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Mw2 Had Jj Exhaust Crit Damage...

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#21 El Bandito

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Posted 14 July 2015 - 07:00 AM

View PostLily from animove, on 14 July 2015 - 06:45 AM, said:


because graphics back then were lower and so devs had more time spending in different features. Now designing a mech and its skins properly is a way more complex and time consuming task than those mw 2 boxes bakc then. So manpower as ressource is a lot more for these tasks compared to bakc then. Also hitboxes were a lot simpler, meaning CPU's had less issus to handle "hitreg". and online world with 24 people and tons of environment is an entirely different thing of complexity now, especially with our not so cubic hitboxes. And now with those features already more complex, testing gets even more complex. So while many teams nowdays have a lot more ressources, the can hardly do more than back in those days, since those additional manpower mostly just covers the additional complexity the features have grown. How many GPU's were available bakc then, how many do you have now? Hardware, their drivers, DX, and whatever other features any OS runs now. All this have to work with modern games not causing crazy stuff.

Guess why games like terraria and Minecraft were able to be done by small teams, because they never had to care about high complexities, since they are all quite slim in complexity and graphics.

And also audience changed, back in the days Baldurs gate and many other games had a specific depth, and were not easy at all, but today with the complexity of software, more money needs to be generated, so more players need to be attracted, and this also means more mainstream simple minded people have gtten target audience. And too many complexity is scaring them off.

days changed, and yes many things got simpler, while graphics went more complex.



Graphics have very little to do to do with coding--which is critical hit and calculations are about. A person who does the coding usually does not have to worry about doing the graphics aspect in addition. PGI could have develped a bit more immersion like in the OP without derailing much. I am hoping that a more complex critical system will be developed later on, cause there is nothing scary about it. Most reviews of a game in Steam actually prefer more immersion in a game. That goes double for a giant mecha battle.

Edited by El Bandito, 14 July 2015 - 07:03 AM.


#22 General Taskeen

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Posted 14 July 2015 - 11:00 AM

And MW2 can be played perfectly fine on today's PCs with way nicer sim features compared to MWO, plus it had more actual BT to it and smart design choices for its limitations at the time. I still prefer those games any day over MWO's mindless grind gameplay. Hell in MW2 I can choose any Mech I want, no grind and no extra $120 required. Marauder IIC? Pfft, No Sweat. A Nova with the actual design quirk its supposed to have (No Torso Twist)? You bet. Rifleman IIC? Oh Hell Yeah.

#23 Kain Demos

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Posted 14 July 2015 - 11:29 AM

View Postkesmai, on 13 July 2015 - 11:02 PM, said:

Everything was better back then. Not. A brandnew pc wAS about 3000-4000$ and couldn't even handle the game properly a sounBlaster to play tHAt sound was Costing a fortune. Not speaking of the graphics adapter. You wERe playing on 15 inch monitors and setting up the game was a nightmare. . .
i prefer what i've got with mwo in 2015.


********. I had a 486 DX2 33 Mhz built for maybe 800 bucks that ran MW2 no problem.

#24 RedDragon

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Posted 14 July 2015 - 12:30 PM

View Postkesmai, on 13 July 2015 - 11:02 PM, said:

Everything was better back then. Not. A brandnew pc wAS about 3000-4000$ and couldn't even handle the game properly a sounBlaster to play tHAt sound was Costing a fortune. Not speaking of the graphics adapter. You wERe playing on 15 inch monitors and setting up the game was a nightmare. . .
i prefer what i've got with mwo in 2015.

No idea what you are talking about. I ran MW2 without any problems on the first real PC my family bought. I was like 12 back then and no one in the family had any clue about computers. Buy PC, insert MW2, run, no problems. And no, we didn't pay 4000$ for that machine.

#25 BARBAR0SSA

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Posted 14 July 2015 - 12:36 PM

View Postkesmai, on 13 July 2015 - 11:02 PM, said:

Everything was better back then. Not. A brandnew pc wAS about 3000-4000$ and couldn't even handle the game properly a sounBlaster to play tHAt sound was Costing a fortune. Not speaking of the graphics adapter. You wERe playing on 15 inch monitors and setting up the game was a nightmare. . .
i prefer what i've got with mwo in 2015.

Uh you didn't need graphics card back then, they introducted a 3d accelerated version years later.
Original MW2 ran on a 486 SX 33 for me (that's right 33mhz)

#26 LordNothing

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Posted 14 July 2015 - 12:44 PM

i think my voodoo card came with a copy of mech2. but later on i picked up the titanium trilogy out of a bargain bin. i played through it again a few years ago on a nostalgia box. i had patched it to run on xp32 and even used my trackir and hotas with it. was pretty epic. ended up giving it to a kid whos mom i was "dating".

as for the topic at hand if mw2 had it, i totally think mwo should have it.

Edited by LordNothing, 14 July 2015 - 12:46 PM.


#27 Quicksilver Aberration

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Posted 14 July 2015 - 12:48 PM

I want to point out, that simply being told that a Jump Jet has damage by a computer voice isn't "immersion" by itself. Sure it is nice to have different things play when a jump jet is destroyed rather than simply "Jump Jet Destroyed"; but it's like being told a bad guy is bad in a story rather than showing he is bad.

You want immersion, make jump jet stabilizers be a thing and cause noticeable cockpit shake when using your jets without it. Make the jump jet exhaust damage cause an explosion or something and shake the cockpit. Not that either would be great for gameplay, but when people speak immersion, it isn't about a voice that tells you things that the HUD should tell you anyway (yes, I am hinting that destruction of things should be detailed on the HUD in some way).

Edited by WM Quicksilver, 14 July 2015 - 01:08 PM.


#28 Kristov Kerensky

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Posted 14 July 2015 - 12:55 PM

View PostCapperDeluxe, on 14 July 2015 - 05:49 AM, said:


wtf are you going on about? Games made back then had much smaller teams, if anything modern games have the capacity for more because they have many more resources.

I can almost guarantee MWO's decision to not implement crits is either entirely based on priorities, or they have no idea how to put them into the game in a fun and clever way.


Actually, Activision created MW2 and it had a pretty large dev team, over 20 people, 10 of whom did nothing but coding. Took them 5 years, but they DID have to create their own game engine, create all their own graphics, sound effects, and all the other stuff people totally ignore, like creating the original NetDemo that NetMech95 was later based off of, writing the manual, inputting all the Codex information, UI's, you know, creating an entire single player game with 2 full campaigns and an online game. That's JUST the dev team, that's not all the other people behind them at Activision that helped them with the production of the game, and then the PR team and all that stuff that Activision did back in the day, when they still designed and actually built games, not just published them.

PGI isn't all that big, probably less people working on MWO at any given time than Activision had working on MW2 constantly throughout it's development cycle.

We've been asking for critical hits that actually mattered since day 1, and jump jets would be one of those critical hits. Betty should tell us about it, said JJ should be offline, and our JJing should reflect that, like it did in MW2. Gyro hits, Engine hits, Actuator hits, all of it, it adds to the immersion and creates entirely new depths of play.

We have a basic function crit system now, so it's doable, it would just take work. But we've got plenty of people who are quite opposed to such a system, so...





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