Any plans for FX update to missiles and beams?

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linolafett
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Re: Any plans for FX update to missiles and beams?

Post by linolafett » Wed, 22. Jan 20, 17:01

I could just answer on the beams, as i was working on the weapon fx.
Missiles did not get any new fx.
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mr.WHO
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Re: Any plans for FX update to missiles and beams?

Post by mr.WHO » Wed, 22. Jan 20, 19:16

linolafett wrote:
Wed, 22. Jan 20, 17:01
I could just answer on the beams, as i was working on the weapon fx.
Missiles did not get any new fx.
Speaking of Beams in 3.0 beta I noticed a funny thing, see this video footage:
https://youtu.be/3JtZVwL7tEM?t=635

When Beam start fire it acts as "jet stream" from X-Rebirth - you can see tip of the jet beam moving from turret barrel to it's target.
However when beam lifetime/ firing sequence stop it act like real life laser beam (it stop immediately in the same time at entire length from barrel to target).

it is really minor thing, but funny when you notice it :)

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Re: Any plans for FX update to missiles and beams?

Post by Aken_Bosch » Thu, 23. Jan 20, 10:41

Hey Lino, while we're on the topic of weapons' fx, any chance the Mass Driver could receive a bit of weight to its action before it gets final? I know it's not exactly related to visual fx but maybe you can relay the feedback around: visuals are just about right indeed (maybe only lacking a bit of that awesome bloom that's been recently added), but it feels and sound like a peashooter at best. I think a bit of a punchy sound (like the one added to pulse lasers or blast mortar) and a subtle shaking of the cockpit with each shot would do wonders in conveying the actual feeling of shooting a mass away at hyper velocity, like a proper rail gun.

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Re: Any plans for FX update to missiles and beams?

Post by Skeeter » Fri, 24. Jan 20, 16:46

The starting weapon still has that dreadful sfx i hope they improve that. Just sounds so naff.
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