Questions on cockpit shake:
1. Which weapons cause shake? All LRMS? All Ballistic weapons?
2. Is shake greater if you get hit by larger weapons? ie: same shake for lrm5 vs lrm20? ac2 vs ac20?
3. Is the shake the same when you get hit with 1 vs multiple weapons? 1x ac5 vs 3x ac5? 1x lrm5 vs 4x lrm5?
4. How quickly does cockpit shake dissipate/reset? For example, when I fire on a mech in the training grounds with 3x ac5 chained, the mech seems to only shake with every 3rd shot...
5. Is the cockpit shake different depending on where you are hit?
6. Does the shake leave your cockpit pointing at a different spot, or does it return to where it was pointing originally?
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6 replies to this topic
#1
Posted 19 May 2014 - 10:30 AM
#2
Posted 19 May 2014 - 10:33 AM
1. Anything but lasers and flamers
2. Yes.
3. Probably
4. No idea
5. Probably not.
6. It returns.
Edit: In the Smurfy mechlab, in the weapon systems grid there's a category called Impulse. That's the amount of cockpit shake each weapon imparts. No idea what the numbers actually mean, but bigger numbers = a harder shake.
2. Yes.
3. Probably
4. No idea
5. Probably not.
6. It returns.
Edit: In the Smurfy mechlab, in the weapon systems grid there's a category called Impulse. That's the amount of cockpit shake each weapon imparts. No idea what the numbers actually mean, but bigger numbers = a harder shake.
Edited by Sug, 19 May 2014 - 10:36 AM.
#3
Posted 19 May 2014 - 10:51 AM
Ok Cockpit shake comes in 2 forms ballistic/PPC, and missiles
Missiles do cockpit shake, an do a screen twist/Blur effect which essentially causes total blindness the screen shake/twist is the same for one missile or 40, so against players without AMS some people use 4-6xLRM5 in chain fire, or chain fired (S)SRMs to cause the closest thing this game has to a stunlock.
Ballistics an PPC's do a screen shake but no blur/twist, an it happens at each impact, the visual of the other mech getting move by a shot has NOTHING to do with screen shake. Screen shake amount is base on the impulse value of a weapon times its damage I think (these are all listed on smurphy). getting hit by multiple projectiles at once only causes a single shake = a single projectiles value (I assume largest, but could be wrong). Screen shake from a single projectile even a AC/20 is easily ignored and has little effect on gameplay, getting hit by multiple rounds chainfired (AC/2, AC/5) can make it very difficult to aim although your weapons will fire at the original point they were aimed, screenshake does not actually affect where your shots go, its only visual.
Machineguns technically cause screenshake I think, however their impulse is 0.001 and their damage is 0.1 for a total of 0.0001, in comparisant an AC/2 totals to 0.076, and an AC/20 totals to 2.6 so the machine gun would cause 1/760 the shake of an AC/2
Missiles do cockpit shake, an do a screen twist/Blur effect which essentially causes total blindness the screen shake/twist is the same for one missile or 40, so against players without AMS some people use 4-6xLRM5 in chain fire, or chain fired (S)SRMs to cause the closest thing this game has to a stunlock.
Ballistics an PPC's do a screen shake but no blur/twist, an it happens at each impact, the visual of the other mech getting move by a shot has NOTHING to do with screen shake. Screen shake amount is base on the impulse value of a weapon times its damage I think (these are all listed on smurphy). getting hit by multiple projectiles at once only causes a single shake = a single projectiles value (I assume largest, but could be wrong). Screen shake from a single projectile even a AC/20 is easily ignored and has little effect on gameplay, getting hit by multiple rounds chainfired (AC/2, AC/5) can make it very difficult to aim although your weapons will fire at the original point they were aimed, screenshake does not actually affect where your shots go, its only visual.
Machineguns technically cause screenshake I think, however their impulse is 0.001 and their damage is 0.1 for a total of 0.0001, in comparisant an AC/2 totals to 0.076, and an AC/20 totals to 2.6 so the machine gun would cause 1/760 the shake of an AC/2
#4
Posted 19 May 2014 - 11:22 AM
So is there any benefit to firing 3x ac5s in chain fire mode, as far as the cockpit shake? I'm guessing not?
Lrms, though... whenever i get hit with multiple volleys, the shake is nuts... definitely benefit there...
Lrms, though... whenever i get hit with multiple volleys, the shake is nuts... definitely benefit there...
#5
Posted 19 May 2014 - 11:31 AM
Driftwoood, on 19 May 2014 - 11:22 AM, said:
So is there any benefit to firing 3x ac5s in chain fire mode, as far as the cockpit shake? I'm guessing not?
Lrms, though... whenever i get hit with multiple volleys, the shake is nuts... definitely benefit there...
Lrms, though... whenever i get hit with multiple volleys, the shake is nuts... definitely benefit there...
I used to have that problem as well, until I bought the Improved Gyros module.
#6
Posted 19 May 2014 - 01:21 PM
Ningyo, on 19 May 2014 - 10:51 AM, said:
Missiles do cockpit shake, an do a screen twist/Blur effect which essentially causes total blindness the screen shake/twist is the same for one missile or 40, so against players without AMS some people use 4-6xLRM5 in chain fire, or chain fired (S)SRMs to cause the closest thing this game has to a stunlock.
PGI nerfed the stunlock we used to get with AC2s with their Ghost Heat, but for some reason haven't touched the LRM5 stunlock issue. It's my only pet peeve with LRMs right now. Plus, what will happen when we get Clan LRM launchers that fire in streams? Will clan mechs have a perma-stunlock if you can't get behind cover or don't have enough AMS to interrupt the stream?
Willard Phule, on 19 May 2014 - 11:31 AM, said:
I used to have that problem as well, until I bought the Improved Gyros module.
Worth the money and GXP? Guess I'll have to try it!
#7
Posted 19 May 2014 - 02:33 PM
Improve gyros seems to me to reduce amount of screen shake by about 20-33% (just guessing base on my module)
It does not have any affect on the blur/twist from missiles though so really only useful against chainfired AC/2, AC/5
Go ahead an grab it, but get seismic, better targeting speed/range, target retention, and improved artillery strike first
they are all better for most builds. Up to you though.
It does not have any affect on the blur/twist from missiles though so really only useful against chainfired AC/2, AC/5
Go ahead an grab it, but get seismic, better targeting speed/range, target retention, and improved artillery strike first
they are all better for most builds. Up to you though.
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