Jump to content

Aiming Is Bugged, Continued

v1.0.142

1 reply to this topic

#1 Staffan

    Member

  • PipPipPip
  • Survivor
  • Survivor
  • 66 posts
  • LocationGbg, Sweden

Posted 08 November 2012 - 09:08 AM

From another thread: (why auto-close them so soon?)

View PostSolis Obscuri said:

Deflection shooting involves accounting for the relative motion between you and your target, not just the motion of the target. So if you are firing while running with full torso-twist left, your shots will fall to the right of the stationary target if you aim straight at it - the projectile is moving to the "right' of the target at the same speed as your 'mech. That's not a bug, it's an accurate physics model.


Fair enough, I can buy that. But it gets kind of ridiculous, probably because of the extremely low projectile speed. I mean, it's not like we are throwing balloons filled with water at each other, these are cannons we are talking about! Posted Image

And besides, if my almighty mech computer can calculate convergence and aim the barrels depending on the distance to the target, it should be easy for it to also compensate for the sideways travelling speed of my mech. So fix that instead then!

And I still think it's a bug. Or buggish, perhaps. Posted Image

Cheers

#2 Atheus

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 826 posts

Posted 08 November 2012 - 10:18 AM

There is definitely something amiss with aiming, but I don't think it's limited to just your ballistic weapons, but before I get into that I'll just say that the speed of your typical ballistic is about 800m/s, whether you're talking about a little 7.62x51mm NATO round or the 5 foot long, 1 ton projectiles they fire from 16 inch cannons on battleships. So when you're circling an enemy who is 80m away, in real world terms it would take 1/10 of a second for a round to reach them. The reason it seems like your projectile is moving very slowly is because you lose your grasp of scale when you're looking at something that's approximately human shaped which is actually as tall as a 6 story building. Don't forget that 90m, which is the ideal range for your small lasers (which seems like a very short range) is actually about the length of a football field.

Now with that said, aiming is definitely messed up, even with lasers. I played my K2 through many matches today, and many of them involved shooting down speedily circling Jenners and Cicadas. I found eventually that I really had to lead my target with the lasers to deal damage. When aiming directly at them it would make noises and light up their armor, but would deal no measurable damage. Apparently they were having similar difficulties hitting me while I was moving at ~80kph, since I managed to kill 3 mechs at once who were all circling me at the end of a match (over the course of 4 or 5 very dizzying minutes). I probably won because I was the only one that figured out that I still had to lead my target with lasers. Earlier, though, I had the displeasure of trying to do the same thing with ER PPC's. Trying to hit when you have to lead your target very different amounts for your left and right weapons since your convergence calculator isn't calculating for the distance of the targeted mech, but the ground behind your leading target — the distance of which is constantly changing, and the amount you actually have to lead to hit isn't "correct" either since you have to lead extra to account for the apparent targeting lag.

It would be nice if convergence could be set to lock to the targeted mech's distance regardless of what's under the targeting reticle, but the bottom line is the net code is a work in progress, and we'll continue to miss when we should have hit or hit when we should have missed for a long time going forward.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users