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Missing Shots At Range


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#1 MechLord71

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Posted 28 May 2014 - 03:48 PM

Hello all! I am a founder who has not played very much. Honestly, I am still struggling to see if this game is worth my time (fun vs time spent). Anyway, I played WoT in the past and had no issues at all hitting from long range. In MWO however, it seems like I need to engage with PPCs and my AC5 at range to be competitive, but it is hard to do. First off, the limited 3x zoom just does not seem like enough to me. Is there a module or some skill I am missing in game that I need to acquire or is it just a question of practice?

Thanks!

#2 Koniks

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Posted 28 May 2014 - 04:02 PM

There's a 4x picture-in-picture advanced zoom module you can unlock for GXP (I think it's ~10,000) and purchase for C-bills (~2,000,000).

You should also take note that there is linear damage fall-off beyond optimal range. For energy weapons like the PPC, it's 2x. For ballistics like the AC/5, it's 3x. So the AC/5 does full damage up to 620m, 1/2 damage at 1240, and almost no damage at 1700m. For PPCs it's full damage between 90-540m, 1/2 damage at about 800m, and almost no damage at 1080m.

So long range shots aren't especially worth the heat for a PPC and might not be worth using the ammo of the AC/5.

The weapons also have a projectile speed, so you need to lead your targets. The AC/5 is also subject to gravity and will drop over long distances.

#3 luxebo

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Posted 28 May 2014 - 04:06 PM

Advanced Zoom module could help with sniping, as maybe also checking out what ping you might have (which might affect your firing and accuracy.) Check FPS via pushing F9 and check Ping with Tab to view scoreboard.

Besides this, seconding what Mizeur said, projectile speed is what could be affecting your aim. Keep note that a landed shot marks red, though I assume you know that OP.

#4 MechLord71

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Posted 28 May 2014 - 04:16 PM

Thanks guys! I will look into advanced zoom and pay a bit closer attention to my ranges for a bit. I will also check on my ping that seems to be in the low 100s if memory serves.

#5 TheCaptainJZ

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Posted 28 May 2014 - 05:07 PM

Remember, if your crosshair turns red, it is a confirmed hit. Watch for that.

#6 JC Daxion

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Posted 28 May 2014 - 06:09 PM

View PostTheCaptainJZ, on 28 May 2014 - 05:07 PM, said:

Remember, if your crosshair turns red, it is a confirmed hit. Watch for that.


did not know that.. thanks!

#7 9erRed

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Posted 29 May 2014 - 06:52 AM

Greetings all,

Shooting and hitting a target at distance, the biggest effect with a closer to reality ballistic model is the required lead distance and the projectile speed.
[environmental effects are not modeled here, except some gravity.]

Calculating this lead distance will depend on a few things, within MWO
- the target speed,
- the target angle of movement
- your movement speed
- the target distance
- and most importantly the projectile travel time or it's speed
- bullet drop at longer ranges

There are specific distances the shooter can use to calculate this lead, using the target Mech as a lead spacing guide. Using 1/2 Mech, full Mech, or greater distance using the earlier perimeters. But mostly it requires the pilot to actually know the weapon projectile speed to distance and lots of practice. (lots of Kentucky windage on the fly)
Example:
Gauss = 2000
AC2 = 2000
AC5 & Ultra = 1150
AC10 = 950
PPC & ER = 1500

Some of this can be practiced within the 'training grounds' using the stationary Mech targets, with your Mech moving across its path at distance. But that mostly trains the shooter to keep the crosshair on the target and not setting the lead to hit the target. You'll really need practice with moving targets, and hopefully PGI will provide some moving targets within the updated 'Training Grounds' area.

Practice, practice, practice.

Side note here:
Even though all this is required to actually hit a target in this game, from the Lore, the Mechs have targeting computers that are designed to do all this. All the Pilot is required to do is hold the reticle on the target as it moves and the ballistic computer calculates the distance, movement speed, lead and moves the barrels to correct and produce a hit. The Clans had an advanced targeting system they brought with them on the invasion. And it could provide the lead on the target to hit specific locations on enemies.

9erRed

Edited by 9erRed, 29 May 2014 - 07:06 AM.


#8 Modo44

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Posted 29 May 2014 - 07:35 AM

Most weapons in MWO have projectiles that travel. Only laser shots hit exactly where you aim. Combine it with moving targets, sometimes pretty fast, and you get why PPCs and autocannons are not universally loved. It takes skill and practice (and probably lowered mouse sensitivity) to be effective with them.

#9 Koniving

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Posted 29 May 2014 - 07:41 AM

Not much needs to be said here from me.

But to mention it, since the buff the Advanced Zoom has been (for a while now) 4x zoom with a 5x zoom picture in picture. (the 3x zoom + 5 times zoom picture in picture had horrible visual quality but was originally attempted to allow you to keep some situational awareness).

I really wish the advanced zoom wasn't 'locked' to looking straight ahead however.

From what I seen on the Vblog, the TrackIR system appears to allow you to lean forward. Applied while zoomed this could lead to better long range abilities (likely leading to the range nerfs to ACs if they are actively testing this).

Good news is range nerfs to ACs means that Gauss Rifles (unmentioned and therefore assumed unaffected) will again be useful for something other than feeling like you strapped a bomb to your chest.

#10 Koniving

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Posted 29 May 2014 - 07:45 AM

(Range nerfs as in their 'triple' optimum range = max range; a kinda unfair advantage over all other weapons in addition to their faster rate of fire and 'cold' nature. ACs will be getting 2x optimum range = max range like all other weapons. The exception [as the ACs were specifically mentioned on every level] is likely the Gauss Rifle, which is the mechanized equivalent of a sniper rifle. This is very needed because Clan ER PPCs would outperform the Gauss Rifle in firing speed, range, and because of firing speed it'd outperform the Gauss Rifle in damage as well. So keeping the Gauss Rifle at 3x range is a good thing.)

From Paul
  • AC/2 has had its max range reduced from 2160m to 1,440m
  • AC/5 and UAC/5 have had their max range reduced from 1700m to 1240m
  • AC/10 has had its max range reduced from 1350m to 900m
  • AC/20 has had its max range reduced from 810m to 540m
From Smurfy:

PPC max range: 1,080m
ER PPC max range: 1,620m
Gauss Rifle range: 1,980m

From logic: Clan ER PPC range will likely also max out at 1,620m.

Edited by Koniving, 29 May 2014 - 07:51 AM.


#11 Itsalrightwithme

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Posted 29 May 2014 - 08:41 AM

Advanced zoom is useful, but eventually most top shooters do without it. Why? Because they shoot on the move, and the Advanced zoom module is counter-productive to use while moving.

You should take advantage of the training grounds and practice shooting, first while you are standing still, then while you are moving. Then while you are jumping. Then while you are moving and jumping. Then while torso twisting. Then while jumping, moving, torso twisting. You get the idea. And it doesn't take that long to get noticeable improvement. For the longest time I refused to practice shooting since I thought I'd never be a good shooter (never played COD, never played online FPS), but I got better literally within a handful of sessions.

Also learn about weapon convergence, arm lock, and you'll be all set in no time.

The best is to be able to use the Gauss and PPC in a synchronized way. But this, young padawan, is for later.





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