

Velocity Skill Tree Nodes
#1
Posted 30 January 2019 - 10:05 PM
#2
Posted 30 January 2019 - 10:24 PM
#4
Posted 01 February 2019 - 11:37 AM
So the velocity node doesn’t increase machine guns velocity either? I appreciate the feedback, thanks gang.
#5
Posted 01 February 2019 - 12:24 PM
Mechaholics Anonymous, on 01 February 2019 - 11:37 AM, said:
So the velocity node doesn’t increase machine guns velocity either? I appreciate the feedback, thanks gang.
Yeah, MGs are purely hitscan, despite them having a listed velocity. I think the velocity nodes might make the tracers travel more quickly, but the tracers have zero impact on the weapon other than visual flair.
#6
Posted 01 February 2019 - 01:36 PM
Verilligo, on 01 February 2019 - 12:24 PM, said:
Which is one of the problems with MGs. If they weren't hitscan and you actually had to lead your target, they might not be as OP when used in mass.
#7
Posted 01 February 2019 - 01:54 PM
Angel of Annihilation, on 01 February 2019 - 01:36 PM, said:
Which is one of the problems with MGs. If they weren't hitscan and you actually had to lead your target, they might not be as OP when used in mass.
Anything used in sufficient quantity will become OP. If you could use LRM200, that would be OP. Of course you can't use LRM200 because there's no way of doing it. There is a way of doing 8 - 12 MGs. 8 - 12 MGs isn't enough to be OP on its own... but if you can put it on mechs that are fast enough to get those MGs into a sluggish mech's rear arc, then that's substantially more dangerous. If that sluggish mech weren't QUITE so sluggish or if its pilot were more able to properly aim and hit the offending mech, then the 8 - 12 MGs wouldn't be OP. But that's not what we have.
We have bad pilots that can't aim with poor positioning driving mechs that are bad at dealing with agile targets while being forced to have low back armor and carry explosive weapons/ammo in a game where most of the time you can't rely on your team to back you up because they don't know you from Adam's house cat. You can change the MGs, but that won't do a thing for everything else on that list.
#8
Posted 01 February 2019 - 02:27 PM
Mechaholics Anonymous, on 01 February 2019 - 11:37 AM, said:
So the velocity node doesn’t increase machine guns velocity either? I appreciate the feedback, thanks gang.
Machine guns are "instantly making contact" like lasers.. In fact the MG is functionally identical to the laser. There is no travel time. The slow-as-heck "projectile speed" refers to the particle effect, due to limitations with the version of Cryengine being used and its issues with particles or so PGI has blamed it back in 2012/2013.
AMS is literally a bubble. If a projectile of type "Missile" (formerly type "Grenade" as missiles once used the grenade script of CryEngine, until realizing a problem where CryEngine's splash damage multiplied damage so SRMs on small enough targets were doing 25 damage per missile....rest in piece, Commando)... anyway if the projectile is a "Missile" and makes contact with the bubble, it is scripted to apply damage to and draw the particle effect leading towards the closest missile until destroyed. Its literally a DPS setup, where your AMS does X-damage per second, multiplied by the number of AMS you have.
Range nodes last I recall does apply to AMS. But given its nature, projectile velocity cannot apply as the AMS, in terms of game mechanics, does not actually use a projectile at all. (Otherwise it could miss and it NEVER misses, its literally a number-ticker. Missile 1, 2 HP 1.5 HP 1 HP 0.5 HP Done). (Not the actual count, just an example.)
#9
Posted 01 February 2019 - 05:49 PM
#10
Posted 01 February 2019 - 10:24 PM
Koniving, on 01 February 2019 - 02:27 PM, said:
Just a note that MGs have built in spread, unlike lasers, so they’re both hit scan, but not identical.
#12
Posted 02 February 2019 - 04:02 AM
Maddermax, on 01 February 2019 - 10:24 PM, said:
That explains why the reticle goes red indicating damage on a target I'm tracking with MGs even though the tracer effects are falling behind. Always assumed it was because thanks to Philippine ISP routing I get 200 to 300 ping no matter which server I end up on.
#13
Posted 02 February 2019 - 06:18 PM
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