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Targeting Computer, Yay Or Nay?


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#21 Waelsleaht

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Posted 11 July 2014 - 05:29 AM

View PostTurist0AT, on 11 July 2014 - 03:04 AM, said:

so mkVII is a waste a slots and tonnage?

I have Mk 7 on my DW with 2gauss 2erppc. Makes long range sniping so easy with increased projectile speed on PPC. once i hit internals they pop instantly almost every time. I found it to be very good for that build. most other mechs tho cant afford the 7tons and 7 slots to fit it tho.

#22 Autobot9000

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Posted 11 July 2014 - 05:34 AM

I tried a higher TC for ultra autocannons and ER PPCs. The biggest benefit for me would have been upped projectile velocity, i.e. better chance to hit where you want to hit. Unfortunately I find the increase in velocity marginal. The sped up target acquisition data is nice, but for several tons and crit spaces, really? I find the target comp is not yet useful enough, definitly needs some stronger benefit for the weight and space.

#23 EvilCow

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Posted 11 July 2014 - 05:35 AM

BTW, since we are discussing it a more gameplay-oriented implementation could be:

1) Zoom feature, the same of the module, it would be like getting a module slot for free.
2) Multi-tracking, the ability to track on the HUD the N (N=TC class) closest targets plus the targeted one retaining them for N seconds.
3) Aim assist, shoot point indicator based on target speed and direction. The considered weapon speed is the slowest one in case there are multiple weapons with different speeds.
4) Info acquisition acceleration like in the current implementation.
5) Make it very expensive.

Forget projectile speed and crit chance, how can a computer affect a projectile speed?

This would be gameplay-oriented instead of implementation-cheap oriented.

Edited by EvilCow, 11 July 2014 - 05:37 AM.


#24 Waelsleaht

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Posted 11 July 2014 - 05:36 AM

View PostKaramarka, on 11 July 2014 - 03:21 AM, said:


Agreed,

also people are WAY overstating the effectiveness of the computer

2.25% More Sensor range? Who cares.
4% More zoom? WTF who cares.
25% Target info speed? meh, 25% of 1 second is 0.25 seconds.
4% More beam range? 5 Meters even on the Large Lasers!? Silly
Sometimes you don't even have projectiles for Projectile Speed
7% crit chance? Can't really work out if good or not yet.

What 1 Ton can get you otherwise;

You don't run out of ammo sooner so you can actually shoot.
You get double AMS ammo.
You get an extra heat sink. (More Sustained Damage instead of Fluke Damage)
You get armor if you already were thin.
You get a probe which is almost equal, just in different areas.

on my novas and stormcrows I have Mk1 comps. I actually notice a huge difference in time to kill once i hit internals with the 7% more crit for my LL and ML. I especially notice a difference in crit seeking weapons like MG and LBX AC. But if you build is either 1 heat sink from being usefull or getting a TC then obviously get the HS. But if you have the 1ton and you have lazers or balistics its more effective for killing.

Besides heat management is required for good play anyways. If you cant do heat management get the HS. Otherwise IMO TC adds more to game changing than one more HS or extra AMS ammo. Rest of your sugestions for 1 ton shouldnt ever be a factor because your build should be set up to alow you not to need more ammo or armor. And if your choice is probe or TC Mk 1 then look at your role you wish to perform. is it scouting? long range only combat? then probe. Otherwise TC more useful IMO.

#25 Satan n stuff

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Posted 11 July 2014 - 06:10 AM

View PostThorn Hallis, on 11 July 2014 - 05:12 AM, said:

I tried all variants, mostly with C-PPCs and C-ER-Larges, but I didn't felt they made any difference.

Funny thing I noticed is that when the TC is destroyed they numbers in the HUD wont change.



@Bayamon: Btw, Greifswald is still Greifswald in english. :)

I haven't noticed them affecting the numbers in the HUD at all.

#26 Jeb

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Posted 11 July 2014 - 09:14 AM

it would be interesting to see some of the math on these...
Crit based builds can be very effective in other games, and a few % can make a big difference.
Crit builds tend to have much more spiky dmg, so it might take 10 shots to kill if you get a few crits going off, or 20 if no crits go offf type thing..

#27 FupDup

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Posted 11 July 2014 - 09:58 AM

I wish the TCU reduced beam durations, rather than boosting their range. The range increase is meaningless most of the time, especially given that Clans have super duper ER lasers to begin with.

Also, the CERPPC should get increased pinpoint damage and reduced "arc" damage from the TCU. A TCU MKVII should probably give the CERPPC its original BT pinpoint value of 15, or 13 at the very least.

The CGauss could probably get some kind of charge up modification, such as a longer charge hold window and/or faster charge.

Clan UACs and ACs could potentially get smaller burst sizes from the TCU, but that seems like too much work. Also, having MGs and LBX benefit from the crit buff would make me so happy...


Remove the meaningless effects like sensor range. I mean really, what the fuq.

#28 Sephlock

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Posted 11 July 2014 - 09:59 AM

View PostFupDup, on 11 July 2014 - 09:58 AM, said:

I wish the TCU reduced beam durations, rather than boosting their range. The range increase is meaningless most of the time, especially given that Clans have super duper ER lasers to begin with.

Also, the CERPPC should get increased pinpoint damage and reduced "arc" damage from the TCU. A TCU MKVII should probably give the CERPPC its original BT pinpoint value of 15, or 13 at the very least.

The CGauss could probably get some kind of charge up modification, such as a longer charge hold window and/or faster charge.

Clan UACs and ACs could potentially get smaller burst sizes from the TCU, but that seems like too much work. Also, having MGs and LBX benefit from the crit buff would make me so happy...


Remove the meaningless effects like sensor range. I mean really, what the fuq.
The biggest TC should remove the dumb charge mechanic altogether <3.





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