Dev Vlog #10
#41
Posted 16 November 2014 - 07:15 AM
Thumbs up for a nice vlog.
#42
Posted 16 November 2014 - 07:15 AM
#43
Posted 16 November 2014 - 07:24 AM
Good show for Dennis in the direction and details for this new map, 'Viridian Bog'.
- Wonder if that last second image of the 'creature' will set off the seismic sensor?
- Do any of the Fauna cause 'collision' effects with weapon ordinance? (besides the mentioned 'tree trunks'?)
The two new Hero Mech's 'Pirates Bain' and 'Grey Death' look great, now to just see how they will function in the game.
- ECM Locust will cause quite a stir.
Can't wait to try out this map for all it's interesting 'spots' and locations that will eventually become the places to be at when working the terrain.
9erRed
#44
Posted 16 November 2014 - 07:33 AM
1. clan wars
2. carbon fiber paint job
3. module interface to swap around easier
4. 1v1 ladder system and or 2v2 etc.
5. Blood ASP? if I can have get me an Executioner with out MASC I'll make it work.
6. when you re do maps make hit boxes on terrain and objects ALOT better then they are now. lots of areas to snipe through peak holes where you can see the enemy mech but cant hit them.
Edited by LordLosh, 16 November 2014 - 07:34 AM.
#46
Posted 16 November 2014 - 07:35 AM
#47
Posted 16 November 2014 - 07:35 AM
#48
Posted 16 November 2014 - 07:42 AM
Kevjack, on 16 November 2014 - 04:50 AM, said:
Needless to say, I've been hooked on Battletech ever since.
My experience was similar, although I had gotten into the game earlier than the books. But it was Decision at Thunder Rift that turned the game from "Car Wars with robots" into a vibrant, living world... with a few rule-lawyer-y nitpicks (overheating a Locust? Shadowhawk shoulder-roll?). I still re-read the Grey Death books when I'm trying to get my MechWarrior on; better than the Warrior series, anyways
New map looked kinda small on the Map view, though that's hardly indicative of it's actual size or "feel". Gorgeous, though, and I'm glad to hear Dennis is getting sick of desert worlds as well. Giant Death Worm is a cool and unique bit of scenery
Edited by SilentSooYun, 16 November 2014 - 07:43 AM.
#49
Posted 16 November 2014 - 08:00 AM
Rip Snorgan, on 16 November 2014 - 01:50 AM, said:
I coincidentally just so happened to have read "Decision at Thunder Rift" a couple days ago, and started reading "Mercenary's Star" today. Then to watch this and see Grayson and Lori represented in MWO! Badass PGI! I love it!
P.S. The new map looks slick. Can't wait to try it out.
check this out from MW:LL. It was a helluva lot of fun.
Edited by Gremlich Johns, 16 November 2014 - 08:01 AM.
#50
Posted 16 November 2014 - 08:24 AM
#51
Posted 16 November 2014 - 08:39 AM
PGI 2.0 are saying and showing the right things. Just one month left to see if they can deliver.
#53
Posted 16 November 2014 - 08:46 AM
#54
Posted 16 November 2014 - 08:55 AM
Kevjack, on 16 November 2014 - 04:50 AM, said:
Needless to say, I've been hooked on Battletech ever since.
It was my first BT book as well, have probably read it 20 times since. So I enjoyed doing this video for sure
Edited by Bombadil, 16 November 2014 - 09:00 AM.
#55
Posted 16 November 2014 - 09:08 AM
in fact, running a mech into a tree that massive as they are in viridian bog is going to wreck the mech more than the tree.
really love that new map =) all those little moths.. awesome stuff.
to the people that maon about the scaling: this is a planet in space. creatures bigger than mechs can occur even in reality when we are able to explore other planets we didnt even discover our earthly rainforest to 100%. im sure there are alot of creepy things inside there and most trees will make a battlemech look like toys.
#56
Posted 16 November 2014 - 09:31 AM
Edited by Rebas Kradd, 16 November 2014 - 09:32 AM.
#58
Posted 16 November 2014 - 09:43 AM
#59
Posted 16 November 2014 - 09:54 AM
Bombadil, on 16 November 2014 - 08:55 AM, said:
'Sword and the Dagger' was the first BT novel that I read (which lead to my longtime service to House Davion in TT), but 'Decision at Thunder Rift' had to be the second or third.
Edited by Ed Steele, 16 November 2014 - 09:54 AM.
#60
Posted 16 November 2014 - 10:15 AM
Hey, about redoing the "old maps", for starters, try a cheap and quick (min man hours for PGI workers) just EXTEND THE OUT OF BOUNDS on some maps to allow more Flanking movement and helps to mix things up, instead of the typical boring and PREDICTABLE gameplay on maps like Crimson Strait.
Where is, you ONLY have to worry about "the saddle" and "the tunnel", how about extending the out of bounds of areas like "E4-E5, F4-F5,G3-G4," etc for example???
-HPG manifold:
extend out of bounds in areas "H4-H5,G5-G6,F5-F6,E6-E7,C2-C3-C4,B3,A3-A4"???
IMHO, I think doing so will create more interesting matches, also help give mechs with max JJ's an advantage, players will have to keep an eye out for inc enemies from MORE angles instead of what us players are soooo used too right now the way maps are!!!
Edited by BlackDeathLegion, 16 November 2014 - 10:36 AM.
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