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New River City Preview Video
#21
Posted 06 July 2015 - 10:45 AM
#22
Posted 06 July 2015 - 10:51 AM
#23
Posted 06 July 2015 - 11:00 AM
Danielio97, on 06 July 2015 - 10:35 AM, said:
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
I only hope that this map won't make my GPU commit suicide (playing on an older laptop, on lowest possible settings). I mean, look at how much smoke is there...
![:o](https://static.mwomercs.com/forums/public/style_emoticons/default/ohmy.png)
You shouldn't have to worry too much, the map performs quite well actually. They have it so it wont render anything that is hidden behind buildings or terrain. When I was running around at ground level my FPS shot up compared to flying around.
Iqfish, on 06 July 2015 - 10:44 AM, said:
What did Kanajashi do?
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
Made a bunch of tutorials and news videos for the game which got noticed by NGNG, and I signed up to do patch overview videos for them. They have a working relationship with PGI who hooked me up with the special test client so I could make my patch videos ahead of time and with the free camera.
#24
Posted 06 July 2015 - 11:15 AM
Next step... buildings that you can shoot down or set on fire? Blow out the windows and fire your AC5 at the mech on the other side of the high-rise? Trees that catch on fire and burn?
Knocking over trees is nice, but we're a long way from "physics".
#25
Posted 06 July 2015 - 11:22 AM
WVAnonymous, on 06 July 2015 - 11:15 AM, said:
Next step... buildings that you can shoot down or set on fire? Blow out the windows and fire your AC5 at the mech on the other side of the high-rise? Trees that catch on fire and burn?
Knocking over trees is nice, but we're a long way from "physics".
Perhaps as the community's specs improve as a whole, a more in-depth physics engine will be possible. This is, as it stands, a wonderful compromise. The new River City looks absolutely stunning for the for the size of the footprint it will be leaving on our GPUs.
Edited by Jack Shayu Walker, 06 July 2015 - 11:22 AM.
#26
Posted 06 July 2015 - 11:25 AM
But it would be nice to have a tactical view of the old map and the new at the same time. Just to point out the differences in size and maybe some sort of highlighting to show where changes were made.
#27
Posted 06 July 2015 - 11:35 AM
Kanajashi, on 06 July 2015 - 11:00 AM, said:
Congratulations on that, the video looked great!
#29
Posted 06 July 2015 - 11:37 AM
Does that mean hiding in trees can be temporarily beneficial as the trees will take some of the initial weapon hits instead?
#30
Posted 06 July 2015 - 11:38 AM
#31
Posted 06 July 2015 - 11:41 AM
NeonKnight, on 06 July 2015 - 11:37 AM, said:
Does that mean hiding in trees can be temporarily beneficial as the trees will take some of the initial weapon hits instead?
That is a negative. As far as I got it from one of the dev-videos the trees will not stop or take damage away at this point of time.
#32
Posted 06 July 2015 - 11:51 AM
NeonKnight, on 06 July 2015 - 11:37 AM, said:
Does that mean hiding in trees can be temporarily beneficial as the trees will take some of the initial weapon hits instead?
Lasers and hitscan weapons will go right through them, with only SRMs and AC/Gauss felling trees and objects. I believe it was stated that no weapons are actually stopped by the trees and objects. It can only act to obscure vision and allow for some hiding.
Edited by Greenjulius, 06 July 2015 - 11:53 AM.
#33
Posted 06 July 2015 - 11:51 AM
#34
Posted 06 July 2015 - 11:54 AM
One thing that concerns me is the ridgeline that's mentioned where it's out of bounds, and the narrator says it's done specifically to prevent sniping. Why would a map be configured in such a way to specifically handicap a valid battlefield tactic artificially? There were lots of mentions of new buildings existing to create cover from LRM fire, but extra buildings fit in a city environment. Arbitrarily closing off a mountainous area just to curtail sniping seems very wrong. In any urban battlefield scenario, sniping is hazard that must be planned for and dealt with. Why should Battlemech battles be any different?
#35
Posted 06 July 2015 - 11:59 AM
Average Pilot, on 06 July 2015 - 11:54 AM, said:
One thing that concerns me is the ridgeline that's mentioned where it's out of bounds, and the narrator says it's done specifically to prevent sniping. Why would a map be configured in such a way to specifically handicap a valid battlefield tactic artificially? There were lots of mentions of new buildings existing to create cover from LRM fire, but extra buildings fit in a city environment. Arbitrarily closing off a mountainous area just to curtail sniping seems very wrong. In any urban battlefield scenario, sniping is hazard that must be planned for and dealt with. Why should Battlemech battles be any different?
Its not sniping in general, its that ridgeline in particular that would be problematic. Since its on one side of the map one team would easily be able to take the hill while the other team would never have the chance. Also from up top there you have sight lines on the entire map, Making any flaking pointless since you will be spotted. I see it as avoiding a alpine like situation.
#36
Posted 06 July 2015 - 12:14 PM
Nice map by the way.
Edited by Domoneky, 06 July 2015 - 12:18 PM.
#37
Posted 06 July 2015 - 12:15 PM
BarHaid, on 06 July 2015 - 10:13 AM, said:
Yes, unfortunately we didn't have the time to address the moon/planet (re)positioning.
Due to technical challenges though, it most likely won't transit but instead appear at different elevations (or not at all) for each time quadrant.
Hopefully we'll have this working for the next patch (or the one after).
#38
Posted 06 July 2015 - 12:24 PM
Woot...
#39
Posted 06 July 2015 - 12:28 PM
#40
Posted 06 July 2015 - 12:29 PM
Can't wait to try out this map tomorrow. Hopefully, we get trees we can set on fire and destructible terrain at some point. Looking forward to PGI remaking all the older maps.
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