

Why Does Ams Shoot Through Walls And Terrain?
#1
Posted 29 November 2018 - 07:37 PM
#2
Posted 29 November 2018 - 08:00 PM
#3
Posted 29 November 2018 - 08:59 PM
#4
Posted 29 November 2018 - 09:03 PM
DjPush, on 29 November 2018 - 07:37 PM, said:
Cause PGI is either lazy, or incompetent. Luckily there is AMS on/off toggle button.
#6
Posted 29 November 2018 - 10:51 PM
#7
Posted 29 November 2018 - 11:22 PM
#8
Posted 29 November 2018 - 11:30 PM
Monkey Lover, on 29 November 2018 - 10:11 PM, said:
They could, as they fixed it for the tunnel on crimsons.
All they did was they just made the mountain over the tunnel thicker and raised the tunnel roof higher so the ams rounds are no longer able to reach through to actually hit and damage missiles flying outside with enough damage to actually destroy any.
Edited by Dee Eight, 29 November 2018 - 11:32 PM.
#9
Posted 30 November 2018 - 12:15 AM
Dee Eight, on 29 November 2018 - 11:30 PM, said:
All they did was they just made the mountain over the tunnel thicker and raised the tunnel roof higher so the ams rounds are no longer able to reach through to actually hit and damage missiles flying outside with enough damage to actually destroy any.
Really? I didnt remember that,I stand corrected.
Edited by Monkey Lover, 30 November 2018 - 12:15 AM.
#10
Posted 30 November 2018 - 04:14 AM
DjPush, on 29 November 2018 - 07:37 PM, said:
Just another basic functionality thing in a long list of things not fixed and/or missing from the game that are normal in most other games on the market..
And you wonder why this game always had, and always will have a small player base..
I mean we actually had to tell PGI to put something on the blank screens in mech cockpits before steam launch.. that was what, 3-4, years in?
Consider yourself lucky the AMS works as-is.
#11
Posted 30 November 2018 - 09:23 AM
Vellron2005, on 30 November 2018 - 04:14 AM, said:
Just another basic functionality thing in a long list of things not fixed and/or missing from the game that are normal in most other games on the market..
And you wonder why this game always had, and always will have a small player base..
I mean we actually had to tell PGI to put something on the blank screens in mech cockpits before steam launch.. that was what, 3-4, years in?
Consider yourself lucky the AMS works as-is.
I almost miss that black screens. It was fun to dream they might actually display useful,interactive or toggle-able data instead of a planar animation on loop. Doing that was a week three or four assignment in my beginning 3d animation class. We all thought getting a model to follow a simple path for the in class demo was sweet too...back in 2007. PGI and their vip well hello tangent but to get back on track the vip still doesn't have ams the last time I played escort. Not that ams would help that giant slow moving target.
#12
Posted 30 November 2018 - 12:36 PM
FRAGTAST1C, on 29 November 2018 - 11:22 PM, said:
I don't remember this being much of an issue with the old small maps, some odd ****, used to happen in old forest colonies tunnel, but AMS has always been a bug, P.G.I seem incapable of fixing, the on off switch would seem to be the work around..*coughs* sorry feature.
#13
Posted 30 November 2018 - 12:58 PM
#14
Posted 30 November 2018 - 06:07 PM
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