Where Are You Supposed To Aim With Arm-Mounted Ballistics?
#1
Posted 12 December 2012 - 02:09 PM
However, I noticed that I'm missing a *lot* with the Ilya - essentially, the ballistics are not flying where the circle reticle is indicating. It's not a case of lag compensation either - it looks like my shots are converging somewhere behind the target.
I suspect it's a problem with arm-mounted ballistics. What am I doing wrong, and how are you supposed to aim with them?
#2
Posted 12 December 2012 - 02:24 PM
You just need to lead your reticle to compensate for the momentum. If you can afford to, slow down just before the shot, and allow the reticle a half second on target to get proper convergence. You should have a much easier time with it that way.
Edited by Roughneck45, 12 December 2012 - 02:25 PM.
#3
Posted 12 December 2012 - 02:25 PM
they shoot in an X pattern, you will shoot around some people
All mechwarriors are cross eyed pilots.
convergence will make it into the game some year.
Edited by Ghost Bear, 12 December 2012 - 02:26 PM.
#4
Posted 12 December 2012 - 02:26 PM
Convergence is hurt by two things however. It is not instant so when the range to target changes the convergence doesn't instantly update, especially with the ballstics where the barrel has to physical move. And it is also not based on your R target, but by where your aiming pointer is - so if you aim slightly ahead of your target to compensate for lag you'll actually be targeting a point on the ground 100m or more behind the target, resulting in the wrong angle being used by the barrels.
The farther away the barrel is from the center of your mech the more these convergence issues (especially the leading problem) become, because they need bigger changes to the angle in order to converge (a ballastic weapon mounted in the exact center of the torso would never need to adjust).
The arms on the Ilya are spaced quite wide from the body, which is why the convergence errors are so extreme. By comparsion the K2 Catapult (gause cat) has extremely close to center ballastic point mounting (closer then the Hunchback) which is why they can snipe so well.
Edited by ArcDemon, 12 December 2012 - 02:30 PM.
#5
Posted 12 December 2012 - 02:29 PM
Not great, but its the best Ive managed to do to compensate.
#6
Posted 12 December 2012 - 02:33 PM
(this is with ~150ms ping)
#7
Posted 12 December 2012 - 02:34 PM
Nothing's a better teacher for arm mounted ballistics.
Also remember, you have two reticles, the tiny circle is where you're arms are pointed, the + is your torso.
your pilot lab stuff is a big part of this too.
Also with Ilya I've found a really god setup that nails me 3-5 kills a match has decent surviveability, and the primary guns are in the arms.
#8
Posted 12 December 2012 - 02:37 PM
This is why only the desperate or lucky engage lights with ballistic weapons.
#9
Posted 12 December 2012 - 02:42 PM
Any kind of projectile on the arms except for SRM's(as in, Ballistics and PPC's) just go where they want.
Ballistics and the like are WAY too slow in this game, so there's really no point at trying to hit a moving target outside of about 200m
#10
Posted 12 December 2012 - 02:44 PM
Ghost Bear, on 12 December 2012 - 02:25 PM, said:
they shoot in an X pattern, you will shoot around some people
All mechwarriors are cross eyed pilots.
convergence will make it into the game some year.
Convergence is already there, just a bit wonky.
In theory - if not always in practice - If your reticle is on a non moving mech, all your ballistic shots will hit almost the exact same location - at any range at least out to maximum.
However, Convergence seems wonky.
Leading a far away target is not so bad; but it depends on where your reticle is pointing when you make the shot. If you make the shot within a few seconds of some closer object passing under your reticle, or when aiming way into the distance, the shots do different things - aiming closer, they will "cross paths" and often miss. Aim farther, your shots seem to just go around the target or strike far apart.
The way it is supposed to work is that it takes your weapons a few moments to adjust, and they are constantly adjusting to fire based on your range-finder - they should converge a the distance of whatever is under your reticle.
Against very close targets, this issue is all the more noticable, particularly when firing off far to your left or right.
I don't think it is working as intended, nor can I tell if "Pinpoint" actually did me any good, but I have managed to compensate for this most of the time.
#11
Posted 12 December 2012 - 02:58 PM
Moved one gauss to the RT so that the convergense errors are less extreme. This helps if I have to engage a large, slow target in close combat.
Moved a large laser to my RA so I can engage lights with serious firepower. I have very little problem lag-leading with lasers against lights.
Left one gauss on LA because that's where the slot is. If the target is moving, I'll try to only engage when the background of the target is at a similar distance as the target. This way the convergence seems to be about right. The server is probably setting the convergence distance according to the background.
Thanks for the tips!
Edited by The Jove, 12 December 2012 - 02:59 PM.
#12
Posted 12 December 2012 - 03:06 PM
Last night I gave in and tried a dual-gauss setup on my Cataphract 4X.
Couldn't hit anything for 2-3 matches.
Then I started racking up 400+ dmg and 2-4 kills per match, including multiple light mech kills with the gauss.
It takes a bit of getting used to mainly.
One specific thing: I've been waiting to take my shots for the right moment, when the target isn't moving left or right relative to me, then aim straight at them, seems to help convergence. Also if you're above someone and aim at them, or aim low at them, the difference in distance between where your leading reticule and where they are is less and you get more hits. Same deal for people standing in front of hills/cliffs.
Surprisingly the hardest thing to his is someone moving sideways on top of a hill, really throws off your convergence.
Edited by One Medic Army, 12 December 2012 - 03:09 PM.
#13
Posted 12 December 2012 - 03:09 PM
#14
Posted 12 December 2012 - 03:16 PM
#15
Posted 12 December 2012 - 03:21 PM
#16
Posted 12 December 2012 - 03:23 PM
The Jove, on 12 December 2012 - 02:09 PM, said:
However, I noticed that I'm missing a *lot* with the Ilya - essentially, the ballistics are not flying where the circle reticle is indicating. It's not a case of lag compensation either - it looks like my shots are converging somewhere behind the target.
I suspect it's a problem with arm-mounted ballistics. What am I doing wrong, and how are you supposed to aim with them?
this is one of the few aspects of the game the devs have gone all simuator on. you're basically using fixed range weaponary. the shots are for your reticle at Xmeters if you're trying to shoot a target well under the fixed range the you're shots will only hit far outside the reticle, you need to adjust for that yourself.
succes with fixed cannon auto cannon's ppcs and gauss
----------------------------- Xmetres
-----------------------------:______:
----------------------------:_______:
---------------------------:________:
--------------------------:_________:
-------------------------:__________:
-------------------------(((((( you ))))))
no succes with fixed cannon auto cannon's ppcs and gauss
----------------------------:_____:
---------------------------:______:
--------------------------:_______:
-------------------------:_Ymetres_:
------------------------:__________:
------------------------(((((( you ))))))
it's kinda like a curve effect so yes centralise the weapons to make it easier or you'll have to single fire each arm mounted weapon and judge for yourself how to lead the target.
get the practice in and have fun!
yes i know poor diagrams...
Edited by GalaxyBluestar, 12 December 2012 - 03:30 PM.
#17
Posted 12 December 2012 - 03:25 PM
Ballistics can be fun and they are not useless, but again, if you want the edge stick to small, medium, large and their pulse laser cousins except for the large pulse.
Edited by Zypher, 12 December 2012 - 03:27 PM.
#18
Posted 12 December 2012 - 03:30 PM
ArcDemon, on 12 December 2012 - 02:26 PM, said:
Convergence is hurt by two things however. It is not instant so when the range to target changes the convergence doesn't instantly update, especially with the ballstics where the barrel has to physical move. And it is also not based on your R target, but by where your aiming pointer is - so if you aim slightly ahead of your target to compensate for lag you'll actually be targeting a point on the ground 100m or more behind the target, resulting in the wrong angle being used by the barrels.
The farther away the barrel is from the center of your mech the more these convergence issues (especially the leading problem) become, because they need bigger changes to the angle in order to converge (a ballastic weapon mounted in the exact center of the torso would never need to adjust).
The arms on the Ilya are spaced quite wide from the body, which is why the convergence errors are so extreme. By comparsion the K2 Catapult (gause cat) has extremely close to center ballastic point mounting (closer then the Hunchback) which is why they can snipe so well.
The best way currently to deal with this is the following..
Aim at the ground just in front of your targets line of movement.. Just as you hit the fire button raise teh aim point up.. The convergence will usually still be at the range of the ground y his feet when the guns actually fire.. t is sloppy but I have found it works more often then not.. Use the code in your favor.. The lights do.//
#19
Posted 12 December 2012 - 03:39 PM
Zypher, on 12 December 2012 - 03:25 PM, said:
Uh, what? I've been running a HBK-4SP with a Large Pulse, Medium Pulse, TAG and two SSRM launchers. The Large Pulse scores the majority of my kills against enemy heavy/assault mechs, and when I hit lights with it, they typically run off rather than face it again. It's proven effective for me.
#20
Posted 12 December 2012 - 03:56 PM
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