Author Topic: Hitting targets is easier at long ranges  (Read 696 times)

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Offline (TLL)Sky_walker

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Re: Hitting targets is easier at long ranges
« Reply #15 on: January 20, 2010, 09:44:19 PM »
Quote
And those that are mounted in a fixed position to the body of the mech, that can only hit things in relation to their position on the torso and the direction the torso is pointed.
These are also capable of fine adjustments. Mech is quite precise machine, not like human who can operate only his hands well. :P Mech can use legs for adjustments, also AFAIK some weapons in torso can micro-adjust to the target, there is no entirely fixed mount.
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Offline Cujo

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Re: Hitting targets is easier at long ranges
« Reply #16 on: January 20, 2010, 10:58:04 PM »
I think the problem lies more in the fact that weapons automatically converge at the place your targeting reticule is pointed.  Take the Hollander for instance, the guass slug always where your reticule is.  It should go slightly up and to the right of your aim point, because that is where it was fired from in relation to your targeting reticule.  
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Offline (TLL)Highlander

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Re: Hitting targets is easier at long ranges
« Reply #17 on: January 21, 2010, 12:53:09 AM »
I think the problem lies more in the fact that weapons automatically converge at the place your targeting reticule is pointed.  Take the Hollander for instance, the guass slug always where your reticule is.  It should go slightly up and to the right of your aim point, because that is where it was fired from in relation to your targeting reticule.  On the other hand, two different weapons on two different articulated limbs should be able to converge at the exact point.  Take the Mad Cat prime, the two large lasers should be able to hit the same spot, accurately 100% of the time.  Unless maybe the arms are damaged, which opens up a whole other level of game play options.  (Damaging your enemies arms makes them less accurate.)

Basically there should be two types of direct fire weapons, those attached to articulated limbs that are capable of fine adjustments.  And those that are mounted in a fixed position to the body of the mech, that can only hit things in relation to their position on the torso and the direction the torso is pointed.  You could even add a "targeting computer" type equipment that would change the reticule to reflect the pattern that weapons would hit.

Whether or not any of that is possible with the Crytek Engine, I dunno.

Oh it is possible. There is actually a glitch a few others and I have experienced where exactly this happens with PPCs and Gausses. Surprisingly you can't make contact past 300m of range, 400 if you win the lottery. This doesn't seem to work well seeing as these weapons are effective up to 1200m, effectively making them just like ACs, except worse recycle time, higher heat/less ammo, and equal or more weight. In other words useless.
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Offline Shakes

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Re: Hitting targets is easier at long ranges
« Reply #18 on: January 21, 2010, 01:28:10 AM »
The whole premise for this thread is just weird to me.

I can understand that at very close ranges the weapons come from different hard points, so theyll have trouble with something within 50m of you. This would happen in real life for weapons that are several meters apart so its fair enough it happens here too. Anything at a range above this is cake. Take out the Uller with 4ml and 2sl, it can hit with all lasers easily at anything thats not touching windscreens, so long as you have the aiming ability.

The whole argument of 'things moving erratically at closer ranges' is not an actual argument - a puma with MASC flashing across your field of view should be hard to hit. And strangely enough is still hard to hit with a balistic weapon when its at 900m moving perperdicular to you anyway. Conversely a slow assault moving directly toward you is easy to hit at 9 or 900m...i cant understand your argument here, OP..?

And the one thing the devs definitely DID get right is that weapons DONT all converge on the same spot even at 900m - if your aim is right on a slow target chances are they may all hit, but they DONT all hit the same section a la MW4. For this reason you cant core someone in 1 shot with your 6 ER large, which is a very good thing.

Offline CHHs Cyan

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Re: Hitting targets is easier at long ranges
« Reply #19 on: January 21, 2010, 03:55:29 AM »
of course it is
transversal velocity VS. mech torso twist turning speed.

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Offline Koriel

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Re: Hitting targets is easier at long ranges
« Reply #20 on: January 21, 2010, 05:56:48 PM »
As others have pointed out it has always been easier to hit a target @ range even in real life.
Especially considering the range we are talking about.
1500 is NOT long range by today's standards in fact it is considered medium range or close in some cases.
But that also plays in with battletech lore which out of scope in discussion.

This is really about time.
If someone is sitting out @ 1000 meters they have TIME to align the shot and make it count.
You can wait for your target to move towards or away from you.
9 out of 10 times you are also not moving.
If you are moving then yes it is very hard to make the shot accurately.
And ALOT easier when you are closer in while moving till you get to point blank range where again it for the most part becomes hard to hit a fast moving target.

IT is all about target size and distances and I have not found any glaring problems with the mechanics in this respect.

And yes most likely the game engine does not acount for weather and wind etc, but there are very few games that do because the processing power required is too high to get that kind of realism so most games use just basic ballistics.



Offline Uranium - 235

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Re: Hitting targets is easier at long ranges
« Reply #21 on: January 21, 2010, 10:02:29 PM »
I think the problem lies more in the fact that weapons automatically converge at the place your targeting reticule is pointed.  Take the Hollander for instance, the guass slug always where your reticule is.  It should go slightly up and to the right of your aim point, because that is where it was fired from in relation to your targeting reticule.  On the other hand, two different weapons on two different articulated limbs should be able to converge at the exact point.  Take the Mad Cat prime, the two large lasers should be able to hit the same spot, accurately 100% of the time.  Unless maybe the arms are damaged, which opens up a whole other level of game play options.  (Damaging your enemies arms makes them less accurate.)

Basically there should be two types of direct fire weapons, those attached to articulated limbs that are capable of fine adjustments.  And those that are mounted in a fixed position to the body of the mech, that can only hit things in relation to their position on the torso and the direction the torso is pointed.  You could even add a "targeting computer" type equipment that would change the reticule to reflect the pattern that weapons would hit.

Whether or not any of that is possible with the Crytek Engine, I dunno.

Oh it is possible. There is actually a glitch a few others and I have experienced where exactly this happens with PPCs and Gausses. Surprisingly you can't make contact past 300m of range, 400 if you win the lottery. This doesn't seem to work well seeing as these weapons are effective up to 1200m, effectively making them just like ACs, except worse recycle time, higher heat/less ammo, and equal or more weight. In other words useless.
Hmm so that's what that was. I had a PPC Raven and after firing the PPC about 30 times I probably hit maybe 15% of the time. Kept going weird places.

Offline (TLL)Highlander

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Re: Hitting targets is easier at long ranges
« Reply #22 on: January 21, 2010, 10:09:15 PM »
His stuff.
My stuff.
Hmm so that's what that was. I had a PPC Raven and after firing the PPC about 30 times I probably hit maybe 15% of the time. Kept going weird places.

Yep, happens with gausses too. Even more annoying when you have an ammo limit.
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Offline Alendor

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Re: Hitting targets is easier at long ranges
« Reply #23 on: January 21, 2010, 10:16:24 PM »
i find it alot easier to hit moving targets up close with stuff like ACs, ppc and gauss.  Leading a target running perpendicular to your facing 900m out going 70 kph with a ppc or gauss isn't a sure hit.  where ass up close thats an easy shot, you can even pick your subtarget to aim at, like an arm or leg. 

on that note, adding in a cone of fire just because one person doesn't like how the physics of vision and perception of long range objects works doesn't seem to make much sense.  thats how life works, when objects are farther away, they seem to move slower, and they are easier to keep track of.