• Register

Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.

Forum Thread
  Posts  
One per Target vs. Use All Locks (Games : Vector Thrust : Forum : General Discussion : One per Target vs. Use All Locks) Locked
Thread Options
Feb 3 2015 Anchor

Looking at the multi-lock options so far is pretty much self-explanatory. From the five options, these pretty much do exactly as they read:

  • One missile per target locked
  • Two missiles per target locked
  • All missiles to a single target
  • No multi-locking

And then, the last option:

  • Use all locks

Between this and using one missile per lock, on high-capacity aircraft like an F-14A with Phoenixes, I haven't seen any difference in behavior. It seems like they're doing the same thing. What's different between the two options?

To segue out of requesting help, after looking at the option a few times, I've been starting to think having this as a pre-game option is a limiting handicap on what could be a versatile weapons dynamic.

In a campaign, it might make sense to use the two-per-lock option for a bomber interception mission with XMAAs, but the following mission could be a strike mission where two XAGMs per target lead to overkill shots. The solution (weapon selection notwithstanding) is to leave the campaign, go to Options, and change the lock behavior.

The command menu has been shown before to allow certain actions (mostly already existing in hotkeys) to be taken, such as toggling AoA, engines, or using countermeasures. This could also see place in the command menu as an option for changing lock behavior on-the-fly as a situation sees fit. Like the default camera view, multi-lock behavior could remain in the Options page as a default lock behavior, but also be changed in-game through the command menu if desired.

Feb 3 2015 Anchor

The “Use all locks” forces the aircraft to fire all missiles even if it means fire some at the same target.
Option for the command menu is there, I just checked and it was available in the last build, but the choice you make during gameplay will persist in the next missions.

Feb 3 2015 Anchor

I can't believe I overlooked that. It's right there!

The important part was answered, so thanks for the help. I can see how I wouldn't notice that it's actually different when I normally max out my lock count with multi-lock weapons.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.