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A Way To Make Info Warfare Useful So Simple, It's Amazing.


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#201 CainenEX

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Posted 11 October 2015 - 07:08 AM

View Postwanderer, on 14 September 2015 - 10:39 AM, said:

Convergence focuses on a point at maximum range unless pointing at a locked target in LOS.

Information becomes ammunition (or rather, a lack of wasting it.).

That is actually a neat idea. It'll limit the precision of alpha strikes from no lock but will still make them quite viable, and perhaps more deadly from an acquired lock

#202 Cervantes88

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Posted 14 October 2015 - 12:01 AM

You know I actually like the idea of having target locks affect all weapons in some way, convergence or another.

It would probably be ass as far as gameplay is concerned, but I would be able to build a Hunchback 4P with some PPCs in the hunch, a TAG in the head, give him a brownish Cobra camo and play Predator sounds in VOIP.

#203 Tangent253

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Posted 19 October 2015 - 09:32 AM

A way to make convergence and info gathering important? I like it!

#204 Leopardo

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Posted 20 October 2015 - 06:31 AM

we have to move this topic to new phase when ever it comes out!

#205 Yozzman

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Posted 22 October 2015 - 05:00 AM

Got a +1!!!

Let's hope PGI reads and does something with the info :)

#206 Tahawus

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Posted 25 October 2015 - 10:32 AM

For what it's worth, I think we saw a primitive implementation of this in the last PTS. It's not as full featured as we might like, but could be a step in the right direction.

The steep reduction in laser damage beyond optimal range when not target locked seems to have been qualitatively similar, while avoiding the need for PGI to tinker with convergence code.

Does it implement the mechanics of what we've been describing? No, but it might be interesting to see it applied to all weapons (except missiles) in the next PTS.

Thinking in the forum...

Is this mechanic similar enough that we could be content with it being implemented in the live version? (Rhetorical question...)

If it seems viable in the PTS in this primitive form, would PGI be more likely to apply the simple mechanic to live, or to use it as evidence that investing effort into the more complex one is worth while? My guess is the former...

Should the unlocked damage reduction start at a shorter range than the optimal? Starting at 0 is probably going too far, but this seems like something that could be calibrated.

#207 Greyhart

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Posted 27 October 2015 - 07:20 AM

the damage reduction if unlocked and the range reduction if unlocked seems a step in the right directions.

convergence might be a easier sell to the community.

#208 no one

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Posted 05 November 2015 - 03:00 PM

View PostTahawus, on 25 October 2015 - 10:32 AM, said:

The steep reduction in laser damage beyond optimal range when not target locked seems to have been qualitatively similar, while avoiding the need for PGI to tinker with convergence code.


PGI wouldn't have needed to muck with convergence code. The only requirement to making this suggestion work would be to change the point of convergence from 'the first object interrupting reticule line' to '2000m unless a target's locked then converge at range to target'. More ideally it would be something like 'converge at t-N meters behind target' but. . . baby steps.

View PostTahawus, on 25 October 2015 - 10:32 AM, said:

Is this mechanic similar enough that we could be content with it being implemented in the live version? (Rhetorical question...)


No, because it doesn't actually do anything for ballistics, and it's pretty bad for lasers too. Let's take the Hunchback 4P someone mentioned earlier.

Test server scenario: You fire without a lock, point blank at a shutdown or immobile target and every laser will hit the same section of that target, but do negligible damage.

Thread implementation scenario: You fire without a lock, point blank at a shutdown or immobile target and maybe a few of your lasers miss, or maybe you only fire with the lasers that are lined up to hit. The lasers that hit will do full damage, but won't necessarily all hit the same section of that target.

The first 'solution' doesn't do anything to fix convergence as a mechanic, it just limits damage output.

VVV Edit: Ah, interesting. Thanks. Of course the point still stands that this is not a convergence fix, really.

Edited by no one, 06 November 2015 - 12:44 PM.


#209 Amerante

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Posted 06 November 2015 - 04:37 AM

View Postno one, on 05 November 2015 - 03:00 PM, said:

Test server scenario: You fire without a lock, point blank at a shutdown or immobile target and every laser will hit the same section of that target, but do negligible damage.


You do as much damage as before at point blank range. Only your optimal range is decreased, so damage starts to drop earlier. at longer range even if you don't have lock that change will be small. The biggest difference in damage is about at your optimal range, if you have lock or not.the closer or farther you are, the difference will be less and less.

http://i.imgur.com/Z1UaBFj.png


Beside that, I also love the idea of 2000m convergence until you have target lock. This solves the pinpoint alpha issue with peeking, while making infotech relevant, and once you have your lock, you have your accuracy, and you can alpha out anyone you want, but for this you now be more careful.

Edited by Amerante, 06 November 2015 - 04:44 AM.


#210 Duke Nedo

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Posted 07 November 2015 - 02:54 PM

Revival...

Why can't we replace what is currently on the PTS with this again? Makes more sense to me to have convergence depend on lock instead of magically losing max range if you target the one mech but shoot the mech standing right next to him.





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