

Remove Missile Bay Doors
#1
Posted 26 January 2013 - 11:39 AM
Can we either have them removed or get an option to start the match with them open?
#2
Posted 10 April 2013 - 10:31 AM
#4
Posted 10 April 2013 - 10:36 AM

Can you post a video or a link to a relevant discussion here?
#5
Posted 10 April 2013 - 10:54 AM
Archwright, on 10 April 2013 - 10:31 AM, said:
Dirus Nigh, on 10 April 2013 - 10:33 AM, said:
last i heard it isn't damage reduction. when the doors are open it adds a weakness to the mech.
so a catapult with 40 armor on the arms with the bay doors has all 40 armor when they are closed, but when they are open the effective armor goes down to 36. mechs still pay for that weight even if it isn't being used.
Neolisk, on 10 April 2013 - 10:36 AM, said:

Can you post a video or a link to a relevant discussion here?
door lag is the half second firing lag on missile weapons with closed doors. you can't really show it in a video because it is a firing lag between when you press the fire button and when the launcher actually respond.
the only proof i can provide is to tell you to play a catapult with SRM then fire them and watch how long it takes between the button press and the actual activation of the weapons.
as far as the suggestion. i think we should make the missile doors more important. i would like to see sections with open missile doors be subject to critical hits even if all of the armor is still there. the 10% armor reduction is not nearly enough, i lose 4 armor on my catapult arms when the doors are open. slightly less than a single AC5 hit. <-not a difficult decision.
#6
Posted 10 April 2013 - 10:56 AM
#7
Posted 10 April 2013 - 10:58 AM
FrostCollar, on 10 April 2013 - 10:56 AM, said:
they do have an indicator. it is a little light that changes from light yellow to light green.
trolling aside the bay doors do need much better feedback.
#8
Posted 10 April 2013 - 11:04 AM
blinkin, on 10 April 2013 - 10:58 AM, said:
Sounds like
FrostCollar, on 10 April 2013 - 10:56 AM, said:
to me! It's one of those things in the game that's very difficult for new players to discover.
Even if they don't change this, at the very least the devs need to put in a proper tutorial. Make it a MRBC certification or something like in MW4: Mercs. That's an easy way for a new player to get a small taste of the background as well as learning more about game mechanics.
Before that though, an indicator on the HUD (and not the cockpit) seems both easy to add and useful.
#9
Posted 10 April 2013 - 11:25 AM
FrostCollar, on 10 April 2013 - 11:04 AM, said:
to me! It's one of those things in the game that's very difficult for new players to discover.
Even if they don't change this, at the very least the devs need to put in a proper tutorial. Make it a MRBC certification or something like in MW4: Mercs. That's an easy way for a new player to get a small taste of the background as well as learning more about game mechanics.
Before that though, an indicator on the HUD (and not the cockpit) seems both easy to add and useful.
agreed on all counts.
#10
Posted 10 April 2013 - 12:14 PM
blinkin, on 10 April 2013 - 10:54 AM, said:
I know that lag, but always assumed it's some kind of server lag with LRMs, thanks for enlightening me.

blinkin, on 10 April 2013 - 10:54 AM, said:
I never had this lag with SRMs, did you misspelt LRMs here?
My vote is to remove it from the game altogether. Or get proper game mechanics in place. For example, when they are open, you are vulnerable to critical hits, and may lose your LRMs.
Edited by Neolisk, 10 April 2013 - 12:15 PM.
#11
Posted 10 April 2013 - 01:03 PM
Neolisk, on 10 April 2013 - 12:14 PM, said:
it is most certainly there with short range missiles. it has been the direct result of my death more than a few times. but it only exists on certain mechs like the catapult.
in the old days before they added the ability to manually open the doors, i was forced to calculate my shots about a half second ahead of time. <-more than a little difficult when you have to make those shots within 100m.
#12
Posted 10 April 2013 - 01:53 PM
Archwright, on 10 April 2013 - 10:31 AM, said:
These "doors" for the Stalker are in the arms. If you go after the side torsos (which is easy to hit on a stalker), you would be fair more productive.
Edited by Deathlike, 10 April 2013 - 01:53 PM.
#13
Posted 10 April 2013 - 01:56 PM
blinkin, on 10 April 2013 - 10:54 AM, said:
I have to capslock to rage about this, so I apologize in advance.
(Original quote from many moons ago)
Greers, on 24 January 2013 - 05:20 AM, said:
Open door: Normal armor and no delay
(Direct Dev answer to this statement)
Thomas Dziegielewski, on 24 January 2013 - 08:28 AM, said:
That includes damage from weapon fire and other sources like ammo explosions.
WHEN DOORS ARE OPEN, THERE IS NO PENALTY.
WHEN DOORS ARE CLOSED, YOU GET +10% DAMAGE RESISTANCE BONUS TO THAT PART OF THE MECH
Edited by Syllogy, 10 April 2013 - 02:05 PM.
#14
Posted 10 April 2013 - 02:15 PM
blinkin, on 10 April 2013 - 01:03 PM, said:
That explains it, I only piloted the catapult a few times, and those were trial builds with LRMs on them.
#15
Posted 10 April 2013 - 04:33 PM
#17
Posted 10 April 2013 - 07:51 PM
#18
Posted 10 April 2013 - 07:57 PM
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