Jump to content

Pros/cons Of Toggle Bay Doors?

v1.0.142

56 replies to this topic

#21 EnigmaNL

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 379 posts
  • LocationNetherlands

Posted 08 November 2012 - 06:41 AM

What is the purpose of opening the missile doors manualy? Is it just for the lulz or does it help in some way?

Also having trouble finding the indicator.

#22 IronGoat

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 534 posts
  • LocationSolaris VII, trying to scam hip actuators from that seedy Liao Rep...

Posted 08 November 2012 - 07:07 AM

View Posttwibs, on 07 November 2012 - 02:09 AM, said:

So what do the missile doors do exactly? Anyway

open doors remove the fireing delay of your missles so they WHOOSH when you hit the button not long after the enemy has left your gunsight ;)

the protection of them closed is so minimal as to be laughable 10% on a cat arm is just 4 more hitpoints.

#23 Epon Ra

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 40 posts
  • LocationBerlin, Germany

Posted 08 November 2012 - 07:14 AM

If you changed nothing, and don´t mess around with your config, the door-led is very well visible on the left Frame, without zooming and looking around.

@EnigmaNL: if you have the doors closed, and press fire, you will notice a slight delay. Thats because the doors went open, you fire the LRMs, and the doorbays closing a few seconds after that on their own.
If you dont want that delay, press the desired key, and you dont have that delay any more.
But its now easier to destroy your lrm-launcher with a direct hit.

#24 SilverlightPony

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 330 posts

Posted 08 November 2012 - 07:15 AM

View PostEnigmaNL, on 08 November 2012 - 06:41 AM, said:

What is the purpose of opening the missile doors manualy? Is it just for the lulz or does it help in some way?

Also having trouble finding the indicator.

If you don't open them manually, there's a slight firing delay for the doors to open automatically when you press the fire button.

There's a drawback to having them open, but I forget what it is.

#25 EnigmaNL

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 379 posts
  • LocationNetherlands

Posted 08 November 2012 - 07:17 AM

View PostEpon Ra, on 08 November 2012 - 07:14 AM, said:

If you changed nothing, and don´t mess around with your config, the door-led is very well visible on the left Frame, without zooming and looking around.

@EnigmaNL: if you have the doors closed, and press fire, you will notice a slight delay. Thats because the doors went open, you fire the LRMs, and the doorbays closing a few seconds after that on their own.
If you dont want that delay, press the desired key, and you dont have that delay any more.
But its now easier to destroy your lrm-launcher with a direct hit.


Ahh, thanks! Maybe I can one-shot Catapult missilepods with a Gauss when their doors are open ;)

#26 vettie

    Member

  • PipPipPipPipPipPipPipPip
  • The Machete
  • The Machete
  • 1,620 posts
  • LocationThe Good Ole South

Posted 08 November 2012 - 07:19 AM

I can see the tiny glowing "rivets" on a Cat (trial mech) but they never seem to "not glow" (I am guessing closed is no glow).

I have yet to find it on either of my Centurions.

I brought this up in a thread as well as everything they were supposed to 'change' or add..

http://mwomercs.com/...-morning-after/

#27 IronGoat

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 534 posts
  • LocationSolaris VII, trying to scam hip actuators from that seedy Liao Rep...

Posted 08 November 2012 - 07:21 AM

View Postvettie, on 08 November 2012 - 07:19 AM, said:

I can see the tiny glowing "rivets" on a Cat (trial mech) but they never seem to "not glow" (I am guessing closed is no glow).

I have yet to find it on either of my Centurions.

I brought this up in a thread as well as everything they were supposed to 'change' or add..

http://mwomercs.com/...-morning-after/

the glowing rivets is it they glow yellow for working but closed green for working but open ( green is hard to tell from yellow on many rigs) and red for destroyed. and yes they always glow and never go out

the doors closed ostensibly add +10% armor tot he arms which for a cat with full armor is only a whopping +4 armor points so IMO as a missle sled driver they have NO real value and i run with my doors open the whole match and have yet to say "dammit if only my doors were closed we would have won that match!!"

i think of having my doors open as "going commando" just let your junk swing in the breeze and be free LOL

Edited by IronGoat, 08 November 2012 - 07:24 AM.


#28 Corison

    Member

  • PipPipPipPipPipPip
  • 376 posts

Posted 08 November 2012 - 07:37 AM

From what I can tell there is no real penalty from having them open... It does seem to increase launch time a fair bit. Do note that if they are Closed you take reduced damage to those locations as they are considered armored. The amount of damage reduced is pretty low so not a huge factor but its there.

Edited by Corison, 10 November 2012 - 07:05 PM.


#29 Vraxx

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 153 posts

Posted 08 November 2012 - 11:10 AM

It's on the left vertical but I agree it is wayyyy too small to be noticeable. For me (colorblind) it's even worse because the contrast between the green/yellow and the cockpit frame makes it really hard for me to distinguish. I was thinking it would been some kind of master-arm indicator on the hud itself.

#30 weaponx26

    Member

  • PipPip
  • 36 posts
  • Facebook: Link
  • Locationdublin

Posted 08 November 2012 - 12:59 PM

I was just on Frozen city,around D4/D5 there where a pair of floating catapult doors, opening and closing like they were firing but with no missiles , i'd guess the mech was somewhere else on the map. I have a feeling this might be to do with the new "/" command.
thanks

#31 h00n

    Member

  • PipPipPipPipPipPip
  • 228 posts

Posted 08 November 2012 - 01:02 PM

I shot at them.

#32 Jace11

    Member

  • PipPipPip
  • 94 posts

Posted 08 November 2012 - 01:07 PM

Yes still seeing model bugs since patch and hotfix. Never noticed these before recent patch.

1. Catapult missile doors

2. Jenner Neck region missing at medium range - LOD1 or LOD2 error maybe...?

3 Jenner Arm floating alongside Jenner - sometimes the arm's shadow also does this at the nearest LOD even when the arm is in the right location, maybe cause I have shadows set at a lower level. Probably another error in one of the LODs

4. Centurion lower torso missing on death... Maybe all varients, not certain.

Edited by Jace11, 08 November 2012 - 01:08 PM.


#33 weaponx26

    Member

  • PipPip
  • 36 posts
  • Facebook: Link
  • Locationdublin

Posted 08 November 2012 - 01:53 PM

View PostJace11, on 08 November 2012 - 01:07 PM, said:

Yes still seeing model bugs since patch and hotfix. Never noticed these before recent patch.

1. Catapult missile doors

2. Jenner Neck region missing at medium range - LOD1 or LOD2 error maybe...?

3 Jenner Arm floating alongside Jenner - sometimes the arm's shadow also does this at the nearest LOD even when the arm is in the right location, maybe cause I have shadows set at a lower level. Probably another error in one of the LODs

4. Centurion lower torso missing on death... Maybe all varients, not certain.

i think I saw a centurion texture wrap issue on the front of the mech , I'm not sure because teammate i was death-viewing from turned too quick

#34 Adrienne Vorton

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,535 posts
  • LocationBerlin/ Germany

Posted 08 November 2012 - 02:43 PM

mh, i start to believe, that they rolled back some of the changes of the last few month... the missledoor issue, the LRM flightpath and some other things that were originally fixed a few patches ago... maybe they tried to restore something to explore some issues...

just a feeling :)

#35 Karyudo ds

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,706 posts
  • LocationChaos March

Posted 08 November 2012 - 07:28 PM

Firstly I'm happy to have manual control options over the doors, makes the game feel a bit more sim-like/tactical/etc. The indicators though seem like they could be a bit more obvious to me. After not playing for a few days I didn't even notice that they were new or changing color at first (the glow seems a bit dim) and the tone for the toggle seems isn't terribly loud.

I mean they weren't hard to find nor hard to use but if I didn't read the notes or look at the options menu I wouldn't have even noticed it was there. It's otherwise not incredibly obviously what's happening when you hit the button unless you already know which it seems like a HUD should give you a little more feedback. Maybe a little bit more of a chirp with some subtle hydraulic sounds and some small "Doors Opening/Closing" text when you hit the button and when it happens automatically.

#36 Fetladral

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 525 posts
  • LocationAsgard

Posted 08 November 2012 - 10:20 PM

Some maps it's really hard to tell between the green and the yellow as well.

#37 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 09 November 2012 - 12:54 AM

yes this needs to be improved upon.

#38 FrupertApricot

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 669 posts

Posted 09 November 2012 - 01:01 AM

**** that, what we need is Betty to tell us "Missile doors open" and have her pronounce it "Miss-Aisle"

#39 Kobura

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 477 posts
  • Facebook: Link
  • LocationNuclear Winter

Posted 09 November 2012 - 03:11 AM

why not just have a little schematic on a MFD on the support strut with either double boxes or single boxes for open and closed

A definitive "yes open" or "no closed" that is intuitive without silent and unspoken color code attached to a mysterious random keystroke

#40 Disbelief

    Member

  • PipPipPip
  • Little Helper
  • Little Helper
  • 83 posts

Posted 09 November 2012 - 03:50 AM

They can put everything in the cockpit. Even if there are 20 lights. They have to make it clear what light isn't a fake and what function it is. I would like it to watch in my cockpit too see everything. But fake lights shouldn't make it hard to see what is what.

Edited by Disbelief, 09 November 2012 - 03:57 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users