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I'm Not Finding The Mech Experience Immersive


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#41 Karl Streiger

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Posted 03 June 2014 - 05:15 AM

Some buildings and the "height" map for all maps have to redone - if you may feel like a WWI soldier in the trenches when playing canyon something must be wrong.
On Crimsond the hills, the ramp and the tunnels have to be halfed in height - (wait that means a Atlas or Higlander can't walk below the ramp? -> HELL YES

#42 Grimmrog

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Posted 03 June 2014 - 05:23 AM

View PostJoseph Mallan, on 03 June 2014 - 04:35 AM, said:

You may be right Grim. The Nova is a 8.3m tall Mech and Me a close to 2m Tall I would be 1/4(ish) as tall as the Mech... the steps are a touch to close together. :)


Well the PGINova has a torso twist gyro, so I guess it should now be scaled at around 10-11m but still, those steps are supertiny.

@Karl

Sure, plannign a modern city also takes into account beign able to house some urban mechs, so you have to build everythign oversied enough to give attackers a chance when they invade you.

An Atlas would hardly be able to go through a city except the mainroads.

Edited by Grimmrog, 03 June 2014 - 05:26 AM.


#43 Karl Streiger

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Posted 03 June 2014 - 05:25 AM

View PostGrimmrog, on 03 June 2014 - 05:23 AM, said:

Well the PGINova has a torso twist gyro, so I guess it should now be scaled at around 10-11m but still, those steps are supertiny.


Don't think that those are steps....must be something else - clan warriors would never ever use steps - they hover into the cockpit

#44 Joseph Mallan

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Posted 03 June 2014 - 05:33 AM

View PostKarl Streiger, on 03 June 2014 - 05:25 AM, said:


Don't think that those are steps....must be something else - clan warriors would never ever use steps - they hover into the cockpit

Just read some books by Medron Pryde where the Hero did just this! Using the fighters Antigrav features!

#45 Grimmrog

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Posted 03 June 2014 - 06:05 AM

View PostKarl Streiger, on 03 June 2014 - 05:25 AM, said:


Don't think that those are steps....must be something else - clan warriors would never ever use steps - they hover into the cockpit


So its totally random that these steps lead to the only window with hinges ;P

also the technicans also need to crawl into the mechs cockpit from time to time.

Edited by Grimmrog, 03 June 2014 - 06:07 AM.


#46 12Breacher

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Posted 03 June 2014 - 08:19 AM

"Ejecting...."

#47 Kyle Wright

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Posted 03 June 2014 - 11:50 AM

View PostKarl Streiger, on 03 June 2014 - 05:15 AM, said:

Some buildings and the "height" map for all maps have to redone - if you may feel like a WWI soldier in the trenches when playing canyon something must be wrong.
On Crimsond the hills, the ramp and the tunnels have to be halfed in height - (wait that means a Atlas or Higlander can't walk below the ramp? -> HELL YES


Canyon Network in all honesty being a geologist, is not really plausible in its design. Canyons of that nature would have steep shearing cliffs and would not really be located that close together other then on the side of mountain as a series of drainage. Now because they have that one section with the mining equipment the series of benches on the one side you couldve played it off as a mining operation. if that were the case then there needs to be way more access roads, 100 ton dump trucks, buildings, more pits and generally mines are more symmetrical with their operations when it comes to chasing ore.

#48 KAT Ayanami

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Posted 03 June 2014 - 12:51 PM

View PostObelus, on 02 June 2014 - 04:28 PM, said:

This stuff has bugged me since launch. I only mention it now because I thought we'd have seen more progress at this point.

-- 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 with AC? Yes, and ipod Hookup.


View PostGrimwill, on 02 June 2014 - 04:51 PM, said:

Textures bug me somewhat i think it's strange that their are trees as tall as my mech and rocks that are as large as my mech's foot. If im in a 55 ton or large mech and i am several thousand feet off the ground, then how is this stuff even close to my head level. They must have some really big trees on these planets. It doesn't bother me to the point where i don't want to play it though. I think though that the weapon sounds are the best part, the reloading of the LRM's or the charging of the guass rifle is music to my ears


Thousands of feet?


View PostPanchoTortilla, on 02 June 2014 - 05:03 PM, said:


Yeah, I've been saying driving a mech feels more like driving a sports car in this game than a walking talk. Just seems a bit off, if the reticle and cockpit swayed a little as you lumbered along might make it feel more immersive.

The Victor seems about right, it handles like a brick with legs. But still needs the cockpit sway.


If we had cockpit sway people would complaint about headaches. I mean, they all cried about cockpit shake with JJs...

Althought, it would help with more difficult aiming.





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