Lock-On System Is Bugged In Pts 2
#1
Posted 06 February 2019 - 02:24 PM
When you get a fast lock with LOS, you can't break LOS or you will lose the lock immediately and enter a slow lock-on mode. even if the radar maintains a solid lock. In other words.
You can't jump up get a lock, and fire a volley... you'll lose the lock the moment you get behind cover.
Two scenarios that happen often:
1- You get a lock with LOS and fire your missiles, 90% through the way the target gets behind a small obstacle for a fraction of a second and thats a wasted volley
2- You get an indirect lock, you fire, then the target moves into your LOS and back into cover and thats again a wasted volley
WHY THIS IS NOT TESTED BEFORE RELEASE?
#2
Posted 06 February 2019 - 03:03 PM
#3
Posted 06 February 2019 - 03:17 PM
Naturally this is not intended. (We don't call it a smoke test for nothing.)
Working with the team to investigate, and naturally I'm going to push to try to get a new build kicked off ASAP once we fix this one up since this makes testing a challenge. For now, just know it's not intended and will be looked into.
#4
Posted 06 February 2019 - 03:22 PM
#5
Posted 06 February 2019 - 03:31 PM
Cause yeah thats funky
If your not running target decay.
Shouldn't the lock be lost completely once LOS is broken.
Unless a team mate is maintaining lock of course
My Thoughts
Edited by OZHomerOZ, 06 February 2019 - 03:31 PM.
#6
Posted 06 February 2019 - 03:40 PM
#7
Posted 06 February 2019 - 03:45 PM
Alvst, on 06 February 2019 - 03:40 PM, said:
Going to need confirmation on this. Remember, missiles will track to the last position they where locking in on when they lost the lock.
So against a static target, they will still track to the target since they are still tracking to the last position they had a lock. This is something that will need to be confirmed against a moving target. Still have my queue wheel waiting for when enough people get in to drop into a match.
#8
Posted 06 February 2019 - 04:09 PM
Lock is maintained.
#9
Posted 06 February 2019 - 04:26 PM
#10
Posted 06 February 2019 - 04:36 PM
Chris Lowrey, on 06 February 2019 - 04:26 PM, said:
Couldn't find a match even after 30 minutes... will gather a bunch and try later in a lobby.
#11
Posted 06 February 2019 - 05:01 PM
I actually think that it's a nice touch, it's something to keep them looking out, so that you can't just look out for grabbing locks, and then go back into cover and began shooting in IDF to circumvent the locking penalties.
EDIT:
I tried it, and the relocking sequence when getting behind cover is faster than getting a complete lock starting from cover.
I still feel that it's a nice touch, but after further tries such as pop-tarting, I feel that it's a bit intrusive. It also makes it easy to destabilize locks, which is an additional weakness for the homing users and ammunition for the targets, so I would be best to do away with.
Edited by The6thMessenger, 06 February 2019 - 05:41 PM.
#12
Posted 07 February 2019 - 02:05 AM
OZHomerOZ, on 06 February 2019 - 03:31 PM, said:
Unless a team mate is maintaining lock of course
#13
Posted 07 February 2019 - 06:53 PM
So for those that where looking to test over the weekend, the primary issue on PTS right now appears to only be a UI / Animation issue where when you go into cover, you still retain the lock, but it appears as if you are still midway through acquiring a lock.
We are still collecting feedback on everything else being tested, so we will continue to have the PTS open over the weekend up until we have a new build with a solution to this ready to test.
Thanks to everyone who has taken the time to test so far.
#14
Posted 07 February 2019 - 10:18 PM
Chris Lowrey, on 07 February 2019 - 06:53 PM, said:
So for those that where looking to test over the weekend, the primary issue on PTS right now appears to only be a UI / Animation issue where when you go into cover, you still retain the lock, but it appears as if you are still midway through acquiring a lock.
We are still collecting feedback on everything else being tested, so we will continue to have the PTS open over the weekend up until we have a new build with a solution to this ready to test.
Thanks to everyone who has taken the time to test so far.
Thank you for the follow up.
In the new build can you please reduce ALL LRM Direct Fire spreads by at least 20% base value?
To make them act, at the very least like the current LRM on live in terms of spread and focused damage.
Edited by Navid A1, 07 February 2019 - 10:18 PM.
#15
Posted 07 February 2019 - 10:53 PM
Navid A1, on 07 February 2019 - 10:18 PM, said:
Thank you for the follow up.
In the new build can you please reduce ALL LRM Direct Fire spreads by at least 20% base value?
To make them act, at the very least like the current LRM on live in terms of spread and focused damage.
I'd rather they just made the live-version the PTS IDF spread, and then the DF spread is improved by 20% of that.
#17
Posted 08 February 2019 - 09:15 AM
Navid A1, on 07 February 2019 - 10:18 PM, said:
Thank you for the follow up.
In the new build can you please reduce ALL LRM Direct Fire spreads by at least 20% base value?
To make them act, at the very least like the current LRM on live in terms of spread and focused damage.
I can't guarantee that we can get value changes in, but I'm going to try on my end. Our priority is to address any behavior related bugs that we are smoke testing with this feature such as this reported issue. Because of this, I can't introduce any additional variables until a stable solution is finalized for these lock-on behavior bugs. Or any further behavior bugs that might come up. If there is enough time to squeeze in some value changes prior to us kicking off the final build, I'll try to, but at this point I can't guarantee it.
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