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Minigun fix

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Mr.Mouse:

--- Quote from: QKO on September 17, 2013, 11:12:36 am ---
--- Quote from: treseritops on September 17, 2013, 08:49:25 am ---But the ship momentum is kind of backwards in a way. A lot of times due to the bullets using the ships velocity you have to aim behind a target instead of leading it. If you're on the side of a junker making a maneuver you have to seriously stop and think about the way the "physics" of the gatling gun work. You won't lead the shots? You'll...follow them?

--- End quote ---
This is the prime reason why captains should pull any weird maneuvers when their guns are firing. I can get really good accuracy, but I will still miss half a clip if captain decides to go from turning left to turning right or decides to adjust the altitude via chute vent.

Since this is a suggestion thread, maybe we can have a G-force indicator? Since the guns auto turn when the ship turns, there's no way for a gunner to tell that his ship is changing behavior other than firing rounds in the wrong direction.

--- End quote ---

+1 Like pendulum on all guns. This help all newbye gunners (old gunners can predict some manevers)
But - i still think, that MG broken.

Plasmarobo:
I'm seeing a lot of issues here! Let me impart some things that I've learned!

Heavy Clip:
Nothing says "zero-spread please" like loading in heavy. I only use default ammo (as an engineer) when I'm sure I won't miss a shot.

Uncertain Angular Velocity on a Ship:
Try Zooming out. It helps me acquire a shot 90% of the time, and you can usually determine the direction of ship spin. Once you are hitting again, zoom back in for pinpointing. Or hold fire until your captain gives you a decent shot. Won't always work on Heavy guns, but I think shouting at your captain will help with this issue immensely (or them shouting at you, I like to scream 'hold fire' at my gunners when doing something fancy). I do think the gun behavior (the fact that they keep their absolute angle, rather than an angle relative to the ship) is sort of unhelpful in cases, and maybe some kind of indicator might we warranted. Something that indicates your current angle relative to the ship, and thus illustrates changes in that. Not sure how it should be implemented, maybe using the compass.

Ship Velocity:
I think this comes down to communicating with your captain again. If my gunners are on something critical like a Mercury, some captains like to call out momentum changes for them. With a gat, you can see the direction the tracers are facing, so you know when to lead forward or backwards (If the tracers are facing N and you are shooting E, start aiming S). It might not be entirely accurate, but it is consistent, and pretty easy to figure out 90% of the time.

Let me Reiterate and expand my previous post a bit:
Thinking of the projectile of the gat as a ray might help. If you are moving forward the endpoint of the ray is translated foward. This makes sense. It's weird to think about, and there may be some slight inaccuracies here.
 I don't think it's so broken that it effects the effectiveness of the gat. If you think about it (and have a basic understanding of physics) it's actually very authentic. You impart your ships velocity on shots, but you also must consider the angle of the shot from its origin. You can sort of think of the motion as segmenting your angle (of course, it doesn't actually do this).

No Movement       Forward Motion              Reverse Leading the Target (Aiming behind)
     <==|              \  <==|                       <==|
        *\                   \                                     /*
           \                <--\                             <--/
            \                       \                               /
         <==|          <--  <==|               <-- <==|

I get that for a raycast weapon you don't really expect it to behave this way, and I do agree the tracers could be made to more agree with this behavior, but I don't think the gat itself requires a change. A point and click weapon would have zero skill index. That's not good. Not good at all!

I disagree with the sentiment that things should be easier for new players, but I like challenging games. Learning to use weapons takes time and practice. Being good at this game is 20% Skill and 80% teamwork. 20% doesn't get you very far.

Sprayer:
So I read the minigun has a muzzle speed now. Does that mean it is not Raycast anymore?

awkm:
It's still raycast and is still hit scanning (insta-hit).  The muzzle speed adjusts the ray that comes out of the came to simulate as if the bullets are travelling other speeds.

Combined with the tracers, there is no doubt that it's kind of funny.  We're currently doing a huge pass on gun effects that was supposed to make it in this build but due to unforeseen problems we held it back.

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