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Frozen City, new map



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#41 RedDragon

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Posted 27 June 2012 - 11:22 AM

View PostKvidar, on 27 June 2012 - 11:20 AM, said:

Change English. Grammar real suck.
In all seriousness get over it. Do you really think they are going to loop one song when the game is actually released?

I really don't think that is an ingame-track at all. Most likely added by the video editors.

#42 Jonneh

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Posted 27 June 2012 - 11:27 AM

I love that rock-ish track they've had on the other vids :s

#43 Viper69

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Posted 27 June 2012 - 11:30 AM

Interesting mistake in wording in the interview.

Question:"if my plan as a lance was “Okay, we’re going to dominate that cave system,” how might we configure our mechs, hypothetically, what type of weapons would we bring into those caves?


Bullock: The only thing you wouldn’t be able to use much in the caves would be long-range missiles. And at any given time, there’s not a really long stretch in the tunnels, so long-range weapons would not get a lot of use in the tunnels. So I suppose you’d want to go for more short-range missiles, beam weapons, smaller-caliber autocannons,basically up-close-and-personal brawling types of weapons"


Should be larger caliber autocannons. The smaller caliber are longer range.


[

Edited by Viper69, 27 June 2012 - 11:30 AM.


#44 Elizander

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Posted 27 June 2012 - 11:36 AM

View PostRedDragon, on 27 June 2012 - 11:02 AM, said:

What Atlas? I only see cool action, nice effects, fast shots etc. In the leaked video you saw the player standing there for minutes, doing nothing, other people running around in confused circles... no wonder some commenters on Youtube called it a "lame" game compared to Hawken.
That's just not the way the Devs want to present the game and I can fully understand this.


It rammed into a wall and got stuck for awhile a few moments before it died.

#45 Jonneh

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Posted 27 June 2012 - 11:38 AM

View PostElizander, on 27 June 2012 - 11:36 AM, said:


It rammed into a wall and got stuck for awhile a few moments before it died.


hah, i missed that tbh. Funny.

#46 Thorn Hallis

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Posted 27 June 2012 - 11:42 AM

'tis looks like a map where you don't want to eject.

#47 zencynic

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Posted 27 June 2012 - 11:42 AM

View PostViper69, on 27 June 2012 - 11:18 AM, said:

I wonder why traction would be more of a problem for heavier mechs. You would think the lighter ones would have less surface friction than larger ones, especially turning at high speeds on ice. Sure the larger ones would slip trying to stop as they all would but the high speed ones would encounter more problems than larger mech I would think.

It's a math/physics thing. Yes they have less surface friction, but they also have less mass. Assuming a humanoid shape (close enough) and vaguely uniform density (a much bigger assumption, but still reasonable-ish) you have the surface area of the 'foot bottoms' increasing in two dimensions (X^2) compared to the volume increase (with the corresponding mass increase) in three dimensions (X^3)

This is the main reason I don't like the Jenner being 1/2 the height of the Atlas. 2/3 or 3/4 would be better.

Edited by zencynic, 27 June 2012 - 11:59 AM.


#48 Jonneh

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Posted 27 June 2012 - 11:52 AM

Any info from lore which might point to a specific planet name btw? I'm not big on the BT stuff.

#49 CCC Dober

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Posted 27 June 2012 - 12:04 PM

Thanks matey, was an excellent read. Now that blizzards are confirmed, who's willing to bet on sandstorms coming next? :)

#50 Skoll Lokeson

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Posted 27 June 2012 - 12:05 PM

I hate to be critical, but in my experience maps that limits visibility and/or interfere with controls/moment( in away that can't be intuitively avoided tend to be avoided by players) once the novelty wears off. Especially in skill based games. I think there's a risk players will prefer maps where that can see and move without the game interfering in a random or unintuitive way.

If I can "feel" my mech slipping (not literally) then I'm good. But if it's implemented so that It makes me think about it as game mechanic then I'm skeptical. I can also think of a lot of situations where players are going to rage on the environmental effects on this map, unfortunately.

I really hope it works in practice because It looks very interesting and I look forward to playing it.

#51 mouzerius

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Posted 27 June 2012 - 12:10 PM

that was some nice info thanks.
and i love the map and the idee that your viseon is gone be hampert every time is cool. :wub:

#52 Jonneh

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Posted 27 June 2012 - 12:11 PM

View PostSkoll Lokeson, on 27 June 2012 - 12:05 PM, said:

I hate to be critical, but in my experience maps that limits visibility and/or interfere with controls/moment( in away that can't be intuitively avoided tend to be avoided by players) once the novelty wears off. Especially in skill based games. I think there's a risk players will prefer maps where that can see and move without the game interfering in a random or unintuitive way.

If I can "feel" my mech slipping (not literally) then I'm good. But if it's implemented so that It makes me think about it as game mechanic then I'm skeptical. I can also think of a lot of situations where players are going to rage on the environmental effects on this map, unfortunately.

I really hope it works in practice because It looks very interesting and I look forward to playing it.


I'm not sure the option to avoid the map will be there. You cant in WoT for example. Also, when Community Warfare come in.. I guess someone will want the frozen rock ;)

#53 Bluten

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Posted 27 June 2012 - 12:14 PM

I hope there are lots of different maps with environments effects. Woods, jungles and mountains could have lots of cover. Deserts could make it harder on heat usage while cold maps make it easier. A blinding blizzard interrupting a fight is a good idea. I also hope it rains on maps, which would also affect heat. I want both day and night fights with any environment and conditions you can think of. The more the better.

#54 FactorlanP

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Posted 27 June 2012 - 12:19 PM

View PostBluten, on 27 June 2012 - 12:14 PM, said:

I hope there are lots of different maps with environments effects. Woods, jungles and mountains could have lots of cover. Deserts could make it harder on heat usage while cold maps make it easier. A blinding blizzard interrupting a fight is a good idea. I also hope it rains on maps, which would also affect heat. I want both day and night fights with any environment and conditions you can think of. The more the better.


Agree 100%

#55 zencynic

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Posted 27 June 2012 - 12:21 PM

View PostJonneh, on 27 June 2012 - 11:52 AM, said:

Any info from lore which might point to a specific planet name btw? I'm not big on the BT stuff.

Maybe it's nuclear winter. Several planets got nuked in the First Succession War (2786-2821) maybe its one of those.

#56 MWO Atari2600

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Posted 27 June 2012 - 12:41 PM

View PostFactorlanP, on 27 June 2012 - 12:19 PM, said:


Agree 100%


Agreed. I'm hoping to see all of these things and more.
Urban maps? A dense, a not so dense....a destroyed city
Desert - Sandstorm
Industrial
etc etc

I would guess the game will launch with at least 8-10 maps as every game released has to have 10+. Most games have 8 or 10 hours of single player campaign AND 10 or 12 MP maps....then half a dozen for $10 DLC couple times a year
Multiplayer maps can be smaller and less linear than SP mission maps so it's easier and faster to create.
Crytek has a wicked map editor so we should see lots of maps
World of Tanks is great but the limited map rotation = stale gameplay

I'm sure Mech will have at least 10 maps on launch

Anyone see anything regarding # of maps in the forums or developer updates?

#57 Elizander

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Posted 27 June 2012 - 12:49 PM

View PostMWO Atari2600, on 27 June 2012 - 12:41 PM, said:


Agreed. I'm hoping to see all of these things and more.
Urban maps? A dense, a not so dense....a destroyed city
Desert - Sandstorm
Industrial
etc etc

I would guess the game will launch with at least 8-10 maps as every game released has to have 10+. Most games have 8 or 10 hours of single player campaign AND 10 or 12 MP maps....then half a dozen for $10 DLC couple times a year
Multiplayer maps can be smaller and less linear than SP mission maps so it's easier and faster to create.
Crytek has a wicked map editor so we should see lots of maps
World of Tanks is great but the limited map rotation = stale gameplay

I'm sure Mech will have at least 10 maps on launch

Anyone see anything regarding # of maps in the forums or developer updates?


I don't know, but I'm expecting at least four maps. Anything beyond that would be gravy.

#58 estus1

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Posted 27 June 2012 - 12:50 PM

Thank you

#59 Jonneh

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Posted 27 June 2012 - 01:07 PM

View PostElizander, on 27 June 2012 - 12:49 PM, said:


I don't know, but I'm expecting at least four maps. Anything beyond that would be gravy.


Four? I want like.. ten! At least

#60 verybad

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Posted 27 June 2012 - 01:12 PM

View Postzencynic, on 27 June 2012 - 12:21 PM, said:

Maybe it's nuclear winter. Several HUNDREDS of planets got pattern nuked (ie completely killed) in the First Succession War (2786-2821) maybe its one of those.


There, I fixed it for you. The first and second succession wars were the most destructive in battletech history. Make the Jihad look like a kindergarten fight. Trillions died.





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