Today I got such an idea... You know that when a mortar hits (any of its classes) an explosion occurs. However, if mortar hit our ship, this effect is not displayed. Why not do it with missiles and torpedoes?
I believe the invisibility of the Mortar explosion was put in effect because it would alter your vision on the target for a short time, putting you in a tactical disadvantage. Missiles don't do that in their current state so there is no need for that.
(12-31-2017, 03:34 AM)Shelco Wrote: I believe the invisibility of the Mortar explosion was put in effect because it would alter your vision on the target for a short time, putting you in a tactical disadvantage. Missiles don't do that in their current state so there is no need for that.
At me not so long ago rockets exploded. To be honest, I had a FPS. And this is on condition that they did not fall into me, but in general in some Nomad-NPC. So I thought that if there are such lags at a distance of 3 kilometers, what will be in the distance of 0 kilometers, when the rocket gets into the ship?
I've never had any FPS problems when getting hit by a missile. But honestly, Freelancer is a low-spec game and there shouldn't be further alterations in its capabilities. MIssiles are barely used eversince the auxiliary slot was removed, making a removal of this effect pretty redundant. Not only this, but I personally think we shouldn't remove more and more graphical possibilities from this game, the Mortar explosion upon hitting your ship being gone is perfectly logical from a pvp-perspective, more than enough to justify keeping it. But we shouldn't remove features because a handful of people (if at all, you're the first one I see speaking up about it) have problems with it.
Impact effects not appearing is a bug, plain and simple. Its because on your end, the shot didn't hit and the mortar passes cleanly through. This happens with many other longer ranged weapons in the game, particularly forward guns, because the further you get from your target, the less you're syncing up with them.
It's really just a product of FL's old netcode/collision detection code, and there's nothing we can really do to change that.