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Ok, What's With The Marksmans?


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#21 meteorol

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Posted 04 April 2014 - 12:38 AM

View PostBaronBastardKiller, on 03 April 2014 - 09:40 PM, said:

Ok seriously, something is up, i got hit from over 1500m perferly with a Lrg Laser when i was in a victor... no ones that good of a shot.


Man, hitting stuff at 1500m is really not that much of a problem (if you use a weapon that can shoot that far).
Many guys here are coming from games like CS or BF, because there was no Mechwarrior game for a decade.

Those mechs are huge, slow targets. Guys who do decent in CS are used to snapshooting half a head showing up behind a chest for 1 second. Guys who are used to such kind of gunplay can put shots into a mech at any range using their tongue to handle the mouse. The actual "gunplay" in MWO is alot easier than any of the fast paced first person shooters out there.

#22 Zeusacoatl

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Posted 04 April 2014 - 12:41 AM

Do not follow the idiocy of "Atlas must be frontline" Use your head. If you are in a group on coms, Atlas upfront can work wonders, if not, and you are in an Atlai walking ahead of everyone else thinking you are going to tank because you are in an assault, well, lets just say that even pilots like me will tear you apart.

Atlai are big, and heavily armored, but they are not the tanks that some of these noobs would have you believe. A few well placed shots from a decent pilot and half your weaponry will be stripped from you. Alai have two primary hit locations, if they are firing balistics, take out that torso, they lose the bals and the energy on that side, if they are using missle based, take out that torso, again, they lose the energy on that side. If they are using both bal and mis, well, watch the energy on both arms, they are probably packing the main heat there, but most atlai will be gutted if you remove their primary weapons torso. So walk in as a tank, fire a shot, and people know what to take from you.

Use your team, let them move in first, then follow and create the havok that an assault can create. Snipe if you want, or lay back and use missles. The BIGGEST point of this game is to have fun, just find the chassis and play style tht allows you to do that. The only noobs out there are those that have forgotten that games are created to do just that, have fun.

#23 Modo44

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Posted 04 April 2014 - 12:43 AM

There are situations where the Atlas does need to be up front. But it is definitely not all the time.

#24 Mycrus

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Posted 04 April 2014 - 01:33 AM

View PostBaronBastardKiller, on 03 April 2014 - 09:40 PM, said:

Ok seriously, something is up, i got hit from over 1500m perferly with a Lrg Laser when i was in a victor... no ones that good of a shot.


At that range that shot just gave your Victor a sunburn...

Do you just want us to reinforce your belief that haxors abound?

Well okay... There are a lot of "mods" but they seem to work only on noobs...

The worst "mod" out there is called "t43mw0rk" and is typically the cause of most pug stomps. ..

#25 Mycrus

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Posted 04 April 2014 - 01:37 AM

View PostBaronBastardKiller, on 03 April 2014 - 09:35 PM, said:


Pfff i see most "Elite" people sniping, I bet you do it a fair amount.


Yes with my joystick and 270ms ping...

Another "mod and stuff" is called "r3d_r3t1cul3" it tells the hax0r if the shot was registered by the server or not...

#26 Takashi Uchida

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Posted 04 April 2014 - 01:45 AM

View PostBaronBastardKiller, on 03 April 2014 - 09:35 PM, said:


Pfff i see most "Elite" people sniping, I bet you do it a fair amount.


I snipe a lot. But I also love playing weird, non-meta/optimzed builds. Being a good shot is always going to be a good thing in this game. There is a crowd out there who would like the game to be more simulator than twich FPS, but that's the dev's decision on how that will go.

Your aim will definitely improve with experience. But the nice thing is there are a couple things you that can make a huge impact on your game, quickly, can be dealt with pretty simply. The first one, is to team up! Join a dedicated group (use the "Hiring Hall" section), or get teamspeak 3 and go on the Comstar North America server and drop with randoms. The second is situational awareness, and there are tons of guides out there for that. You will def need experience for that too, but there's a lot of reading you can do as well. Decent intro to basic tactics (https://docs.google....d.g263f6502b_00).

Remember, the number of "super-aimb0t-level" shooters is comparatively small compared to most players. Most players can't aim worth crap! lol! I'm not great myself, I think you may have had several unfortunate run-ins with high level players. But, as many have mentioned, Atlai are aggro-magnets. I know when I see one, my instinct is either RUN or KILL IT depending on what I'm piloting lol. :)

Edited by Takashi Uchida, 04 April 2014 - 02:26 AM.


#27 Redshift2k5

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Posted 04 April 2014 - 02:55 AM

The Atlas is a combination of large profile and priority target- a poor Atlas pilot can be easy pickings and players who think they've caught a rookie Atlas will tear it apart.

I'm sorry if you think every shot that hits from past a kilometer away is a hack or a bot, but it simply is how the game works, magnified by the Atlas's large profile and slow speed; making those same shots against a more nimble and smaller Medium is far more difficult!

The game's server authoritative system makes any hacks very difficult and widespread hacking/bots/etc is not an an issue in MWO (MWO is not completely immune but hacks simply don't work the same way with server-authoritative systems)

#28 Motroid

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Posted 04 April 2014 - 03:35 AM

View PostMycrus, on 04 April 2014 - 01:37 AM, said:

Yes with my joystick and 270ms ping...

Another "mod and stuff" is called "r3d_r3t1cul3" it tells the hax0r if the shot was registered by the server or not...

Sorry but the red reticule only shows if the shot does damage according to your computer only. Not serverside. Paperdoll scheme starts blinking after a red reticule but if I really did damage I only get to know when enemy paperdoll scheme stops blinking and reflects my damage. Thats a lot of time for HSR, packet losses, lags etc to screw your impression...

#29 Nick Makiaveli

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Posted 04 April 2014 - 03:35 PM

@OP Another issue is that projectiles in this game have different speeds, so if you are sniping a moving target it's quite likely you didn't lead (enough) and missed while they did and hit.

View PostMycrus, on 03 April 2014 - 07:57 PM, said:

1 point of armor in the rear and biggest std engine you can mount...

The Atlas should lead the charge and when properly supported it is a devastating platform. ..

Only noobs use atlai to snipe and lurm


I hope to see you in-game sometime.....I would love to meet an Atlas with 1 pt of back armor.....

#30 Mad Porthos

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Posted 04 April 2014 - 04:00 PM

Something that might be enhancing the "perception" of extreme marksmanship is actually the high alpha meta. In some builds, so much damage is being done in one hit that it doesn't much matter where you hit, long as you do hit, twice. Case in point, the other day. My friend was piloting his insane... insane as in not viable normally, triple gauss ilya muromets. When we run in a 4 man group, he'll take it out. 45 damage anywhere he wants, with arm lock on, plus buddies to make sure no one gets close and enough armor where it counts to not crumple if someone tickles him with a laser.

In cases where a rush or a brawler does push past his screen, he can be in trouble, but again... he still has enough armor to survive a few moments, probably getting two alpha's in on the intruder. If both those alpha's hit somewhere like a side torso, or even center torso... likely the enemy is already injured from his rushing in past the "screen". Boom. Dead. This keeps happening. So my buddy often walks away with 3-5 kills a match. We don't really call this kill stealing, despite the fact that often we, his lance mates, did a lot of work killing those mechs he claimed, softening them up... but that sheer finishing power of 45 damage in one spot, ZoWNT! It's a killer, and it seems that some incredible marksman is really homing in and destroying you, but it's really a whole lance of mediocre but coordinated fools.

So often too we see our buddy inexpertly wing a badly damaged arm, next to a badly damaged torso... his 45 alpha does the last 1-2 points of internal damage to that arm and then what... half of the 44...22 damage transfers inwards due to damage transferrence, but that passes in mostly to a side torso that is nearly gone as well and kills that poor XL carrying fellow. QQ ensues about marksmen, when really it was the toll of all those little swipes and swishes of other's medium lasers and such in the few minutes before they exposed themselves to our tri-gauss buddy.

This happens all the time with LRMs too. People insist they have been vaporized in two salvo's of missiles, all homing on their center torso and destroying well over 100 front loaded armor plus internal structure in that area. Our group though, we know what really happened, cause we planned it. Our direct fire lead guy typed a letter of someone we saw, often a guy who IS out in the open... very often our lead is that buddy I was talking about, with the tri-gauss muromets. He shoots and scores 45 damage gone from a center torso or side torso. Missile rain begins to arc up in chain fire mode, 4xLRM10's, from merely one mech of our group. Some one's ppc shots and an ER large laser or two lance out quickly to do 40 or so more damage, while that LRM volley is still arcing inwards on target. Then the missiles hit... and they do damage all over the place...but they almost definitely will be doing thier fair share of damage to the Center Torso, Left Torso, and Right torso which already have had 45+ points vaporized before the missiles even arrive. Especially in an XL who got hit in the side by the trigun muromets... presto magico... OMFG!!! the missiles cored me! LRMS so OP!!!!

I'm not doubting that when two, three missile boats dump on ONE TARGET, it is bad with the rocking and the rolling. It is almost certain death as each LRM mech's volleys overlap so that side torsos and center torso are all taking hefty damage. However, if two or three direct fire mechs open up on that same target is it somehow more fair that they died to ballistics and energy rather than missiles??? It is the SAME certain death, no matter how many times you try to bring up the old and tired "but Long Range Missles are supposed to be support weapons, they're not supposed to kill" arguement. What weapon in history has ever been made NOT to kill? Less than lethal weapons? Well, guess what, there are mech tasers in the background of this game. But they sure aren't LRMs that were designed to do that sort of work and they are not really considered support weapons, rather devices or gimmicks, rather like ECM, BAP or Narc.

LRMs are very often guilty too in the mistaken perception of "Marksmanship" - in a sort of reverse of what I said above. A steady hit and miss stream of LRM fire can seem innocuous as it lightly then more severely weakens armor enough that finally, almost without realizing it, you're being finished off by someone's wild ppc shots, or a poorly aimed AC20 round from your buddy. Steady misses and glancing blows of LRMs as you duck into cover, weave and run can take you to a yellow on your damage grid, making you think ok, I'm still pretty good, when in actuality dozens of points of damage have been done, the color of the damage paper doll only updating in time for you to see it flash orange, red and then boom, you're dead. The missile damage is covering much other direct fire and then finally you are left dead and wondering how that super marksman got you, when you were doing so great avoiding what must have been absolutely boatloads of missiles.


Here's the worst of it too. Rarely do I see someone acknowledge thier own TKs and let the guy who is cursing a blue streak know that it really was not some super marksman that killed him, but instead was a TK that happened because they were so greedy to get a kill that they kept firing as the enemy moved in a path that took their aim point over their badly damaged buddy but they still fired. Often that missile softening up did a real number on some of the more important back panels of your armor, meaning your own team's friendly fire arcing in on the same mech you are duelling with, is a much greater threat to you.

Indignant claims that some super marksman managed to shoot from the front, yet core rear armor that was open are often really these team kills, team kills that were no doubt aided by that impish Jenner - F testing all 6 of his medium lasers on his allies backsides as soon as the game launched.

But, I digress...

Edited by Mad Porthos, 05 April 2014 - 01:10 PM.


#31 Koniving

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Posted 04 April 2014 - 08:44 PM

Honestly compared to other games aiming on here is incredibly easy. Point, click, it's dead.

#32 The Dreaded Baron B Killer

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Posted 04 April 2014 - 09:09 PM

View PostKoniving, on 04 April 2014 - 08:44 PM, said:

Honestly compared to other games aiming on here is incredibly easy. Point, click, it's dead.


not true. you need to be more strategic than that. Picking off the guys arm (which is doing you damage) is better than shooting his leg, but with those smaller annoying mech, shooting his leg is better to slow him down.. Torso shots aren't always going to save your ass (as I found out tonight, A good shot to a guys arm and his weapon blew, and I was able to survive the brawl).

#33 Koniving

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Posted 04 April 2014 - 09:16 PM

View PostBaronBastardKiller, on 04 April 2014 - 09:09 PM, said:

not true. you need to be more strategic than that.


There's that. But hitting that body part is incredibly easy. You put the "o" or the "+" crosshair on the target and press the button or lead ever so slightly. I'm referring to the concept of consistently hitting the target at whatever part you are aiming for.

#34 Koniving

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Posted 04 April 2014 - 09:21 PM

This is from back when aiming was much more difficult with torso weapons, requiring players to learn precision aiming with arm weapons only. Aka the days before armlock easy mode.


Also at the time, there was delayed convergence so you had to hold the target for exactly 1 second to accurately and perfectly hit them.

#35 Koniving

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Posted 04 April 2014 - 09:53 PM

Modern day aiming in MWO.
(Note at the time of this post, this video has approximately 30 minutes remaining on the upload. It'll be ready when there's a picture in the window.)

Dragon (and lance) take base and defenders. Wait for the fight at 7:40 in where with the enemy Cicada runs circles around me and even when he gets completely off center (extreme side of my screen), I continue to nail the same spot on his center torso without effort or even thought with my arm lasers.

While that continues to upload. Some older ones. Arm-tracking against enemy spiders while running the trial spider, keeping the spider in sight and semi-consistently hitting approximately the same body part.

Trial Cicada amputates and destroys a Cicada and a Jenner in a 2 enemies versus me fight on Caustic. (Targeting and main computer voice over.)

MWO's 'marksmanship'. 1) long range. 2) medium range.

And back to old school!
Sharp shooting Spider. PPC version.
Sharp shooting Spider. AC version.

Trick shot -- firin' blind followed by 'round that corner!

^ this is seriously my favorite shot ever. I went afk to use the bathroom and hit record when I got back and found myself under attack.

Edited by Koniving, 04 April 2014 - 10:07 PM.


#36 Mycrus

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Posted 04 April 2014 - 09:54 PM

View PostNick Makiaveli, on 04 April 2014 - 03:35 PM, said:

I hope to see you in-game sometime.....I would love to meet an Atlas with 1 pt of back armor.....


all talk... bring your DHB, i'll bring my pugs and let's party.



#37 Mahws

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Posted 04 April 2014 - 10:06 PM

View PostKoniving, on 04 April 2014 - 09:21 PM, said:

Also at the time, there was delayed convergence so you had to hold the target for exactly 1 second to accurately and perfectly hit them.

Jesus, I forgot how much convergence effected the pacing of the game. It's a pity the devs don't seem to want to bring it back.

#38 Koniving

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Posted 04 April 2014 - 10:12 PM

View PostMahws, on 04 April 2014 - 10:06 PM, said:

Jesus, I forgot how much convergence effected the pacing of the game. It's a pity the devs don't seem to want to bring it back.

It punishes those with high ping, unless they set it to "client side," but then supposedly you could hack it to get instant convergence. But even with that, removing armlock would have made a huge impact too.

Now this thread came up, I rather like it. I think it'd be a good alternative to delayed convergence as then 'speed' literally affects your aim based on how your mech moves and your speed. Obviously as a direct result the slower you move, the more accurate your shot.

#39 Mycrus

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Posted 05 April 2014 - 04:07 AM

View PostMotroid, on 04 April 2014 - 03:35 AM, said:

Sorry but the red reticule only shows if the shot does damage according to your computer only. Not serverside. Paperdoll scheme starts blinking after a red reticule but if I really did damage I only get to know when enemy paperdoll scheme stops blinking and reflects my damage. Thats a lot of time for HSR, packet losses, lags etc to screw your impression...


Interesting I've always thought that server reports a hit to your client via a red reticule... The damage sparks are all cosmetic client side...

#40 Photec

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Posted 05 April 2014 - 07:03 AM

I played my first 4 games in an atlas. I didn't play an atlas again for many many months. Atlai are one of the hardest mechs to do well in, unless you know how to play one. I spent hours watching other people play them, via streams, youtube, and after I died.

Good shots is a combination of aiming skills, experience with how to lead the shot and ability to read the opponents movement. You'll get there :P





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