Author Topic: About the Missile-Lock Targeting system.... (devs pls read!)  (Read 1224 times)

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Offline DBS76_ExMachina

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About the Missile-Lock Targeting system.... (devs pls read!)
« on: November 04, 2011, 07:35:08 PM »
Please - oh PLEASE change this facet of the game! It does not make sense that missiles would be armed & fired the same as straight-shooter weapons. It is too inconvenient (esp fired from air power @ long range) and detracts from gameplay/realism/you name it.

How it SHOULD be done -- have missiles arm only to the active locked-on target (I mean what else is it for?) and allow a MUCH LARGER targeting radius area from the center crosshair so that the missiles lock on as long as they are within the "dotted circle" represented on the HUD. More cool junk for appearance sake, and it would make a better mech-sim game to boot. Maybe even make that moving "lock on" thing from Top Gun if you're really ambitious.

Offline Waffnuffly

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #1 on: November 04, 2011, 07:36:57 PM »
Please - oh PLEASE change this facet of the game! It does not make sense that missiles would be armed & fired the same as straight-shooter weapons. It is too inconvenient (esp fired from air power @ long range) and detracts from gameplay/realism/you name it.

Wait... what?

Offline DBS76_ExMachina

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #2 on: November 04, 2011, 07:40:11 PM »
Yes, you lock onto targets through the crosshairs ONLY... that is not how missiles work & kind of defeats the point.

Offline The Thing }12thVR{

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #3 on: November 04, 2011, 07:40:33 PM »
Just a wild guess...but, are you asking for missiles that will track as long as the crosshair is on target?

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #4 on: November 04, 2011, 07:55:34 PM »
Recommended reading: http://wiki.mechlivinglegends.net/index.php?title=Missiles

SRMs: fires straight, cannot lock on.
SSRMs: fires straight, can lock onto target or can be guided after launch by moving the reticule.
MRMs: fires straight, cannot lock on though they can be guided slightly after launch by moving the reticule.
LRMs: fires upwards from ground assets, can lock onto a target.
ATMs: fires straight, can lock onto target.


Offline Nate

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #5 on: November 04, 2011, 09:14:16 PM »
One thing I think he's asking for is to widen the amount of stray that the cross hairs can deviate from their target and still allow the targeting computer to create/maintain a lock. In other words, if the target is moving at a reasonable distance, it's too difficult to keep the reticule tracked so accurately on the target, and you end up having the lock reset and have to start from scratch again. The other thing he seems to be asking for is that once you've achieved lock on, allow the guy launching the missiles to look anywhere else and so long as the target remains on the screen (and not behind cover), don't take the lock off the target/require a button press to manually release lock. Thus, the system would allow you to lock onto one target, and then use dumb fire weapons on a second target while keeping the missile lock and capability of firing missiles at the first target. Is this a more explicit description of what you're trying to say ExMachina?

Offline =KoS= Tripod

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #6 on: November 05, 2011, 12:18:52 AM »
I thought he was asking for missiles to track the enemy you have radar locked instead of lock with your aim

I actually think it's a good Idea that would make LRMs far more useful as you can engage one enemy with your missiles (the one radar locked) while shooting at another who's already in your minimum range with your other weapons at the price of not knowing how much damage they're taking

They do it in CBT :P
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Offline DBS76_ExMachina

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #7 on: November 05, 2011, 12:36:50 AM »
Yes, it means use the manual HUD lock for the missile locks (SRM,LRM & ATM) in stead of crosshairs.

Also, probably a "lock zone" built into the hud that faces forward, like a large dotted circle centered around the crosshairs that the locked target would have to be in, or just think of it as widening the already crosshair-centered lock zone to something more missile-appropriate.


Offline (TLL) Heretic

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #8 on: November 06, 2011, 02:21:26 PM »
One thing I think he's asking for is to widen the amount of stray that the cross hairs can deviate from their target and still allow the targeting computer to create/maintain a lock. In other words, if the target is moving at a reasonable distance, it's too difficult to keep the reticule tracked so accurately on the target, and you end up having the lock reset and have to start from scratch again. The other thing he seems to be asking for is that once you've achieved lock on, allow the guy launching the missiles to look anywhere else and so long as the target remains on the screen (and not behind cover), don't take the lock off the target/require a button press to manually release lock. Thus, the system would allow you to lock onto one target, and then use dumb fire weapons on a second target while keeping the missile lock and capability of firing missiles at the first target. Is this a more explicit description of what you're trying to say ExMachina?

+1 to both you and ExMachina, I really like this concept (although I'm not sure all locking missiles should get the feature, but LRMs definately!).

No idea if it's possible or not but it'd certainly be extremely cool  8)


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Offline =CJW=YalK

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #9 on: November 06, 2011, 04:43:01 PM »
I can't decipher the OP's post but if he is trying to say what the translations say he's saying then +1

I don't think it should be easier to gain a lock though, it's not hard...it shouldn't be hurrrr beep beep beep

But I think as long as you have them targeted and they haven't broken contact (read intervening terrain) then you should be able to retain lock on them....

Would definitely help designs like the Cougar and MadDog P....ever so slightly



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Offline Nate

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #10 on: November 06, 2011, 06:02:11 PM »
I personally don't think that the actual act of locking on should be made too much easier, but it helps for people who have a low framerate on their machines, who have a more difficult time of actually keeping their crosshairs on their opponent without any stray for a few seconds. Ideally it would be equally easy/difficult for everyone to achieve lock, but we can only try to get them within reasonable bounds of each other.

The actual translation that Tripod posted (and the OP confirmed) looks like an interesting concept. I think it's something that should at least be tried in alpha, if it hasn't already, just to see how it plays out.

Offline Dragonlord

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #11 on: November 06, 2011, 08:02:36 PM »
I know just how difficult it can be to get a lock with missiles at long ranges, especially if the target have a small profile.
I tried locking E/LRMs on light mechs and Vtol/aeros at extreme range, and its sometimes damn near impossible to find that microscopic little area where you can actually get a lock on.
Once you started the lock on, you can actually stray a little, dont need to keep in on pinpoint accuracy after that, but the hard part is finding that spot where you can get the lock to start.

I agree we dont need to make locking on any easier, but at least make it so you can actually lock on to small targets.
It would be helpful if there are lag and/or FPS issues for whoever is trying to get a lock on an opponent.

I like the proposed ideas here, and think it would be helpful.
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Offline DBS76_ExMachina

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #12 on: November 10, 2011, 03:44:27 PM »
Yes! The idea here is that since missiles work different, they should be used that way to add variety to gameplay and to be true to real life... j/k it's to make the missile locks easier! Although I do consider it good gameplay to be able to aim-target one target and missile lock another. Maybe the HUD part just works with ATMS, MRMs, LRMs & Ultra Long Missiles.

The reasons why --

1) give some difference between SRMs and ATMs for example...

2) Give the faster, weaker units like hover vehicles, aerospace/VTOL & and small quick mechs an expanded role via new ATM/MRM tracking

3) Give "long" targeters expanded role (esp. aerospace!)

4) Finally tell the difference between NARC and other locks on your HUD when they happen together

5) Liven gameplay - variety of target options when missiles & laser/shots are used together (crosshairs or HUD Lock) & feels more like real targeting systems

Offline Perigren

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #13 on: November 10, 2011, 06:35:43 PM »
My understanding of the OP is this, Once lock is achieved on a targeted(red bracket) vehicle you lose said lock as soon as the reticule crosses over any other enemy vehicle. I find this mechanic rather problematic as I would like to keep my ranged target locked on and fire at a nearer vehicle with beam or ballistics.

Missiles should only lock on to a target if they are targeted. (guided missiles any way)
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Offline SintoX

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Re: About the Missile-Lock Targeting system.... (devs pls read!)
« Reply #14 on: November 21, 2011, 12:34:02 PM »
Some changes to the lock would be nice as I never get a lock onto targets at +1000m distance although I'm zooming in and want to use ELRM.
Same with ArrowIV (I know Arrows can't lock beyond 1000m, but just don't like it).