No Guts, No Galaxy Podcast: Goes live!
#181
Posted 27 November 2011 - 02:23 PM
#182
Posted 28 November 2011 - 03:33 AM
#183
Posted 28 November 2011 - 06:18 AM
http://mwomercs.com/game
Quote
Evolving the MechWarrior® experience required a new layer of gameplay. Instead of large open expanses and circle strafing parties, we wanted to examine the core play experience of the previous MechWarrior® titles and see if we could bring a more tactical/strategic experience to MechWarrior® Online™. Relying more on line-of-sight and incorporating information technologies, we feel that information warfare will bring a new level of realism to the fight and help enforce the idea of team based multiplayer even more. Another aspect of Mech Warfare, something that we can do with new technology, is urban combat. The battlefield is no longer open areas with mile long sightlines. . Tactical manoeuvres will be required now more than ever and the key to success is using InfoTech alongside great team play. The newly implemented Battle Grid will give commanding units a bird’s eye view of the battlefield and scouts will be able to feed real time recon information to them. The battlefield commander will be able to call in air strikes, artillery strikes and other support unit requests.
What are your thoughts on the Battle Grid? Will it be one commander per lance, or one per team do you think? If it is one per team... what determines who the commander is? All these additions to role warfare seem to make the matches MORE lethal to me. I wonder how they are getting the "20 minute matches" figure! Seems like respawning of some sort would have to be in place for that.
Edited by Dihm, 28 November 2011 - 06:19 AM.
#184
Posted 28 November 2011 - 07:55 AM
#185
Posted 28 November 2011 - 12:37 PM
#186
Posted 28 November 2011 - 01:46 PM
There were a few examples throughout the podcast but the one which really stuck out to me was all of you complaining about Mw4's arms being completely locked into a specific position which wasn't true at all. You could rotate each arm 90 degrees and when doing so you'd be given a camera view out that side of the mech and could then aim the arm's targeting reticle and fire that arm's weapons.
#187
Posted 28 November 2011 - 04:56 PM
Cavadus, on 28 November 2011 - 01:46 PM, said:
There were a few examples throughout the podcast but the one which really stuck out to me was all of you complaining about Mw4's arms being completely locked into a specific position which wasn't true at all. You could rotate each arm 90 degrees and when doing so you'd be given a camera view out that side of the mech and could then aim the arm's targeting reticle and fire that arm's weapons.
Please understand its discussion and opinions, and at no time have I or other said it was horrible. The game on release and the Mektek patches are completly seperate games. From what I understood, Mektek did some great things with the game from what I've heard. But in general, from a game development on initial release the game was a step back. That again does not take away that I played the game for years... haha
#188
Posted 28 November 2011 - 05:31 PM
I like the mission play and co-op missions and some of the custom maps were great TV-War in the woods (Boreal forest) even had working repair bays, and mission to mars was made using actual mars footage.
I hosted a server for many years
#189
Posted 28 November 2011 - 06:14 PM
phelanjkell, on 28 November 2011 - 04:56 PM, said:
That arm-look feature was in the game at launch.
Edit: Vengeance's launch at that.
Edited by Cavadus, 28 November 2011 - 06:17 PM.
#191
Posted 29 November 2011 - 04:37 AM
Also get in your questions, topics, ideas in now! Tomorrow we record Podcast #5 after the Wed. release of information!!
Edited by phelanjkell, 29 November 2011 - 04:47 AM.
#192
Posted 29 November 2011 - 06:19 AM
Cavadus, on 28 November 2011 - 01:46 PM, said:
There were a few examples throughout the podcast but the one which really stuck out to me was all of you complaining about Mw4's arms being completely locked into a specific position which wasn't true at all. You could rotate each arm 90 degrees and when doing so you'd be given a camera view out that side of the mech and could then aim the arm's targeting reticle and fire that arm's weapons.
To be fair and defend the casters, the mechanic itself was clunky, and in no way represented the actual movement of mechs arms that could happen in the tabletop / novels.
I understand what they are getting at when they say locked into place. Even with the arm's movement, it could still only go left and right. This is compared to something like Assault Tech 1 (I believe) where there is actually a moving crosshair, allowing you to aim as they described.
#193
Posted 29 November 2011 - 07:52 AM
Rant aside, I would like to hear you guys speculate about possible game types that could be included besides the requisite team destruction or the persistent map/planetary assaults. I'm thinking instant action mission objective maps and capture the flag, both of which I loved in MW4. League play, which has always been a huge part of MechWarrior multiplayer, doesn't look like it will be possible with MechWarrior Online. I wonder if you guys think the persistant map that shows the results of matches is enough to fill the shoes of traditional leagues or if MWO will loose something because of that. Agree or disagree, I still want to hear more, so keep up the good work.
P.S. forgive any spelling errors, I'm writing this on my phone at a rest stop.
#194
Posted 29 November 2011 - 08:03 AM
Seth, on 29 November 2011 - 07:52 AM, said:
People have suggested it a lot already, but I'll throw my hat into the "Solaris VII!" bandwagon as well. Tournaments held for individuals, lances, companies, etc. Results displayed in the game world. Give out in-game prizes (paint scheme, limited edition dangly *****, golden mechnuts, monocles, titles, whatever, as long as it doesn't confer a mechanical benefit) to the winners.
#195
Posted 29 November 2011 - 08:04 AM
Belrick, on 29 November 2011 - 06:19 AM, said:
...they were wrong. And no MW game is ever going to simulate the dexterity of TT battlemechs. They could pretty much move or do anything a human can do as long as they had the parts (hands, et cetera). In TT an Atlas can flip the enemy the bird while kicking it in the crotch.
@ Seth: Yeah, ragging on Mw4's maps while extolling Mw3's was another thing turning me off from this podcast. Mw4's maps were actually varied, Mw3's were the just same thing over and over. Mw3 didn't even feature any fully urban terrain. I'd argue that even Mw2's maps were superior to 3's.
#196
Posted 29 November 2011 - 08:20 AM
thanks for all the good work!
#197
Posted 29 November 2011 - 10:52 AM
Seth, on 29 November 2011 - 07:52 AM, said:
It may have Greg (aka Alekseyev, sometimes shortened to Alek) or it mak have been PK, I'd need to check the podcasts. I think cattra did actually mention it but we were running out of time and PK was anctious to get to the next topic.I myself only ever played mw4 after the mektek release and thoroughly enjoyed it. I am a bit of a graphics ***** so my view/opinion may be jaded but I thought the maps were ok, nothing great. Esp the city ones, they deffinately didnt feel like cities.
Edited by jock mcgunn, 29 November 2011 - 10:53 AM.
#198
Posted 29 November 2011 - 11:21 AM
#199
Posted 29 November 2011 - 11:37 AM
Keep up the good work guys!
#200
Posted 29 November 2011 - 12:43 PM
phelanjkell, on 29 November 2011 - 04:37 AM, said:
Also get in your questions, topics, ideas in now! Tomorrow we record Podcast #5 after the Wed. release of information!!
Yeah, as i said use of this wasnt all that well known, and taking a shot via LL/LR was the ultimate trick shot, Best suited to LBX loadouts in the arms.
Looking forward to the next podcast
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