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Need An Opinion About This Clip


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#1 Davegt27

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Posted 29 April 2021 - 01:39 AM

have a look at red team anni at after 35 sec and later

https://clips.twitch...7ZDiuRaXbLdN4Kd

I am not playing just watching

Edited by Davegt27, 29 April 2021 - 01:41 AM.


#2 Ignatius Audene

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Posted 29 April 2021 - 01:52 AM

And?

#3 My Lord and Saviour Jesus Christ

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Posted 29 April 2021 - 02:00 AM

[Redacted] You've must have seen Frozen City before, you know there are buildings, terrain and a dropshop behind the streamer. Places where you can get elevation and shoot down at someone.

#4 D A T A

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Posted 29 April 2021 - 02:06 AM

They seem coming from the assault behind the camera

#5 Dauntless Blint

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Posted 29 April 2021 - 02:31 AM

I see ATM's being used at a non optimal to useless range?
I hear too much guidance for overloaded new Anni pilot?
Too rigid plan trying to herd cats?
I don't hear nearly any targets called for focused fire?

Why would you post this?

Edit: it seems you're pointing out a PPC sniper on the blue team's great firing angle/position? Probably a Shadowcat...
Jump Jets...

Edited by Dauntless Blint, 29 April 2021 - 02:39 AM.


#6 Alexander of Macedon

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Posted 29 April 2021 - 03:00 AM

Yep, it's 100% the assault behind the perspective player firing from elevation. You can even hear the firing noises from behind him. It's probably up on top of the dropship, as Monke said.

Getting kinda sick of passive-aggressive hackusation threads from people who don't know basic things about the game TBH.

Edited by Alexander of Macedon, 29 April 2021 - 03:01 AM.


#7 Brauer

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Posted 29 April 2021 - 06:17 AM

View PostD A T A, on 29 April 2021 - 02:06 AM, said:

They seem coming from the assault behind the camera


This. I haven't played in that spot with a PPC mech above and behind me, so it looks kind of funky, but it likely is just a mech on high ground or a poptart.

#8 LT. HARDCASE

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Posted 29 April 2021 - 06:20 AM

Dave you've been around way too long to not understand what poptart looks like.

#9 GuardDogg

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Posted 29 April 2021 - 08:35 AM

Took me awhile to see what is going on with the PPC shots. It looks like PPC shot from the sky (angle). But really the shot is coming from the Marauder 4L(Lance mate), that is behind the Sun spider, higher altitude.

#10 Der Geisterbaer

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Posted 29 April 2021 - 09:35 AM

I guess the irritating part is where those PPC shots have their rendered starting points within the availible field of view of the spectated mech. I never bothered watching PPC shots from a side angle so my only question would be: Do they only become visible after they have travelled whatever minimum range the involved PPC has or generally with a starting point that is at a certain distance from the firing mech?

Because if they do start at the firing mech itself one would expect them to enter them the field of view not at an (somewhat) arbitrary point already within the FoV of the Sun Spider's pilot but directly from the edge of the FoV ~shrug~

Given the explaination attempts given by others so far one could scratch that one up to bad rendering though.

#11 Teenage Mutant Ninja Urbie

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Posted 29 April 2021 - 11:02 AM

nevermind the ppc shot, see above

that video though:

the atm-snova is ....... actually, it is exactly the best video on "why ATMs suck now" Posted Image
people hang back and use them as lurms, cause it pays just like the 'getting close and personal'-approach from before
-only it's much safer to hang back - see backfield-lurmers.

the longrange atm-damage needs to be reverted, before this "playstyle" establishes itself more.
.. my blue-team-trigger-finger gets itchy again seeing this.. Posted Image

Edited by Teenage Mutant Ninja Urbie, 29 April 2021 - 11:10 AM.


#12 Alexander of Macedon

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Posted 29 April 2021 - 03:17 PM

View PostDer Geisterbaer, on 29 April 2021 - 09:35 AM, said:

I guess the irritating part is where those PPC shots have their rendered starting points within the availible field of view of the spectated mech. I never bothered watching PPC shots from a side angle so my only question would be: Do they only become visible after they have travelled whatever minimum range the involved PPC has or generally with a starting point that is at a certain distance from the firing mech?

Because if they do start at the firing mech itself one would expect them to enter them the field of view not at an (somewhat) arbitrary point already within the FoV of the Sun Spider's pilot but directly from the edge of the FoV ~shrug~

Given the explaination attempts given by others so far one could scratch that one up to bad rendering though.


It's an uncommon visual bug with PPCs fired in this general situation (from behind the player's perspective at a point forward of them). It doesn't happen all the time, but when I went into the Frozen City training ground to check positions I got it to happen once out of ~20 trials, and that one time was identical to the clip: the initial "burst" of particles appears about half an inch from the edge of the screen and the effect proceeds normally from there. I suspect it's probably more common in online play since that introduces all the usual issues of client vs. server agreement on where projectiles and their effects are.

Incidentally, the place the streamer was sitting in is a pit directly below a large hill with a perfect view of that entire end of the map.

All that aside, however, there are incidental things that indicate exactly what's happening: there's an assault parked somewhere upslope of the streamer, PPC sounds are triggering behind him every time those shots appear, and the effects of the PPC trail become noticeably thinner as it moves from where it "appears" to the target. If it was really what OP seems to be implying, a cheat that allows someone to fire PPCs from the skybox down at targets, the PPC trail would stay the same width and there wouldn't be any audio cue for someone as far away as the streamer. The visual bug/desync causes a very minor trick of perspective that five seconds of thinking can resolve, essentially.

Edited by Alexander of Macedon, 29 April 2021 - 03:18 PM.


#13 Davegt27

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Posted 29 April 2021 - 06:17 PM

well I might have been around awhile but
I play solo 99.99% of the time solo almost always at the front

I was thinking ok PGI what are you doing, cheat never entered my mind

I am sure glad I asked the question

thanks

#14 PocketYoda

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Posted 30 April 2021 - 02:13 AM

Yeah no i watched 10 times that PPC starts in the sky and shoots to the anni.. no way its from a mech, you step it from 10secs to 11sec that ppc is firing from the sky to the mech, not up to the sky..

Its plain as day to see it, something is wrong there.. its not the marauder..

It starts in the sky and shoots to the annihilator.. the apologists are wrong this time. No one from what i read implied a cheat..

Edited by MechaGnome, 30 April 2021 - 02:17 AM.


#15 SmokeGuar

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Posted 30 April 2021 - 02:57 AM

MAD-4L has top mounted energy hardpoints, they are clearly off main axis and create odd visual effects. Don't think there is anything more to this.

At 10...11 sec, SNS is at lowest point compared to MAD, hence greatest visual difference.

#16 Alexander of Macedon

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Posted 30 April 2021 - 03:13 AM

View PostMechaGnome, on 30 April 2021 - 02:13 AM, said:

It starts in the sky and shoots to the annihilator.. the apologists are wrong this time. No one from what i read implied a cheat..

1. No, it doesn't. The trail attenuates as it travels, indicating that it is moving away from the camera. If it was spawning in the skybox and going straight down it would stay the same width, and there would be no "PPC firing" sound effect from behind the camera.

And, like I said, this is a known visual bug.

2. Almost every thread like this is a hackusation thread. I've very happy to see that for once it was just someone confused about something and asking for clarification!

#17 Der Geisterbaer

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Posted 30 April 2021 - 12:15 PM

Alexander of Macedon said:

It's an uncommon visual bug with PPCs fired in this general situation (from behind the player's perspective at a point forward of them).


Since I never bothered looking at PPC flashes from a side angle I also cannot comment on how common or uncommon that particular rendering bug is overall. And it's still irritating even when suspecting or actually knowing about the existance of such a bug simply because it defies expectations our human brains apply to these visuals.

Alexander of Macedon said:

All that aside, however, there are incidental things that indicate exactly what's happening: there's an assault parked somewhere upslope of the streamer, PPC sounds are triggering behind him every time those shots appear, and the effects of the PPC trail become noticeably thinner as it moves from where it "appears" to the target.


Which is all fine and ties in with pretty much everyone's explaination in case where it actually was attempted to give one. The main problem with most of the explainations however was that everyone was eager to share the info where the ppc firing mech most likely was positioned based on map knowledge and audio cues but noone cared to spell out the elephant in the room: Why a mech firing from that position would actually create those "abnormal" visuals.
To make things worse ...

Alexander of Macedon said:

If it was really what OP seems to be implying, a cheat that allows someone to fire PPCs from the skybox down at targets, the PPC trail would stay the same width and there wouldn't be any audio cue for someone as far away as the streamer.


... you even outright assumed that the OP was implying foul play and - despite having acknowledged by now via a secondary post that this wasn't actually the case - haven't bothered with (publically) appologizing for that unwarranted negative assumption.

For me this is one of the cases where someone indeed made an *** out of u and me where u is literally you and me is the OP. It's also a good reminder that sometimes it would be better for this forum (or any other forum for that matter) if people took a step back before making such assumption and / or brushing off questions just because they individually are reasonably certain about knowing the "correct" answer but then out-right fail at actually providing the real explaination to the question at hand.
The answer to the question was actually not "there's a mech on higher ground to right and slightly behind the spectated mech" but "there's a (decently well known) render problem with the ppc shots fired by that mech on higher ground to the right and slightly behind the spectated mech" and not everyone can and will by default be able to make the connection that you (and others) do seem to consider to be trivial.

Alexander of Macedon said:

The visual bug/desync causes a very minor trick of perspective that five seconds of thinking can resolve, essentially.


I'll just leave it at this: Coming to the conclusion that there must be a render bug involved is not as trivial as you make this out to be and five seconds for doing so is certainly not the average time it'll take the majority of people who are confronted with this phenomenon for the very first time simply because watching the relevant sections of video already takes longer than that.





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