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Mwo : Fireworks Simulator

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#1 Jun Watarase

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Posted 23 October 2014 - 06:27 AM

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The good : infinite cockpit shake was fixed (as far as i can tell anyway)

The bad : infinite fireworks is still there

Mechs with centrally located cockpits (catapault, direwolf, etc) are really easy to blind with weapons fire while mechs with top mounted cockpits (summoner, highlander, etc) are not. This is a pretty big imbalance that exists for no good reason. All you have to do is aim at their CT and you blind them as a bonus. You dont actually need to deal damage to the cockpit hitbox. With small top mounted cockpits, it is much more difficult and riskier to aim for it which is why nobody does it.

For the record both the fluff and tabletop game does not have weapons fire blinding pilots (and certaintly not on a permanent basis) because the sensors filters all the junk out.

You know the fun part? Clan ACs and UACs have each shell generate the same amount of special effects (smoke, flash, etc) on impact as a normal singleshot AC (as far as i can tell anyway). This means the Clan UAC 5 generates 3 times the fireworks as the IS UAC 5 because it fires 3 shells in a burst. 4 times as much for clan AC10s, 5 times as much for a clan AC20.

#2 KraftySOT

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Posted 23 October 2014 - 06:30 AM

Yeah its seriously annoying as hell.

Even when its not shaking you like a polaroid picture....it blinding...for no reason whatsoever.

The most annoying aspect is when im getting hit in the crotch in my Banshee, yet for some reason im blinded by exploding lrms, with 4 meter wide fireblasts...coming from a projectile with less than 10 grams of explosives.

WHAT IN THE EVER LOVING ****

#3 Blakkstar

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Posted 23 October 2014 - 06:30 AM

Dire Whale standing in the smack middle of the Caustic Valley crater. What were you expecting, exactly?

#4 KraftySOT

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Posted 23 October 2014 - 06:31 AM

In reality, most explosions dont actually have fireballs come from them.

Its Hollywood that does that, and its really, really obnoxious in this game.

#5 Jun Watarase

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Posted 23 October 2014 - 06:34 AM

View PostBlakkstar, on 23 October 2014 - 06:30 AM, said:

Dire Whale standing in the smack middle of the Caustic Valley crater. What were you expecting, exactly?


The fireworks would have been exactly the same on any other map regardless of location.

Last i checked UACs did not produce less fireworks because the map happens to be river city.

Strawman arguments are not allowed.

#6 KraftySOT

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Posted 23 October 2014 - 06:35 AM

PGI:




Thats what HE and HEI and APHE cannon ammo looks like when it explodes.

Its a flash. Not a giant persistent fireball.

For the love of good get your effects team on this. Im cool with latent smoke. Thats fine. It should look like the machine gun hitting, but with a flash effect. Not a fireball. A flash.

Edited by KraftySOT, 23 October 2014 - 06:37 AM.


#7 Jun Watarase

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Posted 23 October 2014 - 06:38 AM

I think a good way of fixing it would be to make the fireworks simply not appear on the target's cockpit.

E.G. You fire ACs at the target and can see them explode when they hit, thats cool and everything is fine.

The target getting shot at doesnt see the fireworks though because his sensors filter that out and allow the pilot to shoot back. His teammates can look over and see the fireworks but it wouldnt obscure their vision so it would be fine. Not sure how difficult this would be to code though....

#8 Alistair Winter

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Posted 23 October 2014 - 07:06 AM

If we're gonna get real, then are we going to make lasers invisible except when they're hitting smoke?

This game needs more exciting visuals, we don't need to tone things down, in my opinion. If your screen is flashing with multiple explosions for a prolonged period of time, you're gonna have a bad time regardless.

Keep in mind that our pilot avatars are basically statues. There's really not a lot of screenshake in this game, compared to what you would expect when piloting a walking colossus coming under fire from multiple directions, while walking up and down in the terrain. Even strapped in your seat, I imagine you'd be tossed back and forth constantly. Not to mention the lack of collisions in this game. Walking directly through friendly or enemy mechs without even a little bit of screenshake happens several times in every match.

#9 Xyroc

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Posted 23 October 2014 - 07:17 AM

View PostKraftySOT, on 23 October 2014 - 06:31 AM, said:

In reality, most explosions dont actually have fireballs come from them.

Its Hollywood that does that, and its really, really obnoxious in this game.


Your right ... But they normally kick up large plumes of dust so would you prefer to be surrounded by that instead?

The shake isnt bad unless you stand in one spot trying to face tank enemy fire

and/or make a gif. that moves at an accelerated speed and loops so that it seems worse.

View PostKraftySOT, on 23 October 2014 - 06:35 AM, said:

PGI:

For the love of good get your effects team on this. Im cool with latent smoke. Thats fine. It should look like the machine gun hitting, but with a flash effect. Not a fireball. A flash.


I think we are more on the tanks level.

Posted Image

Edited by Beliall, 23 October 2014 - 07:28 AM.


#10 KraftySOT

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Posted 23 October 2014 - 07:18 AM

View PostBeliall, on 23 October 2014 - 07:17 AM, said:


Your right ... But the normally kick up large plumes of dust so would you prefer to be surrounded by that instead?

The shake isnt bad unless you stand in one spot trying to face tank enemy fire.


Dust is fine, thats why theres Infravision.

#11 KraftySOT

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Posted 23 October 2014 - 07:24 AM

Pic isnt showing.

RPG 7s actually contain more explosive than an LRM, or an APHE, or HE shell, short of a 150mm (so AC20 range)

Its still just a flash:



Smoke/dust/debris makes plenty of sense, however less so 50 feet in the air, unless the mech is covered in dirt.

#12 KraftySOT

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Posted 23 October 2014 - 07:27 AM

Being 'dakkad' or LRMd in this game is like getting hit with a 500lb bomb.



Its pretty ridiculous for being hit with 1 damage missiles, and 60-100mm projectiles.

SRMs, I totally understand. They have upwards of 37kgs of explosive. Getting hit with 12 of those is like getting hit with 12 ATGMs. Thats like getting hit with a 500lb bomb.

The blinding effect of LRMs and 2, 5, and 10 class autocannons is a little ludicrous however. 20mms on PZIIs in WW2 didnt blind Soviet IS-2s or French Char Bis1s...because being hit with a small auto cannon isnt actually blinding.

Edited by KraftySOT, 23 October 2014 - 07:29 AM.


#13 Bront

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Posted 23 October 2014 - 07:28 AM

Most of the fireworks is actually missile explosions, not AC explosions.

#14 KraftySOT

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Posted 23 October 2014 - 07:32 AM

They could fix this easily by just making the kill time on the sprite alot faster. A third of a second instead of a half of a second changes it from a looming fireball of blinding death, to a flash.

View PostBront, on 23 October 2014 - 07:28 AM, said:

Most of the fireworks is actually missile explosions, not AC explosions.



Thats fine too. Id just like it to be a little more realistic in that regard. Its an accident of design that theyre blinding, not really an intention.

Theyre 1 damage missiles. Its the weakest thing in the game. They pack the least explosive/force/joules/energy/damage of any weapon system in the game. Theres no reason they should have a 10 foot wide (its about the size of a mechs head) second long explosive sprite.

Its drastically more "bang" than they actually provide.

#15 Cyberiad

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Posted 23 October 2014 - 09:34 AM

View PostKraftySOT, on 23 October 2014 - 06:31 AM, said:

In reality, most explosions dont actually have fireballs come from them.

Its Hollywood that does that, and its really, really obnoxious in this game.


But they do cause visible pressure waves in the atmosphere, of which the effect for was in this game in closed beta. If only PGI could bring it back. This game needs less white fireballs and more pressure waves.

Edited by Silicon Life, 23 October 2014 - 09:35 AM.


#16 Malcolm Vordermark

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Posted 23 October 2014 - 09:42 AM

Screen shake/blinding is a bit much. But I'm not sure what you can do about that. It would be odd to get hit with no explosions or smoke.

Edited by Rouken, 23 October 2014 - 09:44 AM.


#17 OznerpaG

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Posted 23 October 2014 - 09:51 AM

when i start getting hit, i hit invert throttle and reverse back to the cover i came from to stop getting hit

if this is not possible, then you may need to re-evaluate how you approach the game - and i say this in a nice way, it took me a long time and a lot of deaths to come to this realization myself

as Blakkstar mentioned, that mech is in caustic valley and is in the open when it should be hugging the hill to it's left and peering around the corners, or even better defending the ridge where the enemy came from so YOU'R the one firing on that mech out in the open

prevention is better than reaction

#18 Almond Brown

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Posted 23 October 2014 - 09:54 AM

View PostKraftySOT, on 23 October 2014 - 06:35 AM, said:

PGI:




Thats what HE and HEI and APHE cannon ammo looks like when it explodes.

Its a flash. Not a giant persistent fireball.

For the love of good get your effects team on this. Im cool with latent smoke. Thats fine. It should look like the machine gun hitting, but with a flash effect. Not a fireball. A flash.


And you would be good with your end getting smoked out after 15-20 rounds fired with no wind to move that cloud? In that video buddy would have zero visibility, with no wind blowing, after even 5-6 shells fired.

What is good for the goose and all that.

Edited by Almond Brown, 23 October 2014 - 09:57 AM.


#19 Mechwarrior Buddah

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Posted 23 October 2014 - 09:56 AM

View PostJun Watarase, on 23 October 2014 - 06:27 AM, said:

For the record both the fluff and tabletop game does not have weapons fire blinding pilots (and certaintly not on a permanent basis) because the sensors filters all the junk out.


Thats because in TT you see with sensors

That part of TT was removed for this game (much like the rest of TT really)

View PostAlmond Brown, on 23 October 2014 - 09:54 AM, said:


And you would be good with your end getting smoked out after 40 rounds fired with no wind to move that cloud? hat video would have buddy in zero visibility with no wind blowing after 5-6 shell fired.

What is good for the goose and all that.


ID like to SEE smoke canisters. Especially if the smoke was the same color of the arty strike.

Pop smoke an watch em scatter. Be more funny if it was smoke that blinded an area - with smoke the color of arty smoke XD

#20 Joseph Mallan

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Posted 23 October 2014 - 09:58 AM

View PostJun Watarase, on 23 October 2014 - 06:27 AM, said:

Posted Image

The good : infinite cockpit shake was fixed (as far as i can tell anyway)

The bad : infinite fireworks is still there

Mechs with centrally located cockpits (catapault, direwolf, etc) are really easy to blind with weapons fire while mechs with top mounted cockpits (summoner, highlander, etc) are not. This is a pretty big imbalance that exists for no good reason. All you have to do is aim at their CT and you blind them as a bonus. You dont actually need to deal damage to the cockpit hitbox. With small top mounted cockpits, it is much more difficult and riskier to aim for it which is why nobody does it.

For the record both the fluff and tabletop game does not have weapons fire blinding pilots (and certaintly not on a permanent basis) because the sensors filters all the junk out.

You know the fun part? Clan ACs and UACs have each shell generate the same amount of special effects (smoke, flash, etc) on impact as a normal singleshot AC (as far as i can tell anyway). This means the Clan UAC 5 generates 3 times the fireworks as the IS UAC 5 because it fires 3 shells in a burst. 4 times as much for clan AC10s, 5 times as much for a clan AC20.

Yeah cause being shot by a steady stream of Fire should not have any affect on a Giant walking robot! :lol:





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