Mech Cockpits Looks Tiny From The Inside?
#1
Posted 06 September 2015 - 05:45 AM
But dang, some of them seems HUGGEEE when you are looking at the mech model. I mean, look at Jagermech or King Crab!? The size of the cockpit has to be at least the same as a studio room, right? But once you go in...it fits snugly against your hind quarter.
This is rip off, PGI! I bought a luxury mech, and I expect the inside to be well insulated, air-conditioned, with stereos, and cushiony bean bag seat! (And a kitchen with center island and a walk-in closet!)
#2
Posted 06 September 2015 - 05:49 AM
#4
Posted 06 September 2015 - 06:10 AM
#6
Posted 06 September 2015 - 06:39 AM
#7
Posted 06 September 2015 - 10:48 AM
#8
Posted 06 September 2015 - 01:30 PM
yep bacon and beer
http://www.wheretoea...-beer-festival/
Edited by Davegt27, 06 September 2015 - 01:44 PM.
#9
Posted 06 September 2015 - 01:43 PM
Rhaythe, on 06 September 2015 - 10:48 AM, said:
speaking of locusts
why when the water is above your cockpit glass in the locust you cannot see sea weeds, fish etc things! cannot even see the bottom
it's sad that there is no water life there, i want some water life ><
#10
Posted 06 September 2015 - 02:23 PM
They do a good job in general, but I feel they perhaps have too much say in some instances, or somebody else isn't doing there job, resulting in bad map design in terms of gameplay but beautiful environment (Terra Therma, new® Forest Colony) or bad scaling, as you point out, with things like cockpits and mechs.
Edited by Moldur, 06 September 2015 - 02:23 PM.
#11
Posted 06 September 2015 - 02:53 PM
bad arcade kitty, on 06 September 2015 - 06:10 AM, said:
Not exactly true, except for the firestarter and atlas. I believe the main issue is that the pilots FOV is slightly in front of where the cockpit should be. There's a thread around here somewhere where somebody did the actual scaling work with the mech art assets.
#12
Posted 06 September 2015 - 03:13 PM
Accused, on 06 September 2015 - 02:53 PM, said:
Not exactly true, except for the firestarter and atlas. I believe the main issue is that the pilots FOV is slightly in front of where the cockpit should be. There's a thread around here somewhere where somebody did the actual scaling work with the mech art assets.
I don't have links to the photos, but they definitely are too large, by a factor of 2-3 even for mechs that seem like they should already have large cockpits (catapult, etc).
#13
Posted 06 September 2015 - 03:16 PM
aniviron, on 06 September 2015 - 03:13 PM, said:
I don't have links to the photos, but they definitely are too large, by a factor of 2-3 even for mechs that seem like they should already have large cockpits (catapult, etc).
http://mwomercs.com/...line-asset-art/
#14
Posted 06 September 2015 - 03:21 PM
go into settings and change 1st person FOV to 100- 120 then jump into your light mech
#15
Posted 06 September 2015 - 03:46 PM
Kira_Onime, on 06 September 2015 - 03:16 PM, said:
Those aren't the actual cockpits he uses, though. Yes, the pilot model does fit into the cockpits that are shown on the rendered 3rd person mech, but they don't actually use that method, they have larger cockpit models that sit in place of the one that should exist at the proper size. I'll have to see if I can find the images for you.
#16
Posted 06 September 2015 - 03:48 PM
aniviron, on 06 September 2015 - 03:46 PM, said:
Those aren't the actual cockpits he uses, though. Yes, the pilot model does fit into the cockpits that are shown on the rendered 3rd person mech, but they don't actually use that method, they have larger cockpit models that sit in place of the one that should exist at the proper size. I'll have to see if I can find the images for you.
You can see images of the sort in that tread.
Commando for example.
#17
Posted 06 September 2015 - 10:53 PM
For many mechs I stay at the second zoom positioning during combat because all I care about is what is outside the glass. The second zoom puts the glass at exactly the width of my screen (not true for all mechs in all situations).
As someone who is formally trained in the arts and has worked as a web designer, I can say designing something that is generally appealing is a lot easier than functional and appealing. I love eye candy, but I turn all graphics down just because it is easier to shoot at shapes than in intense realistic atmosphere.
Personally I would rather see the ability to add, subtract, move and change the size of HUD elements especially the range indicators, but we do not have saveable loadouts yet either.
#18
Posted 07 September 2015 - 01:09 AM
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