Jump Capable Atlas ?
#1
Posted 03 October 2015 - 04:57 PM
so when do we get captain adams white jump capable atlas as a mech ?
#2
Posted 03 October 2015 - 05:01 PM
~Leone.
#3
Posted 03 October 2015 - 05:14 PM
#4
Posted 03 October 2015 - 05:52 PM
#5
Posted 03 October 2015 - 08:02 PM
Lolo van Trollinger, on 03 October 2015 - 04:57 PM, said:
so when do we get captain adams white jump capable atlas as a mech ?
He climbed there. He's just that damn good of a pilot, able to do things us plebes can only dream of.
#6
Posted 03 October 2015 - 11:53 PM
#7
Posted 04 October 2015 - 01:27 AM
#9
Posted 04 October 2015 - 04:35 AM
#10
Posted 04 October 2015 - 04:43 AM
Edited by Tordin, 04 October 2015 - 04:43 AM.
#11
Posted 04 October 2015 - 05:10 AM
#13
Posted 04 October 2015 - 07:51 AM
An atlas for example trying to climb a structure as tall as it, or shorter could simply do a collision check in the game, if it finds a wall there after the game engine recieved a "mantle" command it could trigger a climbing animation where one arm comes up, the whole mech sticks to the "structure" and the elevation is then changed as the raised arm and the lower arm which is assumed to have "grabbed the wall" both raise the mech up, accompanied with an awkward mantling animation. Such would be available to humanoid shaped mechs which concievably could "mantle" giving a REASON and diversity to mech build design. Meanwhile things like a raven, sans arms to mantle would be denied such, though one could see it have some mantling ability, perhaps by allowing it to raise it's leg forward very high, to grab an edge half it's height and slowly "step up", the way a real chicken sometimes does get up onto something higher, rather than spastically flapping and rolling up onto the higher level.
Regrettably, all this is unlikely. Unless they have been laying the ground work of this all along in their pursuit of realistic collisions, knockdowns and crouching, it's unlikely there are any good animations for all the dozens of mechs in game for these things. A general "class" of animation, allowing the more humanoid mechs to climb or mantle or crouch in one way, while other classes of animation for things like ravens, maruauders or king crabs might do the trick but as we all can see, it's much the case of mech pack after mech pack rather than these things that we still might want to see but that PGI sees as bells and whistles that are too much trouble to be trifled with.
#14
Posted 04 October 2015 - 11:46 AM
#15
Posted 04 October 2015 - 11:50 AM
Snipit from the 3.1 Mektek patched MW4 game:
"Warlord
With new military advances being made every year, the Lyran Alliance decided to give the aging Atlas battlemech an overhaul and bring it on par with the newer powerhouse assault machines in their regiments, thus the Warlord variant of the Atlas was born." Stock build was 2xLLs, 2xMLs, LMR-20(A), LBX-20, and Rac5.
Edited by ShadowFire, 05 October 2015 - 05:52 PM.
#16
Posted 04 October 2015 - 12:01 PM
Edited by Thaddeus Radetzky, 04 October 2015 - 12:01 PM.
#17
Posted 04 October 2015 - 12:21 PM
Thaddeus Radetzky, on 04 October 2015 - 12:01 PM, said:
I really, really, wish PGI had some game mode that allowed for mission games like Col Renard's last stand. The AI elements really made for interesting play. Especially toward the end when an augmented company of AI Assaults mechs stormed in though the gates. The AI controlled turrets were good but I still thought Col Renard was so screwed if he lived that long. That MW4 mission map's name was ResistanceClash.
Edited by ShadowFire, 04 October 2015 - 12:56 PM.
#18
Posted 04 October 2015 - 12:53 PM
#19
Posted 04 October 2015 - 04:47 PM
AKA: It's a simulator. His mech is a simulation (inside a simulation! GAH!) and basically has a cheat many of us would refer to as "God mode". He can go where ever he wants, whenever he wants, and do whatever he wants.
Edited by Tesunie, 04 October 2015 - 06:07 PM.
#20
Posted 04 October 2015 - 11:55 PM
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