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Singularity Missile & Launcher Defect Thread

First post
Author
D'Kelle
Federal Navy Academy
Gallente Federation
#181 - 2012-05-16 15:37:45 UTC
SV0B0DA wrote:
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.


Hmmm I think the ugly red flashy flashy guy on your monitor should hint a that long before you see the missile comming at you and unless youre in a speed tanking hot rod you can not evade them anyway
Herod Esther
Alpha Prime Industrial
#182 - 2012-05-16 19:44:11 UTC
I looked on the test feedback thread, and there was one for the activation of accounts on SIngularity, but it was locked. Could someone activate me?

ANd when is the next mirror?
DeltaAgent26a
#183 - 2012-05-19 05:39:25 UTC  |  Edited by: DeltaAgent26a
I would be very interested in giving feedback on the missle systems, however, I am still waiting for this and several other characters to be reactivated on the SISI server.

I am also interested in knowing when the next mirror will occur.
Recoil IV
Caldari Provisions
Caldari State
#184 - 2012-05-19 07:48:03 UTC
just an ideea

remove t2 missiles penalty.why? compared to t2 turret ammo

hail has enourmous falloff these days,barrage has even more at the cost of only a few dps loss
quake has been recently buffed (few month ago) has 1.25x more tracking (better than faction ammo) and all t2 long range ammo has been buffed for that matter.
void/null has been buffed..

show missiles love,remove the t2 precision speed penalty,buff them
Octoven
Stellar Production
#185 - 2012-05-19 14:02:27 UTC
To me it seems the smoke trail that follows the missile looks more like my ship shot out a huge stream of ink underwater rather than smoke. The smoke needs to be a little more constricted on the backside or at the very least have the trail long enough to make the width of the trail more consistent.

Which brings me to my next issue, I realize having long trails puts demands on the server, but perhaps make the trail stay in effect until the missile explodes. I would like for my target to see the streams of smoke as his ship is being destroyed. Essentially the smoke should show where the missile has been and right now it hugs the actual missile too close.

Launchers look and are running brilliant, torp blast radius actually is toned down properly and I noticed some improvement to bomb effects; however, imho bombs are still wayyy off from where they should be. A bomb should be able to give off a blinding light sort of like a nuke. It is a bomb, not a firecracker.

Heavy launchers look massive compared to cruise in relation to the ship they are on. The raven for example is much bigger than the drake; however, the cruise launchers against its hull look small compared to the heavies against the drake's hull.
NOGC BLAST
Aliastra
Gallente Federation
#186 - 2012-05-19 18:25:14 UTC  |  Edited by: NOGC BLAST
So Far I have tested heavy missiles both assault and regular, rockets, light missiles, torpedos.

However I was very exited to text the torpedos, because I wanted to see the new explosion effects you used, but quick enough I found them rather unexpectedly small and without any visual punch to them, they looked the same as a heavy missile explosion effect.

All I'm saying is, maybe amp up torpedo explosions a bit, make them bigger and more impressive in scale, make them feel like a real battleship killer.
It should be noted this was from about a day or to ago, and I just finished patching again, I'll revised this post as needed.

I also agree with two other points made by others, #1 bomb effects should be more powerful looking more blind you with a nuke sort of feel, and #2 torpedo launcher animations only fire the first and second missiles in the silo and skip the third.

But on a better note, no matter the torpedo effects, this has greatly enhanced the feel of missiles into something that at the very least FEELS worth using.

EDIT: I just tested cruise missiles and they feel good, they feel almost perfect, nay! Perfect!.
The explosions on them are perfect in scale if you had to change them I would say maybe a bit larger but I don't really think they need change, just that if you had to bigger is always better with explosions ^^

But I also noticed just now that almost all the launch sounds are the same. Where you can tell what some one is firing both ammo and gun type with turrets there is no such way with launchers as of yet, making it hard to ID what someone is using by sound alone.

Also retested torpedos and there still a little underwhelming when you think about what they are.
C4rnag3
Perkone
Caldari State
#187 - 2012-05-20 11:17:11 UTC
- add an option to disable smoke (smoke, fog is in EVERY game a huge performance killer)
- add more awesomeness to Torpedo effects (maybe not in that scale as we have now)
- all in all - good job CCP - quite happy
Zylawy
Z3 Inc.
#188 - 2012-05-20 16:14:19 UTC
I'm really happy about the changes, however the hookbill looks like crap with all the launchers where there are.

Any chance to move the launchers to on top and under the wings?
Altrue
Exploration Frontier inc
Tactical-Retreat
#189 - 2012-05-21 06:05:20 UTC  |  Edited by: Altrue
Of course, CCP you've (again) done a great job. (I forgive you about Ishukone and Lai Dai V3 ^^)
However, I'm not very at ease about kinetic missile effect. Compared to the other damage types, they look... quite unconsistant and weak. Like shooting with steam (with a nice pulsewave however)... imho of course.

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impli
Ministry of War
Amarr Empire
#190 - 2012-05-21 18:26:44 UTC
the missiles looking awesome .. Just some small design overwork maybe .. please see below the suggestions ..

1. kinetic at all look a little bit weak with effects ... right .. but what should be there for an "kinetic" effect .. I think there could be a little bit more light in the explosion.. white light explosion.

2. The torpedo explosions are still to weak I guess.. could be little bit larger explosion wave .. or something.

3. the sound of kinetic missiles explosion is way to .. lolig .. just a *pufffff* that's all .. might consider it like the star wars sonar bomb :D

But anyway .. Real nice work CCP .. The damage zones are nice too .. now it's just the damage impact animation (shield hit, amour hit, Structure hit) I miss .. than you really revamped EVE ..
infolex
The Scope
Gallente Federation
#191 - 2012-05-21 18:32:03 UTC
Сделайте свечение ракет и след от них поярче! Если приближаешь корабль, только тогда видно что ракеты вылетели и полетели до цели, а если отдалить камеру, то ничего не понятно что происходит визуально! Ракет НЕ ВИДНО!
Jon Hellguard
X-COM
#192 - 2012-05-23 09:35:00 UTC
Sorry to post this on here, it's related to tranquility but probably also on singularity. But befor i start -> pretty ******* awesome effects. i can chill in belts shooting pointlessly around me watching the pewpew. Probably made POS sieging more fun again as well!

However i noticed two small things related to the new Missile effects.
-> When taking a close look at the victim being hammered i notice the framerate lowering equivalent to my zoom in. Starting just a bit closer than the default "look at" (probably depending on size of object too tho) up to the maximum zoom in. Framerate ist solid at 60 FPS, then drops down to 10-20. Been shooting an asteroid with 7 HAM's from a drake.

-> Second, since the effects are on client side. i launched a volley of missiles, stopped my attack right after launch. Alt-Tabbed to my other account for a minute or two. Then switched back just to see how the missiles hit the target. Well... it doesn't take HAMs that long to go 15-18k so i retried extending the waiting time to an ovbious "you should have reached your target by now!". And again, i see them hit their targets long after they were fired. Can be kind of confusing and i can't imagine how exactly this is designed when dualboxing. But 2 retrocial questions here... how much confusing / annoying can it get for the player? ... and could there be an issue with missiles effect waiting / holding up too long until you switch back to let the effects 'continue'?

I'm running dual-screen, with nVidia GTX 550 Ti.
Jon Hellguard
X-COM
#193 - 2012-05-23 09:37:29 UTC
impli wrote:

3. the sound of kinetic missiles explosion is way to .. lolig .. just a *pufffff* that's all .. might consider it like the star wars sonar bomb :D


mate, if EVE lacks realism for you - turn off your sound when you undock. There's no sound in space. We are lucky we have those fight-sounds-syntheszers on board man! :)

but i agree. it's really just "pufff".
CCP TerrorShark
C C P
C C P Alliance
#194 - 2012-05-23 11:17:39 UTC
Another big thank you for all involved in this thread, you helped shape yesterdays release in a big way.

I spent a great day (and night) with the community yesterday on TQ collecting all the gripes, love and feedback chat channels had to offer. Discussion is already ongoing about how we can improve on things further. Not all your suggestions made it to Inferno 1.0 so stay tuned for more awesome, we where listening!

CCP TerrorShark - Team Trilambda - EVE-VR

Pierced Brosmen
The Scope
Gallente Federation
#195 - 2012-05-23 11:23:30 UTC  |  Edited by: Pierced Brosmen
I love how the launchers revert to the "docked" postion when reloading or changing ammo. However if you run out of ammo or if you unload your launchers they still have missiles sticking out of the bays... Could it be set so that when there are no charges in the launchers, they move to the "docked" position and stay there until being loaded again?

And would really like to see the same for turrets.

[Edit] Also (this goes for both launchers and turrets), when you destroy a target, the launchers/turrets stay in the direction of where the target was when it blew up, while they should automaticaly track to the next target even though you haven't actively selected it... It looks a bit funny that when you start firing at the next target the launchers suddenly just snapp to the direction of the next target and don't move fluently like they should.
Rrama Ratamnim
Republic University
Minmatar Republic
#196 - 2012-05-23 11:40:15 UTC
Pierced Brosmen wrote:
I love how the launchers revert to the "docked" postion when reloading or changing ammo. However if you run out of ammo or if you unload your launchers they still have missiles sticking out of the bays... Could it be set so that when there are no charges in the launchers, they move to the "docked" position and stay there until being loaded again?

And would really like to see the same for turrets.

[Edit] Also (this goes for both launchers and turrets), when you destroy a target, the launchers/turrets stay in the direction of where the target was when it blew up, while they should automaticaly track to the next target even though you haven't actively selected it... It looks a bit funny that when you start firing at the next target the launchers suddenly just snapp to the direction of the next target and don't move fluently like they should.


I LOVE THIS IDEA !!! I mean they already know when there reloading obviously, and they know the client knows if it has missles or not, so it should be able to know to keep the turrets in, even if it doesnt work for other peoples ships, it would be good to follow this for your own ship
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