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Pinpoint Is Still A Problem Pgi


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#1 Jazzbandit1313

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Posted 24 February 2015 - 10:08 PM

I don't know if this topic just keeps dying off or what, but it needs to be addressed. Theres no freakin way any massive hulking metal mech should be able to hit a single point with every single weapon system constantly at any range with 100% accuracy. Now recoil is a whole different discussion, but laser fire is ridiculously accurate right now. Maybe some of the laser vomit threads would go away if they became less accurate eh? PGI needs to do something about this pronto because it's kinda disheartening to have a single ST focused to red armor in one alpha from peaking 2 seconds and getting hit by a mech that's 600 m away. Now i realize that the component destruction thing is a big part of MWO, but the fact remains that most deaths are from one or two of those components being destroyed, and that's it. I'll have rounds where every single other part of my armor will be bright yellow and one of my XL ST's will be deep cherry red internals, even when I'm trying to torso twist and what not. Especially with the beam-shortening quirks some mechs get, the amount of damage they can put on a single pixel in the time it takes me to register that they're there and twist is massive. I've been around a while and know my fare share of damage spreading, but theres only so much you can do when all 6 UAC 5's from a dire focus your ct to internals in a single second. I mean c'mon, how do direwolf's packing all ballistics not have recoil.

Either fix botched hitboxes (*COUGH WARHAWK COUGH*) or make stuff less accurate.

#2 EgoSlayer

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Posted 24 February 2015 - 10:11 PM

In before church of skill complains we don't need no cone of fire mechanic on shooting like every other FPS in the past decade has...


CN: not going to happen.

Edited by EgoSlayer, 24 February 2015 - 10:11 PM.


#3 Mcgral18

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Posted 24 February 2015 - 10:13 PM

The magical, instantaneous perfectly pinpoint convergence likely won't change for the duration of MWO.


A point and click adventure, so to speak. Not that there's anything wrong with that, but MWO will never be a Sim.

#4 Jazzbandit1313

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Posted 24 February 2015 - 10:15 PM

View PostMcgral18, on 24 February 2015 - 10:13 PM, said:

The magical, instantaneous perfectly pinpoint convergence likely won't change for the duration of MWO.


A point and click adventure, so to speak. Not that there's anything wrong with that, but MWO will never be a Sim.

I mean there really isn't anything that the devs can do since they started with 100% accuracy...theres no way they could remove it and keep their playerbase...leh sigh

#5 Gas Guzzler

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Posted 24 February 2015 - 10:20 PM

View PostMcgral18, on 24 February 2015 - 10:13 PM, said:

A point and click adventure, so to speak. Not that there's anything wrong with that, but MWO will never be a Sim.


I think you and I have a very different definition of what point and click adventures are.

#6 Mcgral18

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Posted 24 February 2015 - 10:22 PM

View PostGas Guzzler, on 24 February 2015 - 10:20 PM, said:


I think you and I have a very different definition of what point and click adventures are.


Point, click, WUBWUBWUB 58 damage into one or two components, repeat, WubWubWub goes the warhorn?


Mech may vary, but it's pretty easy to kill things. Speed has no impact, nor does heat. Can the aiming actually get any simpler?

Edited by Mcgral18, 24 February 2015 - 10:27 PM.


#7 Levi Porphyrogenitus

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Posted 24 February 2015 - 10:35 PM

Heat- and movement-based modifiers in the form of dynamic precision reduction would reduce the most egregious examples and vastly improve both balance and immersion.

#8 Jazzbandit1313

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Posted 24 February 2015 - 10:44 PM

View PostLevi Porphyrogenitus, on 24 February 2015 - 10:35 PM, said:

Heat- and movement-based modifiers in the form of dynamic precision reduction would reduce the most egregious examples and vastly improve both balance and immersion.

Posted Image

#9 DaZur

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Posted 24 February 2015 - 10:49 PM

Only if your standing still or face hugging... :mellow:

Seriously... No offense intended but can we dispense with the hyperbole?

There is no composite of weapons that will dwell over a single hit location secondary to DoT, ROF and speed. That is unless one is a stationary target or moving abhorrently slow.

We've discussed argued ad nauseam over PPD and at the end of the day, presuming no de-synchronizing influence, shots should largely hit where they are aimed.

That said... I've likewise argued that our mechs SHOULD be affected by de-synchronizing influences... I.e. amplitude of foot strikes secondary to speed, uneven terrain, recoil, armor ablation, weapon impact etc.

The problem isn't that our shots converge on a pin-point location... The problem is that our recticle is perfectly stabilized and our aim-point never de-harmonizes.

You fix that and all arguments over PPD go away...

Edited by DaZur, 24 February 2015 - 10:54 PM.


#10 wolf74

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Posted 24 February 2015 - 11:34 PM

How about just a YOU the Player show your True Skill and have to MANUALLY control the Convergence Point. To Help Counter How LRM would become the Big weapon on the Block. Add a Minimum Missile separation between Missile (Would Force the Hundred Missile wave to spread out a LOT & Give every 5 missile a New Lock-on location (AKA the Streak Lock-on system).

#11 WazOfOz

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Posted 25 February 2015 - 12:10 AM

if your getting hit multiple times to same location, a hacker may have got you in his sights ( a taboo subject it seems ) keep pinpoint I don't wanna see the game turn into a pillow fight. happy hunting mechwarriors

#12 NextGame

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Posted 25 February 2015 - 12:56 AM

View PostJazzbandit1313, on 24 February 2015 - 10:08 PM, said:

I don't know if this topic just keeps dying off or what, but it needs to be addressed. Theres no freakin way any massive hulking metal mech should be able to hit a single point with every single weapon system constantly at any range with 100% accuracy. Now recoil is a whole different discussion, but laser fire is ridiculously accurate right now. Maybe some of the laser vomit threads would go away if they became less accurate eh? PGI needs to do something about this pronto because it's kinda disheartening to have a single ST focused to red armor in one alpha from peaking 2 seconds and getting hit by a mech that's 600 m away. Now i realize that the component destruction thing is a big part of MWO, but the fact remains that most deaths are from one or two of those components being destroyed, and that's it. I'll have rounds where every single other part of my armor will be bright yellow and one of my XL ST's will be deep cherry red internals, even when I'm trying to torso twist and what not. Especially with the beam-shortening quirks some mechs get, the amount of damage they can put on a single pixel in the time it takes me to register that they're there and twist is massive. I've been around a while and know my fare share of damage spreading, but theres only so much you can do when all 6 UAC 5's from a dire focus your ct to internals in a single second. I mean c'mon, how do direwolf's packing all ballistics not have recoil.

Either fix botched hitboxes (*COUGH WARHAWK COUGH*) or make stuff less accurate.


Sore loser much? Guess you died and decided to complain on the forum? I really need to make up a participation medal jpg and start awarding it to people to make threads so obviously based on the back of a losing game.

Given the ridiculously high heat on weapons etc (everything seems hotter to me since last patch?) This aspect of the game is currently within parameter.

#13 PhoenixFire55

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Posted 25 February 2015 - 02:56 AM

I believe they said that they don't plan to implement weapon convergence mechanic into the game because it makes their HSR code go FUBAR. I.e. you should thank inept devs for pinpoint. At least they finally came up with an excuse instead of the usual "That was our position at the timeTM" or "SoonTM" or "Convergence is on an IslandTM".

Edited by PhoenixFire55, 25 February 2015 - 02:57 AM.


#14 Duke Nedo

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Posted 25 February 2015 - 04:50 AM

Convergence, it it really a problem for anything except small and medium pulse lasers?

I am totally with Dazur here, please keep the weapons hit where the reticule is (allow skill), but instead destabilize the reticule itself when moving, being shot or whatever. If pulse lasers are still too accurate, then increase the burn-time a tiny bit. As much as I would hate that, I would prefer it to introducing random cone of fire.

#15 Airox

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Posted 25 February 2015 - 05:25 AM

I'm amazed by how some people want to make the game more "realistic" by making the aiming be inconsistent due to moving, recoil, or other factors. Tanks today are able to hold steady aim with these factors. Hopefully these mechs that somehow manage to stay upright on two legs can manage to hold their aim steady as well.

Play the game and have fun. If you have trouble with a certain aspect, then find someone who handles it well and ask for help.

#16 Duke Nedo

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Posted 25 February 2015 - 05:49 AM

View PostAirox, on 25 February 2015 - 05:25 AM, said:

I'm amazed by how some people want to make the game more "realistic" by making the aiming be inconsistent due to moving, recoil, or other factors. Tanks today are able to hold steady aim with these factors. Hopefully these mechs that somehow manage to stay upright on two legs can manage to hold their aim steady as well.


Considering realism, we proably wouldn't need to neither aim nor press the fire button either... it's a stompy robot game so it just needs to be fun.

I don't really think instant convergence is a big problem, at least not for me but perhaps I play in too low Elo or something. I can almost not remember the last time a took a full laser vomit alpha to one location only. Just make sure to have some transversal up and roll a bit and nothing in this game except possibly IS SPLs will deal full damge to a single location.

Either staring someone down, or having no transversal speed, that's another issue though, but PGI should not need to help me with that. ;)

#17 CMDR Sunset Shimmer

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Posted 25 February 2015 - 05:50 AM

View PostJazzbandit1313, on 24 February 2015 - 10:15 PM, said:

I mean there really isn't anything that the devs can do since they started with 100% accuracy...


not true.

See we used to have convergence back in Closed Beta... in fact, the Pinpoint skill in the elite pilot tree is a relic of that bygone age.

It did some wonky stuff though. like slinging missiles in circles around arms, and curving ac rounds around extremity's. [things I've personally witnessed from those days.] so instead of trying to fix the problem, and make taking time to line up a good shot count, they simply removed it for the instant convergence we have today.

#18 Bishop Steiner

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Posted 25 February 2015 - 05:52 AM

View PostJazzbandit1313, on 24 February 2015 - 10:15 PM, said:

I mean there really isn't anything that the devs can do since they started with 100% accuracy...theres no way they could remove it and keep their playerbase...leh sigh

well, thankfully, due to some of the worst hitreg in MWO history, I seldom see anywhere near 100% accuracy anymore......

#19 CMDR Sunset Shimmer

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Posted 25 February 2015 - 05:54 AM

View PostDuke Nedo, on 25 February 2015 - 04:50 AM, said:

Convergence, it it really a problem for anything except small and medium pulse lasers?

I am totally with Dazur here, please keep the weapons hit where the reticule is (allow skill), but instead destabilize the reticule itself when moving, being shot or whatever. If pulse lasers are still too accurate, then increase the burn-time a tiny bit. As much as I would hate that, I would prefer it to introducing random cone of fire.


It's funny you say this, because there is actually MORE skill in learning to compensate for offset weaponry, taking the time to line up a shot and making sure convergence is right where you want it before firing, than simply putting a reticle over a location and pulling a trigger.

What you and Dazur want, is a twitch shooter. there's plenty of other options for that out there, CoD, Battlefield, Quake... feel free to go play those, especially Quake, I seem to recall that being one of the ultimate "Skill" shooters, quake III may be just what you're looking for.

#20 Duke Nedo

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Posted 25 February 2015 - 05:57 AM

View PostFlash Frame, on 25 February 2015 - 05:54 AM, said:


It's funny you say this, because there is actually MORE skill in learning to compensate for offset weaponry, taking the time to line up a shot and making sure convergence is right where you want it before firing, than simply putting a reticle over a location and pulling a trigger.

What you and Dazur want, is a twitch shooter. there's plenty of other options for that out there, CoD, Battlefield, Quake... feel free to go play those, especially Quake, I seem to recall that being one of the ultimate "Skill" shooters, quake III may be just what you're looking for.


Heh, I disagree. Waiting and fine adjusting aim while the reticule cools down is not harder.





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