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New River City Preview Video


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#41 Soulstrom

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Posted 06 July 2015 - 12:30 PM

Cool.

#42 bar10jim

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Posted 06 July 2015 - 12:37 PM

View PostNeonKnight, on 06 July 2015 - 11:37 AM, said:

Hmmm....destructible environments, eh?

Does that mean hiding in trees can be temporarily beneficial as the trees will take some of the initial weapon hits instead?


Nope. That AC 20 will knock the tree down and still deliver full damage to you standing behind it. This was covered in Dev Log #12.

#43 Shadow Magnet

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Posted 06 July 2015 - 12:43 PM

I will make it my personal objective to knock over all those pesky statues every time I play that map. THEY MUST DIE!!! :rolleyes:

#44 Sir AMcA

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Posted 06 July 2015 - 12:48 PM

Nice. Looking forward to wreak havoc among those statues and trees :D
But the planet/moon not moving is an issue. Feels wrong somehow.

#45 MoonUnitBeta

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Posted 06 July 2015 - 12:54 PM

View PostNeonKnight, on 06 July 2015 - 11:37 AM, said:

Hmmm....destructible environments, eh?

Does that mean hiding in trees can be temporarily beneficial as the trees will take some of the initial weapon hits instead?

Nope. they don't absorb shots.
If a ballistic passes through a tree, the tree will fall over, but it will not block the shot and will continue its merry way until it hits terrain or a mech.

Edit: nvm, already answered just a couple posts before mine.

Edited by MoonUnitBeta, 06 July 2015 - 12:58 PM.


#46 Gremlich Johns

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Posted 06 July 2015 - 12:56 PM

It'll be great when we can ignite the trees with a flamer.

#47 Sev Malthus

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Posted 06 July 2015 - 01:03 PM

A multiple of the day/night cycle shouldn't be equal to 24h to allow more diversity.

Edited by Sev Malthus, 06 July 2015 - 01:03 PM.


#48 Prometheous

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Posted 06 July 2015 - 01:03 PM

ooohhhhh mmmyyy god lookng great can't wait I'm so exxited :) :D :wub:

#49 Nightmare1

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Posted 06 July 2015 - 01:09 PM

This video excites me so very much!

More cover? Check!

Anti-LRM cover? Check!

More area for movement? Check!

Larger overall map? Check!

Cool visuals? Check!

Port City feel? Check!

Dropship spawnpoints? Check!

Original spirit of the map preserved? Check!

Destructible Terrain??? Triple Check!!!

Time Lapse???? Quadruple Check!!!!

Spaceship still at the spaceport?

Posted Image

Check!!!!!!!


This revision looks...

Posted Image

Edited by Nightmare1, 06 July 2015 - 01:09 PM.


#50 Thomas G Wolf

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Posted 06 July 2015 - 01:13 PM

If it plays half as nice as it looks in the demo PGI have got themselves a winner here, and watch the Dev vid it did seem to me that those two are having fun redoing the maps and people having fun usually do good work.

#51 800

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Posted 06 July 2015 - 01:19 PM

I am very concerned about performance on this map, my poor i3-2100 may not be able to handle it at playable framerate. MWO already notorious for being very CPU-heavy, this will just kill off non i5/i7 playerbase completely.

Edited by 800, 06 July 2015 - 01:20 PM.


#52 Groutknoll

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Posted 06 July 2015 - 01:22 PM

DIE statutes DIE!


oh, will i get cbills/xp for killing them?

... I may have issues targeting enemy mechs near those statutes, they MUST DIE!!!!

#53 Gumon Choji

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Posted 06 July 2015 - 01:23 PM

For future videos please zoom out and do a top down on the map.

Also if you could make the dam under water playable that would be awesome. Seriously awesome.

#54 NeonKnight

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Posted 06 July 2015 - 01:27 PM

Thanx for the "multiple" replies to my question of Destructible trees and blocking damage.

I don;t watch the Devlogs as they take too long (inho) and prefer to just read as I can read pretty quick. i.e. a 20-30 min vlog I can read in 5 min...

So, was not aware of the NO to absorbing damage....shame really...wonder how games like BF does it then....

#55 Gumon Choji

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Posted 06 July 2015 - 01:36 PM

About absorbing damage. I think the issue is this is a cry-engine game and the edition that MWO is based on lacks some of that stuff so they made it happen with hard work. I recall PGI stating there were some difficulties in the video. Specifically if there was a hiccup in connection then some computers would have trees and some would not. By not having them absorb the shots these hiccups will not ruin the game for some players and make hit registration a mess.

#56 Twilight Fenrir

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Posted 06 July 2015 - 01:46 PM

Looking good! And loving the preview video idea! You guys are really on the progress train now! Bravo!

#57 MoonUnitBeta

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Posted 06 July 2015 - 02:21 PM

View PostGremlich Johns, on 06 July 2015 - 12:56 PM, said:

It'll be great when we can ignite the trees with a flamer.

Ohh! Viridian Bog.. GOOD BYE!!
*fwwwoooosssssh*
*turns into Terra Therma*
Noooooooooo!

#58 MoonUnitBeta

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Posted 06 July 2015 - 02:27 PM

View Post800, on 06 July 2015 - 01:19 PM, said:

I am very concerned about performance on this map, my poor i3-2100 may not be able to handle it at playable framerate. MWO already notorious for being very CPU-heavy, this will just kill off non i5/i7 playerbase completely.

I think it'll actually be better. Obscured geometry is no longer rendered (tbh i thought this was industry standard...)
As for trees falling down, it's very basic physics and shouldn't hurt performance at all.

Edited by MoonUnitBeta, 06 July 2015 - 02:27 PM.


#59 Sereglach

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Posted 06 July 2015 - 03:10 PM

All I have to really say is that it looks incredible, the video was well done, and I look forward to tomorrow's patch.

Thank you for posting this.

#60 DERANGEDDM

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Posted 06 July 2015 - 03:13 PM

View Post800, on 06 July 2015 - 01:19 PM, said:

I am very concerned about performance on this map, my poor i3-2100 may not be able to handle it at playable framerate. MWO already notorious for being very CPU-heavy, this will just kill off non i5/i7 playerbase completely.

From what the devs said, the terrain is set to limit sight lines, reducing rendering.





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