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Missiles in the trailers


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#1 Naduk

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Posted 07 May 2012 - 04:20 PM

I gota say I am not a big fan of the current missile displays.
The flight style is great all swarmy and such, the nice high arcs are beautiful.

However I feel the launch of all your missiles in one go is lack luster.
To me it just feels like any other weapon, its a cannon your lobbing over a hill, it needs that feel of i just unleashed a world of hell on who ever is over there. (mw2 style)

Any word if there is a toggle or something ? Paul ? anyone ?

#2 Kenyon Burguess

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Posted 07 May 2012 - 05:48 PM

i dont have a problem with the missles going as they do what-so-ever. but the way you recieve the information of how well you did is quite sparse. watching the display on the cat all you can see is the missles go over the hill and then a few odd flash patterns on the enemy mech profile. theres no massive explosions over there and nothing to tell you if you hit the jenner or if someone else was hitting that jenner. i understand that the cats sensors were prolly basic mode only and that it was far away, but going on visul cue only i instantly got the impression that his missles either 75% missed or were incredibally ineffective. (its a jenner and i cant help but do TT math in my mind)
maybe if a caption popped up that said "12/20 missles recorded a hit" that would be a nice approach to letting players know missles do their job.

#3 Kanatta Jing

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Posted 07 May 2012 - 06:09 PM

I noticed that the missile tubes reloaded before the first volley struck. He totally could have double volleyed before the target knew it was in trouble.

#4 Motionless

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Posted 07 May 2012 - 06:31 PM

View PostNaduk, on 07 May 2012 - 04:20 PM, said:

I gota say I am not a big fan of the current missile displays.
The flight style is great all swarmy and such, the nice high arcs are beautiful.

However I feel the launch of all your missiles in one go is lack luster.
To me it just feels like any other weapon, its a cannon your lobbing over a hill, it needs that feel of i just unleashed a world of hell on who ever is over there. (mw2 style)

Any word if there is a toggle or something ? Paul ? anyone ?


What?

I need a translation.

#5 pursang

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Posted 07 May 2012 - 06:46 PM

It makes more sense for the missiles to fire all at once, rather then stream in on the target one at time only to be chewed through by the potential AMS.

Edited by pursang, 07 May 2012 - 06:46 PM.


#6 Fabe

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Posted 07 May 2012 - 06:49 PM

The big volly of missiles is how it works in tabletop so I see no reason to do it diffrently here.

#7 Sleepy Head

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Posted 07 May 2012 - 06:50 PM

I liked MW4's missles; they flashed brilliantly and left a long streaking trail of smoke. The warheads glowered yellow/orange too.

#8 Zakatak

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Posted 07 May 2012 - 06:52 PM

View PostKanatta Jing, on 07 May 2012 - 06:09 PM, said:

I noticed that the missile tubes reloaded before the first volley struck. He totally could have double volleyed before the target knew it was in trouble.


There might be some tactical reasoning for spacing out your volleys to balance the reload time. Maybe guiding interference from the other missiles or something to that effect? Ammo conservation is an obvious one I suppose.

I actually didn't mind MW4 missiles, it was the MW3 ones I didn't like. They may not have "thumped" out 1 by 1 like they did in MW4, I enjoyed watching them swirl around fast movers and Nightwinds.

The MWO ones are pretty good. I like how they "missile massacre" and move all over the place to avoid interception. Just needs more atmosphere-choking black smoke!

Edited by Zakatak, 07 May 2012 - 06:54 PM.


#9 Abrahms

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Posted 07 May 2012 - 06:59 PM

What I dont get... is how they dont all collide and just detonate in the air! massive swirlfest in the sky was a little odd... and yeah, needs smoke added (I know, pre-beta build...)

#10 Naduk

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Posted 07 May 2012 - 07:16 PM

View PostMotionless, on 07 May 2012 - 06:31 PM, said:


What?

I need a translation.


instead of launching in a block, the missiles would launch separately
like this
http://youtu.be/bonai7PXfUM?t=2m55s

#11 pursang

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Posted 07 May 2012 - 07:16 PM

View PostNaduk, on 07 May 2012 - 07:16 PM, said:


instead of launching in a block, the missiles would launch separately
like this
http://youtu.be/bonai7PXfUM?t=2m55s


Why?

#12 Helmer

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Posted 07 May 2012 - 07:17 PM

No complaints here!




Cheers.

#13 Naduk

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Posted 07 May 2012 - 07:24 PM

Why... because its awesome

i don't have a more in depth reason, wouldn't care if its more efficient or less likely for your own missiles to collide
or if ams would have an easier time of it

i just want to know if there even a chance to have our missiles fire like this
and if the devs haven't considered it, asking about it may prevoke such thoughts

Edited by Naduk, 07 May 2012 - 07:26 PM.


#14 Kudzu

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Posted 07 May 2012 - 07:33 PM

View PostAbrahms, on 07 May 2012 - 06:59 PM, said:

What I dont get... is how they dont all collide and just detonate in the air! massive swirlfest in the sky was a little odd


Pre-programmed evasive maneuvers designed to avoid AMS. These are the best (and closest to the TT) missiles I've seen in a MW game.

#15 Corbon Zackery

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Posted 07 May 2012 - 07:59 PM

View PostFabe, on 07 May 2012 - 06:49 PM, said:

The big volly of missiles is how it works in tabletop so I see no reason to do it diffrently here.


Thats not even how they work on the table top.

1. LRM are only semi guided so you can miss with the whole group of missles in the board game.

2. They don't fire over a hill unless you have something guiding them to the target like a TAG laser system.

3. They don't shoot upwards they shoot in a straight line so if a hill, mound, or trees. is in the way you may lose them all.

Right now the missles are working like they do in all the other video games you get a lock, the hud goes red and you fire them.

Right now missle are pretty powerful in the game because I can sit in the gully out of line of sight wait until a recon mech spots me a target then I fire watching my missles fire upward over the hills, trees, mountains, lakes, other mech units to watch it hit the legs of a enemy mech from a downward arch. I think some one messed up the angle unless they came down, and arched into the mech. Thats not even close to the board game. A missle goes so fast it can't even make those types of turns. So this is huge issue. Like 2 AMS and a ton of ammo just so I can survie the first 5 min. Your looking at talking double ECM so if one gets knocked out your still shielded. The Artimitis fire control computer is going to make missle mechs very popular.

None of what you saw happens in the board game. In the board game you have Line of Sight, Semi guided missles shooting in a straight line. The only way that shot could happen is with a light mech TAG pointed at it.

Some poor smuck is going to park his Awsome on a hill, and all hes going to see is streaks of missles that arch over all terrain and smack into him because a light mech spotted him no I'm sorry you must walk up a hill so see everyone below you then you can fire at will at my running 8/12 commando thats got double AMS, a beagle, ECM, TAG and 2 M lasers.

You have to have line of sight to a mech to lock on unless its TAG. A Sparrow missle is not going to go over the hill to find its target its not that smart. The best example of how missles work is in Clear and Present Danger. They Tag the Yellow truck with a laser and it guides in the bomb. There were no J-DAM's when Battletech was written so you cant just get a lock and watch GPS guide it in. The Hellfire is another great example of how LRMs are suppose to work.

Think of LRM as a Semi-guided Rocket pod from a cobra attack helocopter. you point it at a mech and hope all 20 missles hit. Its not cost effective to mount heat sensors in all 20 missles the houses would go broke 200 heat sensors for a ton of ammo.

Edited by Corbon Zackery, 07 May 2012 - 08:21 PM.


#16 pursang

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Posted 07 May 2012 - 08:01 PM

View PostCorbon Zackery, on 07 May 2012 - 07:59 PM, said:


Thats not even how they work on the table top.

1. LRM are only semi guided so you can miss with the whole group of missles in the board game.

2. They don't fire over a hill unless you have something guiding them to the target like a TAG laser system.

3. They don't shoot upwards they shoot in a straight line so if a hill, mound, or trees. is in the way you may lose them all.

Right now the missles are working like they do in all the other video games you get a lock, the hud goes red and you fire them.

Right now missle are pretty powerful in the game because I can sit in the gully out of line of sight wait until a recon mech spots me a target then I fire watching my missles fire upward over the hills, trees, mountains, lakes, other mech units to watch it hit the legs of a enemy mech from a downward arch. I think some one messed up the angle unless they came down, and arched into the mech. Thats not even close to the board game. A missle goes so fast it can't even make those types of turns. So this is huge issue. Like 2 AMS and a ton of ammo just so I can survie the first 5 min. Your looking at talking double ECM so if one gets knocked out your still shielded. The Artimitis fire control computer is going to make missle mechs very popular.

None of what you saw happens in the board game. In the board game you have Line of Sight, Semi guided missles shooting in a straight line. The only way that shot could happen is with a light mech TAG pointed at it.

Some poor smuck is going to park his Awsome on a hill, and all hes going to see is streaks of missles that arch over all terrain and smack into him because a light mech spotted him no I'm sorry you must walk up a hill so see everyone below you then you can fire at will at my running 8/12 commando thats got double AMS, a beagle, ECM, TAG and 2 M lasers.

You have to have line of sight to a mech to lock on unless its TAG. A Sparrow missle is not going to go over the hill to find its target its not that smart.


Played the game, have you?

#17 Kudzu

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Posted 07 May 2012 - 08:07 PM

View PostCorbon Zackery, on 07 May 2012 - 07:59 PM, said:


Thats not even how they work on the table top.

1. LRM are only semi guided so you can miss with the whole group of missles in the board game.

2. They don't fire over a hill unless you have something guiding them to the target like a TAG laser system.

3. They don't shoot upwards they shoot in a straight line so if a hill, mound, or trees. is in the way you may lose them all.

Right now the missles are working like they do in all the other video games you get a lock, the hud goes red and you fire them.

Right now missle are pretty powerful in the game because I can sit in the gully out of line of sight wait until a recon mech spots me a target then I fire watching my missles fire upward over the hills, trees, mountains, lakes, other mech units to watch it hit the legs of a enemy mech from a downward arch. I think some one messed up the angle unless they came down, and arched into the mech. Thats not even close to the board game. A missle goes so fast it can't even make those types of turns. So this is huge issue. Like 2 AMS and a ton of ammo just so I can survie the first 5 min. Your looking at talking double ECM so if one gets knocked out your still shielded. The Artimitis fire control computer is going to make missle mechs very popular.

None of what you saw happens in the board game. In the board game you have Line of Sight, Semi guided missles shooting in a straight line. The only way that shot could happen is with a light mech TAG pointed at it.

Some poor smuck is going to park his Awsome on a hill, and all hes going to see is streaks of missles that arch over all terrain and smack into him because a light mech spotted him no I'm sorry you must walk up a hill so see everyone below you then you can fire at will at my running 8/12 commando thats got double AMS, a beagle, ECM, TAG and 2 M lasers.

You have to have line of sight to a mech to lock on unless its TAG. A Sparrow missle is not going to go over the hill to find its target its not that smart.

Total Warfare P.111 begs to differ-- look in the section called "LRM Indirect Fire".

#18 Hakija

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Posted 07 May 2012 - 08:20 PM

View PostNaduk, on 07 May 2012 - 07:16 PM, said:


instead of launching in a block, the missiles would launch separately
like this
http://youtu.be/bonai7PXfUM?t=2m55s


jeez that brought back memories. I had to watch the whole thing just for the nostalgia. And since this is about the missiles, I actually prefer the new style. No real reason, it just looks neat.

I wouldn't worry too much about realism. In real warfare, you would make each missile significantly more powerful and heavy. Firing large swarms of independent warheads isn't economical unless you're shooting at multiple targets.

#19 Bullwerk

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Posted 07 May 2012 - 08:23 PM

Okay lets all just remember that this is MechWarrior Online... NOT the BattleTech table top game. The devs have done an awesome job, so far as can be told at this point, off taking the basic rules and concepts of the TT game and bringing them into a real time dynamic medium. Everything I have read and seen so far makes me truly believe this is going to be the best MW video game to date and not just because of the graphics.

I, nor most of the others here I do imagine, want to play a 3-D version of the table top. We want visceral real time action that makes us feel in control from movement, to aiming, to firing. No dice rolls, no turns, minimal winning on circumstance and luck. You strip those away and things take a decent departure from TT right away, Add in the desire to put a unique look and feel into their game and you can bet this game, by these devs, is gonna be different than your TT experience. Different but Good!

As for the OP's comment I like the missiles as they are currently implemented. They have a distinctive look that is intriguing and functional (the aforementioned AMS avoidance). As for the missiles not launching as a stream of individual weapons I love it. There is no good reason to string out the firing of guided missiles if you don't have to, you want to launch en masse to overwhelm the enemies ability to avoid. But, for those of you hankering for some sequential fire go warm up an Atlas... it has a LRM-10 with only 5 ports, say hello to sequential waves of five if they stuck to that design.

#20 Exillian

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Posted 07 May 2012 - 08:25 PM

But I like ze Missiles :S......they look like they could whack punch.





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