Ppc Hit Regestration
#41
Posted 20 December 2012 - 10:44 AM
#42
Posted 20 December 2012 - 10:45 AM
Also there is still a 1/2 second delay on firing ppc's with me guess thats what i get living in europe half a world away from the canadian server :S
Edited by Karl Split, 20 December 2012 - 10:48 AM.
#43
Posted 20 December 2012 - 10:55 AM
#44
Posted 20 December 2012 - 11:04 AM
#45
Posted 20 December 2012 - 11:14 AM
OriginalTibs, on 20 December 2012 - 11:04 AM, said:
its wasted space other than detecting shut down mechs
so its wasted tonnage
#46
Posted 20 December 2012 - 11:22 AM
#47
Posted 20 December 2012 - 11:38 AM
It's not all super easy, especially if we are both on the move, but I feel that PPCs are doing what they are supposed to, and that most misses are on my part. Although I will say that I'm in Maryland and have fairly good ping - so I don't know if lag is making things worse for others.
#48
Posted 20 December 2012 - 11:56 AM
To start, the canon side effects (which PGI has announced they will implement at least) of either UI scramble, EMP effects or the potential of mild heat transfer. Secondly, another thing PGI has stated is looking at the heat and overall performance of ERLL, ERPPC and LPLs. If they reduced the heat of a ERPPC even by 1 would be good.
But outside of that, things I would like to see are a slight damage boost on the weapon such as moving the damage up from 10 to 12. Secondly, I would like the see the mechanic on the minimum range of the PPC change as well. In canon, inhibitors allow the minimum range to exist to prevent feedback damage to the weapon itself (mostly removed within Solaris VII combat). So why not have the minimum range do something, exactly like that?! Just allow us a button (much like the opening of missile bay doors) in which we could push to disable the inhibitor. As a consequence, the weapon now does damage to itself (depending on what range) and mild damage to the weapons location, too. That way we can still fire the weapon, and new guys who are shooting in can have some indication that "you're not supposed to shoot the weapon point blank" rather than just shooting it and do nothing, rather than looking like they're doing something (the impact animation within 90m is VERY misleading).
And for those who think it does zero damage at 89m or less, that is false. The minimum range mechanic works like the inverted max range mechanic. It decreases at a linear rate, doing 5 damage at 45m, and 3.4 damage at 30m.
But, those are just my 2 cents to bring the PPC to the state it should be. I don't know about you, but I think its pretty depressing people don't use a weapon described as a "mech killer weapon" in a game based on only fighting other mechs.
#49
Posted 20 December 2012 - 11:59 AM
Also, as a side note (not to derail the thread) but there's a weapons update in the Command Chair.
#50
Posted 20 December 2012 - 12:33 PM
Prosperity Park, on 20 December 2012 - 11:59 AM, said:
Also, as a side note (not to derail the thread) but there's a weapons update in the Command Chair.
I agree that the Large Laser is very close to perfect. The PPC with double heat sinks is also very close as well. I might have to trade off between 1 or 2 PPC shots on my Awesome 8Q when I'm near 80% heat but a full strike is 30 damage!
#51
Posted 21 December 2012 - 10:48 AM
#52
Posted 21 December 2012 - 11:05 AM
#53
Posted 27 December 2012 - 10:58 PM
here's something i typed into one of the other threads. my experience with er ppcs are as follows:
I can only speak for erppc but i get the feeling those are very broken hitdetection and point of firewise. they must be ranged at 2000m cause the convergance is astronomical. your errppc is in the right arm of your awesome, you shoot at something 200m away right infront of you. if your reticle is dead on the torso of said target you expect your dud shot to fire past the enemy's left arm into the distance to reach it's x range spot. what actually happens is you get a blue streammer flash diagonally from bottom right corner to the top left one and see the bolt whistle 5m off his top right shoulder??? then there are those shots that can only be achieved by ppc's which is through the legs and under the armpit of atlases. plenty of times you'll see the blue stream go straight through and some damage registers an sometimes nothing. also have you seen those shots that suddenly appear 50m in the air and land into the ground 100m behind the target being shot at? i have and it's these flaws and more that's turned my 2 awesome's into med laser boats.
pgi in their wisdom adressed this last patch with a speed boost for ppc/erppcs something like 2000m/s sort of thing. all that does is tweak the leading of a gun to be a little easier. then they want to play with the heat. it does not address any of the problems mentioned above.
Edited by GalaxyBluestar, 27 December 2012 - 11:06 PM.
#55
Posted 27 December 2012 - 11:24 PM
#56
Posted 28 December 2012 - 01:37 AM
#57
Posted 28 December 2012 - 02:05 AM
Elfman, on 28 December 2012 - 01:37 AM, said:
that has alot to do with latency in general which is nothing they can remove at will...
#58
Posted 28 December 2012 - 03:27 AM
Rackminster, on 20 December 2012 - 08:56 AM, said:
That happens on a near miss as well as an actual hit, also you could be out of max range.
#59
Posted 28 December 2012 - 04:02 AM
Pr8Dator, on 28 December 2012 - 02:05 AM, said:
that has alot to do with latency in general which is nothing they can remove at will...
What I find weird though is that if I alpha PPC, SRM and Laser on same mech they all launch at different times with the PPC (or balistic) always the last to fire so fires in order of laser, SRM then PPC.
This seems to happen even if I use 3 mouse buttons with presssing PPC first lasers last. Also if the delay was constant within each match I wouldn't mind so much.
Other night ping stable at 95 (lower than the normal 110 I get) press fire .5 second delay fire again 2 second delay next shot 1 second. Makes trying to hit anything not moving directly towards/away from you nearly impossible even if its slow moving.
Also guy I play with from Canada who has a sub 50ms ping was having the same problem. So more of a server issue (?) than a true latency issue otherwise all weapons would fire with similar delay (as a guess)
Edited by Elfman, 28 December 2012 - 04:05 AM.
#60
Posted 28 December 2012 - 04:47 AM
Elfman, on 28 December 2012 - 04:02 AM, said:
What I find weird though is that if I alpha PPC, SRM and Laser on same mech they all launch at different times with the PPC (or balistic) always the last to fire so fires in order of laser, SRM then PPC.
This seems to happen even if I use 3 mouse buttons with presssing PPC first lasers last. Also if the delay was constant within each match I wouldn't mind so much.
Other night ping stable at 95 (lower than the normal 110 I get) press fire .5 second delay fire again 2 second delay next shot 1 second. Makes trying to hit anything not moving directly towards/away from you nearly impossible even if its slow moving.
Also guy I play with from Canada who has a sub 50ms ping was having the same problem. So more of a server issue (?) than a true latency issue otherwise all weapons would fire with similar delay (as a guess)
Yeah, all ballistics have that firing delay, due to how the server handles them as far as anyone can tell. It's really bad for AC/2s, actually, as it ends up making the actual rate of fire something like a shot every 0.75 seconds instead of the listed 0.5.
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