Bring Back Ammo Explosion Effects
#1
Posted 30 September 2013 - 01:10 AM
Currently Ammo Explosions are pretty hard to spot. You hit a location, it goes and then damage spreads to the CT and the mech dies seconds after the hit.
Given that this is a pretty serious event in the game for both the mech that it happened to as well as the shooter could we have this effect back in, possibly with accompanying BB message "Ammo Explosion Detected"?
Not a massive ask, but I think it would add something
#2
Posted 01 October 2013 - 12:04 AM
#3
Posted 01 October 2013 - 11:14 AM
#4
Posted 01 October 2013 - 11:15 AM
Popcorn damage still happens and particle effects play as intended.
#5
Posted 01 October 2013 - 12:00 PM
#6
Posted 01 October 2013 - 12:21 PM
Thomas Dziegielewski, on 01 October 2013 - 11:15 AM, said:
Popcorn damage still happens and particle effects play as intended.
This seems weird then.
Did the audio effects change at all? I just remember that back in CB, it seemed much more pronounced in terms of hearing the ammo cooking off, and watching a mech getting killed from the inside.
Now, it seems much more like... nothing.. nothing... nothing... dead.
#7
Posted 01 October 2013 - 08:23 PM
Thomas Dziegielewski, on 01 October 2013 - 11:15 AM, said:
Popcorn damage still happens and particle effects play as intended.
Thomas can you confirm that much of the impact shake has been reduced? Generally speaking. Playing it now things just feel...well flat. In closed beta things were much more immersive and you felt connected to your enviroment. Shake was better and of course graphics were better as well. Will these things make a return?
Ck
#8
Posted 01 October 2013 - 08:35 PM
If it is indeed working, I suggest you send it to the art team for a rework.
#9
Posted 01 October 2013 - 08:40 PM
#10
Posted 02 October 2013 - 12:17 AM
#11
Posted 02 October 2013 - 12:21 AM
No sound, no particle effects, no message, no nothing.
Although the no particle thing may well be because I'm running at medium graphics.
#12
Posted 02 October 2013 - 12:31 AM
I have not seen or heard these effects since... well a year. on occasion you can see the particle effects on an enemy mech if it had a det, but usually only after its dead.
here are a few examples. i dont find any from the first person perspective. look at the dates of the vids posting. all of these are fairly old, and some even from CB
(note sound effects)
http://youtu.be/-q2PfQTd6wo?t=3m26s (note lack of sound effects)
(note lack of any effects)
http://youtu.be/6TaqD78F1GQ?t=1m54s
perhaps there is a bug with rendering the FX? maybe they only show up when on ultra settings or something. most of my options are at medium or high
#13
Posted 02 October 2013 - 09:33 AM
http://www.military..../2119489661001/
In other news I suffered a AMS ammo explosion in my last game. BB informed me of it, and my right torso evaporated along with my right arm and significant damage to CT. But this all happened in silence.
Edited by Squid von Torgar, 02 October 2013 - 09:51 AM.
#14
Posted 02 October 2013 - 10:05 AM
Thomas Dziegielewski, on 01 October 2013 - 11:15 AM, said:
Popcorn damage still happens and particle effects play as intended.
Yep it does, i also saw it sometimes in the paperdoll yet.
Before when the ammo explosion triggered the inside of the mech began to shaken like an old car trying to ignite, starting to shake before the explosion (that hardly happens now)
Before you was able to see the sparks and explosions in the damaged areas until mech died, right now such things don't happen or the effects have been tunned down (running with all on max settings)
Now most of the time the item get destroyed then after 2 secs as top you die without noticing anything else.
This is common in my Flame with XL and Gauss, it's common to hear betty Gauss rifle destroyed.... then keep running for a couple of secs until mech dies (i guess it's the explosion popcorn eating my 2x Gauss tons in the torso before catching up the XL engine) still it's odd; that i can say oh god oh god and cross my fingers to see if i make it out alive or not when the Gauss is destroyed after armor is gone
Edited by Lord Perversor, 02 October 2013 - 10:08 AM.
#15
Posted 02 October 2013 - 02:32 PM
Lord Perversor, on 02 October 2013 - 10:05 AM, said:
Yep it does, i also saw it sometimes in the paperdoll yet.
Before when the ammo explosion triggered the inside of the mech began to shaken like an old car trying to ignite, starting to shake before the explosion (that hardly happens now)
Before you was able to see the sparks and explosions in the damaged areas until mech died, right now such things don't happen or the effects have been tunned down (running with all on max settings)
Now most of the time the item get destroyed then after 2 secs as top you die without noticing anything else.
This is common in my Flame with XL and Gauss, it's common to hear betty Gauss rifle destroyed.... then keep running for a couple of secs until mech dies (i guess it's the explosion popcorn eating my 2x Gauss tons in the torso before catching up the XL engine) still it's odd; that i can say oh god oh god and cross my fingers to see if i make it out alive or not when the Gauss is destroyed after armor is gone
I sincerely hope the Dev haven't turned the graphic fidelity even more than they have. If I have to say it once I will say it again all these little details from auditory cues to visual effects create and connect the gamer to the game. MWO has suffered repeatedly from having its graphics gimped in every patch it seems. Why? Give me the options back for the full fidelity. When is this going to be a priority? Give me closed beta graphics back. Right now this game is feeling flatter and less immersive than during closed beta. It feels simply arcade like versus simulation style.
Ck
#16
Posted 02 October 2013 - 03:38 PM
However, are we sure this is the case? Have things like this been removed due to performance balances. It would seem the learned Thomas would disagree. Thats not to say something isn't right, but perhaps you are over simplifying the problem.
#17
Posted 02 October 2013 - 07:54 PM
Not sure why we didn't use it
Like a thermite explosoion...would be cool
diff for diff ammo types to be awesome ofc
#18
Posted 02 October 2013 - 08:00 PM
Thomas Dziegielewski, on 02 October 2013 - 07:54 PM, said:
Not sure why we didn't use it
Like a thermite explosoion...would be cool
diff for diff ammo types to be awesome ofc
Yes please! Add (or have visible) pyrotechnic effects to distinguish ammo explosion related deaths from normal slicing and dicing.
I would also say add pyrotechnic effects to the artillery and airstrikes on top of the screen shake. Then they'd be awesome.
Edited by CYBRN4CR, 02 October 2013 - 08:03 PM.
#19
Posted 02 October 2013 - 08:07 PM
And the chances for ammo explosion are already very low..... why did PGI lower that chance again?
I miss the old days of CB when destroying a mech part without CASE instantly resulted in ammo explosion.
Good times
#20
Posted 02 October 2013 - 08:20 PM
Sybreed, on 02 October 2013 - 08:07 PM, said:
And the chances for ammo explosion are already very low..... why did PGI lower that chance again?
I miss the old days of CB when destroying a mech part without CASE instantly resulted in ammo explosion.
Good times
Good point. CASEs are so rarely used because the ammo explosion chance is so low and people feel they can get away with storing ammo in limbs.
If the ammo explosion chance was increased, or exploded if the mech was way over the safe shutdown levels, (with CASE preventing the explosion from outright killing you while shutdown) then it would give a reason to using CASE. If the ammo explosion chance was increased in general, it would appropriately buff crit-weapons, gausses, and energy weapon use without totally discouraging the use of normal ammo weapons.
Edited by CYBRN4CR, 02 October 2013 - 08:23 PM.
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