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Why do the new LRMs look... different


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#41 geck0 icaza

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Posted 11 May 2012 - 08:52 AM

Since some want to insist that these are different missiles and that the ones im referring to are SRM's. Ill submit this video instead to be clear. The first shot happens at 1:05, they next shot happens at 1:22, and the last shot is at 2:30.



The funny thing is the first shot flight pattern looks crap IMO, but the second shot looks very much like the original launch pattern, and the third salvo seems to disappear as the first missile hits. The third shot im will to chalk up to "its beta and **** happens".

I but in every case except the last shot the atlas was locked on to a target someone else had LOS to. So "they weren't direct locks" is not a reason for the flight path. There weren't any artimus systems cause Artimus costs enough tonnage that the config would have had to change. That isn't the case in either video.

So after talking it through I think the inconsistent nature of the flight path is more of a "its beta **** happens" rather than a deliberate change in the missiles. Honestly IMHO I hope that's the case cause I don't want "release the bees" going through my head every time I fire LRM's. ;)

#42 MaddMaxx

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Posted 11 May 2012 - 11:04 AM

The seemingly erratic patterns is likely due to the programming stats that changes the flight characteristics for each Volley fired. Things like Fire Cone Angle, Scatter Ratio/Angle/Max/Offset, Tracking V/H, Rotation, Gather rates, etc. etc. Really cool stuff. :D

Each missile (or group) probably has flight #'s that are changed, if only slightly, thus that each visual has a slightly different look to it. I think that is cool.

Tweaking the #'s could easily achieve a more consistent flight pattern for all Missile volleys, but a bit of variety can't hurt really. ;)

Edited by MaddMaxx, 11 May 2012 - 11:09 AM.


#43 Suskis

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Posted 11 May 2012 - 11:17 AM

SRMs should be more "lively" and dancing, as LRMs now look, imho.
LRMs should be depicted as in many anime as Macross: drawing long smoke trails and not shaking at all.

#44 GrimJim

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Posted 11 May 2012 - 11:37 AM

Roman candles VS. bottle rockets.


I always thought of SRMs firing straight like rockets towards their targets with the short distance & prearmed warheads. LRMs I imagined being "ejected," lazing around in all directions until the warhead arms, locks onto a target and converges.

As an aside I'm a big fan of contrails. Maybe a little too Macross for some but its quick and chatotic and beautiful.


*** ;) by Suskis***

Edited by GrimJim, 11 May 2012 - 11:39 AM.


#45 Melissia

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Posted 11 May 2012 - 11:38 AM

Personally, I like the new look, and I especially love the new arcing shots.

#46 Black Mamba

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Posted 11 May 2012 - 06:42 PM

View PostSuskis, on 11 May 2012 - 11:17 AM, said:

SRMs should be more "lively" and dancing, as LRMs now look, imho.
LRMs should be depicted as in many anime as Macross: drawing long smoke trails and not shaking at all.


Bingo this guy gets it!

#47 ak12546

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Posted 11 May 2012 - 08:01 PM

i noticed that the missiles come out of the tubes with a lot of space in between.
shouldn't the missiles come out close together then start to spread out and weave?
(second video)

Edited by ak12546, 11 May 2012 - 08:02 PM.


#48 Kaemon

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Posted 12 May 2012 - 01:26 PM

I would also like to follow the bee swarm back from where it came (via smoke trails) rather than constantly look around thinking 'where'd those come from'.

heh....'release the bees'...that's good.

#49 Arbhall Sommers

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Posted 12 May 2012 - 04:35 PM

Looks great to me, cant wait to see how effective they are, especially later when we can have clan tech. With clan tech comes the PheonixHawk 2C, and the variant with 9 LRM-15's. Love it!

#50 Fetladral

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Posted 12 May 2012 - 05:30 PM

For the most part missles do not give off alot of smoke unless they are cruise missles or ones designed for carrying nukes so LRMs should not give off alot of smoke. Arrow IVs yes. LRMs will be about the size of sparrows or the AIM 120.



#51 Lightfoot

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Posted 12 May 2012 - 05:49 PM

I can explain the difference.

In the first video the pilot is mantaining reticle contact on the target mech as they launch the LRMs. In MW4 this would cause the LRMs to home in on the targeted section, CT for example. In MWO it seems to cause the LRMs to home in more accurately as they close.

In the second video most of the shots are either indirect or without reticle contact. The one shot with reticle contact shows the LRMs track pretty true and score a good hit.

Nobody has played the game yet, but I think this is what you are seeing in the vids.

Edited by Lightfoot, 12 May 2012 - 05:52 PM.


#52 Niberung

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Posted 07 June 2012 - 10:02 PM

In MW4: Mercenaries and MechCommander LRMs looked like something big. When you were launching them they looked like a ton of bad luck about to happen to someone. Their animation, even though not so realistic, suggested that they are going to mess you up and mess you up good.

In the heavy mech video you (the devs) were talking about "raining death from above" with the Catapult's twin LRM15s, but they just dudn't look the part. They looked like something small and light and completely unworthy of attention, with all their manuverability and such. If you look at any video of a real anti-tank missile launch, be it ground-to-ground or ait-to-ground you can see that the trajectory of the missile looks very solid. It does not make a single unnecessary maneuver, its every move is dictated by the hard and unforgiving laws of physics.

There is also an issue mentioned by ak12546

View Postak12546, on 11 May 2012 - 08:01 PM, said:

i noticed that the missiles come out of the tubes with a lot of space in between.
shouldn't the missiles come out close together then start to spread out and weave?
(second video)

In previous games missiles were coming out of the tumes by ones or twoes and there was no such problem. Maybe the same mechanics could be implemented in MWO?

#53 Alfred VonGunn

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Posted 08 June 2012 - 01:44 PM

View PostKaemon, on 10 May 2012 - 07:49 PM, said:

Been watching it a few times (like 100) and I think the LRMs are a bit too lively.

You're throwing a missile 630m, but the side to side motion is (at times) seems faster than the forward motion (almost making them jumpy/jittery).

I think slowing down the 'swirl' effects and keeping them a bit more gradual curves would fix a lot of that.


Well remember if they are basing it on the TT game the damage is not going to be all in a single spot like in MW4.. it will be spread all over the mech and some will miss completely... I like the look of them kind of searching for their target then zeroing in...





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