Louis Brofist, on 17 January 2021 - 05:54 AM, said:
Firing 2ppcs at a time will detect just fine if they both make it to the target. Now what does happen is that if a ppc is mounted slightly lover then the other one it might hit terrain and not make it to the target in the first place.
If you have the choice to deliver more damage at once rather then spread out damage over time always take this option, the only exception being if a target is one touch and you have to finish them off.
you should always do that. except in those situations where your crosshair is lined up dead center, and then your ppc bolts go under both arms or dont hit detect and you get nothing for the heat. i think my warhawk prime is my #3 top performer, and i got my ace with a quad cerppc supernova. fire four in rapid succession, and all four hit ct. the convergence math doesn't quite handle widely spaced hardpoints well. when you invoke pythagoras with an fpu, you never know what you are gonna get, especially with a lot of flat right triangles. get a boatload of
nan and you might as well not have converged.
i do this thing where i group my ppcs in 2 groups of 2, set chain fire (a group for each arm more or less), and do alternating doubletaps on both buttons. the result is you get your ppcs off fast yet without losing accuracy caused by convergence glitches. and these arent really peak'n'poke mechs, especially the warhawk, you usually need to do a sustained barrage from an exposed location, where your only cover is your enemy doesnt want to get hit by ppcs. doesnt work against large numbers of enemies without team support though. in those cases you usually side poke the cover.
if you want to max alpha no ghost, put your ppcs in hardpoints that are either in the same component or are very close together. i dont think it matters that much if you delay half a second to fire the second, with cooldowns being what they are, and mechs being slow. i feel that peak'n'poke is more effective with the lighter end of the mech spectrum, and those mechs have a lot tighter hardpoint spacing as well, so fewer glitches.