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Useful Ppcs


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#21 XphR

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Posted 24 October 2014 - 08:42 AM

MostLikely2Suck,
watched you save a match the other night. Nice to see you posting on the forums.

#22 Lightfoot

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Posted 29 October 2014 - 08:11 PM

The balancing of PPCs is ridiculous right now. So slow they never hit past 300 meters, 90 meter minimum range, 10 and 15 heat. How can you put this on the Live Server? What is wrong with allowing players to have a long range combat weapon? All mechs can use the PPC so there is no balance issue, and it did not fix any problems you are still having with Gauss+ERPPC Dire-Wolves. They are still out there and just as successful as ever.

I don't think it is fair to allow the brawler loving crowd to dictate what they want the PPC to be over what Battle Tech says the PPC is. Half the players won't like long range and the other half will. It's stupid to have a long range weapon that misses targets that are 350 meters away 90 percent of the time.

#23 XphR

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Posted 29 October 2014 - 09:20 PM

Ramping damage up to minimum range for PPCs really needs to implemented now that they have figured out the mechanics necessary for such things (like clan lrms).

#24 Lily from animove

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Posted 30 October 2014 - 07:50 AM

View PostreaverOfCheesecake, on 24 October 2014 - 04:50 AM, said:


OK... this is how it works now isn't it (convergence to cross hair i mean)... but the convergence is much faster.

I was suggesting that it always sets the convergence to the target (regardless of where your cross hair is aiming). This would mess up the convergence on fast targets yes... but this is a decent buff for lights... unlike the bad hit registration thing they have at atm.

It should only converge to crosshair when no target is selected... i.e. long range targets or ecm targets.

Please correct me if i have misunderstood.



The issue is, we are supposed to steer big technological advanced robots. When My scanners have a target at 400m away, I would tell my weapon systems to focus on this distance, because there is where I want to fire to.
Yet in MWO when the convergence was where the crosshair aims, what happened if any obstacle crosses you, like a hobox of a statue in river city? It just technically ruined your convergence. yet when further you paly with higher latency, its even more screwed. Thats practically not working in a game at all.

And further people would change their playstyle, because the guy coming around the corner will always be in the situation waiting for his convergence to be settled. While the guy looking at the corner can shoot nearly instant. Eveyone would camp and aim at corners. And probably everyone would use lights, because let the other slip off for a second from your mech, his convergence is screwed again.

View PostKoniving, on 24 October 2014 - 08:27 AM, said:

You're correct. However the person complaining has a Clan tag and is a Clan player. I also agree that it blows for the IS.

Read here and especially my sequential posts there. It gives a few possibilities on mechanics on how to make each version of the PPC viable, including how to give the IS ER PPCs an edge, even if Clan ER PPCs + targeting computers do wind up superior to a point.

As for the other subject:
Convergence isn't a skill in this game, it is not something manually set. You don't set your range for 225 and fire.

You're confusing "Aim" for "Convergence." These are two different things. Now if you had to individually angle all 6 lasers yourself, that's a skill. But you don't, and it's done instantly.

Pointing and clicking on something moving on the screen is indeed a skill. A very cheap one, I confess, but a skill none the less. However that is aiming. That is not convergence, and what you're describing is not convergence but aiming.

Convergence, delayed or instant, is not a skill unless you have a manual input in how it is done.


manual input? more like people will set serveral macros and use that.

#25 Koniving

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Posted 30 October 2014 - 08:13 AM

View PostLily from animove, on 30 October 2014 - 07:50 AM, said:

manual input? more like people will set serveral macros and use that.

Convergence/alignment/calibration in Arma II / III is as simple as pressing page up or page down.
Page up. 50 meters. Page up, 100 meters. So from 50 meters, Page up 6 times would get you 50, 100, 150, 200, 250, 300 meters.

It can be streamlined with 100 meter intervals.
6 page ups would then get 600 meter, where 2 more would get 800 meters, and 5 down from there would get (8 - 5 = 300 meters).

Though honestly I think delayed convergence was more than sufficient, an auto aligning system that takes only the time it needs for the weapons to adjust.

There was just the problem of having it on a server authority.

#26 Shlkt

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Posted 30 October 2014 - 08:19 AM

Manual convergence input could be as simple as 1 button, "Toggle fixed convergence".
Press once and your convergence is set to the distance of the point under your crosshair.
Double tap it to remove fixed convergence.

We already have a range finder, so that method ought to be sufficient to achieve any convergence value you might want, provided your mech is capable of aiming at the ground. It would be quick enough to use during a firefight.

Edited by Shlkt, 30 October 2014 - 08:20 AM.


#27 Lightfoot

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Posted 30 October 2014 - 11:06 AM

Also you have the hit detection bug back from Closed Beta with PPCs it seems. Half the time they just make the armor flash on direct hits. I began to wonder about this today when using only PPCs, no Lasers and seeming to do no damage so I added BAP just to check damage and a direct hit to the CT with 2xPPCs just makes the armor flash, but does no new damage about half the time today. Can be any map, but the hump in Frozen City, in the Tunnel in Crimson Straight, Mad Cats in general, Industrial, Canyon Network, are most bugged. Maybe it is the slow speed that adds to the bugginess. Autocannons do not have this bug though.

Edited by Lightfoot, 30 October 2014 - 11:06 AM.


#28 Grendel408

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Posted 30 October 2014 - 01:04 PM

Speed buff to PPCs coming Nov 4... http://mwomercs.com/...ember-road-map/

#29 LennStar

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Posted 31 October 2014 - 11:32 AM

I hear people cry for PPC change because they work so bad for about a year.

I never had problems with PPCs, even in their worst, In fact I prefer them over cannons. These things are hard to hit with.

#30 Lightfoot

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Posted 31 October 2014 - 02:49 PM

Yes, the hit reg bug seems to be worse on some maps. Industrial today, me 90 millisecond lag. Was shooting a Stalker who was just backing up, but of course the PPC bolts were traveling between some storage tanks. Using 1 PPC and 1 ERPPC, all shots hit the center torso squarely on the Stalker's nose. Fired 5x times, so 100 damage into the CT which was already orange when I started. Not one PPC hit. The armor just flashed, but the Stalker took no damage.

Like I said. Industrial, the hump/saddle on Frozen City. Firing out of the Tunnel/or near on Crimson Straight, Canyon Network. Makes me wonder if the geometry is clipping the PPCs for some reason?

Edited by Lightfoot, 31 October 2014 - 02:49 PM.


#31 D A T A

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Posted 01 November 2014 - 03:40 AM

ppcs need 1200 speed, erppc 1500

#32 LennStar

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Posted 01 November 2014 - 11:01 AM

just for the fun: What are your hit % for PPCs?
Mine are 50% for PPC 52% for ERPPC. CERPPC also 50%

Edited by LennStar, 01 November 2014 - 11:11 AM.






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