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Macrofire Vs Group Fire


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#21 Wintersdark

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Posted 12 May 2016 - 08:19 AM

View PostNightshade24, on 12 May 2016 - 02:25 AM, said:

You still can't ignore the fact that you can't see the enemy and have issues seeing your ret' (if you are not using arm lock)


I don't have an issue seeing my reticule when under fire, nor do I have a problem hitting my target when being rattled. I'm not particularly amazing, either, so if I can do it anyone can.

#22 Novakaine

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Posted 12 May 2016 - 08:40 AM

Can I'z use this wid lurmz?

#23 Wintersdark

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Posted 12 May 2016 - 08:47 AM

View Postnehebkau, on 12 May 2016 - 05:52 AM, said:


Yes there is some use to macros

I wrote my own gauss constant-charge macro and it makes the gauss so easy it feels like cheating (I rarely use it now). Reminds me of the old days before the gauss charge mechanic. As for ACs, I had another that maximised the firing rate of AC2s without getting into ghost-heat territory... rarely use that one either.

What, to keep one of two Gauss Rifles ready to fire? No amount of macroing is going to keep one Gauss ready to fire all the time.

#24 Nightshade24

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Posted 12 May 2016 - 07:25 PM

View PostWintersdark, on 12 May 2016 - 08:19 AM, said:


I don't have an issue seeing my reticule when under fire, nor do I have a problem hitting my target when being rattled. I'm not particularly amazing, either, so if I can do it anyone can.

you probably have different settings them me. Because the yellow aim reticle amongst yellow explosions is really hard to see. Or the Red parts of the hits/ explosions hiding the enemy UI box/ ID. Due to the constant rattling it ma kes it harder for me to keep track as if I do find either UI elements the next hit will knock it away and I have to play Where's Wally all over again but instead of a normal page it's just him with his entire family and relatives while Odlaw is crying in the corner.

#25 Kaeb Odellas

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Posted 12 May 2016 - 07:50 PM

View PostWintersdark, on 12 May 2016 - 08:47 AM, said:

What, to keep one of two Gauss Rifles ready to fire? No amount of macroing is going to keep one Gauss ready to fire all the time.


Not constantly ready to fire, but you could probably set up a macro that starts charging one Gauss, waits .375 seconds, starts charging gauss 2, and releases and restarts each gauss just before they fully charge. This would reduce your effective charge time to anywhere between 0 and .375 seconds. Factoring in human reaction time and aiming speed, that may as well be instantaneous.

Edited by Kaeb Odellas, 12 May 2016 - 07:52 PM.


#26 Wintersdark

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Posted 12 May 2016 - 07:54 PM

Yeah, that's possible.

I was thinking charge one, start charging the other so it's fully charged just before the first discharges; you could keep one rifle perpetually ready to fire on a single mouse click.

But this too isn't actually worthwhile vs. just using them normally
It may be easier for someone, but it's not granting an advantage.

Edit: the sound effect from charging would drive me nuts.

Edited by Wintersdark, 12 May 2016 - 07:55 PM.


#27 Wintersdark

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Posted 12 May 2016 - 07:59 PM

View PostNightshade24, on 12 May 2016 - 07:25 PM, said:

you probably have different settings them me. Because the yellow aim reticle amongst yellow explosions is really hard to see. Or the Red parts of the hits/ explosions hiding the enemy UI box/ ID. Due to the constant rattling it ma kes it harder for me to keep track as if I do find either UI elements the next hit will knock it away and I have to play Where's Wally all over again but instead of a normal page it's just him with his entire family and relatives while Odlaw is crying in the corner.
Dunno. Color corrected monitor, all settings at max. All I can say is its very easy for me, nothing more than an inconvenience. Maybe you've got your (in game) gamma or brightness set badly so it's losing contrast with bright colors?

#28 Nightshade24

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Posted 12 May 2016 - 08:01 PM

View PostNightmare1, on 12 May 2016 - 06:10 AM, said:


Because good players don't have to see you to hit you accurately. When I am getting cockpit shake and explosions that block my target from sight, I can still see the red box. That never goes away. I can accurately target components inside the box using the distance between my reticle and the walls of the box. It's that simple. I've killed Mechs I couldn't see simply because I knew that I needed to punch our the LT or the RT that was already open, took a second to line up the shot as best I could while experiencing blinding amounts of shake, and then let drive with a desperate alpha.

Good players do more than just point and click. They are also cognizant of all the combat factors. That's why the shake doesn't hurt them that much.

Reffer to above.

#29 Nightshade24

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Posted 12 May 2016 - 09:16 PM

View PostWintersdark, on 12 May 2016 - 07:59 PM, said:

Dunno. Color corrected monitor, all settings at max. All I can say is its very easy for me, nothing more than an inconvenience. Maybe you've got your (in game) gamma or brightness set badly so it's losing contrast with bright colors?

Not to sure with that to be honest. and it definitely isn't my eyes as 5-6 hours a day I do nothing but paint, photograph, or digital manipulations of work. If I can't tell the difference between 2 shades of yellow I would have been struggling a lot more in life...

Another thing that came to my mind was the fact that for me every time someone hsa a macro they aim for my head thus my whole screen is lit up with explosions. Do people aim at your cockpit or just anywhere?

#30 GreenHell

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Posted 12 May 2016 - 09:53 PM

I've done AHK's for Autocannon builds 'for the lulz' before. I love the sound, but people are right in saying that it really is just for show. You lose the pinpoint accuracy of the alpha. Even though 'in theory' it takes the same amount of time to do the same DPS, it just doesn't pan out in game.

Tell you what the macro DOES do really well though. It gives that warm fuzzy feeling of blasting hot lead like a minigun.
"Fire and Brimstone" indeed.

Lasers you don't actually need a macro for. You can use the built-in chainfire and simply keep clicking. Lasers are the only ones that will 'chain-fire' as fast as you can click that group.

LRM's are the only ones that I actually have a purpose to macro. I can put them in groups that avoid Ghost-Heat, or set them in super fast chains that ride the 0.51s speed limit. Works well on MDD's and ARC's. You can also use them to open flaps/doors to setup fire-groups that way as well, like on the 9m hardpoint ARC.

Edited by GreenHell, 12 May 2016 - 09:53 PM.


#31 Wintersdark

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Posted 12 May 2016 - 10:57 PM

Yeah, one legitimate use is to make pairs chainfire.

For example, say you have 4 PPC's. You could set up a macro that fires group 5 and 6 simultaneously, then have 2 PPC's chained in each group. Or just set a macro to alternate between firing group 5 and group 6.... But I've had uses in the past for chainfiring pairs of weapons.


Sadly, I've so many mechs now and so many divergent weapon setups that such things just aren't practical anymore :(

#32 Navid A1

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Posted 13 May 2016 - 03:03 AM

View PostNightshade24, on 12 May 2016 - 01:21 AM, said:

How does the ability of not able to see the enemy or even face the direction they are in not effective against good players?


While you are pouring your bullets all over the place. You are totally exposed and can receive a full 50+ damage alpha burn to your side torso....

and then you will die.

The thing is that, all you are doing is creating "cockpit shake"... the reticle stays undisturbed.... inexperienced players will panic... but good players just rip you in half.

#33 Widowmaker1981

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Posted 13 May 2016 - 03:51 AM

View PostNavid A1, on 13 May 2016 - 03:03 AM, said:


While you are pouring your bullets all over the place. You are totally exposed and can receive a full 50+ damage alpha burn to your side torso....

and then you will die.

The thing is that, all you are doing is creating "cockpit shake"... the reticle stays undisturbed.... inexperienced players will panic... but good players just rip you in half.


Honestly, there are situations where cockpit shake means you cant hit your target - if it is covered by ECM (or there is an enemy ECM mech blocking your sensors) and its moving laterally, its pretty much not possible to accurately track it while being blinded.

#34 Nightshade24

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Posted 13 May 2016 - 03:54 AM

View PostNavid A1, on 13 May 2016 - 03:03 AM, said:


While you are pouring your bullets all over the place. You are totally exposed and can receive a full 50+ damage alpha burn to your side torso....

and then you will die.

The thing is that, all you are doing is creating "cockpit shake"... the reticle stays undisturbed.... inexperienced players will panic... but good players just rip you in half.

you are also creating blinding explosions, it isn't just cockpit shake (unless the cool kids disabled that in the options?)

#35 FaithBombCRNA

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Posted 13 May 2016 - 04:14 AM

View PostNightshade24, on 12 May 2016 - 02:25 AM, said:

You still can't ignore the fact that you can't see the enemy and have issues seeing your ret' (if you are not using arm lock)

View PostNightshade24, on 12 May 2016 - 07:25 PM, said:

you probably have different settings them me. Because the yellow aim reticle amongst yellow explosions is really hard to see. Or the Red parts of the hits/ explosions hiding the enemy UI box/ ID. Due to the constant rattling it ma kes it harder for me to keep track as if I do find either UI elements the next hit will knock it away and I have to play Where's Wally all over again but instead of a normal page it's just him with his entire family and relatives while Odlaw is crying in the corner.

View PostNightshade24, on 13 May 2016 - 03:54 AM, said:

you are also creating blinding explosions, it isn't just cockpit shake (unless the cool kids disabled that in the options?)


It's just a perception issue. The cockpit "shake" is really just tricking you into thinking that you have to constantly micro-correct your aiming reticle. You just train yourself to ignore it and you can basically hit with great accuracy. Add to that, the firing mech has to stare you down to keep their fire on target, and it's easy to core them out. No changes in settings are required, just a change in your perception of things.

Don't believe us? Go out and play in Tier 1 or 2 with macro'd AC/5s or 2s. You'll lol at the sound of your mighty dakka for a few seconds, and then die quickly. You'll find yourself almost never winning a staring contest with anyone, and your deaths will almost all be due to CT getting cored out.

#36 Nightshade24

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Posted 13 May 2016 - 04:34 AM

View PostFaithBombCRNA, on 13 May 2016 - 04:14 AM, said:


It's just a perception issue. The cockpit "shake" is really just tricking you into thinking that you have to constantly micro-correct your aiming reticle. You just train yourself to ignore it and you can basically hit with great accuracy. Add to that, the firing mech has to stare you down to keep their fire on target, and it's easy to core them out. No changes in settings are required, just a change in your perception of things.

Don't believe us? Go out and play in Tier 1 or 2 with macro'd AC/5s or 2s. You'll lol at the sound of your mighty dakka for a few seconds, and then die quickly. You'll find yourself almost never winning a staring contest with anyone, and your deaths will almost all be due to CT getting cored out.

But it isn't a matter of the 'shaking' movement illusion. it's the fact the visuals move which makes you loose track of your ret' and such. The enemy is moving because as you said at tier 1-2 people won't be standing still most likely when they are firing a bunch of autocannons and such.

I saw a Jagermech earlier with 6 UAC 2's and they seem to be doing quick well, often with the most kills and damage in match and left me and others several times dominated.
I do not have a mech capable of doing what you have said besides my direwolf which I already got two, one with 6 UAC 5's, another with 6 UAC 2's and an ER PPC. and I often do quite heavily well with them keeping enemies rocking. If they do not retreat immediately they often quickly die with poor response in combat.

Also every death in MW: O is to CT being destroyed. That's what people aim for most of the time and it's partly why I run XL engines a bit more freely then other people.

UAC spamming even without macros works well for me, works well for all enemies I've sene, works well in CW, etc...

#37 FaithBombCRNA

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Posted 13 May 2016 - 05:59 AM

UAC/AC spamming, yes. Chaining/Macroing...no

And while the enemy is moving somewhat, keep in mind, you can only move so much while macroing your AC's. You HAVE to stare at the target, no matter how good you are. The more you move, the more you spread your rounds, making it even MORE likely that you'll get focused down.

Look, if you think it's an uber-weapon, load up fire control and have at it, it's perfectly legal, and no skin off my nose since I'll just blow your CT off.

Edited by FaithBombCRNA, 13 May 2016 - 06:02 AM.


#38 Nightmare1

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Posted 27 May 2016 - 05:09 PM

View PostNightshade24, on 12 May 2016 - 08:01 PM, said:

Reffer to above.


Eh? Your point?

#39 Chuck Jager

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Posted 27 May 2016 - 07:31 PM

A macro for the 2nd shot of the uacs is good to minimize exposure time and the number of buttons pushes that may lead up to more jams.

For UAC10s chain firing is worse with macros because of GH. A macro for 2uacs with .5 sec for second click can really keep the GH down on Dwolves and Kodiaks or any mech that has extra energy firing at the same time.

Sometimes with 3-5 clan UACs a 1-10ms stutter between all weapons in a chain sequence still groups the shells in tight patterns that can create issues with users on low end potatos, but don't expect good players on decent machine to feel it.

STILL FUN





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