

Mwo Lostech List
#61
Posted 25 August 2014 - 09:21 PM
#62
Posted 25 August 2014 - 09:31 PM

on a side note... COMMUNITY WARFARE

#63
Posted 25 August 2014 - 09:40 PM
#65
Posted 26 August 2014 - 01:24 AM
More impressive ammo explosions.
Better looking "Battle damage" [now we have charred, blacking, we used to beable to see myomer and wiring and the like.]
Lyoto Machida, on 26 August 2014 - 01:06 AM, said:

Overheating can STILL cook off ammo... but it doesn't look nearly as impressive as it used to.
#66
Posted 26 August 2014 - 01:48 AM
Nicolai Kabrinsky, on 25 August 2014 - 11:05 AM, said:
new players

http://mwomercs.com/...tlemech-16-flea
Edited by Curccu, 26 August 2014 - 01:48 AM.
#67
Posted 26 August 2014 - 02:11 AM
#68
Posted 26 August 2014 - 03:29 AM
actually tried to find the first released video of gameplay, it just can't be found. really need someone else to remember that JJ's used to move sidewards too during friends and family stage. however it would suck to have it like that.
Edited by Cybermech, 26 August 2014 - 03:35 AM.
#69
Posted 26 August 2014 - 04:05 AM
Backing cameras.
Punching.....
#70
Posted 26 August 2014 - 05:00 AM
Quote
I can think of one.
Hills. Being able to "overburn" briefly to get up terrain would be peachy-keen for MASC, along with clearing past open stretches between cover.
#71
Posted 26 August 2014 - 05:28 AM
wanderer, on 26 August 2014 - 05:00 AM, said:
Hills. Being able to "overburn" briefly to get up terrain would be peachy-keen for MASC, along with clearing past open stretches between cover.
This. You aren't supposed to turn MASC on and leave it. It's situational and short duration. I think it'd be a perfect addition once they figure it out in engine, even if there are hit detection issues, that's what fast does, and since it's not on 100% of the time, the shield might be more acceptable.

#72
Posted 26 August 2014 - 05:36 AM
cdlord, on 26 August 2014 - 05:28 AM, said:

I see the mass QQing when people try to leave it on all the time and then lose a leg right in the middle of the enemy team. If they put it in the game everyone will expect to be able to use it all match, even though according to lore MASC severely damages leg actuators and moymer bundles due to the extra stress. No one will like it if they actually make is close to lore where you take leg damage as it is active. I would love to see it in game and act closely to the way it did in lore, tapping MASC gets you good speed at the cost of risking the legs, but I just see a large portion of the players whine about it if it is implemented that way.
#73
Posted 26 August 2014 - 05:36 AM
Cybermech, on 26 August 2014 - 03:29 AM, said:
actually tried to find the first released video of gameplay, it just can't be found. really need someone else to remember that JJ's used to move sidewards too during friends and family stage. however it would suck to have it like that.
Should be fairly easy to toggle on/off.
zortesh, on 26 August 2014 - 04:05 AM, said:
Backing cameras.
Punching.....
Never had any of those, AFAIK.
#74
Posted 26 August 2014 - 05:41 AM
#75
Posted 26 August 2014 - 05:45 AM
Some I'd add:
Jump jets - Currently we have hobbled hover jets, because PGI couldn't balance poptarting. In a years time new players to this game could look back and say "lights used to be able to fly?!"
Ability to quick-select four mechs for drops instead of hunting through either drop downs or a giant mechbay.
Smurfy mech lab. We had one in UI 1.5, now we don't.
#76
Posted 26 August 2014 - 05:47 AM
#77
Posted 26 August 2014 - 05:55 AM
EGG, on 26 August 2014 - 05:45 AM, said:
Some I'd add:
Jump jets - Currently we have hobbled hover jets, because PGI couldn't balance poptarting. In a years time new players to this game could look back and say "lights used to be able to fly?!"
Yeah, I didn't really want to add those, but... when you look at the Jenner video that PGI made back in the day, it's basically completely different from what we have now. It's in the grey zone between a balance change and a feature lost, I think.
I really miss the smoke and dust clouds from jump jets too.
EGG, on 26 August 2014 - 05:45 AM, said:
Smurfy mech lab. We had one in UI 1.5, now we don't.
Oh yeah, I'd love to have quick-select back.
Funky Bacon, on 26 August 2014 - 05:47 AM, said:
Oh yeah. Damn, I miss that.
#78
Posted 26 August 2014 - 06:01 AM
RF Greywolf, on 26 August 2014 - 05:36 AM, said:
I see the mass QQing when people try to leave it on all the time and then lose a leg right in the middle of the enemy team. If they put it in the game everyone will expect to be able to use it all match, even though according to lore MASC severely damages leg actuators and moymer bundles due to the extra stress. No one will like it if they actually make is close to lore where you take leg damage as it is active. I would love to see it in game and act closely to the way it did in lore, tapping MASC gets you good speed at the cost of risking the legs, but I just see a large portion of the players whine about it if it is implemented that way.
People will find reasons to whine regardless. If they can get MASC to work, it needs to work as closely to tt/lore as possible IMO.
#79
Posted 26 August 2014 - 06:02 AM
Nicolai Kabrinsky, on 25 August 2014 - 12:46 PM, said:
Inflated speeds? So 50kph in the game isn't actually 50kph?
No. Meaning in the current Cannon of BT, I think the highest natural speed (non MASC) of a mech is about 150. In the version here, you can increase engine sizes to the point where many mechs are going over 150kph easily. You have many mechs that were never meant to go over 100 KPH hitting that with ease. That what Im referring to as inflated speeds. It effectively neuters MASC.
EDIT: Yes i know there are a FEW mechs that do 150 (See the Clan Fire Moth/Dasher)....and even a few that do 200 with MASC, but those are exception rather than rules. Over all mechs speeds are way high and keep MASC out of the game and with it the Flea.
Also checked my numbers a bit and chaned the statement of 129 kph to around 150.
Edited by AdamBaines, 26 August 2014 - 06:15 AM.
#80
Posted 26 August 2014 - 06:06 AM
Closed beta.

Open beta.

2014.


Edit: also inverse kinematics. Note that the below atlas has one foot on the rock, and the other on the sand. In modern MWO, he'd be floating above both.

Edited by Vassago Rain, 26 August 2014 - 06:09 AM.
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