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What Is Wrong In This Picture?


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#21 JohnnyWayne

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Posted 19 March 2018 - 02:13 PM

****** clearly stands for awe_some.

#22 Rhialto

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Posted 19 March 2018 - 02:15 PM

View PostJohnnyWayne, on 19 March 2018 - 02:13 PM, said:

****** clearly stands for awe_some.

Whatever wrong thread, start your own...

#23 Kalimaster

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Posted 19 March 2018 - 02:37 PM

You are looking for the faintest glimmer of hope from your team mates as they point lasers at your rear armor?

#24 Yosharian

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Posted 19 March 2018 - 04:13 PM

Good god, triple HLL on a Linebacker... or on anything? What the **** is wrong with you

#25 Beaching Betty

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Posted 20 March 2018 - 06:49 AM

3m

#26 Generic Internetter

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Posted 20 March 2018 - 07:04 AM

3m at reticule.
Also you should bind arm lasers to 1 and torso laser to 2.

#27 Leone

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Posted 20 March 2018 - 07:29 AM

View PostKaeb Odellas, on 18 March 2018 - 05:58 PM, said:


Ray casting for weapons targeting is done from the hardpoint, but for the rangefinder it should cast from the camera.

Neg. What good is a range finder that cannot give you an accurate range. It is done that way to show you when you'll be firing into walls. Trust in the rangefinder.

~Leone.

#28 Kaeb Odellas

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Posted 20 March 2018 - 07:45 AM

View PostLeone, on 20 March 2018 - 07:29 AM, said:

Neg. What good is a range finder that cannot give you an accurate range. It is done that way to show you when you'll be firing into walls. Trust in the rangefinder.

~Leone.


Neg right back at ya

Try this: Hop into a mech with low slung hardpoints, like the Panther. Get up at the crest of a hill in testing grounds and aim at something while your arm weapons are blocked by the hill. You'll hit dirt if you shoot, but the rangefinder will display the distance to the point under you reticle. It will also do the same thing around corners, when your right arm is blocked by the building.

Also, if your rangefinder were to work in the way you described, what range would the rangefinder display if some of your hardpoints are blocked, but some are clear? Would it show the range for the clear hardpoints or the blocked ones?

Edited by Kaeb Odellas, 20 March 2018 - 07:46 AM.


#29 Ghogiel

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Posted 20 March 2018 - 07:46 AM

View PostLeone, on 20 March 2018 - 07:29 AM, said:

Neg. What good is a range finder that cannot give you an accurate range. It is done that way to show you when you'll be firing into walls. Trust in the rangefinder.

~Leone.

Sadly the range finder will only display 0 if the ray cast from the reticle is blocked. The weapons ray cast is separate and doesn't seem to override even if the some or all your weaps are blocked. Like just stick an AC20 on the arm of a KGC, stand near a building so the weap is blocked but the reticle and range finder give normal ranges to what you are looking at and not the building.

#30 Clownwarlord

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Posted 20 March 2018 - 10:20 AM

Wow 3 meters away a wall you can not see ... .

#31 Popcat

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Posted 20 March 2018 - 11:11 AM

I'm with Snazzy Dragon, the loner in g5 looking for a quick trip back to the mech bay if they breath to loud.

So I'm curious how did the mech in G5 fair?

Edited by Popcat, 20 March 2018 - 11:12 AM.


#32 Rhialto

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Posted 20 March 2018 - 02:45 PM

View PostGeneric Internetter, on 20 March 2018 - 07:04 AM, said:

Also you should bind arm lasers to 1 and torso laser to 2.

Yeah true but depends of the Mechs, here in this case I prefer to left click for weapons firing left and right click for weapons firing right thus when I get close to a building corner like here I will only fire the one at the right. Except that in this particular case I would have hit an invisible wall. See next post...

#33 Rhialto

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Posted 20 March 2018 - 02:52 PM

View PostClownwarlord, on 20 March 2018 - 10:20 AM, said:

Wow 3 meters away a wall you can not see ... .

And the resulty is this (I went into Testing Grounds):

Posted Image

BTW for those who said it is not a viable build, give it a try... On this map when I fire the 2 lasers on the right, I get to 28% like in above picture, plenty of room to fire the other laser after a 0.5 second delay and fire again those 2 lasers when cooldown is expired.

Edited by Rhialto, 20 March 2018 - 02:53 PM.


#34 cougurt

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Posted 20 March 2018 - 04:36 PM

View PostRhialto, on 20 March 2018 - 02:52 PM, said:

BTW for those who said it is not a viable build, give it a try... On this map when I fire the 2 lasers on the right, I get to 28% like in above picture, plenty of room to fire the other laser after a 0.5 second delay and fire again those 2 lasers when cooldown is expired.

i'm not gonna tell you how to build your mechs, but i don't see much reason to use a third heavy large over 3 ER meds.

that's a strange place for an invisible wall though. does it only block weapon fire, or can your mech actually get stuck on it as well?





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