What Happened To The Swirling Missiles?
#1
Posted 05 September 2014 - 03:08 PM
Sidenote: Other than that it seems with every adjustment something gets lost from the original setup that seemed to have little to no problem with gameplay. (Though I'm glad the "gyro overload" feature was removed 'cause it'd just be annoying since the mechs would simply be bowling pins. "Hey, bowling ball.. go knock those mechs over so we can pummel them while they're trying to stand back up!"
The famous missilefest example
A few swirling SRM examples in this one
#2
Posted 05 September 2014 - 03:40 PM
#3
Posted 05 September 2014 - 03:41 PM
#4
Posted 05 September 2014 - 04:04 PM
#5
Posted 05 September 2014 - 04:14 PM
#6
Posted 05 September 2014 - 04:29 PM
#7
Posted 05 September 2014 - 05:50 PM
Your "tended to focus missiles on the Center Torso of the target mechs." seems to be talking about how the streak missiles worked. I'm only talking about LRM/SRM not SSRM 'cause I figure Streak missiles are supposed to shoot straight with no swirl effect to random parts of the targeted mech.
The old missiles still fanned out accordingly to the range of the targeted mech and you'll notice in the first vid with all the LRM Carrying Awesome 'Mechs there were stray missiles that completely missed their target due to the swirl effect.. Now they pretty much just go straight as if they're riding a rail with or without artemis so there's no guessing as to where they're going to hit.
I guess it's just pure visuals since the old style left you guessing where the SRMs were going to hit but now they just fly straight regardless of the angle you launch them at so there's no guessing where they're going to hit if they hit at all.
Scratx, on 05 September 2014 - 03:41 PM, said:
#8
Posted 05 September 2014 - 05:52 PM
#9
Posted 05 September 2014 - 05:55 PM
I know that game isn't BattleTech by a long shot (was fun on consoles though), but the LRMs in that game tended to arc away from your mech before homing in on their designated targets.
#10
Posted 05 September 2014 - 06:07 PM
Scratx, on 05 September 2014 - 03:41 PM, said:
Actually, I had serious problems where I was -- with Artemis -- CONSTANTLY killing mechs by their LEGS, arms, side torsos, and head.
Not sure if I had much in the way of CT hits. I'm really not. Lots of leg kills though.
The huge issue is that they tended to hit buildings.. A lot.
And invisible walls along hillsides.
And teammates. Pretty infamous for tearing through teammates due to the scatter pattern of standard LRMs (non-Artemis).
Lots of LRMs here.
Impacts: LT, RT, Head, no CT on the first set to hit me.
This was 1.8 damage LRM-5s with Artemis! Look at that SCATTER! YAY! So much scatter and such inefficiency at killing things.
Look at all them missiles.
Watch the kills and damages dealt.
Watch the kills and damages dealt.
Now compare to today's missiles.
It's all part of PGI's trend of making this game more instant-death oriented and as ugly as feasibly possible.
Compare this...
to this. Cockpit movement. The environment. Everything. It just downgraded. Hugely downgraded.
#11
Posted 05 September 2014 - 06:26 PM
#12
Posted 05 September 2014 - 06:28 PM
Carrioncrows, on 05 September 2014 - 06:26 PM, said:
On that day, "made by PGI" will say made by "Gaijin Entertainment."
....and Liao will be overpowered as it's the closest to Russian you're gonna get.
#13
Posted 06 September 2014 - 06:58 AM
EDIT: I agree with you with the downgrade of video performance from then and now. Seems the game is putting too much of a burden on the servers for "Higher Quality Graphics" unless there's something else going on that's causing the gameplay to suffer.
Edited by RazorbeastFXK3, 06 September 2014 - 07:26 AM.
#15
Posted 19 September 2014 - 11:01 AM
Mechwarrior Mousse, on 05 September 2014 - 03:25 PM, said:
Sounds about right. I believe the stated reason was that it looked unrealistic, which it did. It's a shame though, I liked it when my LRMs scattered all over the place when I lost lock, at least when they were like that you'd usually still hit something. I must have killed tens of thousands of civilians on River City back then...
Eh, there's more where they came from.
#16
Posted 19 September 2014 - 11:28 AM
1:28 short range (streak?) missiles and 3:39 would be the long range missiles. with how they worked then in MW:O and the part at the end 4:20 is pretty much how the LRMs work now.
As for them not looking realistic.. when we launch them now it's rather boring just seeing them riding invisible rails to their target.
Satan n stuff, on 19 September 2014 - 11:01 AM, said:
Eh, there's more where they came from.
#17
Posted 19 September 2014 - 11:37 AM
Indeed i stopped using my Catapult rather soon after i realized the effect was gone (and when i realized how ugly CPTL-C4 looked due to those ******* extra missile tubes it got after the visual overhaul).
I'd imagine the hit location issue could be fixed while keeping the effect.
#18
Posted 19 September 2014 - 12:14 PM
Satan n stuff, on 19 September 2014 - 11:01 AM, said:
Eh, there's more where they came from.
I thought the reason was because they were focusing on CT too much or something to do with HSR.
#19
Posted 19 September 2014 - 02:37 PM
Lyoto Machida, on 19 September 2014 - 12:14 PM, said:
#20
Posted 19 September 2014 - 05:11 PM
RazorbeastFXK3, on 06 September 2014 - 06:58 AM, said:
Artemis only affects missile grouping on fire for SRMs, tightening up the cluster. On LRMs, Artemis purely affects their tracking/turning capabilities (and may or may not function only when the LRM launcher is directly locking their own target... it's not supposed to have effect when you're piggybacking a target lock, but I don't know that PGI has successfully instated that distinction or not. It's hard to tell) and does nothing about the clustering at all. The effect is that of improving the clustering, but that's mostly because each individual missile turns towards the center of the target 'mech as it approaches- which is only really noticeable when they're about to hit anyways, unless your target is moving PDQ.
Edited by Quickdraw Crobat, 19 September 2014 - 05:12 PM.
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