How Do I Tame The Camera?
#1
Posted 13 April 2015 - 03:42 PM
I come from World of Tanks and Hawken. I am used to a camera and aim that goes where I want.
In this game, I have spent more time trying to negate the camera's insane wobble and drift that actually playing. Turning the mech drags along your viewpoint, so I'm completely disoriented every time I have to turn. Moving makes it shake up and down, forcing me to a complete stop, plus several seconds, to be able to aim. Turning too much to the left or right blocks the camera and the legs don't follow, so you're stuck trying to follow an enemy you can't see with gross, slow WASD controls.
Is there any solution to this? I'm getting physically sick at trying to follow the wild camera.
#2
Posted 13 April 2015 - 03:46 PM
wasd moves your legs it's like a tank's chassis
the in-game tutorial helps a bit
Edited by bad arcade kitty, 13 April 2015 - 03:47 PM.
#3
Posted 13 April 2015 - 03:48 PM
#4
Posted 13 April 2015 - 03:49 PM
I only use the 3rd person drone when I really need a wide-angle view otherwise I spend about 90+% of my time in the cockpit.
#5
Posted 13 April 2015 - 03:53 PM
Should you really want to switch between 3PV and 1stPV during a game press F4.
Yes, 3PV is default. Because PGI "would love to enhance the new player experience".
God...If I´d be new right now I´d probably quit after a week. Tops.
Edited by Molossian Dog, 13 April 2015 - 03:55 PM.
#7
Posted 13 April 2015 - 04:02 PM
#8
Posted 13 April 2015 - 04:23 PM
#10
Posted 13 April 2015 - 04:44 PM
Oh, there's one reason why I actually do use 3rd person: Sometimes I want to see how my paint looks.
#11
Posted 13 April 2015 - 04:49 PM
mailin, on 13 April 2015 - 04:44 PM, said:
Oh, there's one reason why I actually do use 3rd person: Sometimes I want to see how my paint looks.
I'll use 1PV from now on.
While everyone's still here, another question: what's the fastest way to a Light mech with Fire and Forget missiles? I want some kind of run, lock on and run to start with.
UPDATE: yes! Cockpit view is much smoother. There's still the issue with the chassis pulling the camera with it, but it seems like something I can handle.
Edited by VeryHot, 13 April 2015 - 04:59 PM.
#12
Posted 13 April 2015 - 05:26 PM
#13
Posted 13 April 2015 - 05:26 PM
VeryHot, on 13 April 2015 - 04:49 PM, said:
While everyone's still here, another question: what's the fastest way to a Light mech with Fire and Forget missiles? I want some kind of run, lock on and run to start with.
Light mechs are tough for new players as they are very easy to kill. I usually suggest mediums like the hunchback, centurion, or shadowhawk as a first mech as they have a good mix of durability speed and firepower, without being obvious "shoot me now!" targets.
That said, the Commando and Adder are probably the best lights for missiles but be advised that they are "hard-mode".
Another thing to keep in mind is that there are two major "lock on" weapon systems "Streaks" and "Long range missiles" (LRMs) both are rather situational as they are highly susceptible to ECM.
My advice would be to try out the various trial mechs and get a feel for which ones you like and then get back to us.
PS:
If you have Teamspeak installed feel free to drop me a line at ts3.hhod.com:7345, there is no PW and I'm always happy to help out a newbie and expand the community.
Good luck and see you on the field.
#14
Posted 13 April 2015 - 05:30 PM
SRM (Short Range Missile), they are dumbfire and fire in a straight line with a bit of spread. Good velocity.
S-SRM (Streak Short Range Missile) Need to be locked on before they can be fired. Travel straight at the target, good velocity.
LRM (Long Range Missile) Can be fired without a lock, but not advisable. Fire in a big arc, good for shooting enemies over hills. Low velocity, enemy mechs will often be able to move a lot before missiles arrive.
The closest thing to what you're describing are the streaks, but they aren't often used on light mechs, and only the clan version is really worth using. You could do this (maybe an adder instead) if you really want a light mech: KFX-D
A stormcrow would have the same speed and far more armor though, it is considered one of the best mechs. SCR-D
Edit: Whoops, I forgot the active probe on both of those builds. That will help a lot.
Edited by John1352, 13 April 2015 - 05:31 PM.
#15
Posted 13 April 2015 - 05:58 PM
VeryHot, on 13 April 2015 - 04:49 PM, said:
While everyone's still here, another question: what's the fastest way to a Light mech with Fire and Forget missiles? I want some kind of run, lock on and run to start with.
You might be thinking of LRMs (Long Range Missiles). These are not Fire and Forget - you need to maintain the lock to help guide them until they actually strike the target. If you fire them off and then lose the lock, they'll just head in the old trajectory and won't adjust to follow the target mech.
You could also be thinking of Streak SRMs. These are short range only and have very limited, albeit effective specialised use. Innersphere mechs can only moun S-SRM 2's, while Clan mechs can mount 4's and 6's. S-SRMs are truly fire and forget, but they cannot be used as indirect fire - you need to have line of sight to your target as well as a solid lock on to use them. They spread their damage considerably and you can't control what components of a mech they actually hit. The only thing is, they are actually guaranteed to hit (so long as terrain or allies don't get in the way) so they are great for smashing enemy light mechs which are otherwise hard to shoot. The Stormcrow is a versatile Clan medium chassis that can mount SRMs, S-SRMs, and LRMs, as well as laser builds, and one variant can mount a ballistic. The Adder is a versatile Clan light chassis that can do everything the Stormcrow can, except it's a light mech, so it's not as powerful.
#16
Posted 13 April 2015 - 05:58 PM
#17
Posted 13 April 2015 - 06:39 PM
bad arcade kitty, on 13 April 2015 - 05:58 PM, said:
The Kitfox kinda lacks the tonnage to boat Streaks with adequate ammo - the Adder is the better choice.
As far as the playstyle, there's some suggestions in this recent thread here: http://www.reddit.co...ow_to_srm_boat/
#18
Posted 13 April 2015 - 07:17 PM
Tarogato, on 13 April 2015 - 06:39 PM, said:
"The correct answer is "wait". Wait until the two teams close on each other (~150m or less, pushing or defending a push probably). Wait until enemies have weak/no armor."
vulture crow lol
a mad dog lite
http://www.sarna.net...ad_Dog_(Vulture)
"it was codenamed Vulture and Hagetaka ("Vulture" in Japanese) by the Inner Sphere forces which first encountered it. The name also fit the battlefield role of the Mad Dog"
#19
Posted 13 April 2015 - 11:48 PM
mailin, on 13 April 2015 - 04:44 PM, said:
This, sometimes I just like to see my mech strut around with its new paintjob. But usually never more than the first 30 seconds of the game, then its time for serious mech business.
VeryHot, on 13 April 2015 - 04:49 PM, said:
What you describe is reaching the limit of your turning radius with your torso, in combination with being unable to turn fast enough with your legs. Remember that the torso is no tank turret (Urbanmech is an exception) and can't do a full 360 and keep going round and round. For faster turning you might want to slow down, or if you have jumpjets feather those, this will increase your rate of turning. Note that unlocking mech skills in mechs you own will also increase turning speed and torso turning radius/speed.
Edited by SnagaDance, 14 April 2015 - 03:07 AM.
#20
Posted 14 April 2015 - 01:01 AM
SnagaDance, on 13 April 2015 - 11:48 PM, said:
What you describe is reaching the limit of your turning radius with your torso, in combination with being unable to turn fast enough with your legs. Remember that the torso is no tank turret (Urbanmech is an exception) and can do a full 360 and keep going round and round. For faster turning you might want to slow down, or if you have jumpjets feather those, this will increase your rate of turning. Note that unlocking mech skills in mechs you own will also increase turning speed and torso turning radius/speed.
Slowing down or jumping doesn't let you turn faster, slowing down just gives you a tighter turn circle and jumping lets you turn while going in a straight line.
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