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Dev Vlog#8 Developer Interview, Mad Dog Footage, King Crab Concept!


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#61 Arrogusss

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Posted 20 September 2014 - 06:14 PM

View PostBanky, on 20 September 2014 - 05:42 PM, said:

If the final King Crab look anything like that... I'm not sure I'll bother driving anything else - at least on the IS side :) The concept art looks amazing.


I second all that.
AMAZING...........
I use Photoshop everyday at work, and the use of layers, blending, and opacity were PRO.
I am more excited for this mech than any other previously.

#62 Steven Dixon

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Posted 20 September 2014 - 06:21 PM

I wasn't looking forward to the King Crab. I've never liked the look of it so I was slightly disappointed that was going to be the free mech for top tier, but after seeing that video I can't believe that Alex made me think that the crab is awesome. That man is genius. I actually liked watching him work.

I was never that big on audio so I didn't care too much about that part, but I'm always interested in behind the scenes stuff. The wave 2 stuff really wasn't new and I'm probably not going to buy it so I didn't care much about that either. Still, I liked the video as a whole.

#63 Leigus

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Posted 20 September 2014 - 06:25 PM

So much win!

#64 Joe Mallad

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Posted 20 September 2014 - 06:27 PM

I love the new design of the Mad Dog/Vulture. Still has that classic look but the newer beefier legs look much better IMO.

Also loving the concept design of the King Crab. Been wanting this mech for a long long time. And with it bring a 100 ton mech, just makes me want it more. The one worry I have is, with it being shaped like a true crab, as it should... Most of its torso mass will actually be on top and open to LRM strikes from above.

Can a Dev or someone from the design team explain how you guys plan on creating the King Crab's hit boxes so that LRMs from above don't cripple this mech too quick?

Edited by Yoseful Mallad, 20 September 2014 - 06:28 PM.


#65 Diligent Gravy

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Posted 20 September 2014 - 07:14 PM

Very very nice work as allways :) I wonder if the claws will have open/close animation when firing?

Seems legitimate to me :)

DG

#66 CyborgDragon

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Posted 20 September 2014 - 07:15 PM

Am I the only one a little chuffed that Daeron calls them 'Battlemechs' and not 'Omnimechs'? There is a difference after all :P

Seriously though, I can't wait to pilot the Mad Dog in a few days, and that KGC looks stunning! :wub: Give it to meeeeee!

#67 ImperialKnight

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Posted 20 September 2014 - 07:34 PM

The King Crab... it's so beautiful... I think I'm going to cry....

The Mad Dog's side torsos are MASSIVE

#68 Hawk819

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Posted 20 September 2014 - 08:14 PM

Now if only they'd give us a sneaky peek at the Atlas S variant.

#69 MrEdweird

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Posted 20 September 2014 - 10:25 PM

I'm waiting for Bishop Steiner to post.

That is all.

#70 Anti Missile System

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Posted 20 September 2014 - 10:42 PM

Sound of Game - Very important ! - I like this Guy :wub:

Mr. Iglesias - AWESOME !

+1 for PGI & Stuff - ur doin good since igp left !

#71 Clownwarlord

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Posted 20 September 2014 - 11:13 PM

Wow really a lack of content ... would have figured maybe how Phase 2 was coming along or something. I will admit I did like the King Crab work it llooks great, but again really a lack of content of what should have been an expected topic (Phase 2 CW) not even in the video.

Posted Image

#72 Trystan Thorne

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Posted 20 September 2014 - 11:23 PM

That King Crab looks great!

To be honest, I never found the King Crab that interesting before, but you guys make it look really good! Now I can't wait to be able to pilot mine in December! :)

#73 Morang

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Posted 20 September 2014 - 11:28 PM

I look forward to see King Crab concept art released.

It also applies to Clan Mechs, mind you! No full-scale concepts with background scenery were posted, only some small pics with generic background on third party sites.

#74 LiGhtningFF13

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Posted 21 September 2014 - 12:04 AM

Extraordinary Dev Log this time, like it! Especially the new assault mech King Crab. A completely different style from it's counterparts.

#75 Rotiart_Drol

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Posted 21 September 2014 - 12:25 AM

Ehhh...
The Mad Dog's side torso angle is kinda {LT-MOB-25}-eyed
And the Nose has that ugly sudden drop-off
Other than that, good work!

#76 Zanathan

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Posted 21 September 2014 - 01:47 AM

Echoing everyone else's sentiments. While it wasn't too informative it was very cool seeing the behind the scenes stuff. Alex is just amazing .. I could watch that a few more times.

Also I'm surprised and glad you guys took on Sean. I know he did the trailer music and at one stage was going to do a soundtrack for MWO but I never saw any update (its been over a year and a half) so glad you have him on board doing the sound effects. Although I do hope he works on some background music for the game.

#77 Reno Blade

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Posted 21 September 2014 - 02:09 AM

View Postclownwarlord, on 20 September 2014 - 11:13 PM, said:

Wow really a lack of content ... would have figured maybe how Phase 2 was coming along or something. I will admit I did like the King Crab work it llooks great, but again really a lack of content of what should have been an expected topic (Phase 2 CW) not even in the video.


SoonTM

If they keep up with the pace, the next VLog will be out in no time and give us news about phase2 and maybe at that time, ingame footage of the King Crab? :)

#78 K19

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Posted 21 September 2014 - 02:27 AM

Now living playing a big joke Warriors. I do not question the mechs that will be released because each one spends his wish as the issue will be the same. As the mechs are not free will be very difficult to destroy them from there they cease to be used. But is bullshit and has since the beginning of the game. Why not end the first phase all throughout. A sin that this example the Streak not working as they should if they do not want rights then leaps nurture one module that makes this effect to hit the spot with more damage. Another note to launch the strongest mechs of IS to be a better fight. : D Work because this graphic engine and more powerful than it looks. Dont timeline in this game. :angry:

#79 Tahribator

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Posted 21 September 2014 - 02:28 AM

With that scaling, the King Crab is going to be very tough to crack. A worthy adversary to the Dire Wolf for sure. The shell-like torso is going to be hard to hit frontally and from the sides, but as others said it's going to be very vulnerable to lurms.

About the sound design guy . . . I don't know what to say. He still has a lot of work to do. Will we ever get recharge sounds for certain weapons for example? Like medium lasers, SRMs and such? They added ML recharge sound last year but it was so horrible that they removed it silently thereafter, never to return it back. I think these recharge sounds are very useful in getting your timings right. How about ambient sounds on maps? Better sounds for 'Mech movement that emphasize their tonnage? There hasn't been any improvements in sounds for well over a year(excluding mandatory Clan sounds).

Also, I found the total absence of CW related stuff very disappointing. This is the "next big thing" for MWO, not the mechpacks. They could at least give a short status update about that. They should start hyping it already.

Edited by Tahribator, 21 September 2014 - 02:29 AM.


#80 Jonny Taco

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Posted 21 September 2014 - 03:09 AM

Sean Kolton sounds like a pretty damn good audio designer.





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