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2013-02-02, 01:04 AM
The short version:
The Reaver's gun is heavily offset, about ~4x as far as that of the Mosquito. In addition, automatic gun convergence to whatever is currently under the sights makes adjusting for this offset unreliable and often impossible. I am not employing hyperbole here or misleading you in any way: There are very likely and realistic situations in which a Reaver cannot land fire on an airborne target no matter what the pilot does.
The offset
The Reaver's so-called nosegun is mounted to it's belly for some bizarre reason. This creates a much larger offset than other empires, by a factor of roughly 4. In the images you below you will see pilot view origins and gun bullet origins. View origins were determined by having a Light Assault climb the canopy while the pilot reports the position of the playermodel, then screenshotting the resulting playerposition. Gun origins were determined by using playermodels to block fire, moving them closer until they ceased to block fire.
http://i.imgur.com/PfMhz.png
Vertical gun offset, Mosquito: ~40 pixels
http://i.imgur.com/d8gQ1.png
Vertical gun offset, Reaver: ~160 pixels
http://i.imgur.com/oKa0NGf.png
Determination of the size of the offset in meters. Assuming average height for a playermodel, this puts it at about ~2.1 meters (assumption: NC soldiers are about 5 foot 9 ;) ).
Convergence
convergence demo - YouTube
In the video above you can observe the gun adjusting to different ranges. Midway through you will see the most dramatic case: The gun is aimed at an invisible entity and pitches up accordingly. A player can expect bullets coming from his gun to be roughly parallel to his view (crosshair on skybox) or as skewed as in the invisible-entity test (crosshair on any closeby geometry).
Note: You can perform the same test with a Scythe and Mosquito. You will get some degree of upward swing largely because their guns are mounted much further ahead of the cockpit and most importantly we're all aiming through the same invisible entity, so the end results will usually be somewhat similar. If you wanted to be rigorous you would move the gunmount a fixed distance from the archway for all 3 ESFs and then do the test. This is however unnecessary as the behavior is clear: Upwards convergence to the point the crosshair rests on from the bullet origin. The problem is that the Reaver's bullet origin is much, much further from the cockpit than any of the others. At least I assume you've heard me say theta=s/r often enough now to understand that the visual appearance of a first person test with the Reaver's mount will actually dramatically understate the magnitude of the problem.
Determining maximum angle of gun variation
If we say the offset is about ~2.5 meters in size and the closest possible target 5 meters, we get:
Convergence angle = offset/range = 2.1/5 = 0.5 radians = 24 degrees = Omega
This is just to provide you a mental aid that might make the size of the problem more tangible. The gun can jump around in an instant by up to 30 degrees.
Determining the impossible shot
Okay, so it's the same stuff again, but with a twist.
Lead Angle: PVelocity/[Range/traveltime] = Theta1
Offset angle: Offset/Range = Theta2
(Where PVelocity is the component of the target's velocity vector perpendicular to you.)
If Theta1 = -Theta2, you have to aim at the target. However if you aim at the target, you are subject to Omega and therefore cannot actually aim where you mean to.
So the condition for impossibility is easiest described as:
(PVelocity*traveltime)/Offset=1
or
PVelocity=Offset/traveltime
For 75meters that is:
PVelocity = 2.1/0.1 = 21m/s = 75.6 km/h
Which is a pretty common fall+thrustdown speed and range. Of course, the clearest way to showcase this behavior is with a graph of velocities that at the right angle would be impossible to hit:
http://i.imgur.com/DU2jpD4.gif
critical descent velocities (m/s, y axis) versus range (m, x axis). The line represents impossible shots. Below it you would aim above, above it you would aim below.
http://i.imgur.com/n2bykgs.gif
Lead angle (degrees, y axis) versus target's tangential velocity component (m/s, x axis) adjusted for gun offset. Sample range of 50 meters. Angles near 0 are impossible to actually fire.
A word of warning:
Don't get too hung up on the demonstration of impossibility here. Yes, you could roll and use your offset in very exotic ways to after some time make those shots possible (besides the comical difficulty of doing so). This is simply highlighting a case in which a player is effectively disarmed under circumstances that realistically happen in a 1v1 head-to-head fight. The reality of it is, a Reaver's aim point can jump around up to 30 degrees instantly in everyday use, the gun is off the main axis of the craft which prohibits smooth tracking and even when those two things don't bite the pilot in the posterior they are still at a completely unnecessary disadvantage.
In conclusion:
This requires immediate attention. Not even a tiny bit of exaggeration here. This is not a matter of skill - this affects any Reaver pilot more than they probably realize. If anything, inexperienced pilots are more prone to put misses down to user error even, because the situations in which a shot is impossible or very close to are not evident without some analysis.
12 page thread on the SoE forums: http://forums.station.sony.com/ps2/index.php?threads/complete-reaver-gun-breakdown-its-worse-than-we-thought.82340/
The Reaver's gun is heavily offset, about ~4x as far as that of the Mosquito. In addition, automatic gun convergence to whatever is currently under the sights makes adjusting for this offset unreliable and often impossible. I am not employing hyperbole here or misleading you in any way: There are very likely and realistic situations in which a Reaver cannot land fire on an airborne target no matter what the pilot does.
The offset
The Reaver's so-called nosegun is mounted to it's belly for some bizarre reason. This creates a much larger offset than other empires, by a factor of roughly 4. In the images you below you will see pilot view origins and gun bullet origins. View origins were determined by having a Light Assault climb the canopy while the pilot reports the position of the playermodel, then screenshotting the resulting playerposition. Gun origins were determined by using playermodels to block fire, moving them closer until they ceased to block fire.
http://i.imgur.com/PfMhz.png
Vertical gun offset, Mosquito: ~40 pixels
http://i.imgur.com/d8gQ1.png
Vertical gun offset, Reaver: ~160 pixels
http://i.imgur.com/oKa0NGf.png
Determination of the size of the offset in meters. Assuming average height for a playermodel, this puts it at about ~2.1 meters (assumption: NC soldiers are about 5 foot 9 ;) ).
Convergence
convergence demo - YouTube
In the video above you can observe the gun adjusting to different ranges. Midway through you will see the most dramatic case: The gun is aimed at an invisible entity and pitches up accordingly. A player can expect bullets coming from his gun to be roughly parallel to his view (crosshair on skybox) or as skewed as in the invisible-entity test (crosshair on any closeby geometry).
Note: You can perform the same test with a Scythe and Mosquito. You will get some degree of upward swing largely because their guns are mounted much further ahead of the cockpit and most importantly we're all aiming through the same invisible entity, so the end results will usually be somewhat similar. If you wanted to be rigorous you would move the gunmount a fixed distance from the archway for all 3 ESFs and then do the test. This is however unnecessary as the behavior is clear: Upwards convergence to the point the crosshair rests on from the bullet origin. The problem is that the Reaver's bullet origin is much, much further from the cockpit than any of the others. At least I assume you've heard me say theta=s/r often enough now to understand that the visual appearance of a first person test with the Reaver's mount will actually dramatically understate the magnitude of the problem.
Determining maximum angle of gun variation
If we say the offset is about ~2.5 meters in size and the closest possible target 5 meters, we get:
Convergence angle = offset/range = 2.1/5 = 0.5 radians = 24 degrees = Omega
This is just to provide you a mental aid that might make the size of the problem more tangible. The gun can jump around in an instant by up to 30 degrees.
Determining the impossible shot
Okay, so it's the same stuff again, but with a twist.
Lead Angle: PVelocity/[Range/traveltime] = Theta1
Offset angle: Offset/Range = Theta2
(Where PVelocity is the component of the target's velocity vector perpendicular to you.)
If Theta1 = -Theta2, you have to aim at the target. However if you aim at the target, you are subject to Omega and therefore cannot actually aim where you mean to.
So the condition for impossibility is easiest described as:
(PVelocity*traveltime)/Offset=1
or
PVelocity=Offset/traveltime
For 75meters that is:
PVelocity = 2.1/0.1 = 21m/s = 75.6 km/h
Which is a pretty common fall+thrustdown speed and range. Of course, the clearest way to showcase this behavior is with a graph of velocities that at the right angle would be impossible to hit:
http://i.imgur.com/DU2jpD4.gif
critical descent velocities (m/s, y axis) versus range (m, x axis). The line represents impossible shots. Below it you would aim above, above it you would aim below.
http://i.imgur.com/n2bykgs.gif
Lead angle (degrees, y axis) versus target's tangential velocity component (m/s, x axis) adjusted for gun offset. Sample range of 50 meters. Angles near 0 are impossible to actually fire.
A word of warning:
Don't get too hung up on the demonstration of impossibility here. Yes, you could roll and use your offset in very exotic ways to after some time make those shots possible (besides the comical difficulty of doing so). This is simply highlighting a case in which a player is effectively disarmed under circumstances that realistically happen in a 1v1 head-to-head fight. The reality of it is, a Reaver's aim point can jump around up to 30 degrees instantly in everyday use, the gun is off the main axis of the craft which prohibits smooth tracking and even when those two things don't bite the pilot in the posterior they are still at a completely unnecessary disadvantage.
In conclusion:
This requires immediate attention. Not even a tiny bit of exaggeration here. This is not a matter of skill - this affects any Reaver pilot more than they probably realize. If anything, inexperienced pilots are more prone to put misses down to user error even, because the situations in which a shot is impossible or very close to are not evident without some analysis.
12 page thread on the SoE forums: http://forums.station.sony.com/ps2/index.php?threads/complete-reaver-gun-breakdown-its-worse-than-we-thought.82340/