

River City 2.0
#1
Posted 06 June 2015 - 07:42 PM
Are we not going to talk about the completely amazing redo of River City? Holy jesus I'm excited.
#2
Posted 06 June 2015 - 07:46 PM

That said, the screenshots look good.

Edited by Elizander, 06 June 2015 - 07:49 PM.
#3
Posted 06 June 2015 - 07:48 PM
#4
Posted 06 June 2015 - 08:57 PM
Edited by S Morgenstern, 08 June 2015 - 09:53 AM.
#5
Posted 06 June 2015 - 08:59 PM

#6
Posted 06 June 2015 - 08:59 PM
#7
Posted 06 June 2015 - 09:04 PM
#8
Posted 06 June 2015 - 09:05 PM
Team Chevy86, on 06 June 2015 - 09:04 PM, said:
The whole thing is changed. Using dropships and maybe even trees and stuff that fall over and act as cover. Also time of day of some sort.
Edited by Johnny Z, 06 June 2015 - 09:06 PM.
#9
Posted 06 June 2015 - 09:08 PM
#10
Posted 06 June 2015 - 09:15 PM
Johnny Z, on 06 June 2015 - 09:05 PM, said:
The whole thing is changed. Using dropships and maybe even trees and stuff that fall over and act as cover. Also time of day of some sort.
I knew that. I'm on my phone, mobile unfriendly site lol...I don't feel like finding the initial thread, but If you remember they gave us a preview and screenshots, and an overhead battlegrid view. Everyone agreed the spawn area in the south east with the two random passages was a waste of space. once you dropped you had no reason to go back. I'm hoping it got opened up a bit
#11
Posted 06 June 2015 - 11:00 PM
Map looks good. I am really hoping to see all kind of gameplay. Brawlers, etc etc.
And no more centralised long range spam. That would be ideal.
#12
Posted 07 June 2015 - 01:20 AM
PGI has come quite a ways with what they can do.
I'm really looking forward to the forest colony remake now.
Didn't think PGI would take things this far!
#13
Posted 07 June 2015 - 03:57 AM
#14
Posted 07 June 2015 - 05:13 AM
S Morgenstern, on 06 June 2015 - 08:57 PM, said:
Thats cuz there is no reason to go anywhere else. THis will open up more of the map to flanking and stuff, but in the end, the fights revolve around the middle cuz everyone wants in the fight, and the middle just seems like a sensible place, given the lack of anything else to do. If only trying ot go alone didnt equal instant death, you might see a dispersion of hte deathball and more flank moves by lights and heavies.
#15
Posted 07 June 2015 - 05:15 AM
But yeah, it looks a lot better! A lot of major improvements. Let's see how it plays out in terms of tactics and terrain hitboxes.
#16
Posted 07 June 2015 - 05:25 AM
Elizander, on 06 June 2015 - 07:46 PM, said:

That said, the screenshots look good.

despite, of course, no two people being able to agree on exactly how "WE" do want it done, of course..... but PGI should listen to us and do it our way.....all 2,500 different ways we have stated on the forums.......

#17
Posted 07 June 2015 - 05:30 AM
#18
Posted 07 June 2015 - 05:34 AM
#19
Posted 07 June 2015 - 05:41 AM
#20
Posted 07 June 2015 - 05:45 AM
Bishop Steiner, on 07 June 2015 - 05:25 AM, said:

There are two views found in the MWO forums.
View #1 - I'm right.
View #2 - You're wrong.

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