Thrax Panda said:Doesn't really make the weapon intuitive, does it. How about no?
Not only that, I feel that it could give too much control over the mortar at the higher levels. The mortar is powerful enough without improving it's performance.
Thrax Panda said:Doesn't really make the weapon intuitive, does it. How about no?
ChaoStar said:The velocity at which the mortar is fired from any vehicle should be constant. Just like the handheld version the heavies will carry.
In the army do you see tanks carrying around shells with different amounts of powder to be used for different distances? no. Point is keep the velocity locked. Have the only variables for making a good hit be the left, right positioning and the angle of fire.
Zoolooman said:I'm not sure where someone gets the idea the T:V mortar is faster. Has anyone actually compared it? It doesn't look that different from the T1 mortar, and not much faster either.
Zoolooman said:Agreed. This mortar did not go very far and had a good arc on it.
Starwind said:And your basing this off a video that you saw of a game that is only 65% complete. What you saw in the video is just a working prototype of the mortar. All the elements of firing will be changed and tweaked many times b4 release.
Thrax Panda said:Doesn't really make the weapon intuitive, does it. How about no?
Zoolooman said:Agreed. This mortar did not go very far and had a good arc on it.
Thrax Panda said:It seems shallow because the range is huge. In the arena maps you can hit any part of the arena from anyplace in the arena right now. That may be a bit much. Less range = more arc. Maximum distance is achieved with a 45 degree launch.
The "arc" is defined by where you shoot. If you want more arc, look up. If you look up as far as you can, you'll actually shoot slightly behind yourself
I personally think the velocity/angle that the mortar fires at should be user determined, depending on how long the user holds down the fire key before releasing. The longer the fire key is held down, the greater the release velocity of the mortar round (straighter path). This would add a new "skill factor" into mortar usage.
Furthermore, from the videos I've seen of the mortar in T:V, is seems like the mortar already has a greater exit velocity/straighter path than in T1 or T2. I feel that this makes the mortar much easier to use and aim with (read: newbifies it), while also decreasing its versatility (more difficult to angle the shot over hills, etc). My suggestion would preserve this ease of use for newbies, while also providing a slight advantage for users who learn how to properly angle their shots, since shots that are fired at lower velocities will takes less time to "prep."
Count Zero said:Sorry man! But I think this is bad idea. It will only make mortar hard to aim.Let me explain why. :warp:
Mortar is essentially a hand-held artillery piece. One aims it at certain angle and fire huge green testicles of doom at the target. Now you can only calculate the angle because you know exit velocity of the projectile. If velocity is variable (you have this stupid sliding bar . . . or whatever) there is no way u can predict the correct angle and trajectory. I'll tell u right now that if Mortar projectile will have variable exit velocity 99.9% of ppl will be using a "max velocity" key bind as was suggested.
Now if there ever will be a problem of placing that green testicle of doom onto a higher level platform here is a simple solution use your jets to gain heigh advantage or if u still can?t maybe u?ll have to change your position.
Don?t take me wrong. 'Im not saying this is not a problem and I strongly believe mortar should have a high trajectory. But your solution is just waste of programmers time.
And since we are already talking about mortars. Maybe it will be good idea to have a remote detonation button for it. I know it was implemented in some mods. It?s hard to use but it's worth learning. :smoker:
RIV VER said:No, mortors are propelled by a fixed powder charge. Relative muzzle velocity is not variable. This would not seem realistic to me. Unless you have preloaded short, medium and long range charges it seems wrong. The complexity to have to choose or select from different range mortars does not seem like it would add anything to the game either.
Apotheosis said:Games such as "Worms World Party" and "Gunbound" bank on the human ability to do this, as both these games are centered around one's ability to properly angle and "charge up" one's shot.
Count Zero said:__
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Well, at least give us the option to turn it off,i find rangefinders relatively annoying (in my HUD, i don't care if anyone else uses them) and i could hit most targets spot-on on the first guess when standing still. When in motion, my accuracy didn't decrease much, but i guess people relying on range-finders would have a bit more trouble.PyroTeknik said:Bah.
Real men don't need rangefinders.
Agreed! But its nice to have one. Not to mention it will make life easy for all new ppl after game is shiped.After all my bet is :devs want to attract more ppl to franchise. And i dont think that it will noobify mortar. It will make it easier to learn but still hard to master.PyroTeknik said:Bah.
Real men don't need rangefinders.