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#61 and zero

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Posted 25 August 2014 - 09:21 PM

A half competent Dev studio.

#62 HellJumper

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Posted 25 August 2014 - 09:31 PM

Role Warfare :D

on a side note... COMMUNITY WARFARE B)

#63 Kaspirikay

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Posted 25 August 2014 - 09:40 PM

Torso seeking SSRMs. I miss that technology.

#64 Lyoto Machida

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Posted 26 August 2014 - 01:06 AM

What about the satisfying ammo explosions back in the day? Or the fact that overheating could cook off ammo?



View PostCathy, on 25 August 2014 - 12:01 PM, said:

The four pillars of design ?


Posted Image

#65 CMDR Sunset Shimmer

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Posted 26 August 2014 - 01:24 AM

More "Impactful" Sounds. [some of the sounds back in closed beta just...sounded better than what we have now. more meaty.]

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.]

View PostLyoto Machida, on 26 August 2014 - 01:06 AM, said:

What about the satisfying ammo explosions back in the day? Or the fact that overheating could cook off ammo?





Posted Image


Overheating can STILL cook off ammo... but it doesn't look nearly as impressive as it used to.

#66 Curccu

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Posted 26 August 2014 - 01:48 AM

View PostNicolai Kabrinsky, on 25 August 2014 - 11:05 AM, said:

- Why do people talk about the Flea? I've never seen anything about a Flea in this game.

new players ;) ...
http://mwomercs.com/...tlemech-16-flea

Edited by Curccu, 26 August 2014 - 01:48 AM.


#67 M0rpHeu5

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Posted 26 August 2014 - 02:11 AM

All atlas variants need the laser eye

#68 Cybermech

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Posted 26 August 2014 - 03:29 AM

ye but the atlas was so easy to see from far away, it wasn't even hard for scout to see which way the enemy was going because of these flashing lights. distance was insane but it did make those atlas's scary at close range

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 zortesh

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Posted 26 August 2014 - 04:05 AM

Rear view mirrors.
Backing cameras.

Punching.....

#70 wanderer

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Posted 26 August 2014 - 05:00 AM

Quote

So Right now MASC has no real use and the inflated speeds give the flea no real edge because as you say, the speed would be unmanageable


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 CDLord HHGD

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Posted 26 August 2014 - 05:28 AM

View Postwanderer, on 26 August 2014 - 05:00 AM, said:

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.

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 RF Greywolf

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Posted 26 August 2014 - 05:36 AM

View Postcdlord, on 26 August 2014 - 05:28 AM, said:

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. ;)


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 Alistair Winter

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Posted 26 August 2014 - 05:36 AM

View PostCybermech, on 26 August 2014 - 03:29 AM, said:

ye but the atlas was so easy to see from far away, it wasn't even hard for scout to see which way the enemy was going because of these flashing lights. distance was insane but it did make those atlas's scary at close range
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.

View Postzortesh, on 26 August 2014 - 04:05 AM, said:

Rear view mirrors.
Backing cameras.
Punching.....

Never had any of those, AFAIK.

#74 kapusta11

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Posted 26 August 2014 - 05:41 AM

Common sense?

#75 EGG

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Posted 26 August 2014 - 05:45 AM

I think some (most) people are missing the point of the thread - tech or functions that were pulled from the game, not things that were changed for balance, gameplay or just never made it in.

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 Funky Bacon

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Posted 26 August 2014 - 05:47 AM

Clickable paper-doll and model in mechlab.

#77 Tristan Winter

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Posted 26 August 2014 - 05:55 AM

View PostEGG, on 26 August 2014 - 05:45 AM, said:

I think some (most) people are missing the point of the thread - tech or functions that were pulled from the game, not things that were changed for balance, gameplay or just never made it in.

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.

View PostEGG, on 26 August 2014 - 05:45 AM, said:

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.

Oh yeah, I'd love to have quick-select back.

View PostFunky Bacon, on 26 August 2014 - 05:47 AM, said:

Clickable paper-doll and model in mechlab.

Oh yeah. Damn, I miss that.

#78 CDLord HHGD

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Posted 26 August 2014 - 06:01 AM

View PostRF 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 AdamBaines

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Posted 26 August 2014 - 06:02 AM

View PostNicolai 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 Vassago Rain

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Posted 26 August 2014 - 06:06 AM

Graphics.

Closed beta.

Posted Image

Open beta.

Posted Image

2014.

Posted Image
Posted Image

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.

Posted Image

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






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