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Upcomming Ssrm Changes


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#1 Grits N Gravy

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Posted 11 June 2013 - 01:56 PM

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S-SRMs are undergoing a revamp on their targeting solutions. There are 7 bones that are randomly selected by each SSRM missile. Right now, those bones are located at joints rather than center-points for each of the components. We are looking at changing that so the bones are placed further apart and more toward the center of each component. We are also looking at weighting the torso bones in a manner that make them not a priority for SSRMs. For example, all components would have a weight of 1.0. The Torsos however would take a weighting of 0.35(LT) 0.3(CT) 0.35(RT). The reasoning behind this weighting is that if all the torsos had an equal value of 1, each missile would have a 3/7 chance of going for a torso. Any sort of torso twist/movement would increase the chance of a missile in flight to hit the CT (since it’s the biggest component on a Mech) if they were to target a side torso.


Hey Paul, Why not just split the arm and leg bones? Damage at the second arm/leg bone would simply be applied to legs and and arms. To hit % for arms and legs goes to 44%, 33% to torso. It seems like way less work to get the same results with out also having to implement new code.

#2 Chemie

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Posted 11 June 2013 - 02:04 PM

So SSRM will have lower probabilty to hit that great big mass called CT but has 3 times more probability of hitting the head? hmm....

SSRM are now a legging weapon?

#3 General Taskeen

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Posted 11 June 2013 - 02:05 PM

LOL. Is it that HARD to implement turning radius for missiles like past Mech Warrior games? Enough of this roll dice and see where crap hits nonsense or roll dice see if you jam UAC.

Edited by General Taskeen, 11 June 2013 - 02:06 PM.


#4 StonedVet

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Posted 11 June 2013 - 02:07 PM

SSRM's are fine .. I have noticed they hit everywhere but CT if fired off center lol





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