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The Nail On The Head


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#1 Impyrium

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Posted 10 July 2015 - 12:47 AM

PGI seems to have hit it rather hard with the new River City update, and it makes me a little excited again on where MechWarrior Online might be headed in the future.

And I know everyone's already had their say and plenty of topics have already been made on this, but I felt compelled to write my own. Read on or not, up to you.

One of the biggest things that has always irked me about MechWarrior Online is that it hasn't ever really shined on giving me the feeling I'm in a giant robot. I won't bore you with a block of text explaining why I think that, but rather the points where the new map does well.

Also keep in mind I'm a real stickler for aesthetics and usually place my immersion above how balanced or fair a game is.

Firstly... just lookit this:

Posted Image

Posted Image
  • The lighting is the first thing I noticed on this map, and it's pretty. It reflects what I'd actually expect the lighting to look like in reality. It's deep, bright and colourful and free of pointless colour filters. Shadows are deep rather than bland.
  • There's a serious attention to detail on this map and it's clearly been a painstaking process for those involved. Everything from the crater marked roads to the dense flora that surrounds the town, it just feels richer.
  • Scale. They did better this time. This feels more like an actual town with a greater variety of scale in terms of its props and layout, rather than many of the other maps which seem like they're designed to conveniently provide a perfectly covered battlefield for a mech to fight in.
Posted Image
  • You're dropped off in what's clearly the outer regions of the city and are tasked with moving inwards to combat the enemy team. That's magnitudes better than just being dropped into a confined city arena straight off. Those outer areas technically aren't needed, but just the fact it's there makes the map more interesting and immersive.
  • I can't comment as much on the layout when it comes to the competitive scene, but it feels properly non-centred. Sure, games seem similar to before but I'm willing to put that down to player habits. There's definitely room for much more manoeuvring and positioning.
  • The new collision effects are awesome and add just that little bit of terrain interaction needed to make you feel part of the game world, rather than toys in a pretend world. Interaction with game world = immersion.
  • Of course, the day/night cycle. Having maps with dynamic effects means maps are far more interesting and unique to play on. In many ways it can make a single map feel like two or tree. It'll be interesting to see if weather effects can be implemented, perhaps lowering/raising temperatures, changing visibility, maybe even lowering sensor quality.
So yeah. Awesome map, I was a little sceptical PGI but you've made me a happy player, the new architecture is well designed and I'm looking forward to seeing how you treat the other maps. :P


Posted Image

#2 Vellron2005

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Posted 10 July 2015 - 12:57 AM

View PostDingo Red, on 10 July 2015 - 12:47 AM, said:

PGI seems to have hit it rather hard with the new River City update, and it makes me a little excited again on where MechWarrior Online might be headed in the future.

And I know everyone's already had their say and plenty of topics have already been made on this, but I felt compelled to write my own. Read on or not, up to you.

One of the biggest things that has always irked me about MechWarrior Online is that it hasn't ever really shined on giving me the feeling I'm in a giant robot. I won't bore you with a block of text explaining why I think that, but rather the points where the new map does well.

Also keep in mind I'm a real stickler for aesthetics and usually place my immersion above how balanced or fair a game is.

Firstly... just lookit this:

Posted Image

Posted Image
  • The lighting is the first thing I noticed on this map, and it's pretty. It reflects what I'd actually expect the lighting to look like in reality. It's deep, bright and colourful and free of pointless colour filters. Shadows are deep rather than bland.
  • There's a serious attention to detail on this map and it's clearly been a painstaking process for those involved. Everything from the crater marked roads to the dense flora that surrounds the town, it just feels richer.


What bothers me about this is that the cockpit in this picture is "red" and the lasers beeing fired are predominantly green...

Shouldn't the cockpit lighting reflect that?

Otherwise, yeah, new maps's brought some really cool stuff.. Great work PGI..

#3 Juodas Varnas

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Posted 10 July 2015 - 12:59 AM

View PostVellron2005, on 10 July 2015 - 12:57 AM, said:


What bothers me about this is that the cockpit in this picture is "red" and the lasers beeing fired are predominantly green...

Shouldn't the cockpit lighting reflect that?

Otherwise, yeah, new maps's brought some really cool stuff.. Great work PGI..

Uhm.. :huh:
I think it's the cockpit's flashing warning lights when the mech has suffered "critical damage"

#4 Rakshasa

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Posted 10 July 2015 - 01:16 AM

View PostVellron2005, on 10 July 2015 - 12:57 AM, said:


What bothers me about this is that the cockpit in this picture is "red" and the lasers beeing fired are predominantly green...

Shouldn't the cockpit lighting reflect that?


The red light is the critical damage alert. That's a Timberwolf cockpit too, so it won't be firing the green lasers - those are Inner Sphere ones coming from the small mech just to the right of centre.

Very much agreed, awesome new map ^^ PGI have outdone themselves. Makes me excited for the future; I get a real MechCommander vibe from fighting in River City now. Memories...

#5 Joseph Mallan

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Posted 10 July 2015 - 01:21 AM

I like that I can apparently see in game almost as well as I do IRL!

#6 LordNothing

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Posted 10 July 2015 - 01:31 AM

the thing i like most is that you have to pretty much have to use all your view modes as conditions change. when it is dark you have to bring up your night vision, when its transitioning from day to night thermo seems to work well. daytime and you can switch off. this map sets the bar.

Edited by LordNothing, 10 July 2015 - 01:32 AM.


#7 LordKnightFandragon

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Posted 10 July 2015 - 02:47 AM

Those screen shots make the game look so much better then it is.

And wow that awesome actually has kinda bad vision.

#8 Kiiyor

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Posted 10 July 2015 - 03:10 AM

I love this map. It's like a hundred little bubbles of awesome in one big bubble of awesome. When fighting, I can see the thought that obviously went into designing areas to fight, because just about everywhere you go is it's own little battlefield. You're never far from cover if you need to run, or open space if you want to snipe, or covered approaches if you want to brawl.

It's like no position is untenable, because there's usually a more... tenable position close enough to reach with a little drama.

I really love it.





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