Gimballed Cannon Class 3 not really accurate?

Why? We don't tell you that sensors do affect accuracy in any way. That's just assumption on the part of the players. Though seeing as it's clear people like to think it does affect things now it might make sense but it seems like an unnecessary update to the game that requires localisation and testing etc.

I can totally see how people can get confused with this:

Gimbal-mounts: These weapons operate differently when a ship locked into your targetingcomputer is in front of your ship; the gimbal-mount will move autonomously towards the target.
The point at which this auto-aim occurs is based on how strong your sensors are and how
strong the emissions of the target are.

It's from the manual, page 55, and it really only regards to sensor range.
 
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Mike Evans

Designer- Elite: Dangerous
Frontier
I can totally see how people can get confused with this:



It's from the manual, page 55, and it really only regards to sensor range.

Ah I see, that would explain the issue then :S The bit about sensor strength is factually wrong or at least could be better worded to imply the range of the sensors.
 
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It's not their accuracy that degrades, it's their fire rate, shot speed and tracking speed. The larger cannons are meant to be used against big slow moving ships because trying to hit anything else is going to be really difficult.

I have no problem with this part but even against slow ships the projectiles speed is INCREDIBLY slow. The ship cannot be allowed to change course at all or you need to be incredibly close to hit.

What's the average distance ED combat is supposed to occur at?
 

Mike Evans

Designer- Elite: Dangerous
Frontier
I have no problem with this part but even against slow ships the projectiles speed is INCREDIBLY slow. The ship cannot be allowed to change course at all or you need to be incredibly close to hit.

What's the average distance ED combat is supposed to occur at?

We wanted combat to be a knife fight affair in general.
 
Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.

Or maybe just make sensor upgrades have some kind of effect on gimbals (maybe less sway when chaffed?) so people have a reason to mount anything other than D-rated sensors, as anything else is a waste of mass and reactor power?
 
Or maybe just make sensor upgrades have some kind of effect on gimbals (maybe less sway when chaffed?) so people have a reason to mount anything other than D-rated sensors, as anything else is a waste of mass and reactor power?

better sensors help detect ships on silent running easier..though due to most combat ships being power hungry it indeed is kinda luxury to have anything above d
 
Youre better off with a cheap pulse laser, at-least it will hit most of the time. I tried a C4 cannon the other night and wasnt impressed - I couldnt see its projectile, so I couldnt tell where it was going. When it hit, it dealt some big damage but didnt counter the amount of damage I would of done with a pulse.
 
I'm piloting a Python. Smaller NPC ships can be dealt with by using energy weapons (3x) alone and ships like the Dropship, Clipper and Python, depending on the situation even Cobra, Asp, FDL and Vulture are happy receivers of cannon (2x) projectiles. Only thing to keep in mind is to not mix different classes of cannons.
 
Well, the fact that a dev thinks class 3 and 4 cannons are useful for ANYTHING does not bode well for a weapon rebalance. How them torpedos doin!
 
So, the wording in the manual seems to be one reason for the confusion.

The other reason might be that it simply... feels right!
Instead of fighting this false perception, why not making it a correct one?

High rated sensores consume quite a bit of energy. Is this energy really justified for what they are doing currently? Maybe not, as most recommendations for builds I read nowadays suggest low rated sensors only (mostly D-rated due to their low weigth).

Why not change/enhance their effect so that they do reduce the target-wobbeling (at least to a reasonable extent)? Would this make them too strong? I think, the trade-off (energy-need vs. accuracy) might be justified.
Personally, I enjoy when different game elements interact (here: power plant, sensors and weapons), but I do understand that the additional balancing challenge is problematic.
 
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Mike Evans

Designer- Elite: Dangerous
Frontier
So, the wording in the manual seems to be one reason for the confusion.

The other reason might be that it simply... feels right!
Instead of fighting this false perception, why not making it a correct one?

High rated sensores consume quite a bit of energy. Is this energy really justified for what they are doing currently? Maybe not, as most recommendations for builds I read nowadays suggest low rated sensors only (mostly D-rated due to their low weigth).

Why not change/enhance their effect so that they do reduce the target-wobbeling (at least to a reasonable extent)? Would this make them too strong? I think, the trade-off (energy-need vs. accuracy) might be justified.
Personally, I enjoy when different game elements interact (here: power plant, sensors and weapons), but I do understand that the additional balancing challenge is problematic.

The wobbling is already at the lowest we feel is reasonable so what you'd be getting if we implemented your idea is that anything but the best sensors will have even worse wobbling than they currently do.
 
The wobbling is already at the lowest we feel is reasonable so what you'd be getting if we implemented your idea is that anything but the best sensors will have even worse wobbling than they currently do.

Hmm, I see.

Well, personally, I could live with an increased wobbeling for lower rated senors! Gimballed weapons are very strong at the moment (at leat in my perception) and I wouldn't mind this indirect nerve. The whole layout-decision-making-game would be enhanced as compensation. But I can forsee the popular outrage, if this change would go live so you might be better advised to not open this can of worms... :(
 
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The wobbling is already at the lowest we feel is reasonable so what you'd be getting if we implemented your idea is that anything but the best sensors will have even worse wobbling than they currently do.

I suggested a few pages back that maybe sensor upgrades could mitigate the effects of chaff, possibly with the tradeoff of sensors having a much higher power draw than they do now. As in, you can make the Clipper usable in the current PvP meta, but only if you give up any hope of decent shields, shield cells and boosters.
 
The wobbling is already at the lowest we feel is reasonable so what you'd be getting if we implemented your idea is that anything but the best sensors will have even worse wobbling than they currently do.

Similar to what Epicthetrumble posted:

Better scanners could still decrease the wobbling in case the enemy ship launches chaffs. Coming to think of it, maybe you guys could add the full range of ratings (E through A) for chaff launchers and build something to make chaff launchers, scanners and gimbaled & turreted weapons influence each other to varying degrees.

Examples:

A rated scanner and E rated chaff launcher : gimbal & turret distraction is 25% of what it is now
E rated scanner and A rated chaff launcher : gimbal & turret distraction is 200% of what it is now
both of equal rating : as is currently

Numbers require balancing. They're just to show in which direction I think this could be headed.
 
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There is another problem with weapon accuracy and probably the biggest for weapons with slow projectile velocity. The pre aim circle seems not to consider acceleration and change of direction, making it almost impossible to hit anything that is not flying in a straight line at same speed. With fixed weapons you still can predict where the target wil be and adjust your aim, but gimballs will allways fire at the circle. Generally it gets worse the longer the distance to the target and the slower the projectile speed.

I wish i could exlain it better, but my english knowledge is limited.
 
So, the wording in the manual seems to be one reason for the confusion.

The other reason might be that it simply... feels right!
Instead of fighting this false perception, why not making it a correct one?

High rated sensores consume quite a bit of energy. Is this energy really justified for what they are doing currently? Maybe not, as most recommendations for builds I read nowadays suggest low rated sensors only (mostly D-rated due to their low weigth).

Why not change/enhance their effect so that they do reduce the target-wobbeling (at least to a reasonable extent)? Would this make them too strong? I think, the trade-off (energy-need vs. accuracy) might be justified.
Personally, I enjoy when different game elements interact (here: power plant, sensors and weapons), but I do understand that the additional balancing challenge is problematic.

I agree, the way it is now does anyone really bother with upgraded sensors? if you have an 'upgradeable' system in outfitting, that no one bothers upgrading, then it's not really useful is it?
They should improve gimballed tracking for higher rated sensors. Otherwise they're pointless. Tracking a target 7Km is unnecessary as I can see him anyway and can't shoot him until i'm within 3Km, and can't shoot him effectively until I'm within 1.5Km.
I'd almost understand it if missiles we useful, but they're not.
 
There is another problem with weapon accuracy and probably the biggest for weapons with slow projectile velocity. The pre aim circle seems not to consider acceleration and change of direction, making it almost impossible to hit anything that is not flying in a straight line at same speed. With fixed weapons you still can predict where the target wil be and adjust your aim, but gimballs will allways fire at the circle. Generally it gets worse the longer the distance to the target and the slower the projectile speed.

I wish i could exlain it better, but my english knowledge is limited.

Yes, it only predicts where the bullet will hit IF the target make no course change whatsoever.

This is further impacted by the idea that we should fight in knife-fighting range where people will maneuver by default.

At 500 meters it takes a second or two for the bullet to hit the target and a million things can and usually happens in those seconds.

Hell, even an Anaconda can easily dodge C3 cannon at 500 meters.
 
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