and off (and that's it). If you get the "my location is not my location" bug, a type of packetloss bug, the AMS will not react to missiles near you as you perceive yourself, but instead react to missiles near server-end "you." Ah to be Schrödinger's Cat. Thus it is completely server controlled.
AMS is simply a "apply damage to closest object in proximity". It is unknown if it has a priority tree beyond proximity and "targeted at owner." Missiles targeted at the owner take priority over missiles targeted at others. (Target someone behind the AMS user and fire missiles that launch straight at the target like ATMs, and if other missile users are targeting the AMS user, their AMS will completely ignore your missiles...yay exploits!)
The bug mentioned in the first paragraph looks like this.
Note: This is a more severe version of the packetloss bug in which their actions are not communicated either. In the "my location is not my location" version, only you are affected and everyone else acts as normal (meaning the server has effectively stopped trying to correct your position and may have stopped listening to your end, but it is still sending you everyone else's info. This version in the video is where the server has also stopped sending you proper updates. I learned later that in the above version,I was in fact moving around like normal to other people. This isn't the case in the "My location is not my location" version of the same bug.)
Edited by Koniving, 26 June 2018 - 11:12 AM.
#8926
Posted 26 June 2018 - 11:50 AM
LikeUntoBuddha, on 26 June 2018 - 11:36 AM, said:
Well, it says it does. I put one node towards it and they went from 100 to 103.
I have to admit this "hitscan" thing confuses me at times. So no leading but I got that....
Thanks!
It increases the speed of the particle effect, but "INSTANT" is "INSTANT".
Basically treat the MG like a laser.
There's no velocity involved, you press button while pointing at target and you hit. Do not lead, do not treat it like a bullet.
#8927
Posted 26 June 2018 - 12:16 PM
It should take 2 seconds for the icon to turn red when you fire a bullet.
But it does this instantly. Stand at 400 meters with an LMG. Should take 2 seconds according to the velocity thingy. It does take 2 seconds for the particle effect to reach them.
But the hit detection will tell you it hit instantly.
As for hitscan, this demonstration should give you an idea. No matter the range, no matter the shot, no matter what, if you have the reticle on the target, you will hit when you click and the hit is instant.
All the game asks is "is reticule on target?" If yes, you hit. If no, you don't hit. That's it. Basically the mechanic of any poorly made game. In this case however it makes sense as it is a low priority weapon that needs to be reliable.
#8928
Posted 27 June 2018 - 02:34 AM
But it is very hard for me to see it. I just learned about it and If I could see it easier it would help me.
Like you said, if the color changes, you are on target.
#8929
Posted 29 June 2018 - 04:27 AM
Does Artemis help them?
How much of a difference does having your doors open (an Archer for instance) have on shooting missiles?
#8930
Posted 29 June 2018 - 06:19 AM
LikeUntoBuddha, on 29 June 2018 - 04:27 AM, said:
Does Artemis help them?
How much of a difference does having your doors open (an Archer for instance) have on shooting missiles?
Not supposed to.
PGI also did a patch to remove its help for its spread, as originally it did due to how MRMs were a sub-class of SRM script-wise. (All missiles in turn, are a script subclass of Cry Engine's "Grenade.")
For all missile doors, the door has a 0.5 delay on firing the missile launcher(s) initially queued to fire if it is closed. (When chain firing more than one in a single door, the first and second launcher will fire at the same time. A pain when you're using chain fire as a way of getting around ghost heat for mass amounts of launchers.)
For having the door open, there is no effect on how the missiles fire. It fires as if you don't have a door.
Having the door shut until you need it, however, gives 20% damage resistance. (Changed reduction to resistance to be clear it reduces incoming damage, not the damage you deal.)
Edited by Koniving, 29 June 2018 - 06:23 AM.
#8931
Posted 01 July 2018 - 05:58 PM
#8932
Posted 01 July 2018 - 06:02 PM
#8933
Posted 01 July 2018 - 06:08 PM
IllCaesar, on 01 July 2018 - 05:58 PM, said:
Should be fish month... I mean the Piranha.
#8936
Posted 02 July 2018 - 03:19 AM
IllCaesar, on 01 July 2018 - 06:30 PM, said:
https://mwomercs.com...87-piranha-faq/
#8938
Posted 02 July 2018 - 05:19 PM
#8939
Posted 02 July 2018 - 05:29 PM
IllCaesar, on 02 July 2018 - 05:19 PM, said:
It’s not linked to exp, just win vs lose. Otherwise champs would earn faster, as would the goofy pink lrm boat.
#8940
Posted 03 July 2018 - 09:34 AM
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