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Fixing Ballistics
#1
Posted 26 November 2012 - 01:40 PM
The idea is that the weapon impacts will come together at the range under the crosshairs. Lag shooting is the necessity to shoot in front of the tgt based on delta so that the shot will hit the target when the server, not the client, based on the time delay between the 2 clients and the server, thinks the incoming round impacts on the target.
If i have to lead a target in front of the target to hit a target then my crosshairs are not on the target, they are somewhere behind the target, which may be 50 or 5000 meters beyond the target, and my rounds are bouncing all over the place around the target because of the constant changes to range based on where my crosshairs are, which are generally everywhere but the target.
I don't mind missing a lot, welcome to lag shooting 101. What I do mind is my rounds missing, not because of my inability to accurately forecast where the enemy mech will be in 150-200 microseconds, but because the barrels of the weapons I am shooting literally are moving around anywhere but where I am actually wanting to hit.
#2
Posted 26 November 2012 - 01:50 PM
I think making ACs into "spray" weapons will just make them into crappy versions of lasers that weigh 10x as much.
I'm not a huge fan of knockdown and other "stun" effects - let's leave the cheese behind with MW4.
#3
Posted 26 November 2012 - 02:17 PM
#4
Posted 26 November 2012 - 02:19 PM
Solis Obscuri, on 26 November 2012 - 01:50 PM, said:
I think making ACs into "spray" weapons will just make them into crappy versions of lasers that weigh 10x as much.
I'm not a huge fan of knockdown and other "stun" effects - let's leave the cheese behind with MW4.
This. I don't want to relive the MW3/MW4 days.
#5
Posted 26 November 2012 - 02:21 PM
TruePoindexter, on 26 November 2012 - 02:19 PM, said:
This. I don't want to relive the MW3/MW4 days.
If im not mistaken the only weapons that did serious screen shake were the big weapons, you know the ac 20, gauss, and ppc's
in mech 3 mech 4 was just awful.
Edited by Scryed, 26 November 2012 - 02:21 PM.
#6
Posted 26 November 2012 - 02:40 PM
but Yes I think the AC20 should have the ability of knocking mechs down
#7
Posted 26 November 2012 - 04:52 PM
#8
Posted 26 November 2012 - 05:41 PM
As for the manual adjustment, and extra target data (such as speed and latency)... as useful as it may be, it'd nonetheless be an information overload for the most part. If anything, Ballistics should be simplified and made more reliable; not harder to use by adding more variables.
Lastly, about knockdowns... AC20 is already a hard-hitter in close quarters, so giving it a "stun" effect would basically mean that even if the first round isn't a one-shot, the following one will certainly be. That's cue for cheesy. The "lacks" of the AC20 come mostly from the efficiency of Gauss at point-blank range; it's something relative rather than inherent to the weapon.
For even larger ballistics and explosives, such as Artillery or Minefields (if we even get it) one could consider knockdowns; but let's see first how they play when/if they return to the game. An overheated, stationary, or legged Mech is already scrap metal, so any incapacitating effects should be handled with extreme care - not put everywhere.
#9
Posted 26 November 2012 - 05:58 PM
#10
Posted 26 November 2012 - 06:47 PM
Do a simple sliding scale based on a mech's starting weight.
Figure half the mech's weight in damage for a 50% chance of knockdown.
Increasing the damage would increase the % chance.
So a 50 ton medium would require 25 damage. And yes that 100 ton Atlas would take 50 damage for a 50% chance to knockdown.
That would put a bit of balance back and give a way to stop lights. (If you can hit them)
Edited by Ghosth, 26 November 2012 - 06:48 PM.
#11
Posted 26 November 2012 - 06:54 PM
In other words, would 3xAC2 cause KD.
#12
Posted 26 November 2012 - 07:09 PM
The AC10-20 probably do, along with LBX.
#13
Posted 26 November 2012 - 07:36 PM
The chain gun AC option is interesting, I'm not opposed to it, but I also think the current mechanic is fine how it is. Convergence on the locked target is all ballistics need to fix them at this point (well, along with the projectile speed thing that they are already planning.)
#14
Posted 26 November 2012 - 07:44 PM
#15
Posted 26 November 2012 - 07:47 PM
Zakie Chan, on 26 November 2012 - 07:44 PM, said:
Yea, or when you are so close that an enemy fills you entire screen, but the round goes 45 degrees up in the air for some damn reason. It's way easier to hit at 500m than it is at 50m the way things are now.
#16
Posted 26 November 2012 - 08:18 PM
#17
Posted 26 November 2012 - 08:32 PM
Yeah, exploitable. I know. Not gonna happen, I know.
#18
Posted 26 November 2012 - 08:52 PM
I think that UACs would have a more interesting place if they did away with the double-shot mechanic and just changed them to burst fire guns. Overall DPS should work out to be higher, but at the cost of concentrated damage and jamming chance. Eventual Rotary ACs can be full auto continuous fire weapons with a jam chance that ramps up as they fire without a break.
As for ballistics and knockdown, I'd rather they didn't make it an automatic thing, nor force RNG to screw some people over some of the time. I'd rather they wait until they add a gyro mechanic. Have neurohelmet type, gyro type, pilot efficiencies, mech size and type, etc., all factor in to a gyro rating. As a mech takes damage and suffers high impulse hits, the balance meter will fill, and the gyro and other factors will determine how big the bar is and how quickly it zeros itself again. If the balance meter gets to 75% the mech would slow, at 95% it would stagger to a halt/take a step back, and at 100%+ it would fall over. Falling would have to zero the meter immediately, to prevent gyro stun locks.
#19
Posted 27 November 2012 - 06:39 PM
#20
Posted 30 November 2012 - 10:04 AM
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