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Thread Statistics | Show CCP posts - 7 post(s) |
DuGalle Khardula
The Black Legionnares SpaceMonkey's Alliance
0
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Posted - 2012.05.09 20:36:00 -
[151] - Quote
i can see missile impacts and puffs on the launchers indicating missile launch, yet I can see a small black needle fly outward which is undoubtfully the missile, however the entire cool missile trail effect is missing, it seems that my missiles magically explode without emitting any trail whatsoever. really depressing cause i felt the effects were super cool |
Sirinda
Lead Farmers Academy Kill It With Fire
91
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Posted - 2012.05.09 23:45:00 -
[152] - Quote
Eh, a lot of the cruiser sized ships have missile launcher clipping problems. Either reduce the size of HML et cetera accordingly or revamp the hardpoints on the ships in question.
Other than that, I think the Raven has some variants that need another missile silo location while the Scorpion has now a few too many.
(On the topic of the Scorpion, as there is at least one hull variant with an odd number of launchers, would it be too much to ask to relocate one of these locations towards the middle of the ship? The same applies to the Raven, but as that ship's model is skewed as **** anyways...) |
Invisusira
The Rising Stars Academy
21
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Posted - 2012.05.10 01:31:00 -
[153] - Quote
New missile turrets are awesome, my only concern is coloration.
Right now the turrets look nothing like the ship they're on, can I assume this just hasn't been implemented yet? (Speaking mainly from a Khanid point of view here.) (mainly: why is there red crap all over the launchers) |
drdxie
Federal Navy Academy Gallente Federation
84
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Posted - 2012.05.10 02:02:00 -
[154] - Quote
I gave a few ships a try on sisi, and in general found the new effects great, but the placement of the launchers really do not look great.
Tengu - My favorite ship, has lost its sleekness as someone just stuck some lego pieces outside the wings and on the main hull. I would prefer to see them under the wings.
Phoenix - Didn't like it at all, would like to have seen 3 "big" holes open on the top and launch 1 BIG ASS missile from each. these 5(if I counted right) launched from odd looking mount points were really sad to see.
Drake - Once again, lego pieces just stuck ontop of the old image of a launcher, would look way better if the mount point was on the ship
Merlin - Has no launcher hard point :(
Kestral - For me would look better if all the launchers were underneath as apposed to underneath, on topa nd on the wings.
Also it would be nice for the launchers to "tuck in" as the turrets do.
But nice job so far, I really like the missile effects Missile enhancers.. https://forums.eveonline.com/default.aspx?g=posts&m=1235061& |
Invisusira
The Rising Stars Academy
21
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Posted - 2012.05.10 12:01:00 -
[155] - Quote
drdxie wrote:Drake - Once again, lego pieces just stuck ontop of the old image of a launcher, would look way better if the mount point was on the ship Drake is now comedy hour; "yo dawg I herd you like launchers so we put launchers on yo launchers so you can launch while u launch"
I think the main problem is that the inherently boxy, uni-race launchers simply aren't able to look as natural on ships as turrets do. Again, another part of this is that the coloration is off (why are there huge red boxes on everything?). |
Sirinda
Lead Farmers Academy Kill It With Fire
91
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Posted - 2012.05.10 17:06:00 -
[156] - Quote
Tobiaz wrote:Sirinda wrote:370424 has apparently removed that rendering artifact on the rocket launcher turret and in the process also damaged the deployment cinematic. It's quite hilarious, you should watch it. Indeed. Some of the polygons are stuck in the animation.
Launcher geometry has been fixed but the camera is still focused on a point above the actual turret in the current build.
You guys might want to revisit that again. :P |
Einar Matveinen
nXo Intrepid Crossing
15
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Posted - 2012.05.10 17:35:00 -
[157] - Quote
I've tried some missile ships those days on sisi and i've seen a little bug in a crow interceptor: when you mount light missile launchers on a crow, one of the new launchers is over the "old" static launcher built in the crow 3D model.
There is something similar with Drake model and new heavy missile launchers mounted over the old "static" launchers.
New launchers, bombs and missiles are great, i like them ^^ |
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CCP Vertex
C C P C C P Alliance
118
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Posted - 2012.05.10 18:41:00 -
[158] - Quote
Thanks for all the feedback everyone, we have a new build up for tonightGÇÖs mass test and would appreciate the feedback to continue.
Issues that we are currently aware of:
- Bomb Launcher is not animating (fire/reload)
- Bomb does not travel forward and explodes behind your moving ship
For anything else, please file a bug report that includes details such as your ship, launcher type and missiles used. Screenshots of the issue and your graphic settings are useful. CCP Vertex-á | -áArt Quality Assurance-á |-á Team Trilambda
http://wiki.eveonline.com/en/wiki/Bug_reporting
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Malkshurr
CBC Interstellar Fidelas Constans
2
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Posted - 2012.05.10 18:57:00 -
[159] - Quote
Bombs are flying forward, but the explosion animation is assigned to launchpoint
when the ship is not moving explosion appears on the ship who fired a bomb
in my opinion/observation |
Nova Fox
Novafox Shipyards
3851
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Posted - 2012.05.10 19:11:00 -
[160] - Quote
At various angles the light missile launcher would spit out a missile side ways out of the tube instead of inline with the tube until sufficently cleared the launcher, most noticably when flying away from the target.
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Denuo Secus
51
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Posted - 2012.05.10 23:59:00 -
[161] - Quote
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
los tabarnakos
2
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Posted - 2012.05.11 01:12:00 -
[162] - Quote
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
66
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Posted - 2012.05.11 11:42:00 -
[163] - Quote
Logged a bug report about not seeing missiles in flight when zoomed out. Sadly got a response saying working as intended .
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
Tal
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Denuo Secus
51
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Posted - 2012.05.11 11:45:00 -
[164] - Quote
Talon SilverHawk wrote:Logged a bug report about not seeing missiles in flight when zoomed out. Sadly got a response saying working as intended . 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 Tal
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Meolyne
los tabarnakos
2
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Posted - 2012.05.11 13:11:00 -
[165] - Quote
Not more tears for caldari... ?
No more missiles view for caldari = more tears :D |
Pierced Brosmen
Priory Of The Lemon
75
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Posted - 2012.05.11 22:59:00 -
[166] - Quote
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
Joined Brotherhood Holding Joined Brotherhood
0
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Posted - 2012.05.11 23:24:00 -
[167] - Quote
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
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Pierced Brosmen
Priory Of The Lemon
75
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Posted - 2012.05.12 00:02:00 -
[168] - Quote
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
luna Oscura Clandestina Armada Borg ImperiuM
6
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Posted - 2012.05.12 12:09:00 -
[169] - Quote
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!
http://sigs.griefwatch.net/index.php?kb=BIMP&name=Bakuhz&template=stargaze |
Pro Versius
Ministry of War Amarr Empire
3
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Posted - 2012.05.13 00:17:00 -
[170] - Quote
So 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.
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. |
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Pierced Brosmen
Priory Of The Lemon
77
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Posted - 2012.05.13 23:17:00 -
[171] - Quote
Pro Versius wrote:So 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. 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.
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Keras Authion
Science and Trade Institute Caldari State
94
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Posted - 2012.05.14 11:10:00 -
[172] - Quote
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. The previous post was rated "C" for capsuleer. |
Pierced Brosmen
Priory Of The Lemon
77
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Posted - 2012.05.14 11:34:00 -
[173] - Quote
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
Mixed Metaphor Federal Consensus Outreach
871
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Posted - 2012.05.14 22:38:00 -
[174] - Quote
I found a graphical bug.
Citadel torpedo volleys will turn on thier masters. Mane 614
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SV0B0DA
Serenity Engineering and Transport Company Fatal Ascension
0
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Posted - 2012.05.15 21:53:00 -
[175] - Quote
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
Comtie Command Emission Generation
0
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Posted - 2012.05.15 23:17:00 -
[176] - Quote
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
Republic Military School Minmatar Republic
0
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Posted - 2012.05.16 07:40:00 -
[177] - Quote
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
Blue Republic RvB - BLUE Republic
5
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Posted - 2012.05.16 08:52:00 -
[178] - Quote
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
Federal Defense Union Gallente Federation
0
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Posted - 2012.05.16 10:59:00 -
[179] - Quote
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
35
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Posted - 2012.05.16 12:54:00 -
[180] - Quote
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. |
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