Warhorn And Module Details Released
#261
Posted 11 June 2014 - 10:01 AM
#262
Posted 11 June 2014 - 10:06 AM
#263
Posted 11 June 2014 - 10:07 AM
#264
Posted 11 June 2014 - 10:12 AM
Frankly ?
They suck.
+1 for the "MUTE WARHORNS" button.
#266
Posted 11 June 2014 - 10:28 AM
Chenkenstien, on 11 June 2014 - 10:07 AM, said:
Hey, guys, we had some issues with the LRM's, and they will not work as intended. Also, we can not figure out how to make switchable ammo on the fly, so we will just pretend Clans have normal AC's. But, on the other hand, WARHORNS!
#267
Posted 11 June 2014 - 10:36 AM
Can we sell it? Will they buy it? If not why work on it.
#268
Posted 11 June 2014 - 10:38 AM
101011, on 11 June 2014 - 10:28 AM, said:
As much as I think the Warhorns are obviously the product of some mid 20's marketing hipster with no knowledge of Mechwarrior , to be fair the functionality was already there and probably took about barely any time to implement. About the same amount of time someone took thinking them up >.<
Edited by cSand, 11 June 2014 - 11:03 AM.
#269
Posted 11 June 2014 - 10:53 AM
Mystere, on 11 June 2014 - 07:35 AM, said:
What I would like to know is how people will be able to get a match with more than 24 players.
holy hell that is annoying!!!!
the heavy metal thing never really bothered me because it wasn't that loud and fairly subdued to the rest of the game sounds but that......Like MWO Vuvuzela
#270
Posted 11 June 2014 - 10:58 AM
#271
Posted 11 June 2014 - 11:01 AM
ExoForce, on 11 June 2014 - 10:58 AM, said:
There must be some sound files that we can delete or something in there. Someone will figure it out if they don't allow a mute option
#272
Posted 11 June 2014 - 11:02 AM
Use it! http://hprops.com/sounds/
Edited by Red5taR, 11 June 2014 - 11:03 AM.
#273
Posted 11 June 2014 - 11:10 AM
WHO KNEW that the start up sequence would be like the last thing you fcks have done for the community.
Its just crap after crap after crap.
what is it like to consistently cater to the lowest common denominator?
#274
Posted 11 June 2014 - 11:13 AM
cSand, on 11 June 2014 - 11:01 AM, said:
There must be some sound files that we can delete or something in there. Someone will figure it out if they don't allow a mute option
There is an easy fix: don't play until they put in a mute button. That way at least the players will demonstrate integrity even if PGI won't.
Edited by damonwolf, 11 June 2014 - 11:13 AM.
#275
Posted 11 June 2014 - 11:23 AM
cSand, on 11 June 2014 - 11:01 AM, said:
There must be some sound files that we can delete or something in there. Someone will figure it out if they don't allow a mute option
Between the useless football WM public viewing 500 yards from my house and the idiots with their Vuvuzelas, my very loud and noisy job, and these "war"horns, I honestly think I need to start to be concerned for my sanity with all the unexpected random noises constantly blaring out...
"Oh, was that a kill? oh,. no , some ****** just kicked the ball and missed... Meh, sounded like somebody forgot to cinch down the track before moving it and bent the rig again..."
24 ******* seven for at least 4 weeks.
Now, guess which one of those 3 things I can remove in favor of preserving my mental health during that timeframe...
Edited by Zerberus, 11 June 2014 - 11:25 AM.
#276
Posted 11 June 2014 - 11:27 AM
cSand, on 11 June 2014 - 11:01 AM, said:
There must be some sound files that we can delete or something in there. Someone will figure it out if they don't allow a mute option
A RIFF file consists of a RIFF chunk containing zero or more other chunks.
I AM determined to save my soul. Meet new metas.
http://www.youtube.c...bed/3ichQOqbewA .
#277
Posted 11 June 2014 - 11:41 AM
Why not give us something like crouching, ah something more useful in the game, ability for my assault to drop kick a light and it's 4 overpowered machine guns across the battlefield.
Thinking about it more it would be nice to play the tune my friends Taco Truck plays when he pulls in.
yea that will install fear. why not fix this poorly designed UI 2.broke as we call it. Why would we need a graphical representation of each engine? Honestly the UI before was better all you had to do is work on it some more now....pretty sad.
Edited by soulfire, 11 June 2014 - 12:14 PM.
#278
Posted 11 June 2014 - 11:43 AM
Appogee, on 11 June 2014 - 08:19 AM, said:
I levelled three Kintaros using mostly remote-locks... no Artemis, no TAG, no BAP. The screenshot below shows three consecutive matches which were fairly typical.
You're firing on targets you don't even need to see, that are up to about 900m away, using the locks of other players, and your missiles find their own way to the target. How much easier can it get...? Do you want the missiles to fire themselves as well?!
The funniest part of this post is where you assumed I was one of the players I was talking about. Seriously, I don't know who else does this thing where they talk about 'some players' when they mean 'me', but I don't do that. So shouting at me about it is not going to make you any headway, because you're arguing against a viewpoint I don't hold.
The sad part about this post is how easy you're describing managing your 'mech while keeping missile locks on as being. If you're in a game where it literally doesn't take any effort to keep your missiles on lock while not getting shot, you're in a game where the enemy hasn't tried to press your missile-launching 'mech and likely doesn't deserve better than getting rained to death by someone they haven't got the wits to locate (even if that enemy is me- goodness knows I'm not above making horrible tactical gaffes at times).
Corbenik, on 11 June 2014 - 08:53 AM, said:
That's great, I have no argument with the idea of putting in a module like this.
But they should not add a module like this at the same time as they are looking at adjusting fall damage.
This would be equivalent to creating a module to, say, add more shots per tonne of ammunition at the same time as plans were being made to reduce the base number of shots per tonne. Or looking at your stove, realizing it burns food, and simultaneously both restricting the flow of gas to the burners and increasing the height of the metal seats over the burners. Or realizing that you have a lot of traffic accidents in a given chunk of major roadway and then both installing extra stop lights and reducing the speed limit.
When you alter two things that affect one element of a game (or any system, really) at the same time or close to the same time, it becomes difficult if not impossible to tell which of the two things was actually producing the result you were looking for and besides that, it becomes vastly more likely that you'll wind up changing things too far and having to roll back your alterations.
This is just good game design philosophy.
-QKD-CR0
#279
Posted 11 June 2014 - 11:51 AM
#280
Posted 11 June 2014 - 11:56 AM
PGI why couldn't the warhorn's sound like our clan calls, the howl of wolf, the call of the Falcon, the roar of the Jaguar or the eerie BOOO of a ghost bear?
these seem far more appropriate and even better for stuff like community warfare. I know you guys are constantly working on the game so can you put this idea in the possible future hat.
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