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Ammo Explosion?


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#21 Ace Selin

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Posted 07 February 2015 - 01:32 PM

View Postwanderer, on 07 February 2015 - 11:52 AM, said:

Or to show the oldschool SFX a bit better, the classic (which is captured from that video a few posts up):

Posted Image

More things like that and less stuff like *barf* film grain would go a long way towards improving visuals and adding back some "wow".

That looks so great! :)

#22 Quxudica

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Posted 07 February 2015 - 02:05 PM

View PostRashhaverak, on 03 February 2015 - 03:59 PM, said:

So the new patch "fixed" ammo explosions:
  • Notification will no longer say "Unknown has killed player" once a user dies due to an ammo explosion
Unfortunately, since the graphics and the sound for an ammo explosion is non-existent (or at least unnoticeable), now there is not any good way to know if you score a kill by ammo explosion.


Can we get a patch that adds some way for us to see or know when an ammo explosion occurs? Maybe a visible explosion of some kind? I know that the end of game screen says if you die to an ammo explosion, but that's a pretty lame way to find out.


Ammo Explosion kills always seemed reasonably noticeable to me. The biggest giveaway for me has always been that it's slightly delayed. Poke out and lance a mechs exposed section and a moment after it explodes. Maybe it's because my ping is typically sub 50. I don't notice as much when I brawl however.

#23 Rashhaverak

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Posted 09 February 2015 - 07:14 AM

View PostBig Tin Man, on 07 February 2015 - 11:38 AM, said:

Hey rash, if you got into a light once in a while, you'd see it happening :P. Chain reaction ammo explosions are magical. Taking a cat A1 leg with mg's, to see the sparks move from the leg to the torso and then getting the kill is a great feeling as a light pilot.

Agreed that the vfx and sfx should get a buff. I'm thinking it needs to sound like and look like an arty is going off in your pants, BECAUSE IT IS.

I run plenty of lights, but the need to keep moving and twisting probably doesn't help to notice such an unnoticeable effect. And I can't agree more with your comment on the arty in the pants!

#24 Rashhaverak

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Posted 09 February 2015 - 07:22 AM

View Postwanderer, on 07 February 2015 - 11:52 AM, said:

Or to show the oldschool SFX a bit better, the classic (which is captured from that video a few posts up):

Posted Image

Wow, that looks amazing. Why the heck did that get replaced with what we have today?!? Night and day to me.

#25 Jacob Side

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Posted 09 February 2015 - 12:14 PM

You know where I stand on this Rash.

And if you want to see Arty in your pants, I'll be on tonight.

#26 Lightfoot

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Posted 09 February 2015 - 01:17 PM

So why doesn't CASE ever work?

#27 Mcgral18

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Posted 09 February 2015 - 01:25 PM

View PostLightfoot, on 09 February 2015 - 01:17 PM, said:

So why doesn't CASE ever work?


It always works, in my experience.

#28 Rizzelbizzeg

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Posted 09 February 2015 - 01:51 PM

More effects are fine by me, but the crowd that runs this game on a 5 year old potato will likely lose frames.

#29 topgun505

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Posted 09 February 2015 - 01:52 PM

Think of what we have now.

Think of what an AC20 sounds like.

Now think of what it SHOULD sound like if a full 7 rounds goes off all at once.

Yeah. What we have now doesn't come close (acoustically)





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