It's intermittent, but Gauss Rifle in CN9-A's arm is not firing on the aim-point for the arm. It's not Lag because I was hitting fine with SRMs from the side torso. To get the Gauss to hit I actually had to lead the target 'mech by 3 times as much as the SRMs. Weird, huh?


6 replies to this topic
#1
Posted 13 November 2012 - 02:16 PM
#2
Posted 13 November 2012 - 02:55 PM
Its due to several factors, the largest of which is especially on targets that are within SRM range and moving left. Since the gauss is in your right arm, and you are shooting across your body, you have to lead more.
#3
Posted 13 November 2012 - 03:00 PM
I the AC 20 on my atlas D doesn't shoot at the reticule either, I tend to have to aim off the left to make it his where I want. I figured that it actually doesn't have any convergence movement, and just fires straight ahead. Yes, even on stationary targets.
I've seen similar things with the trial atlas gauss.
I've seen similar things with the trial atlas gauss.
#4
Posted 13 November 2012 - 03:00 PM
Gauss Bullets don't go at the speed of light... It's more realistic this way, having to lead your targets
#5
Posted 13 November 2012 - 03:02 PM
RumRunner151, on 13 November 2012 - 02:55 PM, said:
Its due to several factors, the largest of which is especially on targets that are within SRM range and moving left. Since the gauss is in your right arm, and you are shooting across your body, you have to lead more.
Nope nope....if he is having the same problem that I am.....There is a lag time between the time that you press the button and the time that the weapon fires....I would be willing to bet that he could point his weapon at a stationairy target and while he is pressing the button down swing the arm dot over and the weapon would still fire at the point that the dot started from and not where the weapon actually is pointing. Iv put in a ticket for something similar and I would sugest that you do as well op.
#6
Posted 13 November 2012 - 03:30 PM
Issue exists even if both players are sitting still. It's highly noticable at 400+ meters.
#7
Posted 13 November 2012 - 03:42 PM
There ARE several things going on. You're not where you are on your client side. Neither are your opponents. You're probably behind yourself. Your opponents are probably ahead of themselves. This means you need to lead three times on a target to land a ballistics hit.
1. Against your server side position/convergence. This is massively game changing if you're turning. If you turn, lead 30m to the right of the target, and end up shooting 40m to the left, this is what's happening. You were aiming to the left before you took the shot, and fired at that moment instead of when you were aiming ahead. There is also a convergence bug that will make you shoot straight up into the sky, and usually off to the sides. Make sure to keep your arm away from opponents/ledges/etc to avoid it.
2. Leading your opponent's server side position. You have to make an educated guess on where they will be in the next second or two, because chances are they're a 'ghost' that's already several meters ahead of themselves. This is compounded by lateral velocity and sudden turns by opponent. Watch their paper doll to see where shots you take on them are landing, and then adjust. At max transversal, I've had to lead more than three inches ahead of what a traditional lead would have you believe is a "hit'.
3. Traditional lead. This is the easiest, as you need to calculate the travel time of your weapon to its target. Everyone can do this, but if you don't take the above into account it'll just look like you're hitting the target. It looks pretty, but if it doesn't register a hit it's a wasted shot.
I prefer arm mounted lasers. It isn't as hurt by leading because of fire duration+hit scan, and it gives you consistent feedback on the true position of the opponent.
1. Against your server side position/convergence. This is massively game changing if you're turning. If you turn, lead 30m to the right of the target, and end up shooting 40m to the left, this is what's happening. You were aiming to the left before you took the shot, and fired at that moment instead of when you were aiming ahead. There is also a convergence bug that will make you shoot straight up into the sky, and usually off to the sides. Make sure to keep your arm away from opponents/ledges/etc to avoid it.
2. Leading your opponent's server side position. You have to make an educated guess on where they will be in the next second or two, because chances are they're a 'ghost' that's already several meters ahead of themselves. This is compounded by lateral velocity and sudden turns by opponent. Watch their paper doll to see where shots you take on them are landing, and then adjust. At max transversal, I've had to lead more than three inches ahead of what a traditional lead would have you believe is a "hit'.
3. Traditional lead. This is the easiest, as you need to calculate the travel time of your weapon to its target. Everyone can do this, but if you don't take the above into account it'll just look like you're hitting the target. It looks pretty, but if it doesn't register a hit it's a wasted shot.
I prefer arm mounted lasers. It isn't as hurt by leading because of fire duration+hit scan, and it gives you consistent feedback on the true position of the opponent.
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