#41
Posted 04 May 2014 - 12:25 PM
#42
Posted 04 May 2014 - 12:35 PM
Dymlos2003, on 04 May 2014 - 12:25 PM, said:
Nah it may have been a glitch to be honest I can't remembe the specifics, but I do remember laughing on numerous occasions that I would aim and the PPC's would literaaly split leaving the mech safe in the middle after the intersection. It was quite the site that was repeatable at certain distances.
#43
Posted 04 May 2014 - 12:35 PM
Dymlos2003, on 04 May 2014 - 11:58 AM, said:
You don't remember seeing heatsinks fry on your heatsink monitor while fighting without losing any limbs or armor because you fired too frequently with standard heatsinks? It wasn't fast, but if you kept riding heat with energy weapons it happened.
Surely anyone who used ammunition weapons and SHS and hit beyond 100% heat remembers just suddenly exploding.
Delays in actions were relative, and existed well into November 2012. In 2013 when the spiders were released, people including myself still had "firing" delays for non-laser weapons. Like here with the AC/20 Raven you can hear me complaining about the delays. The mic even picks up when I click, and half a second later it fired.
Convergence -- here (someone complaining about it because his weapons are converged on an invisible wall) and here, for a brief moment after the heat system was completely revamped and all original penalties removed and changed to what we have now.. (Look for the UAC/5 shot that blatantly goes flying in the air in the wrong direction; that was rushing a long distance calibration onto a short distance target). There's plenty of it here too at random intervals.
Forgot about better graphics? Slower mechs? Simulator-like experience (time delayed control responses -- actually caused by lag not a feature as I once thought of it as, 'delayed' minimap where targets are refreshed once per second, not in real time leaving more guess work to be had), safe to use slower mechs due to delayed convergence and truer heat management with thresholds between 31 minimum and 50 average max. Shutting down at 90 to 100% heat then meant between 28 and 50 heat generated would shut you down. (Currently 40 minimum and 88.56 max on forest colony. That's 8 PPCs and 2 ML fired at once and still can't shut down if not for ghost heat!).
Don't remember glowy eyes?
But really, just these two videos will do you wonders for jogging your memory.
(The heat penalties were removed sometime in August where most of these vids came from; I was asked to delete all my July and earlier vids since I had uploaded some before the NDA was lifted. Most of them are gone. That better graphics vid link up above is one of the June 2012 videos left).
This video project, abandoned unfortunately, was made after the January 2013 overhaul to the heat system. The penalties changed from pre-shutdown punishments for staying at high heat too long to heat punishments for hitting 100% heat and refusing to shutdown and/or overriding. Note that I do NOT override, this was the original Heat Containment + 10% bonus in action when it allowed you to go beyond your 100% threshold instead of RAISING your 100% threshold, which came later. Action gets big after 6 minutes, but the entire thing is littered with com chatter and other 'single player' elements.
Edited by Koniving, 04 May 2014 - 12:58 PM.
#44
Posted 04 May 2014 - 12:37 PM
#45
Posted 04 May 2014 - 12:39 PM
Quote
Well its completely normal for publishers to take about 70% of the revenue earned by games and seed it into other games. You cant really get mad at them for that. I mean theres tons of legitimate complaints against IGP and PGI, but thats not really one of them.
Although you can blame IGP for tactics sucking.
#46
Posted 04 May 2014 - 12:40 PM
Zurakci, on 04 May 2014 - 08:35 AM, said:
Happy with what I got as it's exactly what I signed up for. Extra bits would obviously be nice but I'm good with what I got so don't expect anything to be given out extra.
#47
Posted 04 May 2014 - 12:41 PM
Dymlos2003, on 04 May 2014 - 12:25 PM, said:
That was delayed convergence. Want the proof? Open up Pilot Skills and click "Convergence." Faster convergence speed.
Originally and as stated in the past by PGI, there was a delayed convergence (this is why poptarts were NOT a problem until AFTER this was removed and then we had the big outcry). After a rapid distance change from say 30 meters to 500 meters, the mech required exactly 1 second to adjust the "all weapons hit at 30 meters" to "all weapons hit at 500 meters." If you fired before that 1 second, your weapons criss-crossed. They were also supposed to oblong (that is to say fire almost parallel, go around the enemy and converge behind him) if you went from long distance to short distance but the game often criss-crossed anyway.
To further prove this, go into a match or testing grounds. Enter third person. Point at something near you. Fire. Point at something far away. Fire. Did you see your crosshair TELEPORT? That's instant convergence. If that was available in closed beta, it'd slowly glide to your intended destination.
Or simply watch this. Lots of instant convergence jumping here.
The reason the delayed convergence was removed is it was 1 second + ping time.
If you had a 500 ping, you had to wait 1 and a half seconds to be able to hit your target with any sort of pinpoint...who isn't where you think he is, so even with HSR your convergence is all out of whack. It made the game unplayable for those not in North America, for those with bad connections, etc.
Lights were also nearly impossible to hit with autocannons because you had to lead them. Therefore you're pointing at something 200 meters away to try and lead a target for a light mech 40 meters away, and you'd never be able to hit them. The best times to hit lights is as they approached or as they went away, because at the circle of death you were helpless if you relied entirely on autocannons.
Alternatively, PGI could have made it client-controlled, but then a "hack" could be used to make it instant.
I would have liked a manual convergence with intervals of 25 or 50 meters, tied to my mouse wheel.
Edited by Koniving, 04 May 2014 - 12:56 PM.
#48
Posted 04 May 2014 - 12:52 PM
Khobai, on 04 May 2014 - 12:39 PM, said:
Although you can blame IGP for tactics sucking.
Agreed on the publisher thing.
But while Tactics the game itself is underwhelming (it could have had vehicles and larger unit counts), MWTactics has everything PGI promised us for MWO. Weapon variants (instead of variants, we're getting 'weapon enhancement modules'). Balance. Non-min/maxed builds. Tabletop-influence. Non-OverPowered or invisible mech ECM. Inaccurate indirect LRM fire. Its even got engine variants, jumpjet variants, and sized hardpoints. But it's done that way and better than PGI has ever achieved. Also no ghost heat. Just gotta say those mechs are ugly as heck though. And you don't even have to play it to see it, the few youtube videos demonstrate it well enough.
NGNG not doing a video on it in a year is somewhat disturbing, so it may not be as good now as it was before.
#49
Posted 04 May 2014 - 12:59 PM
Dymlos2003, on 04 May 2014 - 12:25 PM, said:
Actually, it all was, sorry either your memory is bad, or you weren't in as much at the beginning as you thought, or was not playing enough to notice. Before they started messing with HSR to fix latency and hti reg issues, we very much did have intentionally imperfect convergence, which one can still see the vestiges of in the Pilot Skill tree. And yes, sad to have to correct you again, we very much did have the rest. You can write it off as glitches if you desire, but you would be wrong.
#50
Posted 04 May 2014 - 01:04 PM
Koniving, on 04 May 2014 - 12:52 PM, said:
Agreed on the publisher thing.
But while Tactics the game itself is underwhelming (it could have had vehicles and larger unit counts), MWTactics has everything PGI promised us for MWO. Weapon variants (instead of variants, we're getting 'weapon enhancement modules'). Balance. Non-min/maxed builds. Tabletop-influence. Non-OverPowered or invisible mech ECM. Inaccurate indirect LRM fire. Its even got engine variants, jumpjet variants, and sized hardpoints. But it's done that way and better than PGI has ever achieved. Also no ghost heat. Just gotta say those mechs are ugly as heck though. And you don't even have to play it to see it, the few youtube videos demonstrate it well enough.
NGNG not doing a video on it in a year is somewhat disturbing, so it may not be as good now as it was before.
Well, the fired one Dev Team, and the current one seems just as glacial. Either the price point has limited them to hiring incompetents, or they are having as much issues with the trying to accomplish what they want with the Unity Browser Engine as PGI had with CryEngine over here.
Just ran through MC2 to remember what I had hoped MWT could be. Doesn't seem likely though.
#51
Posted 04 May 2014 - 01:11 PM
Bishop Steiner, on 04 May 2014 - 01:04 PM, said:
Just ran through MC2 to remember what I had hoped MWT could be. Doesn't seem likely though.
I think the problem is, case in point, the fact that they are using a Browser Engine. Unity is a good engine, but it works a lot better standalone than in a browser.
And yes, I had hoped for an MC2 style game. Though Tactics has always meant take turn to me. Now there is a mobile Mechwarrior game that is strategic. My only problem is the device.
I've been digging for an emulator and found one, so I might the game soon.
What I like is that the teaser trailer looks somewhat like it took a page from lore. General lack of convergence. Charge up PPCs. Devastating but not spam-fired missiles. Not in this one but another one there was also burst-fire autocannons.
Edited by Koniving, 04 May 2014 - 01:18 PM.
#52
Posted 04 May 2014 - 01:13 PM
I was in the first wave so yeah I remember headshotting atlases instantly, good times.
Closed beta wasn't the perfect version of mwo you all say it was.
#53
Posted 04 May 2014 - 01:16 PM
Except, I think founders mechs should be pushed up to 30 percent cbills and 10 percent loyalty.. the upgraded heroes already served their purpose in being slightly better than founders and encouraging "next level" purchases.. so they could be buffed, IMO. However, I won't be upset if they're not.. We did get a pretty good deal.
That said, I like that they added a whee bonus to the clan packages for founders, though I cannot remember what it was... some innocuous medallion or something. (Founders were the first to invest in the game we couldn't even play yet...some continual token notice wouldn't be rejected.)
#54
Posted 04 May 2014 - 01:20 PM
How about Founders only tokens (say, 10 of them) that passively grant +100,000 c-bills/day for each day they are equipped, whether the mechs they are on are used or not.
Also Phoenix package versions that grant half that much.
And Clan package owner ones that grant half again as much, but nothing for Gold mech owners.
Edited by Sephlock, 04 May 2014 - 01:23 PM.
#55
Posted 04 May 2014 - 02:00 PM
Koniving, on 04 May 2014 - 01:11 PM, said:
I think the problem is, case in point, the fact that they are using a Browser Engine. Unity is a good engine, but it works a lot better standalone than in a browser.
And yes, I had hoped for an MC2 style game. Though Tactics has always meant take turn to me. Now there is a mobile Mechwarrior game that is strategic. My only problem is the device.
I've been digging for an emulator and found one, so I might the game soon.
What I like is that the teaser trailer looks somewhat like it took a page from lore. General lack of convergence. Charge up PPCs. Devastating but not spam-fired missiles. Not in this one but another one there was also burst-fire autocannons.
tell me more about the emulator. I am a Nont-Apple guy, so I had resigned myself to not playing that title. Didn't know there was an IOS emulator.
#56
Posted 04 May 2014 - 02:02 PM
- Free premium private matches
- Updated foudners mechs
If I would have found out about MWO earlier I would be a legendary one too, but oh well.
#57
Posted 04 May 2014 - 02:13 PM
Bishop Steiner, on 04 May 2014 - 02:00 PM, said:
I don't know if it works or not yet. I mean the basic stuff works.
IOS 7 Emulator V3 is what I am using. It's a bit frustrating to figure out though as I don't use ipods and/or iphones. But sooner or later I'll find one that is easy to use and I'll be playing it.
#58
Posted 04 May 2014 - 02:23 PM
#59
Posted 04 May 2014 - 02:36 PM
Bishop Steiner, on 04 May 2014 - 02:00 PM, said:
tell me more about the emulator. I am a Nont-Apple guy, so I had resigned myself to not playing that title. Didn't know there was an IOS emulator.
That said, is that game multiplayer? By the looks of it, no
#60
Posted 04 May 2014 - 03:34 PM
Dymlos2003, on 04 May 2014 - 12:25 PM, said:
That wasn't a glitch...that was firing before your weapons had a chance to converge properly.
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