

Lrms Cause No Effects/shake When You Get Hit
#101
Posted 09 November 2012 - 07:05 AM
#102
Posted 09 November 2012 - 07:08 AM
#103
Posted 09 November 2012 - 07:08 AM
Yesterday I randomly exploded only to find out I was being bombarded with LRM.
#104
Posted 09 November 2012 - 07:14 AM
Hansh0tfirst, on 09 November 2012 - 06:27 AM, said:
Hi Hansh0tfirst,
your right thats shaking doesnt have an impact on your reticular. But if you are a moving source of dmg and you have a moving target, then it is much harder for you to hit all the time with a laserbeam over the duration on a zone. (Especialy on light mechs with low profile ;-) )
But i agree some shaking will be nice and makes much more thats i feel ingame.
Furniture, on 09 November 2012 - 05:32 AM, said:
Yes the shaking terror of the streakcats are impressive, and should be lowered. But completly removing this will not help you at all, because then its the real danger if the enemy is behind you. Streak cats are fast (85kph with elite skill posible) and you didnt notice it or sometime too late. So a reduce of impulse to 0.25 will be a nice idea.
wish you all well
#105
Posted 09 November 2012 - 07:26 AM
#106
Posted 09 November 2012 - 03:42 PM
I'm not sure if this is a bug or a feature, but I don't think the tiny AC/2 rounds going "ping ping ping" against my torso from 1000 meters away should be knocking my mech around more than the massive AC/20 going "BAM BAM BAM" from 200 meters away.
#107
Posted 09 November 2012 - 03:47 PM
#108
Posted 09 November 2012 - 05:06 PM
#109
Posted 09 November 2012 - 05:09 PM
#110
Posted 09 November 2012 - 05:09 PM
#111
Posted 09 November 2012 - 07:16 PM
Furniture, on 09 November 2012 - 05:32 AM, said:
streak shake should go... to some degree...again we are back to Damage amount factor = shake..so 2 ssrm 2's dont hardly shake you, but firing 6 ssrm 2's at once gives some heavier shake..etc.
#112
Posted 10 November 2012 - 12:25 AM
#113
Posted 10 November 2012 - 03:54 AM
bump for great justice!
#114
Posted 10 November 2012 - 04:32 AM
The same should happen for LRMs, in fact, in many cases they should cause more shaking than most cases of streaks. I do not think that shaking should be removed for any of the weapons that use physical ammo. That is part of what makes them so useful, the fact that their hitting actually comes with physical force.
All of that said, I think that we do not have enough shaking events. Someone above mentioned that your aim is not thrown off. In the past your aim was thrown off by bot hits and firing physical weapons. So firing a massive amount of missles should cause your aim to go off a fair amount, or firing an AC 20. Make the force of the aim going off equal to the strength of the weapon. So an AC 2 will not have as much kick as an AC 20. Equally, the ammo hitting the enemy will cause shaking for them.
With the right balance, this would make it about as hard for the attacker to keep a target lock as it is for the defender to return fire.
I also want to mention that rocking while your mech is walking owuld be welcome. Those who have played the past mechwarrior games know what I mean. It wasn't a horrible rocking, but just something that gives you a feeling of movement. This may be hard to do in the game, but it would add to the other imersion elements mentioned above.
I know these things may be considered annoying by some, but they are part of what I think will help you immerse into the battles, otherwise this wouldn't be a very good simulation.
#115
Posted 10 November 2012 - 07:23 AM
#116
Posted 10 November 2012 - 09:44 AM
#117
Posted 13 November 2012 - 01:27 PM
Darkrook, on 07 November 2012 - 01:45 PM, said:
You know, you could fix this by simply having an AMS.
My LRM-20 Raven 3-L, rigged to fire missiles one at a time, can easily be stopped with an AMS. That's 20 missiles, fired "one at a time." O.o;
Although -- this is a great little design when slightly modified to be more practical -- for draining an enemy's AMS with minimal missile consumption.
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