I'm Not Finding The Mech Experience Immersive
#21
Posted 02 June 2014 - 05:52 PM
#22
Posted 02 June 2014 - 05:58 PM
Khobai, on 02 June 2014 - 04:51 PM, said:
-no destructible terrain/trees/buildings/cars, etc...
-the maps are very bland and undetailed compared to what cryengine is capable of
1. There is cockpit glass at least?
2. Yeah, this is a dissapoint. Imagine setting fire to forest to block enemy view or provide a false movement signal!
3. I read somewhere there was a reason.. ..probably to cater for low spec players. As for being bland... ...idk...
PanchoTortilla, on 02 June 2014 - 05:03 PM, said:
When they sped the mechs up to 'speed up the gameplay' (i.e. cater to COD kiddies) they ruined this part of the immersion, making assualts and heavies pilot like mediums/lights..
#23
Posted 02 June 2014 - 06:02 PM
Davers, on 02 June 2014 - 05:52 PM, said:
Yep, this.
Every time they've tried to introduce immersion elements to this game, the peanut gallery causes a ruckus and whines, *******, complains, and explosively and violently craps themselves until they make it optional — at which point everyone just turns it off so as not to be at a disadvantage.
So, needless to say, they haven't made immersion elements a priority.
#24
Posted 02 June 2014 - 06:03 PM
Davers, on 02 June 2014 - 05:52 PM, said:
immersive like the back-to-front cockpit glass that glares when the back of your mech faces the light source (thanks to the open backed cockpit model) instead of when it faces the light?
Maybe if they added stuff for immersion that actually made sense then yes.
Chemie, on 02 June 2014 - 05:03 PM, said:
I remember! It was much better then. I remember laughing and feeling put off by how the assaults walked in that patch. Now I'm used to it.
#25
Posted 02 June 2014 - 06:42 PM
#26
Posted 02 June 2014 - 07:15 PM
And yeah. Every time they try to implement immersion that gets in the way of someone's kdr. They drop a stone and smear it on the forums. We should have cockpit glass and glass cracks when we take damage to the cockpit. Screw their kdr.
It'd be nice if mech death animations varied and of course the eject feature.
#27
Posted 02 June 2014 - 07:45 PM
Aphoticus, on 02 June 2014 - 05:17 PM, said:
#28
Posted 02 June 2014 - 07:45 PM
Obelus, on 02 June 2014 - 04:28 PM, said:
-- Textures on the mechs make them seem like plastic and not metal
** Are mechs made of metal or that star wars style plasteel polymer stuff?
-- Mechs lack a sense of weight when they move
** Seem fine to me
-- I don't get a sense of scale in the cockpit view
** I do when I see those tiny cars. But I would like infantry running around and tanks\aerospace to give me more perspective.
-- Weapon sounds and firing effects aren't iconic
** I have this turned down anyway where I play from.
-- Mech sound design lacks depth. We should be hearing more than foot stomping and torso twisting. Stuff like joints moving, air condition in the cockpit, hum of electronics and a different sound for the reactor, sound of things being crushed under our feet as we walk. Different sounds when we brush up against things (Buildings, rock formations, etc)
** More in cockpit effects would be cool but as it is seem ok.
-- Visual art style is gray and muddy
** Looks fine to me. Best looking mech game yet.
-- death animations don't seem to fully take into account the size and scale of mechs
I enjoy seeing the slow fall. But agree they do not seem to hit the ground very hard... maybe it's the springy myomer preventing that.
-- Mechs get stuck on objects like statues or small trucks the should be able crush
** True. But the battlemechs of lore had legs and things like that controlled by nuro helmets with the pilots own sense of balance. Cannot really do that in this game.
P.S. these are alien planets right? So how do you know what size things should be?
P.S.2. Mechs running into each other was before my time. Would have liked that immersion factor as it would have allowed more for highlanders leg attacks and possible melee attacks and melee mechs
Edited by 116th NorskaFresh, 02 June 2014 - 07:46 PM.
#29
Posted 02 June 2014 - 07:53 PM
Davers, on 02 June 2014 - 05:52 PM, said:
They added cockpit glass effects without understanding what people wanted.
people didn't want this dirty, muddy looking glass infront of them at all times, what they wanted was something that, when hit, cracked... like in Mechwarrior 3.
Like this, after taking hit's to the cockpit, even grazing laser hits, we wanted the possibility for cracks, smudges, burns, ect.
Instead we got something that reflects light oddly when the sun is behind the mech with no way for the light to actually enter the cockpit and cause that effect from the inside.
#30
Posted 02 June 2014 - 07:57 PM
Obelus, on 02 June 2014 - 04:28 PM, said:
-- Textures on the mechs make them seem like plastic and not metal
-- Mechs lack a sense of weight when they move
-- I don't get a sense of scale in the cockpit view
-- Weapon sounds and firing effects aren't iconic
-- Mech sound design lacks depth. We should be hearing more than foot stomping and torso twisting. Stuff like joints moving, air condition in the cockpit, hum of electronics and a different sound for the reactor, sound of things being crushed under our feet as we walk. Different sounds when we brush up against things (Buildings, rock formations, etc)
-- Visual art style is gray and muddy
-- death animations don't seem to fully take into account the size and scale of mechs
-- Mechs get stuck on objects like statues or small trucks the should be able crush
Mechs look beautiful on txaa but optimizations suck so fps turns to ****
#31
Posted 02 June 2014 - 07:58 PM
however the lack of dynamic effects for the cockpit glass makes you wonder why they even added it... if the glass doesnt crack or have burnt/singed effects what was the point?
#32
Posted 02 June 2014 - 08:12 PM
Obelus, on 02 June 2014 - 04:28 PM, said:
-- Textures on the mechs make them seem like plastic and not metal
-- Mechs lack a sense of weight when they move
-- I don't get a sense of scale in the cockpit view
-- Weapon sounds and firing effects aren't iconic
-- Mech sound design lacks depth. We should be hearing more than foot stomping and torso twisting. Stuff like joints moving, air condition in the cockpit, hum of electronics and a different sound for the reactor, sound of things being crushed under our feet as we walk. Different sounds when we brush up against things (Buildings, rock formations, etc)
-- Visual art style is gray and muddy
-- death animations don't seem to fully take into account the size and scale of mechs
-- Mechs get stuck on objects like statues or small trucks the should be able crush
This game has bigger problems than graphics.
#33
Posted 02 June 2014 - 08:26 PM
I also hope people realize, because of their... ahem... bitching on why the cockpit glass was 'ugly' and messed with their aim (lol), the fact that there's no an option to remove it means that many people aren't using, which means that PGI will NOT be in any way bothered with trying to work with better glass.
In my opinion, MW3 easily was the most immersive. Everything from the movement, to the graphics, to the 'physics' of driving a 'Mech, and actual effort put into the little things like having cockpits be damaged. Also falling over was fun. Nothing like an autocannon shot to face, then blue sky suddenly appearing before you.
There IS a point where a developer needs to STOP with all this intricate balance stuff and work with those little things that make a game better. Contrary to many here's beliefs, there is more to a game than balance.
#34
Posted 03 June 2014 - 02:22 AM
Khobai, on 02 June 2014 - 04:51 PM, said:
-no cockpit glass effects (cracked/burnt glass, etc...)
-no destructible terrain/trees/buildings/cars, etc...
-the maps are very bland and undetailed compared to what cryengine is capable of
-death animations/ragdolling/damage animations could definitely be better, particularly with regard to destroyed legs (no destroyed leg animation, even MW3 had that)
-scaling is inconsistent from map to map
Edited by Joseph Mallan, 03 June 2014 - 02:22 AM.
#35
Posted 03 June 2014 - 03:00 AM
The Atlas' height is set to about 18M (devs have said previously).
This means a Locust is under 10M tall.
Your average 2 storey building is around 8-10M.
Your 'standard' level in a tower block is around 3-4M.
Your 'standard' Lamp Post is between 4 and 12 meters tall (12-36ft), and there's shorter and higher around. 20+m / 60+ft tall isn't unheard of.
And that's modern Earth lamps, not futuretech super-lamps that have to take into account a mech might come walking by.
This means Lamp Posts are perfectly capable of being the same height or taller than your mech,
Your Light mech is 2-3 storeys tall, an Atlas is 4-6 storeys tall.
See here for size among the mechs and heights:
I also don't find the mechs look like plastic, I find they look like painted.
We should definately be able to knock over trucks / statues.
#36
Posted 03 June 2014 - 04:07 AM
Kyle Wright, on 02 June 2014 - 05:09 PM, said:
Have a close look at the Black Hawk/ Nova,
you can cleary see, that the human next to it would more or less totally full the whole cockpit.
Now have a look at the Nova model
Can you see the ladder? Can you see the single window where the pilot is supossed to climb in?
It shows the flaw of the scale, if you scale a pilot to the ladder/Window size, then the Nova would have a size where even a Direwolf would cower in fear. But then the cockpit would be an oversized partydom for a single person.
If the pilot would have he proper size to the above draw, it would fit quite well to the Novas Cockpit size PGI made. But then those ladder would not need so many tiny steps, it would be enough if there were like 5? And he would have a quite Squeezy time getting into the cockit through that window.
But maybe trueborn Nova pilots are a special Midget breed. I mean, smaller pilots need less space, and less space means more space for equipment to attach, right?
And yes, MW3 felt amazing, nearly perfec, I loved some random rockpits hits for having a damaged visual on the colkpit. It made some thigns feel more realistic. Also i like the grain on the window When you run through Caustic Valley or the canyons, expecting the mech beeing clean is kinda strange an would feel unnatural.
btw, how do we even use Mechs in the MWO Universe without Windscreen Wipers if there would be Heavy rain? Ah wait, MWO Universe has a all time good weather condition. Except maybe some snow, but that fortunately seems to never freeze on our windows. We are blessd with a superwindow special glass of a high developed Sci Fi future.
Edited by Grimmrog, 03 June 2014 - 04:14 AM.
#37
Posted 03 June 2014 - 04:35 AM
#38
Posted 03 June 2014 - 04:39 AM
Obelus, on 02 June 2014 - 04:28 PM, said:
-- Textures on the mechs make them seem like plastic and not metal
-- Mechs lack a sense of weight when they move
-- I don't get a sense of scale in the cockpit view
-- Weapon sounds and firing effects aren't iconic
-- Mech sound design lacks depth. We should be hearing more than foot stomping and torso twisting. Stuff like joints moving, air condition in the cockpit, hum of electronics and a different sound for the reactor, sound of things being crushed under our feet as we walk. Different sounds when we brush up against things (Buildings, rock formations, etc)
-- Visual art style is gray and muddy
-- death animations don't seem to fully take into account the size and scale of mechs
-- Mechs get stuck on objects like statues or small trucks the should be able crush
I can't argue with the above points but sounds like to me you should initiate a kickstarter project for funding to see if you can do a better job. I am not defending one way or the other but I've probably had the most fun with this game out of most of the mech games I played through out the years and yes I am old, lol.
What do you really want from a mech game, mech assault for the original xbox as that was an insult to the mech genre but pretty much the only thing we had for years till this came out although I will admit I did have some fun with it.
#40
Posted 03 June 2014 - 04:53 AM
Davers, on 02 June 2014 - 05:52 PM, said:
I did not ask for a dirty cockpit window impossible to clean - i have already a Monitor simulating cockpit windows that can be cleaned every time i need to.
What People wanted were damage effects (which people did not get)!
What else was asked for to be removed on arrival?
PS: CB had the best Mech feeling when the Mechskills had lower numbers - i remember 2,5% instead of 10, 15 or 20% that also double when elited which results in a huge power gap between unskilled and elited Mechs!
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