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First-person aiming suggestion
Posted: 18 Jun 2006, 08:21
by Got Lag?
As I understand it the first-person aiming system currently takes the point you're looking at, then calculates the trajectory needed to hit that spot and aims to hit that point. This makes it very difficult to aim at any terrain beyond point-blank unless it's a hillside.
Perhaps the weapons should fire in the direction the mouse is pointing, with the trajectry calculation used to display the projected impact point?
Posted: 18 Jun 2006, 09:42
by Sean Mirrsen
That was so before, and is so for some weapons still. The main reason that way was turned down is because that way you can exploit the unit's abilities in a way the unit itself is unable to - it gives you an unfair advantage.
Posted: 19 Jun 2006, 11:18
by Comp1337
IMO it isnt unfair.. both teams can do it, and you cant micro while FPS'ing
Posted: 19 Jun 2006, 16:54
by Egarwaen
Comp1337 wrote:IMO it isnt unfair.. both teams can do it, and you cant micro while FPS'ing
We've covered this before. It is unfair, and that's why the laser exploit was fixed. It's also impossible for a modder to balance - it means that certain kinds of weapons acquire an effectively infinite range.
Posted: 19 Jun 2006, 18:29
by esteroth12
what was the laser exploit?
Posted: 19 Jun 2006, 18:55
by bamb
It doesn't make sense that the laser weapon carries to a certain, long range, but the machine won't fire there and then there have to be all kind of inconsistent workarounds.
All would be fixed if the weapons range was physical, not targeting based. Automatic targeting would use every bit possible out of the weapons. No drastic exploits really possible then.
Posted: 19 Jun 2006, 19:24
by Rayden
It should be possible to select the weapons which are controlled by player .. see (ok i dont suggest to mod mechwarrior in, but ...) Mechwarrior 3 for example you was able to select the weapon you wanna shoot with. This could be done by numbers (on/off) for every weapon of the unit.
So if you sit in a Krogoth and just want to use annihliator laser or plasma balls you just activate that weapon for user control. All other weapons are fired as normal.
Posted: 19 Jun 2006, 20:02
by Sean Mirrsen
bamb wrote:It doesn't make sense that the laser weapon carries to a certain, long range, but the machine won't fire there and then there have to be all kind of inconsistent workarounds.
All would be fixed if the weapons range was physical, not targeting based. Automatic targeting would use every bit possible out of the weapons. No drastic exploits really possible then.
It's perfectly realistic that a machine carrying a laser can't target an enemy as far as the laser can theoretically shoot - because theoretically, an ideal laser can shoot for a near-infinite distance. And that opens the gates of balancing Hell.
Posted: 19 Jun 2006, 20:57
by FizWizz
Sean Mirrsen wrote:bamb wrote:Stuff
More Stuff
but only if it was shooting through a theoretical vacuum, rather than a theoretical atmosphere.
In instances like this, just fall back on the "gameplay > realism" argument.
Posted: 19 Jun 2006, 23:07
by unpossible
FizWizz wrote:Sean Mirrsen wrote:bamb wrote:Stuff
More Stuff
but only if it was shooting through a theoretical vacuum, rather than a theoretical atmosphere.
In instances like this, just fall back on the "gameplay > realism" argument.
nope, laser beams diverge regardless of how perfect they are

Posted: 19 Jun 2006, 23:11
by Shadow7
How exactly do you enter FPS mode on an unit? I've seen it before but never tried it...
Posted: 19 Jun 2006, 23:12
by SinbadEV
Shadow7 wrote:How exactly do you enter FPS mode on an unit? I've seen it before but never tried it...
YOu press C...
http://taspring.clan-sy.com/wiki/Using_ ... 22_.28C.29
this section will need to be updated for the new version's camera features
Posted: 20 Jun 2006, 00:21
by Dr.InfernO
hmm FPS mode? I don't wanna play quake now!
Posted: 20 Jun 2006, 05:32
by Das Bruce
Dr.InfernO wrote:hmm FPS mode? I don't wanna play quake now!
Can't rocket jump sorry.
