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Advanced Gyro Module And Sniping


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#1 Namouche

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Posted 24 October 2013 - 02:47 PM

Since this module reduces screenshake, does it means it will be easier to jump&snipe?

#2 Alex Warden

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Posted 24 October 2013 - 06:55 PM

View PostNamouche, on 24 October 2013 - 02:47 PM, said:

Since this module reduces screenshake, does it means it will be easier to jump&snipe?


it reduces screenshake WHEN YOU GET HIT ...nothing to do with the shake when jumping...at least i hope so. a gyro shouldn´t influence a mech much when he´s jumping...maybe when it lands though ;)

Edited by Alex Warden, 24 October 2013 - 06:56 PM.


#3 Burke IV

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Posted 24 October 2013 - 08:15 PM

Why have a module when we cold just have an adv gyro that takes up more space and tonnage? Does shake need reducing?

Hill climbing module? well ok i guess if people think they need it and its worth it for that 10%

gyro module is bad ;)

#4 Zyllos

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Posted 24 October 2013 - 08:17 PM

View PostBurke IV, on 24 October 2013 - 08:15 PM, said:

Why have a module when we cold just have an adv gyro that takes up more space and tonnage? Does shake need reducing?

Hill climbing module? well ok i guess if people think they need it and its worth it for that 10%

gyro module is bad ;)


To do this, they would have to rewrite their current engine tonnage system because all engines contain the tonnage of the gyro and cockpit.

#5 Reggimus

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Posted 24 October 2013 - 10:00 PM

if its going to be added in, it should be a 25% reduction at absolute max.

15% reduction basic -15,000 gxp
25% reduction adv 25,000 gxp

#6 MisterPlanetarian

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Posted 25 October 2013 - 02:36 AM

I would like adv gyro to enable an actual gyrostabilizer. Your torso operates independantly from the movement of the legs, if you turn left your gyro will turn right at an equal pace to maintain your firing direction.

#7 Chemie

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Posted 25 October 2013 - 03:15 AM

just remember that cockpit shake is different from recticle shake and that when you fire, there is a random component to the shot if JJ is on....so useless module.

#8 Karl Streiger

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Posted 25 October 2013 - 03:19 AM

Hm - modules to disable game balancing mechanics - wonder if there is an anti ghost heat module too.

#9 Thomas Dziegielewski

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Posted 25 October 2013 - 07:45 AM

Think of it as a Gyro Upgrade module not a new gyro. Like putting a chip in your car to make it mix fuel and air more efficiently and make it go faster.

#10 Scromboid

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Posted 25 October 2013 - 07:52 AM

The shake thing is cool idea.

The walk thing up a hill thing is really dumb.

#11 Randalf Yorgen

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Posted 25 October 2013 - 07:54 AM

View PostZyllos, on 24 October 2013 - 08:17 PM, said:


To do this, they would have to rewrite their current engine tonnage system because all engines contain the tonnage of the gyro and cockpit.


Actually the Cockpit is three tons of your mech and the Gyro is based on the size of your engine.... if they are doing it right anyways.

Mr. Dziegielewski, Does this mean collisions are soon to return to the game and this "Chip" as you call it will make it harder for lights to get tripped, Stomped and shot all to heck, or will it simply let the mech that got knocked over get up a lot faster than it did before, thereby avoiding getting Stomped and shot all to heck?

#12 Burke IV

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Posted 25 October 2013 - 08:02 AM

View PostThomas Dziegielewski, on 25 October 2013 - 07:45 AM, said:

Think of it as a Gyro Upgrade module not a new gyro. Like putting a chip in your car to make it mix fuel and air more efficiently and make it go faster.



Its a bad idea tbh. Its dumbing down the game. Make people learn to handle it... shake is part of the game, you are being hit by high explosives !!! Shake is already low enough (at low settings) Dont make me beg! no no no!

I would say the same about hill climbing module but its such a non issue. I read about JJ exploits and then find i can walk up there without jets... on paper it sounds like a waste of cbills.

Edit: If it was done properly by allowing players to use different gyros that is a different matter.

Edit2: Perhaps... in the upgrades section? like endo? but it must take up space and weight. If people are too weak to handle the shake then it must cost them

Edited by Burke IV, 25 October 2013 - 08:05 AM.


#13 9erRed

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Posted 25 October 2013 - 10:16 AM

Greetings all,

Interesting to have a Module for the gyro, but we are rapidly running out of slots to place these items in. (Some Mech's only have two slots, even after mastering.)

We may need to understand and also remind the Dev.'s that there will be 3 additional Gyro's available in the near future. (3067-3068)

1. XL Gyro- 3067
- 33% larger
- 1/2 the weight

2. Heavy Duty Gyro- 3067
- same size
- 2 x heavier

3. Compact Gyro- 3068
- goes with compact engine
- plus 50% weight
- 1/2 size

Each of these additional gyro's provide different benefits or results and allow for
a. harder to damage units,
b. reduction in size allowing additional items to be mounted,
c. reduction in weight but taking more slots.

As I have stated, some of the current Mech. variants only have two module slots and would be hard pressed to "Upgrade" anything and loose battlefield sensors. Having a better gyro won't help much if you can't see the enemy before he see's you.

As the example given, "the chip that gives better fuel efficiency" shouldn't curtail me from installing better tires because I don't have any modules left.

May I suggest the Dev.'s look at a two system set of modules. One for the internal systems, and one for the weapons/sensors systems. Or have the individual components have an upgrade after a specific experience level. Or this could be handled in the "Pilot Skills" area, enabled upgrade once the elite or master level is reached and changes the component to the "Upgraded" version. (using no module slot, but changing the Mech's internals for weight or size.)

Back story but not off topic:
Current real life tech for gyro stabilisation in military vehicles is very robust, what you see in your sights or under the reticle has little to do with what your actual vehicle or craft is currently moving/flying over or through. If the sensors/optics are working correctly your sight is stabilized, period.
Why PGI has taken this option and added shake to the targeting reticle I can only conclude as a knee jerk response to "jump snipping pilots" that prevailed for a time. But as with all nerfs to certain systems or weapons, pilots adapt and learn to only fire at the apex or after stopping the jump jet pulse. (stops the shake, stable fire) So here we are again, adding a "module that reduces shake". I'm sorry but the gyro is not the "end all/do all" to eliminate shake/vibration and technically shouldn't. In fact the Mech's gyro is not connected to the Optics of the system at all, it (in Canon) is designed to assist the chassis to "stay upright and basic maneuvering", not the pilots optics. That system (optics and weapons) is controlled through the Battle computer with normal upgrades of "Targeting-Tracking System (TTS)" also known as Advanced Fire Control system (AFCS) and has quite a few styles and upgrades it could have installed.

Note:
The Advanced Fire Control System or Targeting and Tracking System allows the unit carrying it to use Artemis IV FCS, Artemis V FCS, Targeting Computers, Command, Control and Communications (C3) systems, Active Probes. These Systems cannot be mounted on systems without a fire control system or with a Basic Fire Control system or (BFCS).
Reference: http://www.sarna.net...Tracking_System

Conclusion:
The gyro module should not have any effect on the targeting reticle shake, and is not part of that system. Targeting reticle should not be effected unless the sensors or optics are disrupted.
(PPC's I'm looking at you.)

Just talking out loud here,
later,
9erRed

Edited by 9erRed, 25 October 2013 - 01:38 PM.


#14 NRP

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Posted 25 October 2013 - 10:27 AM

Yep, we're gonna need more module slots on mechs.

#15 Bagheera

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Posted 25 October 2013 - 10:39 AM

View PostKarl Streiger, on 25 October 2013 - 03:19 AM, said:

Hm - modules to disable game balancing mechanics - wonder if there is an anti ghost heat module too.


....

View PostThomas Dziegielewski, on 24 October 2013 - 09:01 AM, said:

It'd rather see a module that increases the limit for a specific weapon/weapon type.

I do find it 'unrealistic' that medium lasers are the only ones not suffering.


....

#16 Deathlike

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Posted 25 October 2013 - 11:06 AM

Both newly proposed modules are bad, and PGI should feel bad that they have very limited use.

#17 yashmack

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Posted 25 October 2013 - 09:45 PM

View PostThomas Dziegielewski, on 25 October 2013 - 07:45 AM, said:

Think of it as a Gyro Upgrade module not a new gyro. Like putting a chip in your car to make it mix fuel and air more efficiently and make it go faster.


thats how I always saw modules anyway
chips you put in your primary control computer that gives it certain enhancements

#18 Lefteye Falconeer

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Posted 26 October 2013 - 04:48 AM

View PostNamouche, on 24 October 2013 - 02:47 PM, said:

Since this module reduces screenshake, does it means it will be easier to jump&snipe?


It is already supereasy to jumpsniper. Which is silly and sad.

#19 Zyllos

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Posted 26 October 2013 - 11:53 AM

View PostRandalf Yorgen, on 25 October 2013 - 07:54 AM, said:

Actually the Cockpit is three tons of your mech and the Gyro is based on the size of your engine.... if they are doing it right anyways.

...


Yes, they add 3.0t for the cockpit, and then 1.0t per 100 rating of engine, rounded up for going beyond the 100 mark. Actually, the 370 XL and 100 XL has the incorrect engine weights the last time I checked (a few months ago). I will have to make a check again to see if they are correct.

But, their current mechanics for calculating the weight makes the 100 XL impossible to do because it would technically have negative engine weight.

That is why I hope they update their engine weight mechanics by separating the gyro, cockpit, and outside/inside engine heatsinks from the engine weights so that they can implement new gyros and cockpits.

#20 Gralzeim

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Posted 26 October 2013 - 01:19 PM

So, I'm going to have to buy and install a module just to reduce a disorienting and sometimes eye ache inducing visual effect. Why not just have it in the graphics options? Why is shake even a balancing factor? At least they reduced the jumpjet shake from nausea inducing to tolerable.

If they're dead set on shake being a balancing factor, at least make it make sense. Currently when you get hit the shake is rotational, like you're in a front-loader washing machine. Which makes no sense. So I'm struck from the front by an AC/20 and my cockpit (not the entire mech, obviously) rotates back and forth rapidly. Okay. It should have various types of shake that make sense based on hit direction, at the very least. Would reduce some of the disorientation. As it currently stands, it's impossible to fight back when I'm being pelted by people abusing certain weapons to amply shake and explosion/smoke blinding (chain fired SRM2s, AC/2s, Streak SRM2s). Really aggrivating, and unless it's an AC/2 shooter from long range, you can't evade it.

Meh. Most of the time it's fine but when you're under heavy fire (as in, when this matters the most)it becomes difficult if not impossible to see where you're doing, let alone aim at targets. Maybe they could at least do something about the chainfire blind/shake exploiting.





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