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Use The New Damage Skin For Armor Damage, And The Old Damage Skin For Internal Structure Damage


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Poll: Suggestion: use the new "bullet-riddled" damage skin to map initial damage, followed by displaying the old "internal construction" damage skin upon receiving further damage (15 member(s) have cast votes)

Would you agree with the idea in the Opening Post of this thread?

  1. Yay (13 votes [86.67%])

    Percentage of vote: 86.67%

  2. Nay (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Eh... (2 votes [13.33%])

    Percentage of vote: 13.33%

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#1 Felicitatem Parco

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Posted 19 May 2013 - 08:58 PM

In earlier builds of the game damaged Mechs displayed a damage texture that looked like the internal workings of a Mech were being exposed upon armor damage. Recently, this was changed to Mechs displaying a damage skin alike to being shot-up with bullets.

I am suggesting (a.k.a. saying it would be cool if) those two damage skins were stacked on top of each other such that damaging a section of Mech Armor would leave the bullet-ridden effect, and then any damage that is applied after the component's Armor is depletedwould reveal the [previous] "internal components" damage skin.

This would not only make good use of the artists' skins, but also buff a little more depth into the damage modeling effects. First it looks all shot-up, then it looks like yer guts are showin'...

#2 Keifomofutu

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Posted 19 May 2013 - 09:19 PM

I do think this would look amazing, but I also have the feeling PGI isn't going to bother making the internal damage texture for future mechs that are released. At least that's the gist I get from their posts saying the 1 damage decal saves time.

There also needs to be a second damage decal for lasers that looks more like laser scars and not autocannon or missile holes.

#3 Blue Footed Booby

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Posted 20 May 2013 - 08:23 AM

View PostKeifomofutu, on 19 May 2013 - 09:19 PM, said:

...
There also needs to be a second damage decal for lasers that looks more like laser scars and not autocannon or missile holes.


Agreed, though I'm not certain the current bulletholes are decals rather than alternate textures with lots of bulletholes.

#4 Zerberus

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Posted 20 May 2013 - 08:44 AM

View PostKeifomofutu, on 19 May 2013 - 09:19 PM, said:

There also needs to be a second damage decal for lasers that looks more like laser scars and not autocannon or missile holes.


Not really... Ever done MAG (I think Americans call it SMAW) welding or even better Plasma cutting?

Molten Metal spits and spatters, and if you take a plasma cutter and "blast" a hole in a sheet of steel plate, it actually looks very similar to a bullet hole form any reasonable distance :D

Edited by Zerberus, 20 May 2013 - 08:44 AM.


#5 Keifomofutu

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Posted 20 May 2013 - 10:16 AM

View PostZerberus, on 20 May 2013 - 08:44 AM, said:



Not really... Ever done MAG (I think Americans call it SMAW) welding or even better Plasma cutting?

Molten Metal spits and spatters, and if you take a plasma cutter and "blast" a hole in a sheet of steel plate, it actually looks very similar to a bullet hole form any reasonable distance :D

But but rule of cool™.

#6 AlexEss

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Posted 21 May 2013 - 06:28 AM

i rather go with rule of less network traffic

Cool yes but it adds another bunch of data that needs to be sent back and forth for something you most of the time only can enjoy in the testing grounds.

#7 Scromboid

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Posted 21 May 2013 - 07:00 AM

They really should return to it. I like the new damage skins, but any area where you can increase depth by recycling art back into production that is already well loved is win/win.

I mean think about it: What's cooler than robots? Blowing up robots. Seeing those yet to be blown up robots in various states of disrepair is the coolest.

Edited by Scromboid, 21 May 2013 - 07:01 AM.






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