THIS MISSILE DOESN'T KNOW WHERE IT IS!
Ойындар
Now I ask myself how the missiles used to work in Ace Combat 3 versus Ace Combat 7. By subtracting the missile guidance system parameters in Ace Combat 3 from those in Ace Combat 7, I obtain a massive headache in the end...
Thanks for watching!
Пікірлер: 52
The missile chasing the tail of the target aircraft is also the reason why fast moving bosses like Mihaly, Ravens and Mimic squadron are extremely difficult, not because the boss, but because the way the missile works in AC7.
@r.p.7174
Жыл бұрын
This is the reason I tend to go for the "joust" strategy when fighting bosses. It's a lot harder to dodge my missles when I'm firing point-blank. "Fire away coward!"
Ace combat 7 does the direct point-at-target-and-go navigation which makes it easy to miss an angled target. The qaam, saam, and other games have proportional navigation which is just going to where the missile would need to be to intercept the target at collision time. There's a mod for ace combat 7 that adds proportional navigation to both your and enemy's missiles which makes it boringly easy to hit enemies but ass clenchingly tough to dodge enemy's missiles, especially multiple. Project wingman seems to start with a strong burst of proportional navigation, then disables it after a little while. It's a little odd but also pretty fun and rewards getting relatively close to enjoy the feeling of dogfighting.
@leobanan451
Жыл бұрын
Exactly, to simplify, in AC 7 they constantly aim at the target, in other games they aim for where the target will be
@GuagoFruit
Жыл бұрын
@@leobanan451 yes, much better than my ramble. That sums it up perfectly.
@WinVisten
11 ай бұрын
So QAAMS and SAAMs know where they are, because they know where they aren't.
Missile during normal mission: I know where it is because I know where it isn't Missile facing sol squadron: The missile doesn't know where it isn't
Ace Combat 7 missiles are awful but I think the Ace Combat 6 ones without a shoot indication on the HUD are worse. What's funny is that with a shoot indication, the AC6 ones become some of the best, pretty fun little thing.
@TheRibbonRed
Жыл бұрын
They really want you to make calculated moves in 6, and that's part of what makes the gameplay satisfying. Multiple objectives in a single mission, and you can't really clear all of them in a single play. 30 minutes in huge open maps, and the enemies are nearly as fast (or as slow, compared to 7) as you are. No more going light speed hit & runs. Shame the story & the xbox exclusivity made it not that well-known.
@Mobius118
Жыл бұрын
@TheRibbonRed Excellent points, couldn’t agree more. It’s one of the reasons 6 remains one of my top favorites, far above 7
@TriggerThe_ACE015FG
Жыл бұрын
skill issue
PW killed it with their missiles. You actually have to work to dodge them instead of just lazily rolling like in AC7. Don't even get me started on those damn clouds.
@TriggerThe_ACE015FG
Жыл бұрын
skill issue
@Strider2Count8492
Жыл бұрын
@@TriggerThe_ACE015FG aircraft issue
Where did my proportional guidence go, Namco
In any other flight simulator or Arcade flight game: The missile knows where you are, because it knows where you aren't. AC7: The Missile knows where your ass is, because it knows where it isn't.
AC3 feels like it was created by an entirely different team than the rest of the series.
With that Proportional Guided Missile mod for Ace Combat 7, it actually makes both the enemies and the friendlies way more deadly (compared to stock configuration) as the missiles are way way way way more accurate.
Ace combat 7 just chases the targets tail While PW and AC3 just tracks the tadget and hitting it either infront or dead center
@x6568tank
Жыл бұрын
ACE3 tracks the cockpit
@Jason67mh
Жыл бұрын
@@x6568tank Insta kill
The Ace Combat missile knows where you are, but not where you were. Since it does not know were you were, it cant substract it from where you are to predict where you will be. Therefore, the missile ends up where you were but now you are not where you were but where you are.
Pure pursuit guidance actively hampers Ace Combat's gameplay. For example, missiles get defeated very easily if you do a looping. I hope next ace combat has lead pursuit, like AC3, PW and to some extent AC6 do. These are the most fun to play right because of proper guidance. It makes for more varied tactics compared to being limited to front and rear aspect.
Theres a reason why we call the MiG-31 and other aircrafts as interceptor and not dog sniff chaser.
I also remember that AC5 have both. Regular missile chases the target (I forgot is it tail or the body), while SP weapons like XMAA XLAA SAAM intercept the target. Zero also has both since its the same with 5
Bro when you said 23 years ago you just made me feel old as SHIT. I remember playing that ace combat as a kid alot
It looks cool.
So basically Ace 3 and project wingman is more realistic than modern Ace Combat got it.
@dalelumina3
Жыл бұрын
ac3 still has a plane the size of a blackbird with the maneuverability of an f16 💀
@nsr-ints
Жыл бұрын
@@dalelumina3 Well the realistic scale of 1.2 is still more realistic than a 1.0 innit? 😂
you have not used the "FIRE" mechanic of the missiles in Ace Combat 7, so when you lead with your whole plane, you'll get a shot with better tracking and stuff.
@majorborngusfluunduch8694
Жыл бұрын
That was Ace Combat 6.
it chases the tail becouse the missile wants to hit the engine, which will explode if damaged. (at least I think)
Didn't AC04's missiles also "chase" instead of intercept? I haven't played AC04 in a while but I remember the missiles being really inconsistent with their hits
@TheRibbonRed
Жыл бұрын
Every Ace Combat missile after AC3 (except AC6's "Shoot" mechanic) chases instead of intercept. They don't have proportional guidance.
@APerson-ni1gb
Жыл бұрын
Ace04s Quaams tho
Now, try the same in AC2 and 4 ;)
Someone said that the QAAM and SAAM missiles DO use proportional navigation (Intercept their targets/lead them) instead of chasing them... Which means. QAAMs and SAAMs know where they are, because they know where they aren't.
@Jarsia
11 ай бұрын
I wonder if the ESM from enchanter squadron makes other missile types do the same. Feels like cheating either way
Namco should hire you
@yuchungman
Жыл бұрын
He marely pointed out how PA cut corners, but doesn't explain the technical details (e.g. coding) that goes behind why things happen in a certain way... It could've been PA deliberately done it so to make it easier and therefore more accessible
@Tekimo
Жыл бұрын
@@yuchungman The coder needs to write code, he does not need to think about how and what. In the presence of a specific technical task - he can do anything.
@TheRibbonRed
Жыл бұрын
@@yuchungman I'd argue the player having access to proportional guided missiles being more accessible. It'd mean a lot more missiles the players shot would hit their targets. The most accessible arcade air combat game would have proportional guided missiles for the player, while using this tail-chasing missiles for the enemies. Coding this wouldn't be that hard too; there are KZread, Stackoverflow, Unity Forum, etc. Guides on how to make both Proportional Missiles & tail-chasing missiles.
@Mobius118
Жыл бұрын
@TheRibbonRed Accessibility should be managed through difficulty levels, not making gameplay ridiculous… having easy mode was for new players while Ace was great for veterans in the past. You can still do that to make it accessible while having missiles with better behavior. This has the added benefit of making missiles actually threatening - if you can dodge them easily you rarely feel threatened. AC7 feels weak for that reason
@TheRibbonRed
Жыл бұрын
@@Mobius118 who says making enemy missiles proportionally-guided isn't an option for harder difficulties? @yuchungman is coming off from the "accessibility = easy" POV, so I followed suit by stating proportional guidance =/= always hard. Everything in Ace Combat uses missiles, it's just up to the devs to set which uses what logic.
Ace Combat veteran here. Not prepared to watch this while shitfaced.