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How will throttle affect convergience?


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#1 ManDaisy

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Posted 07 March 2012 - 04:00 PM

Table top movement modes were broken down into 4 basic catagories:

Stand still + 0 modifier to hit
walk +1 modifier to hit
Run +2 modifier to hit
Jump + 3 modifier to hit


I hope what percentage of throttle your using can distinguish runnning from walking from standing still to make your convergence take longer.

Edited by ManDaisy, 07 March 2012 - 04:01 PM.


#2 Vexgrave Lars

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Posted 07 March 2012 - 04:14 PM

Speed, angular velocity and transversal velocity will all be taken in to effect. How the Devs are gonna do it I can't explain. But We know from the post today that they are varying torso turning speeds, so Transverse and Radial speed are in. Angular is the approach angle, that's easy.

W It will come down to the ability to get a lock, maintain that lock in the sim... Will they be in "Table top fashion" I would bet its more refined for simulator purposes.

Edited by Vexgrave Lars, 07 March 2012 - 04:14 PM.


#3 Vtack

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Posted 07 March 2012 - 04:17 PM

It'd be nice if you got bounced around a bit at a run as compared to a walk. If they made firing at speed more about pilot skill and less about some artifical means of aiming it would seem to be a better game play decision.

What I means is; picture a jenner running flat out. It's making great time to it's target but as soon as it gets in range with the medium lasers it's having a difficult time keeping the reticule over the target because the pilot is having to make very quick micro adjustments of the mech and the mechs aim to keep it steady on the target. As opposed to say the dragon that is walking at a more sedate pace towards the oncoming Jenner. It's target adjustments are not nearly as sharp or as frequent as the Jenners and so its pilot has a decidedly easier time aiming. As compared to the Catapult sitting a ways away on a hill where the pilot has no trouble aiming at all because he's stationary and doesn't have to factor his mechs movement into the equation at all as he laughs (maniacally if you like) while raing LRMS down upon both mechs.

#4 Tombstoner

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Posted 07 March 2012 - 04:25 PM

Direct fire weapons like lasers/ppc may have a circle of probabilty the shot till hit some where in the circle. just not sure where. so as you speed up the circle will grow larger and the chane to hit will grow. so hitting things will running at full speed and long range will decreace your chane to hit significtly and reduce the effectiveness of laser boats. unless your stationary ona hill but i expect at that point your jsut lrm bait for a spoter

#5 TheRulesLawyer

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Posted 08 March 2012 - 10:59 AM

I think its mainly coming down to twist rates and convergence speed. It you're a fast light hopefully it will be difficult to line up a well aimed converged shot on you. Doesn't look like there is a cone of fire anywhere in the aim model.





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