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Singularity Missile & Launcher Defect Thread

First post
Author
Denuo Secus
#161 - 2012-05-10 23:59:01 UTC
Just tried the latest Sisi build (371513). I checked a Nighthawk with HMs. Missiles are still not really visible at medium range when zoomed out a bit. Also too much smoke. Indeed at medium range I only recognized missiles by its smoke!

It's certainly a matter of taste but I for one don't like smoke on my space ship missiles. Not sci-fi. Caldari are THE high tech faction! IMHO it would be awesome if missiles just could glow like the old ones...only we have now several of them per volley! The old, glowing missiles were the only thing I saw when watching a battle at range. A cruise missile hitting a target @100km was perfectly visible. I really liked that. How amazing could this look now with individual missiles per volley!

Btw: sound is great now. HMs hitting with some kind of massive but still not overdone sound effect. Love it.
Meolyne
Perkone
Caldari State
#162 - 2012-05-11 01:12:30 UTC
Talon SilverHawk wrote:
New build today. So far

Could be improved

Missile launcher placement on Raven could moved to the central body of the ship, rather than the wings.



I studied the raven for more than 2 years now and the only place missiles would go were on wing's extremities, with wings interior fully loaded with racks of missiles from cargohold.
First placement by ccp i found it awesome, not just "good"

now it's just below the beast... might please a few, but doubt it's majority.

so now? what the wings are for? it's became useless. (visual+utility)

sad day
Talon SilverHawk
Patria o Muerte
#163 - 2012-05-11 11:42:16 UTC
Logged a bug report about not seeing missiles in flight when zoomed out. Sadly got a response saying working as intended Cry.

That's going to make zoomed out fights for PVP or even PVE really naff for missile pilots. Also fleet missile fight vids are going to be a thing of the past Cry

Tal

Denuo Secus
#164 - 2012-05-11 11:45:50 UTC
Talon SilverHawk wrote:
Logged a bug report about not seeing missiles in flight when zoomed out. Sadly got a response saying working as intended Cry.

That's going to make zoomed out fights for PVP or even PVE really naff for missile pilots. Also fleet missile fight vids are going to be a thing of the past Cry

Tal



Sad
Meolyne
Perkone
Caldari State
#165 - 2012-05-11 13:11:35 UTC
Not more tears for caldari... ?

No more missiles view for caldari = more tears :D
Pierced Brosmen
The Scope
Gallente Federation
#166 - 2012-05-11 22:59:01 UTC  |  Edited by: Pierced Brosmen
After some testing I notice that the launch animation for citadel cruise missiles is very jittery... kinda like the missiles have spasms (lol)
When firing Citadel Torps I see the animation of four missiles that launch from the launchers like they should, Plus an aditional 4 torpedoes launching from the centre of the launcher... the last four missiles turn around after launch and return to my ship and explode (not causing damage ofcourse).... Looks really weird.

[Edit] Also, for the launchers on the underside of the Phoenix, the launcher on the wrong side is firing. If you have a target on starboard the side launchers on starboard fires like they should, except for the underside launchers, where it's the port one that fires
Sjach Kothar
Immaterium Tombworld
#167 - 2012-05-11 23:24:10 UTC
I feel very disappointed in the new torpedo explosion effect...

Rockets and torps are my preferred missile types and i love everything about the rockets, but torps seem to be largely lacking for the explosion visuals i have come to know and love seeing all day long everyday.. i seriously hope this gets a new look over

for the torps i like the launching and missile travailing effects so no complaints there but when it comes to the explosion effect i feel that there more like heavy missiles or cruise missiles.

If you can beef up the explosion by at least 500% or just keep the explosion effects the way they are im sure allot of people would be much happier with them

Pierced Brosmen
The Scope
Gallente Federation
#168 - 2012-05-12 00:02:31 UTC
Since the client is handling the animations for missiles in flight, could it be possible to make their flight path avoid objects that are in the way, if possible?

Like for example you have a target on the oposite side of a station, it would look a whole lot cooler if the missiles flew around the station and not through it.
Bakuhz
NED-Clan
Goonswarm Federation
#169 - 2012-05-12 12:09:49 UTC
first thing i really like the new missile effects

but i found one thing the bombs dont work as they should
they do not fly their aligned position when propperly aligned and launched but they hang in space were you launched it like if it is a mine with a timer on it
the bomber did not get damaged after several tests
so i think i found one of your little bugs there

i drop bombs for a living so bake me some bread in a working oven!

https://zkillboard.com/character/584042527/

Pro Versius
Ministry of War
Amarr Empire
#170 - 2012-05-13 00:17:05 UTC
QuestionSo I was just on SIngularity with my Malediction checking out the T2 rocket launchers and I noticed, this thing only has 3 launchers but it's spitting out 9 rockets per salvo. Shouldn't it only be shooting 3 rockets per salvo? Otherwise it worked great, the launchers aquired targets, fired and left trails in space before hitting target. Question


I have also checked out the effects on the Drake and purifier and they too looked good as well. Didn't see any issues with them.
Pierced Brosmen
The Scope
Gallente Federation
#171 - 2012-05-13 23:17:56 UTC
Pro Versius wrote:
QuestionSo I was just on SIngularity with my Malediction checking out the T2 rocket launchers and I noticed, this thing only has 3 launchers but it's spitting out 9 rockets per salvo. Shouldn't it only be shooting 3 rockets per salvo? Otherwise it worked great, the launchers aquired targets, fired and left trails in space before hitting target. Question

No, I belive it's correct that the rocket launcers fire multiple missiles per salvo. It's the same with the Citadel Torpedo launchers for capital ships. They fire 4 missiles per salvo, as there are 4 torpedo tubes per launcher.
Keras Authion
Science and Trade Institute
Caldari State
#172 - 2012-05-14 11:10:04 UTC
Missile launchers don't enter the reloading animation if it runs out of ammo and has to reload. They just twitch like they were about to start the sequence but continue to track the target. Manually reloading starts the animation normally.

Also the launchers look a bit siilly with missiles sticking out of them when they just fired the last round. It's particulary visible with the capital launchers when there's just one missile and a long cycle time.

This post was rated "C" for capsuleer.

Pierced Brosmen
The Scope
Gallente Federation
#173 - 2012-05-14 11:34:04 UTC
I fully agree.
In my oppinion, missile launchers should also go to the "parked" position (that you get when you warp) when they aren't loaded with any charges... same goes for turrets for that matter.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#174 - 2012-05-14 22:38:41 UTC
I found a graphical bug.

Citadel torpedo volleys will turn on thier masters.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

SV0B0DA
ENTRY PLUG.
#175 - 2012-05-15 21:53:05 UTC
This will probably get overlooked, but I really would like to see the ball of flame that was always visible when you fired a volley of missiles to be at least somewhat visible regardless of zoom distance.

You used to be able to tell beyond a shadow of a doubt when someone fired missiles at you, however now you can only tell once they get close or hit you for the first time.
Lord Melvinstar
Harambe's Chosen
#176 - 2012-05-15 23:17:17 UTC
I'm going to start this by saying I love the new effects. They are a huge improvements over the old ones.

However, I've noticed that the flare from the missile's "engines" tends to crap out after a while. I'm not sure if this happens when you alt-tab out or if it just stops working, but after a while the only way to see the missiles in space is by their smoke trail.

I also wish that the explosions could be a bit bigger or brighter, and definitely louder. With the current effects, you can see and hear even light missiles explode from a good distance away (at most zoomed out as far away as you can still see your ship on screen, and definitely with the camera in the "default" position.) Now, I can barely hear them unless I lock the camera directly on my target.
RaMKNoT
Saitsuo Interstellar Security
Ishuk-Raata Enforcement Directive
#177 - 2012-05-16 07:40:30 UTC
Am i the only one that thinks turrets & launchers shall remain closed (offline graphically, tucked in wtvr u wanna call it) all the time , unless they have a target locked..



just sayin :S
Spyker Slater
Bliksem Bende
#178 - 2012-05-16 08:52:48 UTC
Big smileBig smileBig smile LOVE the new effects!!

Small bug I found: I fitted a drake with 2xHML, 2xHAM, 1xLight missile, 1xRappid Light missile and 1xrocket The 3 small launchers ended up being placed at the top and bottom of the drake. I went to an asteroid belt and started shooting rocks which were to the side of the drake. The HMLs and HAMs on the side of the drake looked fine, but instead of the small launchers at the top firing the ones on the bottom fired which ended up firing the missiles and rockets through the side of the drake.

Also for future development: Please improve the wreckage of ships, I mean how can the wreckage of a battleship or even titan look the same as that of a frigate?
Kyre Ikslawok
Excavation Tribe
#179 - 2012-05-16 10:59:17 UTC
missles barely visible in flight from close , if zoomed out a bit cant see flying missle at all . if its looks as it should its realy stupied idea.
D'Kelle
Federal Navy Academy
Gallente Federation
#180 - 2012-05-16 12:54:42 UTC
The Drake looks totally Brill with it's missile set giving full and cool effect, however the Cruise launchers and Torp launchers are a bit feeble in comparrison it pops out or drops out depending upon location and dosnt give that feeling of the taget been locked up and tracked.
If these were for planetary bombardment then the effect of them dropping out from underside silos of a Raven then streaking towards the planet surface below that would be somewhat different.
So a little more work on the launch effect of those would be good.