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A Real Heat Scale With Real Consequences


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#221 CDLord HHGD

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Posted 24 April 2017 - 04:46 AM

View PostFreeFragUK, on 24 April 2017 - 04:30 AM, said:

Must admit, I absolutely love the idea in the OP. Does anyone know if it would be possible to submit this directly to PGI for their consideration?

Unfortunately I fear that it will never come to fruition, especially based on the petulant knee jerk reaction relating to the recent skill tree debacle.

All we can do is keep discussing and refining and hope PGI will take notice. Message Tina, Tweet Russ, bump and continue the debate.

#222 Davegt27

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Posted 24 April 2017 - 05:03 AM

Old thread

#223 CDLord HHGD

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Posted 24 April 2017 - 05:04 AM

View PostDavegt27, on 24 April 2017 - 05:03 AM, said:

Old thread

So? What's your point? You a hall monitor?

#224 Almond Brown

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Posted 24 April 2017 - 05:55 AM

View Postwanderer, on 29 January 2016 - 03:58 PM, said:

Actually, it's been an issue in multiplayer since MW1, too.

Ah, GEnie topics complaining about being able to focus-fire a leg off, the oldschool equivalent of a CT coring shot...speaking of those-

You can't "twist" away a shot to the crotch, which is what you put a CT alpha into in any case. Burn them in the groin, no twisting away, enjoy the laser Ben-Gay treatment.



In a system where some weapons converge easily to put all their damage in one spot and others spread, the spread-damage weapons are garbage by comparison. Nothing beats being able to get 100% of your damage going precisely where you want. Take that ability to easily line up pixel-perfect shots and spread weapons aren't left three steps behind.



Nice try here too- HSR fails to function with -dynamic- convergence- that is, it can't work with constantly shifting weapons fire data. What I want is binary convergence- that is, HSR only has to check two potential states, which is actually less than what it does now.

One is "default"- a point a long distance from the firing 'Mech. Firing at random terrain features,etc? Weapons travel the same path every time, converging as if the "target" was multiple thousands of meters away. Don't have a locked target? Your shot will be predictable, just not aligned perfectly on center with whatever gets in the way of it travelling.

The second state is "locked on with sensors", which is a range value that's already being tracked every time you tap the R key. Weapons converge (and can be HSR checked) accordingly.


LOL! Can we see the code you wrote on that please. PGI might want to have a look, as it appear the "expert" on the matter has been right here all along... LOL!





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