The PTA turret sweet spot
#1
Posted 29 June 2003 - 01:03 AM
One more thing I forgot, is there a way to use the BC Studio to find the turret archs?
[ 06-29-2003, 04:45 AM: Message edited by: Pyromaniac ]
#2
Posted 29 June 2003 - 11:53 AM
I don't believe that the actual firing arc is viewable anywhere as an image, I could very well be wrong on that though.
#3
Posted 30 June 2003 - 04:03 PM
#4
Posted 30 June 2003 - 06:09 PM
TTFN
#5
Posted 30 June 2003 - 06:30 PM
Originally posted by Tyrn:
I don't believe that the actual firing arc is viewable anywhere as an image,
[/indent]Its not. It is a real-time computed conical arc calculated based on the tag's point of origin (on the turret entity).
#6
Posted 19 August 2003 - 11:41 PM
PTA! PTA! PTA!....you learn something new everyday...dont tell me i'm the only person who didn't know that...no really
#7
Posted 20 August 2003 - 12:02 PM
In BCMG the PTA system is really a valuable asset... I usually play with an AESTROM class carrier and soon I discovered that the sweet spot of this craft was ideal for my gameplay style.... right in the center of my aiming reticule...... I can't ask something better......
I only have a question..... why the PTA doesn't work as a defensive asset? .... I try to explain it better, as I was saying for the gatling of a destroyer they fire upon anything that fly and is enemy.... why the PTA doesn't fire on missiles coming my way?...
However I still find the PTA a very proficent fighting asset against all kind of craft... put it at 60% or 70% against fighters and shuttles and at FULL power against all other target and even if you hit with your main gun.... you'll find that half of the damage was dealt by the PTA.... I have complete the TOD1 and I never fired a missile.......
#8
Posted 21 August 2003 - 04:22 AM
Originally posted by dennymala:
I only have a question..... why the PTA doesn't work as a defensive asset? .... I try to explain it better, as I was saying for the gatling of a destroyer they fire upon anything that fly and is enemy.... why the PTA doesn't fire on missiles coming my way?...
[/indent]It does. It fires on missiles, but the only problem is that they're too tough and too fast. Check in the CVD how much armor a missile has, and then compare to e.g. a fighter. If you really want to know how a PTA system takes out incoming missile, jump cloaked near a hostile starstation and, while still cloaked (you want to see it, right? ) fire one towards it. Then watch the whole show.
#9
Posted 27 August 2003 - 05:33 AM
#10
Posted 02 September 2003 - 10:39 PM
and if you are afraid of missles then push 'E' to activate the electrical jamming device and when the missle passes you by u can turn it off by pushing 'E' , if your moving you will most likely never get hit while it is on since it forces the missle to go in a straight line
#11
Posted 03 September 2003 - 03:03 AM
Originally posted by XOR:
just remember when you gain something your usually gonna have to give something up... that said think about what would happen if the pta system could take out a missle in say one or two shots, sure that would be good for you but it would also be bad for you because other ships would also have this ability makeing combat very difficult because you have to get in front of the target's weak spot to have a chance of hitting them with a missle...
and if you are afraid of missles then push 'E' to activate the electrical jamming device and when the missle passes you by u can turn it off by pushing 'E' , if your moving you will most likely never get hit while it is on since it forces the missle to go in a straight line
[/indent]In fact I never use missles..... I often use the "E" key..... and I never get hit by a missle...
I command an AESTROM class super cruiser and the PTA sweet spot allow me to destroy a capital ship usually in less that a minute without firing a shot with my primary gun..... If you add this to the fact that I always played fly sims and that I like dogfighting.......
#12
Posted 03 September 2003 - 01:53 PM
What I mean is...at 50% is the damage half as much and the rof half as slow?
i.e. (these are made up numbers)
100%=60 dmg, 3 sec rate of fire and
50%=30 dmg, 1.5 sec rate of fire?
Or is it quadratic? Is there a sweet spot for percentage that yields the most damage at the highest fire rate on an arc?
#13
Posted 17 September 2003 - 11:10 AM
#14
Posted 18 September 2003 - 02:33 AM
you can even fly lower and activate your EMD to dodge the missiles....... but it's better to upgrade your ship first with the best shield and the best armor.......
#15
Posted 18 September 2003 - 07:22 AM
Originally posted by dennymala:
you can even fly lower and activate your EMD to dodge the missiles.......
[/indent]Yeah, or just cloak.
#16
Posted 18 September 2003 - 09:38 AM
And you could even speed up the destruction derby by using the primary guns too..... try using some different power settings while you took out a building or a mobile target (switch to 70% or 50%...)
#17
Posted 18 September 2003 - 09:50 AM
Besides, I don't have a joystick (desk not big enough) and I can't seem to get mouse flight to work. Doesn't matter, those cities are easy to take out anyway, and money isn't a problem. I'm not really in the big league yet so mining provides me with more than enough cash.
#18
Posted 30 September 2003 - 09:36 PM
Also, I've tried using the Aestrom, seduced by these stories of a killer PTA sweetspot that's right in the center of the aiming recticle but I honestly haven't ever seen the PTA system activate on this thing.
Admittedly it's nowhere near as much of a dog to handle as the Firestorm but so far it's no substitute for the sleek and deadly Megaron.
#19
Posted 30 September 2003 - 10:36 PM
Originally posted by Korgmeister:
Also, I've tried using the Aestrom, seduced by these stories of a killer PTA sweetspot that's right in the center of the aiming recticle but I honestly haven't ever seen the PTA system activate on this thing.
[/indent]Maybe you're not at the correct range? I usually use my PTAs at around 7.0 Km. They don't just fire straight down the nose either, they will fire a little bit off-centre too.
Pointing at my target and maintaining said range never gives me any problems at all. I can't think what else you could be doing wrong.
#20
Posted 01 October 2003 - 01:51 AM
No, I was being silly and trying to take out fighters at point blank (less than 2km) range.
This will definately be food for thought. If I'm going to produce visual aids to help new Commanders to identify the sweet spots, I will need to include effective range.
All Commanders, your help will allow me to compile this sooner. Please list the effective turret ranges (and sweetspot) positions of all craft that you are familiar with.
I'm currently Familar with:
Canlon: Sweet Spot is straight above, effective range is from 0.5-20km
Generis: Straight above or straght below, effective range from 0.5-20 km
Straight ahead, effective range from 5-20km
Megaron: First recticle from centre on port (left) side.
effective range from 0.5 - 20km
Anything else you know will be handy. I'll see about whipping up a few graphics later on in the afternoon, hopefully.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users














