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Decrease In Quality Of Mechs Being Released


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#41 NextGame

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Posted 14 March 2015 - 12:44 PM

have argued that scaling has been idiotic for some time, and animation has been bad ever since clams wave 1. Scaling should have been set by the initial 4 mechs (Atlas, Pult, Hunch, Jenner) and other mech's should have been created around that scale. What we've gotten instead is "lel, whatevers!"

My personal bugbears are the height of mediums in particular, walking movements and lego brick weapons stuck onto mech arms. items which I speculate are probably high on the list irritations for everyone else who pays attention to this kind of stuff.

Either whoever works on those elements has changed, and aren't quite as adept as their predecessors, or they simply don't care

Edited by NextGame, 14 March 2015 - 12:48 PM.


#42 Escef

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Posted 14 March 2015 - 12:45 PM

I actually am MORE at ease with this picture of the Grasshopper. It's fairly narrow for its size, which counts more than height. Think about it, when you miss a shot is it because your aim was too far to a side or too high? Most movement in this game is horizontal, not vertical. Width is more of a detriment than height, so the Grasshopper being tall does not worry me.

Edited by Escef, 14 March 2015 - 12:47 PM.


#43 Quicksilver Aberration

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Posted 14 March 2015 - 12:45 PM

View PostTennex, on 14 March 2015 - 12:34 PM, said:

Looks pretty decent compared to awesome. It could still be taller since the awesome is pretty thick

Don't make me have to pull out the side by side comparison of all the mechs currently in game (ordered by tonnage) that I rendered.

All the 80 tonners (including Doug, aka Mr Gargles) are too large compared to the rest, the Victor less so than the Gargoyle (too tall) and Awesome (too wide). Actually, all the humanoid figured assaults are too large in comparison to the Crab, Dire, and definitely the Stalker. The Stalker is the only mech in the game that is actually too small in comparison with the rest. Not to mention they still should not have moved the arms as high as they ended up, I remember there was a little forum controversy over this, but it wasn't huge because the Stalker had just come out and had yet to dominate the Assault class.

Edited by WM Quicksilver, 14 March 2015 - 12:49 PM.


#44 Tennex

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Posted 14 March 2015 - 12:48 PM

View PostNextGame, on 14 March 2015 - 12:44 PM, said:

have argued that scaling has been idiotic for some time, and animation has been bad ever since clams wave 1.

Either whoever works on those elements has changed, and aren't quite as adept as their predecessors, or they simply don't care


I think they are working at a higher capacity than they can handle while still maintaining quality

View PostWM Quicksilver, on 14 March 2015 - 12:45 PM, said:

Don't make me have to pull out the side by side comparison of all the mechs currently in game (ordered by tonnage) that I rendered.

All the 80 tonners (including Doug, aka Mr Gargles) are too large compared to the rest (the Awesome more so than the others). Actually, all the humanoid figured assaults are too large in comparison to the Crab, Dire, and definitely the Stalker. The Stalker is the only mech in the game that is actually too small in comparison with the rest.


Theres only 3 80 tonners in game right now. The Gargoyle and Victor are very big. But the awesome is fine. If you go any smaller you get the zeus. Which is the size of a summoner.

Posted Image

You want all the 80 tonners to be summoner sized?

Does your render compare volume or are you just eyeballing it. Because to me it looks like the Dire wolf and Atlas are pretty comparable in terms of volume.

Edited by Tennex, 14 March 2015 - 12:54 PM.


#45 xhrit

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Posted 14 March 2015 - 12:54 PM

View PostTennex, on 14 March 2015 - 10:10 AM, said:

The Kit Fox and Adder literally don't even have feet animation.
They walk like they have snow shoes

Posted Image



The game's dynamic IK animation system is currently disabled. Previously, if you were standing on a slope, your feed would actually conform to the slope, instead of just sit in mid air.

#46 Jin Ma

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Posted 14 March 2015 - 12:55 PM

View Postxhrit, on 14 March 2015 - 12:54 PM, said:

The game's dynamic IK animation system is currently disabled. Previously, if you were standing on a slope, your feed would actually conform to the slope, instead of just sit in mid air.


Hes talking about the feet animations not IK. The "toes" don't move on the adder and the uller.

Edited by Jin Ma, 14 March 2015 - 12:55 PM.


#47 Quicksilver Aberration

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Posted 14 March 2015 - 12:58 PM

View PostTennex, on 14 March 2015 - 12:48 PM, said:

The 80 tonners are large compared to... ? What the other 80 tonners? The gargoyle and victor are large. But where is your point of reference there to be able to say ALL the 80 tonners are large.

The Zeus is about the size of the summoner. Since its the smallest 80 tonner to date, is that going to be your ideal 80 tonner size?

The Zeus seems a tad small, will have to wait to see when I can get my hands on the model before I pass further judgement. The Summoner's shoulder missile pod however is not appropriately sized, though the Summoner still has one of the best heavy profiles, really all of the Clan heavies outside of the Mad Dog have great profiles overall.
Load this up and hit the magnifying glass

Edited by WM Quicksilver, 14 March 2015 - 01:09 PM.


#48 xhrit

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Posted 14 March 2015 - 01:09 PM

View PostJin Ma, on 14 March 2015 - 12:55 PM, said:

Hes talking about the feet animations not IK. The "toes" don't move on the adder and the uller.


the toes done move, because they are supposed to grip the ground they are standing on, which is part of the disabled system.

#49 km1710

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Posted 14 March 2015 - 01:10 PM

Also another thing that I miss from MW4 is that there were many movement animations. You started walking, then with the speed increasing you would start to "fast-walk" with small hops, then if you went faster you would start to actually run. Now the animation is just one and is just played faster accordingly to your speed.

#50 Jin Ma

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Posted 14 March 2015 - 01:13 PM

View Postxhrit, on 14 March 2015 - 01:09 PM, said:

the toes done move, because they are supposed to grip the ground they are standing on, which is part of the disabled system.


No toes move on all other mechs.

Posted Image

Edited by Jin Ma, 14 March 2015 - 01:30 PM.


#51 Mad Strike

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Posted 14 March 2015 - 01:14 PM

View PostAbisha, on 14 March 2015 - 11:00 AM, said:

they release mechs faster then we can type.
so don't expect "quality" from it.

also i having a "negative" state of mind about Pgi i feel like many challenges where total unfair.
and can't be completed anymore. (just way to time consuming) leaving me a unsatisfied customer.
(Like a Champion) for example.

it's very unlikely i will spend money on this game again.

That's why they're called CHALLENGES

#52 Tennex

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Posted 14 March 2015 - 01:36 PM

View Postxhrit, on 14 March 2015 - 12:54 PM, said:

The game's dynamic IK animation system is currently disabled. Previously, if you were standing on a slope, your feed would actually conform to the slope, instead of just sit in mid air.


IK adjusts the ankles, knees, and hips in this game, not the toes

Posted Image

#53 Bishop Steiner

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Posted 14 March 2015 - 01:36 PM

so it appears the Hopper is by all likelihood going to be physically bigger than the Zeus?

Wonderful.

#54 Juodas Varnas

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Posted 14 March 2015 - 01:42 PM

View PostTennex, on 14 March 2015 - 01:36 PM, said:


IK adjusts the ankles, knees, and hips in this game, not the toes

-imgsnip-

For what sick and twisted reason did PGI decided to remove THIS... THIS looks much better than what we have now... Where one leg floats midair and the other one clips into the mountain...

Edited by Juodas Varnas, 14 March 2015 - 01:43 PM.


#55 km1710

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Posted 14 March 2015 - 01:48 PM

View PostJuodas Varnas, on 14 March 2015 - 01:42 PM, said:

For what sick and twisted reason did PGI decided to remove THIS... THIS looks much better than what we have now... Where one leg floats midair and the other one clips into the mountain...


That's my personal thought but this, like early destructible terrain, was the work of Smith&Tinker, and when this company fold, PGI devs didn't have much clues on how to work on these features under an optimization point of view so they removed it. I can't find any other reasons to remove beneficial features from a developing game

Edited by km1710, 14 March 2015 - 01:52 PM.


#56 Escef

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Posted 14 March 2015 - 01:48 PM

View PostJuodas Varnas, on 14 March 2015 - 01:42 PM, said:

For what sick and twisted reason did PGI decided to remove THIS... THIS looks much better than what we have now... Where one leg floats midair and the other one clips into the mountain...


To improve FPS, IIRC.

#57 Escef

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Posted 14 March 2015 - 01:52 PM

View Postkm1710, on 14 March 2015 - 01:48 PM, said:


That's my personal thought but this, like early destructible terrain, was the work of Smith&Tinker, and when this company fold, PGI devs didn't have much clues on how to work on these features under an optimization point of view. I can't find any other reasons to remove beneficial features from a developing game


To the best of knowledge, Smith & Tinker never produced anything MW related other than the old MW5 trailer that was made to drum up interest. If they sold any MW work they had done on speculation to PGI than this would be the first I have heard of it.

#58 Milocinia

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Posted 14 March 2015 - 01:52 PM

I think the real shame is that the in-game models don't do Alex's artwork justice.

Sure there will always have to be some differences but since Clan W1 it seems like all of the little details are off and dare I say it, built in a hurry. The only recent mech which looks every bit as good as it should is the Crab.

Granted, to save time a lot of the mechs have modular parts involved with their make up but please 3D artists, take a bit more care and effort with the details and scaling.

#59 stjobe

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Posted 14 March 2015 - 01:54 PM

View PostEscef, on 14 March 2015 - 01:48 PM, said:

To improve FPS, IIRC.

Yep. To improve performance, specifically on low-spec machines, was the stated reason.

#60 Juodas Varnas

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Posted 14 March 2015 - 01:58 PM

View Poststjobe, on 14 March 2015 - 01:54 PM, said:

Yep. To improve performance, specifically on low-spec machines, was the stated reason.

Oh...
Not worth it. Definitely not worth it, especially because the game probably still runs like **** on low spec machines.





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