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MRLS 6locks 90% of the time against vehicles now


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Posted

Is this a newer TT patch change

 

its pretty funny LOL. me and kurosaki instakilled a bunch of arties by firing at the same time on them with mrls

Posted

they also lock onto stanks even when you don't see them, if you just fire in a general area, the mrls rockets will just lock onto them lol

Posted

yea, tt only fixed that targetbox bug (aim at something wich toggles the targetbox, then quickly look around, when targetbox disappears then theres a stank or sbh)

Posted

I don't understand this, my MRLS always seems to lock on quite well, which is why I never understood whilst people like MDK or gelo, that use MRLS all the time, never hit anything.


Hasn't it been like this for quite a while?

Posted

Apparently since the last update. Yeah I always used to lock on at least 4, sometimes 5 or 6. But now it constantly locks on 6 missiles even when ur not aiming for the center.

Posted

they probably made the homing logic clientside, thats why your stank sometimes get hit but you get no damage and wont get revealed because the netcode is shitty

Posted

theres actually been an update?

where can I see changelogs, since renforums is still broke...

Posted
48 minutes ago, ehh said:

theres actually been an update?

where can I see changelogs, since renforums is still broke...

thats the problem

Posted

Yeah, there's also times where you see a rocket clearly not homing into you, but it actually is and "hits" you when you see that it didn't, so it looked like you got hit by an invisible rocket or the other way around where I sometimes shoot with my stank and it looked like I missed on my screen, but I still got a kill anyway?

Posted (edited)

(If you wanna read the more complete version of the explanation below, I've added the conversation I had, with a few cuts, as an attachment)

 

I got in a small discussion with this with Pushwall. Seems like there used to be some kind of bug that got fixed with a recent TT patch, where the raycasts that were used to check whether your shot was a aimed at a vehicle, would sometimes stop like 1mm before it hits the target, fooling the game into thinking you're not aiming at the tank, therefore not locking your missile. I dunno how it got fixed, but I suspect it's a rounding error.

At the same time I always thought you could 6-lock any tank anytime by aiming at the drivers seat, I was however fooled by the game into thinking this. I initiallly tested this theory on an Artillery: I checked the drivers seat location by using a radio command, then aimed slightly below the icon that appeared, making me think i was supposed to aim slightly above the tank. I got consistent 6-locks and assumed I could do the same fighting any other tank.

What really happened is that I ended up aiming "behind" the vehicle, *somehow*. It made the raycasts travel further and therefore the stopping-1-mm-short-problem was no longer an issue. This theory makes sense because it's consistent with the fact that AI always lock onto you 100% of the time - they lock onto you because they aim for your target bone which is further into the object it's aiming at.

 

 

I uploaded these videos to make sure I wasn't imagining things when i tried to refute his theory, it showcases what I'm talking about to some extent:

 

 

By the way, I think this change messes up the game balance further towards Nod's favour. Ever since this bug got fixed, stanks got a helluva lot more powerful and there's not much I can do about it. I feel like there are way more stank drivers now on under and field but I may be biased. One good thing about this change is that it tips the arty vs. MRLS balance more fairly towards the MRLS. I can more confidently say that now, Arty wins in short to mid range, MRLS wins in long range. But which maps are big enough to make this a fair tradeoff?

 

 

pushwallraytraces.png

Edited by Learonys
Posted

You made a reticle to make aiming mrls and double barreled tanks easier? Advantage skin much? 😛

Nah just kidding but it is interesting to see how homing rockets work in Renegade and why they don't work most of the time and now they suddenly are working most of the time. Sometimes it's frustrating to NOT get your rocket to home in, for example your rockets may home in on a teammate and not an enemy or if a buggy goes behind a wall and the rocket just goes towards that wall because the buggy just moved behind it. I also notice that recon bikes are also better now because they got homing rockets too despite short-ranged

Posted

How does it make stanks better? Stanks are a close to mid range unit your not supposed to dependent on the hooming missile logic, you just shoot where the vehicle is gonna move to and stanks still die real quick.

With Mrls you can 6lock across the map and also hoom onto infantry across map now. It's pretty ridiculous. It changes the unit so much. lol

Posted

wdym

you just tap right click to 6 lock ofc...

seems kinda lame they put a fix for apb into ren tho lol?

Posted

Here ya go @Forithow, my reticle xD


Screenshot_382.thumb.png.0deabfeb48a822b8713b498bb7c08930.png

It's still experimental stuffbut i've settled on it for now. I've added a transparent black dot to the middle of the reticle to make it easier to aim when three quarters of your screen is white smoke. The reticle dot (you can't see it here), is also a black dot, with a very thin grey ring on the edge of the black dot. I need to play a bit more with transparency, contrast and size. Mainly its small size kinda makes it harder to free-aim when certain backgrounds match the colour of the reticle too well.

I really wish I could have custom reticles for when you select different weapons, I'd like to have it removed entirely for when I snipe or use a shotgun. I understand that this used to be possible, but has been disabled with Scripts. Was it you that told me that, fori? xD

Either way, if you wanna try em, here ya go!

 

 

 

@Iran A tank is small, fast and deals a lot of damage. Short firing range stops meaning much when you have all the time in the world to choose your own point of engagement. Simply being stealthed, but also having missiles that can arc gives you a lot of flexibility. No other tank can use its environment as much to its advantage as a Stealth tank.

Imagine pushing past your own base entrance with your medium. Going either through the tib field or main hill will mean a stank can shoot you from a higher position (and with it making itself a smaller target) but still reach down far enough with its missiles to hit you. Ever fought a light tank that's positioned higher than you, with a medium tank, at (close-to-)max firing range? It's an absolute pain. homing MRLS missiles hit the floor, and your double barreled Mammoth gun shoots from an even more off-center position from your view. Ever tried shooting a stealthed SBH in third person view? you gotta aim away from your target with a hitscan weapon to be able to hit it. Same concept here with double barreled guns.

Posted

Are you gonna visit my apartment yet? Haagdijk, Breda

Posted

Here's some stats I just figured up, it doesn't really seem to be changing much(games). When I was in the game earlier it was very noticeable, will watch a few more and see how they go.

2018(Jan 1st - Nov 15th): GDI 5895(47.8%)  Nod  6444(52.2%)
2019(Jan 1st - Nov 15th): GDI 5363(47%)    Nod  6044(53%)

Oct(1st-15th) - GDI: 271(46.7%)  Nod: 310(53.3%)
Nov(1st-15th) - GDI: 242(46.8%)  Nod: 275(53.2%)

Posted
22 hours ago, Iran said:

Are you gonna visit my apartment yet? Haagdijk, Breda

u guys gonna sex

  • 1 month later...
Posted

Before the MRLS 6 lock change, and after the change. It doesn't seem to have changed all that much regarding wins(1 percent).

Overall(11125 games/Jan 01, 2019-Nov 04, 2019):
Nod = 53.2%(5920 wins)
GDI = 46.8%(5205 wins)
All Out War(2509 games):
Nod = 50.06%(1256 wins)
GDI = 49.94%(1253 wins)
Marathon(8616 games):
Nod = 54.13%(4664 wins)
GDI = 45.86%(3952 wins)

Overall(1874 games/Nov 05, 2019-Dec 28, 2019):
Nod = 54%(1011 wins)
GDI = 46%(863 wins)
All Out War(541 games):
Nod = 49.35%(267 wins)
GDI = 50.64%(274 wins)
Marathon(1333 games):
Nod = 55.3%(737 wins)
GDI = 44.7%(596 wins)

  • Thanks 1
Posted

I have always been able to 6 lock 90 percent of the time. Specially when backwards. Have not noticed a difference. We could increase the weapon error of the mrl.

Posted

im so confused by this six lock thing. dont you just hold right click and all your missiles track 100% of the time since the beginning of ren? honestly it just seems like they fixed a visual bug. because even before this i would notice my missiles going off into space and still do damage.. hax i guess 

Posted

my OCD is gonna kick in with the first two posts here... but..... hes right.... in a mid range fight with mrls vs stanks we use to conquer.... now im afraid to go out and stick my head out cause i know im done for... but the arty vs mrls is awesome..... and  a good balance... not to say mrls hs with that fucking rocket 90% of the time... it drives me nuts cant run from it so i just stand there LOL

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