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You Know What This Game Really Needs?


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#1 Dawnstealer

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Posted 02 July 2015 - 04:51 PM

Hatchetman.

Posted Image

Edited by Dawnstealer, 02 July 2015 - 04:52 PM.


#2 Y E O N N E

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Posted 02 July 2015 - 04:54 PM

I thought it needed to stop temporarily de-syncing every match, because that's what was happening to me last night on a connection that normally gets 50 ms.

#3 ArchMage Sparrowhawk

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Posted 02 July 2015 - 04:57 PM

The answers are freed Jump Jets and Hatchetman, and Hatchetman with fixed, and finally liberated jump jets.

#4 Bloodweaver

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Posted 02 July 2015 - 04:58 PM

Melee in general, really. That would be amazing. It would vastly improve my opinion of the game TBH. Sadly, I have little faith that PGI is actually capable of implementing a melee system that would be 1) balanced, 2) useful, 3) realistic/immersive, and 4) most important of all, fun. They haven't even managed to make normal collisions (e.g., running into a wall) reflective of the kind of environment you're in at all. We're finally getting lampposts and trees that can be knocked over, which is great, but... not really enough. Not even close.

#5 XxXAbsolutZeroXxX

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Posted 02 July 2015 - 05:05 PM

View PostYeonne Greene, on 02 July 2015 - 04:54 PM, said:

I thought it needed to stop temporarily de-syncing every match, because that's what was happening to me last night on a connection that normally gets 50 ms.


I think tuesdays are patch days for microsoft. Those are the days people will desync due to software updates running in the background.

AKA - patch tuesday.

https://en.wikipedia...i/Patch_Tuesday

Tuesday/wednesday = desync patch days?

I could be wrong on that, though.

Edited by I Zeratul I, 02 July 2015 - 05:06 PM.


#6 ArchMage Sparrowhawk

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Posted 02 July 2015 - 05:05 PM

View PostBloodweaver, on 02 July 2015 - 04:58 PM, said:

Melee in general, really. That would be amazing. It would vastly improve my opinion of the game TBH. Sadly, I have little faith that PGI is actually capable of implementing a melee system that would be 1) balanced, 2) useful, 3) realistic/immersive, and 4) most important of all, fun. They haven't even managed to make normal collisions (e.g., running into a wall) reflective of the kind of environment you're in at all. We're finally getting lampposts and trees that can be knocked over, which is great, but... not really enough. Not even close.



I feel like some at PGI feel that no matter what they give us, we will find some way to ruin it for everyone. so they have to keep a tight reign on what they release and how. I for one thought Dragon bowling BELONGED in the game. As a Raven pilot that made me extra careful when running around dogpiles. When knockdown was in, it was frustrating as hell for a group of Atlases to play kickball with your carcass, but it also felt right. And it made you learn to use the speed bursts and jump jets to skirt danger. Now they don't even need knockdown because there is only one dimension of attack or escape and one good hit takes you out.

#7 Monkey Lover

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Posted 02 July 2015 - 05:06 PM

I was thinking clan mechs with real ct hit boxes.

#8 Dawnstealer

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Posted 02 July 2015 - 05:07 PM

View PostArchMage Sparrowhawk, on 02 July 2015 - 04:57 PM, said:

The answers are freed Jump Jets and Hatchetman, and Hatchetman with fixed, and finally liberated jump jets.

You understand me.

#9 Dawnstealer

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Posted 02 July 2015 - 05:12 PM

View PostArchMage Sparrowhawk, on 02 July 2015 - 05:05 PM, said:



I feel like some at PGI feel that no matter what they give us, we will find some way to ruin it for everyone. so they have to keep a tight reign on what they release and how. I for one thought Dragon bowling BELONGED in the game. As a Raven pilot that made me extra careful when running around dogpiles. When knockdown was in, it was frustrating as hell for a group of Atlases to play kickball with your carcass, but it also felt right. And it made you learn to use the speed bursts and jump jets to skirt danger. Now they don't even need knockdown because there is only one dimension of attack or escape and one good hit takes you out.


I've wondered about that, though - you wouldn't even need knock down if you had knock back. Even a little something would make it seem realistic. Have a "drunk walk" mode when you run into something at high speeds, a chance for a pilot to recover and if they do nothing, then they fall over.

Melee - I just don't get why it's so hard to implement. Even just a punch button if the mech has hand actuators.

But even without all those things? The Hatchetman would STILL be a fun mech, dammit.

#10 crustydog

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Posted 02 July 2015 - 07:28 PM

The Ac 20 is my current goto weapon for addressing my inner Berserker rage needs - it comes closest to meeting my true need - to rip off their arms and bash in their heads!

Descendent from Vikings? You could say that.

Issues - I know.

#11 Dawnstealer

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Posted 02 July 2015 - 08:42 PM

View Postcrustydog, on 02 July 2015 - 07:28 PM, said:

The Ac 20 is my current goto weapon for addressing my inner Berserker rage needs - it comes closest to meeting my true need - to rip off their arms and bash in their heads!

Descendent from Vikings? You could say that.

Issues - I know.

Then what YOU need...is an Axeman.

#12 Bloodweaver

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Posted 02 July 2015 - 08:50 PM

Pretty sure he'd rather have a Berserker, even without the AC/20...

I'd prefer a Neanderthal myself :P

#13 Dawnstealer

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Posted 02 July 2015 - 09:07 PM

View PostBloodweaver, on 02 July 2015 - 08:50 PM, said:

Pretty sure he'd rather have a Berserker, even without the AC/20...

I'd prefer a Neanderthal myself :P

Crazytalk. Crazytalk, you hear me??

#14 Impyrium

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Posted 02 July 2015 - 11:12 PM

View PostDawnstealer, on 02 July 2015 - 05:12 PM, said:


I've wondered about that, though - you wouldn't even need knock down if you had knock back. Even a little something would make it seem realistic. Have a "drunk walk" mode when you run into something at high speeds, a chance for a pilot to recover and if they do nothing, then they fall over.



Oh gosh no, if they did something like that they might actually be evolving the MechWarrior series into something bigger and better than it ever was before, and we don't want to do that do we? :P

But seriously this would be awesome and I don't know why we never got something like this in the many years PGI has had to tinker with this game. At least we're getting some basic effects on Tuesday when we collide with things.

#15 Otto Cannon

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Posted 02 July 2015 - 11:21 PM

Posted Image

#16 Nightshade24

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Posted 02 July 2015 - 11:56 PM

View PostBloodweaver, on 02 July 2015 - 04:58 PM, said:

Melee in general, really. That would be amazing. It would vastly improve my opinion of the game TBH. Sadly, I have little faith that PGI is actually capable of implementing a melee system that would be 1) balanced, 2) useful, 3) realistic/immersive, and 4) most important of all, fun. They haven't even managed to make normal collisions (e.g., running into a wall) reflective of the kind of environment you're in at all. We're finally getting lampposts and trees that can be knocked over, which is great, but... not really enough. Not even close.


The main problem is a normal mechwarrior normally needs to remove his hand from all controls to manually control the weapon... It is the hardest weapon for a mechwarrior to use... and has 0 meter range (who would have guessed?)

It's easy to disarm... only can be put in the arms... and many other issues...

Like... you need one of those extensions for the keyboard to use it or a glove controller... quite difficult to use and while your focusing on swinging the weapon the mech would have already ran away...

#17 ArchMage Sparrowhawk

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Posted 03 July 2015 - 12:10 AM

View PostNightshade24, on 02 July 2015 - 11:56 PM, said:


The main problem is a normal mechwarrior normally needs to remove his hand from all controls to manually control the weapon... It is the hardest weapon for a mechwarrior to use... and has 0 meter range (who would have guessed?)

It's easy to disarm... only can be put in the arms... and many other issues...

Like... you need one of those extensions for the keyboard to use it or a glove controller... quite difficult to use and while your focusing on swinging the weapon the mech would have already ran away...

you list these things like they're problems. we call them challenges. We would find a way. Don't you worry about that. I can run a gauss spider, I can nurse a melee arm until I'm in range during a gang fight so I can crit someone's shoulder off while they're trying to shoot at a light. I don't need any new "extensions" all I need is a punch button, a kick button, a crouch/get up button for knockdowns. Knockdowns would work fine if they got rid of the silly timed sequence and let you hit a button to let recovery be a reaction thing.

#18 Nightshade24

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Posted 03 July 2015 - 12:42 AM

View PostArchMage Sparrowhawk, on 03 July 2015 - 12:10 AM, said:

you list these things like they're problems. we call them challenges. We would find a way. Don't you worry about that. I can run a gauss spider, I can nurse a melee arm until I'm in range during a gang fight so I can crit someone's shoulder off while they're trying to shoot at a light. I don't need any new "extensions" all I need is a punch button, a kick button, a crouch/get up button for knockdowns. Knockdowns would work fine if they got rid of the silly timed sequence and let you hit a button to let recovery be a reaction thing.


Some people may dislike how extremely simple those controls would be...

Crouch: must have in game, I am still bloody waiting for PGI to add this (to new players out there... this is just making you have a much lower profile that takes a few secs to get in and out from (like shutting down) and you can't move from the crouch position BUT you can jumpjet out of it to exit quickly... it's good for ambushes and long range fire and cover but not good in a brawl so to say)

Kick, punch, etc... Would be hard to program, kinda awkward to animate, and would be awkward on physics as well as what to do if your in mid air and what mech should kick (ie should the locust be able to kick?). some mechs shouldn't even be able to stand on a single leg long enough to kick... or can lift a leg high enough to (ie atlas)

Attacking with weapon: well as easy as it could be for a simple staby button, the way the weapon would move would be very complicated and unlike skyrim so to say this game is a bit more detailed on how a weapon deals damage depending where it hits. And also how it hits can matter between a crit/ dismemberment or poking holes/ cutting the wrong way...


I think for now death from above and normal collision would be best as well as crouch... beyond that. I think melee could be a dream for 7-10 years from now.

#19 Kh0rn

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Posted 03 July 2015 - 12:47 AM

I was going too say what MWO needs is more Mechwarrior and less twitch based shooter.

#20 Juodas Varnas

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Posted 03 July 2015 - 01:06 AM

View PostKh0rn, on 03 July 2015 - 12:47 AM, said:

I was going too say what MWO needs is more Mechwarrior and less twitch based shooter.

Blame the clans.





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