Edited by Spheroid, 20 April 2015 - 09:00 PM.
#21
Posted 20 April 2015 - 08:59 PM
#23
Posted 20 April 2015 - 09:00 PM
Bishop Steiner, on 20 April 2015 - 08:56 PM, said:
Mind you, I would not complain about an extra 2-300m/s on them, but they are one of the most underrated guns, still, in the game-
im a big ac10 fan myself. probibly happened after i put 3 of them on my ctf-im. even in pairs they are a great, same damage as an ac20, much higher fire rate, and longer range. i think a big problem with it is all the mechs that cluster all their ballistic hardpoints into one section, making multiple 10s rare.
Edited by LordNothing, 20 April 2015 - 09:01 PM.
#25
Posted 20 April 2015 - 09:06 PM
FupDup, on 20 April 2015 - 09:01 PM, said:
eh, I still find them usable, though not as the long range weapon they were meant to be (unless shooting assaults) without massive quirks. But still prefer them to most lasers. Probably just my fighting style, I really dislike face time.
Regardless, I make rather effective use of the AC10 in my La Malinche, CN9-A and ENF-4R.
#26
Posted 20 April 2015 - 09:12 PM
Mystere, on 20 April 2015 - 09:00 PM, said:
Produce a fully-documented video or you do not know what you are talking about.
well there are my freespace mods i did several years ago, implemented features in lua toted as impossible by the community for years before i showed them. things like atmospheric flight and virtual cockpits with rtt textures pgi still hasn't gotten that to work.
i got better things to do than write bash scripts in the terminal.
Edited by LordNothing, 20 April 2015 - 09:17 PM.
#27
Posted 20 April 2015 - 09:24 PM
Bishop Steiner, on 20 April 2015 - 09:06 PM, said:
...
That's probably the root cause. Personally I think PPFLD is overrated, and it's the boogeyman that got ACs and PPCs nerfed to begin with.
I find PPCs to feel like this when I use them:
Not very satisfying. :\
#28
Posted 20 April 2015 - 09:50 PM
From a purely business standpoint, if it takes the same amount of time to add an alternate ammunitions feature as it does to develop several more lines of mechs that can be sold to increase revenue, wouldn't you take the latter? They wouldn't stand to gain ANY revenue from alternate ammunitions. So, it may be the case that they have hit a snag due to a previous coding choice, and in the interest of continuing to make money off of developing a free-to-play game they have regarded this feature as a lower priority. That's totally reasonable. Heck, maybe they don't even want to implement alternate ammunitions, out of fear of obsoleting other weaponry.
To believe that the feature is dead and nothing short of a whole restructuring of the entire game would allow for this feature, let alone a new game engine........ I mean really guys? They would not be stupid enough to program "one ammo type per weapon only" into the vertebrae of the game. This isn't the age of monolithic WALLOFTEXT programming. Google modular programming. It isn't even up for debate! Everybody programs modularly one way or another. EVERYONE. It's only an issue of time x money, I guarantee that much.
Edited by Repasy, 20 April 2015 - 09:54 PM.
#29
Posted 20 April 2015 - 10:26 PM
Repasy, on 20 April 2015 - 09:50 PM, said:
That sentence just makes every ballistic weapon outside of gauss obsolete for clans.
Edited by the hedgehog, 20 April 2015 - 10:28 PM.
#30
Posted 20 April 2015 - 10:42 PM
cSand, on 20 April 2015 - 08:22 PM, said:
nothing is impossible, but it is this simple:
time/money investment > return
This is the sole reason for it.
It is far from impossible, and if you think about it for some minutes, I bet everyone with a bit of programming experience can come up with 2 or 3 bandaids how to implement this quick and dirty (with ghost guns or pseudo ammo or what not).
The point is, if the code base is straight and well documented and not a big mess, things like this are easy to implement. But if your base is all foxed up and overly complex and you don't even understand your own code anymore, easy things get hard.
You can still implement your feature, but the manhours needed will go up to a point where you can't afford it.
In the end, we all don't know how good or not PGI's expertise is regarding the cryengine, but if I take the dev statements about it and how they are more or less alone without any help from crytek, I wildly guess they just can't do it with the current resources/manpower.
#31
Posted 20 April 2015 - 10:45 PM
#32
Posted 20 April 2015 - 11:00 PM
627, on 20 April 2015 - 10:42 PM, said:
This is the sole reason for it.
It is far from impossible, and if you think about it for some minutes, I bet everyone with a bit of programming experience can come up with 2 or 3 bandaids how to implement this quick and dirty (with ghost guns or pseudo ammo or what not).
The point is, if the code base is straight and well documented and not a big mess, things like this are easy to implement. But if your base is all foxed up and overly complex and you don't even understand your own code anymore, easy things get hard.
You can still implement your feature, but the manhours needed will go up to a point where you can't afford it.
In the end, we all don't know how good or not PGI's expertise is regarding the cryengine, but if I take the dev statements about it and how they are more or less alone without any help from crytek, I wildly guess they just can't do it with the current resources/manpower.
So he pretty much uses "impossible" the same way I do for my boss.
Translation: It is possible, but would entail more money/resources than you are willing to allocate. If I told you this, you would badger me until I found some way to do a craptastic job on the cheap, and it will either fail spectacularly or work so intermittently and poorly it would have been better off to not waste the time.
Yes, I learned this by experience, after cleaning up after several such craptacular jobs I got pushed into because there wasn't a budget for sufficient quality, and it got done anyway. Always ended up costing more in the long term.
#33
Posted 20 April 2015 - 11:04 PM
One Medic Army, on 20 April 2015 - 11:00 PM, said:
Translation: It is possible, but would entail more money/resources than you are willing to allocate. If I told you this, you would badger me until I found some way to do a craptastic job on the cheap, and it will either fail spectacularly or work so intermittently and poorly it would have been better off to not waste the time.
Yes, I learned this by experience, after cleaning up after several such craptacular jobs I got pushed into because there wasn't a budget for sufficient quality, and it got done anyway. Always ended up costing more in the long term.
Programming in a nutshell:
Edited by 627, 20 April 2015 - 11:04 PM.
#34
Posted 20 April 2015 - 11:06 PM
627, on 20 April 2015 - 11:04 PM, said:
Programming in a nutshell:
Actually I'm a Mechanical Engineer (technically the entire ME department, because startup...), works about the same way. Except with physical objects sometimes cheap just isn't an option at all, because the specs are too tight.
#35
Posted 21 April 2015 - 12:00 AM
I'd love to see the adjustable choke idea, similar to what scattermaxs did in the original planetside (so as not to tread too much on ac/10) which was you could tighten the spread down to where it was decent at longer ranges, but you took a large hit to the refire rate.
#36
Posted 21 April 2015 - 12:14 AM
LBX is terribly inefficient. I had I game where I wasted 500 damage to bring down one Timber Wolf with it.
It needs less spread and more damage per pellet.
Right now, If I had the option to use slug rounds, I would never switch to scatter shot.
#37
Posted 21 April 2015 - 12:21 AM
Anyway, without quirks are playstyle depended. I use LB-X10 on my MDD and have a 2xLBX20 Dire serve me average duty. If they now could change the ammo i don't know if they would perform the same way or even better.
#38
Posted 21 April 2015 - 12:27 AM
Edited by kapusta11, 21 April 2015 - 12:34 AM.
#39
Posted 21 April 2015 - 12:48 AM
#40
Posted 21 April 2015 - 04:34 AM
One Medic Army, on 20 April 2015 - 08:09 PM, said:
Now, there's any number of reasons this could be an issue with PGI's code, and how they defined the weapon "object" with regards to the mech "object", and various ammo/cooldown/valid build code checks.
Would it be impossible to clone this effect by having a 'ghost' AC2/5/10/20 attached to the LBX?
By this i mean that when you install an LB of any size, a hidden, weight and critslot free AC of the same size is installed at the same time, and the toggle switches not the ammo, but literally the whole Autocannon?
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