Jump to content

Lrm Locks, Direct And Indirect.


No replies to this topic

#1 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,594 posts
  • LocationSeraphim HQ: Asuncion

Posted 19 March 2019 - 12:48 PM

I've found a problem with the new lock on times when getting a lock indirectly vs direct line of sight. The system seems to get confused when you go from indirect lock on attempts to direct line of sight lock on.

What I tend to do in many of my LRM mechs is to get a target, jump up over cover as I shoot them with my lasers, and then launch LRMs onto my target as I'm dropping behind cover. As of right now, if I start getting a lock before I jump (indirect), the lock takes longer to get as it is suppose to. But, once I start to jump over my obsruction the game continues to lengthen my lock times as though I am still looking at my target indirectly, despite having direct line of sight.

I've now noticed that there are times when, before hand, I would have obtained a lock well before dropping behind cover is now resulting in gaining a missile lock for the entire time I've been in the air, and often just barely getting a lock after I've already landed back onto the ground. However, this behavior seems to only occur if I was attempting to get a missile lock (or rather, aligning my lasers on target) before acquiring direct line of sight.

Currently, I find I gain locks faster if I purposefully don't attempt to get a lock, jump up (getting line of sight) and then attempt to get a lock once I can see the target. This seems like it is in need of correction.

I will comment, I've only used LRMs in this fashion in one match so far, but I quickly noticed this. I will continue to monitor, and if I find it does not do this in later matches I shall make my remark here.

FYI: No. ECM was not in effect when I saw this behavior.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users