Jump to content
RenCorner Network

Mrls 6 lock


Recommended Posts

Posted

So I was curious how this works?? I remember before the TT patch if your right click, all missles would come out one side (like the flamer used to use one nozzle as well) but since that time I never figured out how this works as right clicking at least visually, does nothing different. Lil help?

Posted

it doesnt matter what side they come out and with the latest patch I dont think it matters if you use primary or secondary fire. you just have to target correctly and follow the target for a second or 2 after the missles are away. also even though you may not see the missles tracking the target, they could still be

  • Like 1
Posted

Damn them homing missiles . Be like woo made back in base with  no health and then boom. 

Posted

Thanks for the insight! I wonder why they changed it that way. 

Posted

It was a bug.

To get a better chance of more missles locking on, aim at the origin of the unit (typically the middle of tanks or under the turret). You would aim at the feet or legs of infantry but since the missiles don't track them easily, it's best to shoot vehicles.

If you can get the dot to appear within your reticle, there's a higher chance to lock on as well. You can position your mrls this way at your front on field and be able to hit Arties behind either hill on gdi's field. That's if you have reps and other tanks distracting of course.

  • Like 1
Posted

if they really wanted to fix anything it would be to include the reticle dot regardless of the position of the mrls.  seems like a stupid patch that did nothing for renegade.

Posted
12 hours ago, warlord83 said:

Damn them homing missiles . Be like woo made back in base with  no health and then boom. 

Bad netcode and a combination of Serverside and Client-side hit detection is at fault.

more often than not, the server and client are not in sync, making the client think you missed or didn't lock, but the server did think you hit or locked. Combine this with bad netcode and you have some pretty annoying stuff happen.

Example: you hug with a sniper, shoot and miss, go back behind a wall, to then proceed to die and warp away from the wall. Client of victim thought he was safe, but bad netcode always makes the view of everyone else - including the shooter - lag behind just enough for him to think he can still shoot the victim, headshots, and client-side hit detection registers the hit, causing a kill. This is why the victim often warps back to the point where the shooter thought he hit the victim.

Now back to MRLS. the combination of client and serverside hitdetection sometimes contradict each other, resulting in partial or full damage. I've had this happen far too often in my Med Vs. Arty fights, where i time my shots to peek when the arty reloads, to take partial to full damage when I take cover while I clearly see the enemy shell fly past me. This can off course be compansated for, but that doesn't take away from the fact that renegade netcode is a total bitch and makes people oblivious to this always complain about cheats :fie:

Posted
8 hours ago, YesNoMayb said:

You would aim at the feet or legs of infantry but since the missiles don't track them easily.

 

It's better to use splash damage to kill them instead of relying on missiles alone for a direct hit.

Posted
7 hours ago, Mikey said:

It's better to use splash damage to kill them instead of relying on missiles alone for a direct hit.

It's nearly impossible to do that long range unless they sit still.

 

Posted
9 hours ago, Learonys said:

Bad netcode and a combination of Serverside and Client-side hit detection is at fault.

more often than not, the server and client are not in sync, making the client think you missed or didn't lock, but the server did think you hit or locked. Combine this with bad netcode and you have some pretty annoying stuff happen.

Example: you hug with a sniper, shoot and miss, go back behind a wall, to then proceed to die and warp away from the wall. Client of victim thought he was safe, but bad netcode always makes the view of everyone else - including the shooter - lag behind just enough for him to think he can still shoot the victim, headshots, and client-side hit detection registers the hit, causing a kill. This is why the victim often warps back to the point where the shooter thought he hit the victim.

Now back to MRLS. the combination of client and serverside hitdetection sometimes contradict each other, resulting in partial or full damage. I've had this happen far too often in my Med Vs. Arty fights, where i time my shots to peek when the arty reloads, to take partial to full damage when I take cover while I clearly see the enemy shell fly past me. This can off course be compansated for, but that doesn't take away from the fact that renegade netcode is a total bitch and makes people oblivious to this always complain about cheats :fie:

Im surprised there isnt a way to fix this. Does it have anything to do with server quality? 

Posted (edited)
17 hours ago, YesNoMayb said:

It's nearly impossible to do that long range unless they sit still.

 

Not really, look at field for example. It's not hard to get kills like that shooting with mrls from GDI base side to NOD base side. Depends on how you predict movement too, you should shoot around them.

Edited by Mikey
Posted
On 28-9-2016 at 6:19 PM, Theboy said:

Im surprised there isnt a way to fix this. Does it have anything to do with server quality? 

Somewhat, but remember that there isn't a source code release for this game, and while Scripts fixed a lot of things without it, it already took a ton of effort to accomplish this. Don't expect much work on this from this point. Scripts 5.0 may be worked on, but it's going to be standalone only (as i've heard) so it doesn't work with Renegade ;/

Posted (edited)

 

On 30.9.2016 at 7:39 AM, Learonys said:

Somewhat, but remember that there isn't a source code release for this game, and while Scripts fixed a lot of things without it, it already took a ton of effort to accomplish this. Don't expect much work on this from this point. Scripts 5.0 may be worked on, but it's going to be standalone only (as i've heard) so it doesn't work with Renegade ;/

Renegade wil stay at 4.x.x. Scripts 5 is indeed just for standalone mods. (thats what Jonwil told me in ICQ, wich has been confirmed by Jerad2142.

Edited by rackz

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...