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Ballistic Recoil & Weapon Impact Response


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#1 SilverMalachite

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Posted 07 September 2013 - 10:39 AM

For the DEVS!
If I may suggest the following...

Weapon Recoil...
  • Ballistics recoil not for all Auto-cannons upon single fire E.g:2/AC,5/AC.
  • The more continued fire the the smaller AC the more inaccuracies.
  • This will add to the overall experience of using Auto-cannons, & make you feel it.
  • Missiles on launch having some form of recoil simulating the energy transference, & also make you feel it, "It" being the experience of being in a 7 story high atlas firing cannons the size of Semi-trailers(trucks) & launching missiles with all their glory, & Owe don't forget the lasers & J...
  • Different motion/s E.g:stationary, Moving/Battlemechs/???, Affecting the amount of recoil effecting the player.

Impact Response... I see Battlemechs being thrown around after they are destroyed?
  • Having energy transference in regards to weapon impacts E.g:Being able to knock down battlemechs like lights & Any Battlemech that is having its Gyro over thrown By the shear force.
  • I always looked forward to the opportunity in doing such a thing in previous MechWarrior games(MW4MERCS).
I feel both Weapon recoil & Weapon impact response is needed because:
  • It will Add not Detract to the quality of MechWarriorOnline experience of using said weapons, & set apart the three weapon types even more then ever.
  • It may be a good idea implementing Weapon recoil & Weapon impact response with the collision patch being worked on, & releasing the same time or after.

That is all for now.
Thank you for your time
Keep up the good work
















  • (I got a question how are you planing on allowing an atlas or something as flat getting of its back)






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