Jump to content
Sign in to follow this  
Qbicle

In Development: First-Person Missile Control

Recommended Posts

Source:

https://armoredwarfare.com/en/news/general/development-first-person-missile-control

 

Quote

With the Rough Riders Battle Path well in its second half already, it’s time to look at the main feature that’s coming as a part of the next Battle Path. And we promise that you’ll have some fun with this one – it’s called First-Person Missile Control.

 

We need your approval
This content is provided by YouTube. By enabling this content, your personal data may be processed by the vendor and cookies may be set.
 
Cookie Banner powered by consentmanager.net

 

The core of the mechanic is fairly simple. As the demonstration video shows, upon firing a missile, your camera switches to the missile point of view and you are able to guide it directly by moving your mouse as usual.

 

We need your approval
This content is provided by YouTube. By enabling this content, your personal data may be processed by the vendor and cookies may be set.
 
Cookie Banner powered by consentmanager.net

 

This mechanic is tied not to an active ability, but to the missiles themselves – the camera switches automatically upon firing the missile and switches back once the missile is destroyed. Please note:

  • The vehicle is defenseless while the missile is in flight but you can switch back to the vehicle by pressing the camera switch key
  • The missiles have limited flight duration (so you cannot fire from one end of the map to another) but their range is still substantial
  • The missiles behave like regular missiles (that is, they cannot spot enemy vehicles), you have to rely on other players to do the spotting
  • The mechanic is not tied to any particular warhead type
  • Vehicles armed with these missiles will also have regular missiles or other weapon systems at their disposal, this won’t be the only tool in their arsenal

What new vehicles are coming with this mechanic? Will some older vehicles receive the mechanic as well? Such questions will be answered in future articles. For now, let us know what you think about the concept and, as always:

See you on the battlefield!

 

  • The Swingfire featured in the video was for demonstration purpose, i.e. not implying this specific vehicle will have such ability in the future.
  • At least one vehicle from the upcoming Battle Path will have such feature. However, SS also states that it won't be limited to BP vehicles only.
  • As for switching between regular missiles and first person view missiles on same vehicles, SS says this can be done via alternate configurations (presumably via garage's modification screen). First person view missiles will be slower but also more agile compared to regular counterpart. The missiles seen on the videos above are flying around 60m/s.

aMcZOFg.png

Share this post


Link to post
Share on other sites

Source:

https://armoredwarfare.com/en/news/general/developer-diary-tuning-first-person-missiles

 

Quote

Today, we’d like to show you more of the First Person Missile Control feature we unveiled not so long ago. With the Battle Path coming around Christmas, we are making progress on a yet unannounced feature that’s coming for the holidays as well as the Battle Path itself so there is a lot of work to be done. But, without further ado, let’s take a look at the demonstration of the coming Bulsae-6 Tank Destroyer.

 

We need your approval
This content is provided by YouTube. By enabling this content, your personal data may be processed by the vendor and cookies may be set.
 
Cookie Banner powered by consentmanager.net

 

As you can see, the missiles are considerably slower and more agile than regular missiles. They are also relatively easy to control, although some trick shots do require skill. This was achieved by a combination of two elements:

  • High agility and low flight speed (obviously)
  • Reduced missile noise (this played a major part in improving the experience)
  • Immunity to soft-kill APS

The final point is an important one because the presence of passive soft-kill APS made the camera shake violently and the missile almost impossible to control. On one hand, this was initially deemed a good balancing factor. On the other hand, it made for a very unpleasant experience in the presence of more than one vehicle with such a system and we therefore decided to get rid of it. However, please note that:

  • Supercharged soft-kill APS will still divert these missiles
  • Hard-kill APS will still destroy these missiles

We hope that you’ll enjoy the gameplay this way. Of course we’ll keep an eye on the missiles’ performance and hope you’ll enjoy playing these missile carriers. The Battle Path is now available for preorder before its launch – don’t miss out on it in case you want to get your access early and, as always:

See you on the battlefield!

 


aMcZOFg.png

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...