Convergence System And Ballistic Weapons
#21
Posted 12 November 2012 - 10:27 PM
#22
Posted 12 November 2012 - 10:42 PM
Use this to your advantage. Shoot the enemy with lasers, while doing this your crosshair will be on target and your weapons converge on it. After the laser-dot ended, lead with your crosshair and fire your ballistics asap.
Does this work always? No, not really... but with some practice it should work most of the time.
#23
Posted 12 November 2012 - 10:49 PM
#24
Posted 12 November 2012 - 11:18 PM
xenoglyph, on 12 November 2012 - 10:24 PM, said:
Math mostly. Your comment adds a lot to the discussion, btw. Good work.
It was a question, not a comment. Your post was a comment...which added nothing to the discussion btw. Good Work.
Anyway, Sawa963.
You say "Snipers do not experience this issue", yet my K2 with ERPPC's experiences exactly the same issues.
#25
Posted 12 November 2012 - 11:29 PM
HugeGuns, on 12 November 2012 - 10:49 PM, said:
Since the latest patch I no longer need to lead with lasers. The only exeption may be a 250+ ping Jenner.
#26
Posted 13 November 2012 - 12:08 AM
But there exists one glaring problem that could be abused.
Once a target is locked in, and convergence is set, you don't even need to have a visual on the target to hit them. What I mean is:
1) You target a mech somewhere down range with R key.
2) Park your mech behind cover (such as the corner of a building), with only your right arm (ala Centurion) poking out from cover.
3) Place arm reticule over red target square, and fire. As long as there is no obstruction between your arm's muzzle and the target, you hit every time.
If you can't quite visualize what I'm saying... just picture Gears of War blind-fire mechanic, only perfect accuracy on your reticule over the locked target.
Locking convergence to target basically lets you fire safely from behind cover. Yes, your firing arm is exposed, but all you would have to do is fire, and twist away between cycle times to minimize that exposure.
#27
Posted 13 November 2012 - 12:13 AM
#28
Posted 13 November 2012 - 12:50 AM
xenoglyph, on 12 November 2012 - 09:54 PM, said:
Lore discussions aside, though; yes, there are some technical considerations that need addressed (lag and hit detection, firing delay), but "fixing" weapon convergence isn't one of them. Ignoring aforementioned technical considerations, a pilot who can't hit what he's aiming at isn't aiming correctly. Sometimes, aiming correctly means placing your point of aim above, below, or to the side of your intended point of impact. Some of this is target-leading, some is plain old kentucky windage, and some of it is compensating for parallax issues created by the huge distance between your gunsights and your muzzle (tip for Dragon pilots: aim high and left).
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Funny how that idea translates directly into the game we're playing...
Nullzero, on 13 November 2012 - 12:08 AM, said:
But there exists one glaring problem that could be abused.
Once a target is locked in, and convergence is set, you don't even need to have a visual on the target to hit them. What I mean is:
1) You target a mech somewhere down range with R key.
2) Park your mech behind cover (such as the corner of a building), with only your right arm (ala Centurion) poking out from cover.
3) Place arm reticule over red target square, and fire. As long as there is no obstruction between your arm's muzzle and the target, you hit every time.
If you can't quite visualize what I'm saying... just picture Gears of War blind-fire mechanic, only perfect accuracy on your reticule over the locked target.
Locking convergence to target basically lets you fire safely from behind cover. Yes, your firing arm is exposed, but all you would have to do is fire, and twist away between cycle times to minimize that exposure.
A 'mech that's lurking behind cover and firing out of it is fighting smart, taking advantage of the EWF/infowar capabilities provided by his teammates in order to maximize his terrain advantage. This is NO DIFFERENT than firing LRMs from behind a hill, except that the LRMs are guided projectiles and whatever gun you've stuck around the corner is not.
"Perfect accuracy" is meaningless in this case, because the perfection of your accuracy is dependent on your ability to actually track a moving target, and in this case is functionally identical to tracking a moving target it any other circumstance.
HugeGuns, on 12 November 2012 - 10:49 PM, said:
Wolfways, on 12 November 2012 - 11:18 PM, said:
You say "Snipers do not experience this issue", yet my K2 with ERPPC's experiences exactly the same issues.
Edited by Straylight, 13 November 2012 - 01:01 AM.
#29
Posted 13 November 2012 - 01:05 AM
Seems the post in question got wiped with the beta forums, oh well.
Would make all projectile weapons (everything other than lasers) function much better. Heck even lasers would work better vs lagshielded lights since you're aiming ahead of them.
Edited by One Medic Army, 13 November 2012 - 01:07 AM.
#30
Posted 13 November 2012 - 01:11 AM
#31
Posted 13 November 2012 - 01:47 AM
Thanks, for menting paralax compensation.
At this moment the main issue is unpedictable fire delay after peuling a triger. I have ping about 160-200 and in addition to random fireing delay somtimes I think there is an additional multiplyer there: I have delay between 0,7 to 4 seconds. Add lagshilding to this - at some mathes i unable to hit the moving atlas, by standing still behind him.
The highest delay i registred was about 5 seconds. I puled a trigger, start evading enemy fire and have friendly atlas killed via CT backshot with AC20 slug from back-left (as my temmates says) of my hunchie cockpit.
That was exception, of cause, but 1-3 second delay still in game most of mathces.
So the solution either target-based convergence (that will not compensate paralax) and do some compensation on moving targets, but add some dispersion based on AC type or to make weapon predictably fire after puling a trigger. The +- 0.3 second dealay will easily ruin your shots on same size moving > 40km/h targets, and now we have much more unpredictability.
Edited by Skirich, 13 November 2012 - 01:56 AM.
#32
Posted 13 November 2012 - 02:03 AM
#33
Posted 13 November 2012 - 02:24 AM
#34
Posted 13 November 2012 - 02:25 AM
ACs are really bad the further your target is away.
The only times hitting a target is pretty reliable is when you're playing facehugger, or if your opponent is running straight towards, or away from you.
I'd love using ACs in more builds, but they are too unreliable to be a good choice.
#35
Posted 13 November 2012 - 02:36 AM
Straylight, on 12 November 2012 - 09:35 PM, said:
1. Light ACs and Gauss Rifles are not brawling weapons to begin with,
If a projectile comes out the end of a tube, it's a brawling weapon. I'm not going to leave a powerful weaopn idle just because I'm at close range.
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fine.
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I will hapily lead a target with an ac-20 in this situation. In fact, I will be ecstatic that my opponent is accomodating enough to come inside my AC20's range.
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What works with leading is consistency. In a circle, I don't really care what range the weapons converge at, I do require consistency for practice to be meaningful. So either converge at the range the enemy is at, or converge at 400m, or converge at 200m, I don't care, pick one and stick with it. If the enemy is at 50m, 10 degrees of variance because my rangefinder keeps flipping from 50 to 10000m is enough to make me rip the d*mn thing out by the wires so I can fire with some consistency.
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Yes. And, don't put complex obstacles in my way when a simpler solution will work better. In a brawl, a gun is a gun is a gun, and if I've invested the tonnage to put ballistics on my chassis, the dagum things are going to get fired when the heat is on.
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I'm not asking the computer to compute leading a target. I'm asking the computer to get out of my way when I do it myself.
There are times when a piece of bubble gum in the windshield works great, and you really don't need 31st century tech to aim a ballistic weapon. WWII fighters had gyros (a mechanical solution) to compute lead (though range on them was selected manually, and the electronics -- if you call a light and a plate of glass electronics -- was mostly the HUD). The actual math to compute lead is algebraic, and quite frankly easier accomplished than, say, setting up current mech's HUD display, or getting LRMs to hit a moving target. If you've got a rangefinder (such as the distance readout on the targeting reticule) and can dynamically factor that into the convergence calculation (which we're already doing anyway), so much the better! The problem here is that the inputs are coming from the wrong place at the wrong time: the rangefinder value that's currently being used comes from LOS along the aiming reticule. When you're circling, the one place the enemy isn't going to be with ballistics is... the aiming reticule. (Lasers don't have this problem because flight time is irrelevant.)
In the field, it's a matter of putting a three-way switch on the convergence acutator's range input: range to highligted target, range through reticule, or manual range setting (and associated dial). 4 sets of wires, a manual range dial, and a soldering iron. Problem solved. Next...
#36
Posted 13 November 2012 - 02:43 AM
#37
Posted 13 November 2012 - 02:53 AM
Its impressively more easy to hit a small scout tank in Wot with a tank that has a large circle of precision in WoT than its to nit anything moving in this game. Maisn reason is that there is no crap system interering.
#38
Posted 13 November 2012 - 03:11 AM
1. Converge on target distance if target selected.
2. Permit [on/off] state for automatic convergence
3. Include a manual convergence override to be set at hard distance of 100, 250, 500, 1000, infinity.
The current system completely destroys projectile game play, as the skill factor of leading shots requires a reliable constant behavior of the weapon system.
Edited by Slanski, 13 November 2012 - 03:20 AM.
#39
Posted 13 November 2012 - 03:16 AM
#40
Posted 13 November 2012 - 03:29 AM
Slanski, on 13 November 2012 - 03:11 AM, said:
1. Converge on target distance if target selected.
2. Permit [on/off] state for automatic convergence
3. Include a manual convergence override to be set at hard distance of 100, 250, 500, 1000, infinity.
The current system completely destroys projectile game play, as the skill factor of leading shots requires a reliable constant behavior of the weapon system.
If they do it alone - there will be too much crying that AC is OP) Especially AC-20 if they makes it damage even half of basic on 500+ meters (cause high caliber rounds do damage not only by impact of the shell, but by detonation of the shell)
edited.
Edited by Skirich, 13 November 2012 - 03:34 AM.
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