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Can We Have A Rear View Mirror Finally?


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#1 PiVoR

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Posted 31 January 2016 - 05:54 AM

Just holy **** how many times ive been stuck in something while going backwards.
Pretty please?

#2 martian

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Posted 31 January 2016 - 06:00 AM

I agree that rear-view would be really useful. In MechWarrior 4 it was easy to toggle front- and rear view.

#3 ice trey

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Posted 31 January 2016 - 06:03 AM

I'd love to see the canon 360 degree viewstrip included inside of a 'mech.

#4 charov

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Posted 31 January 2016 - 06:06 AM

I don't know if the mirror view absence is a limitation of the engine of what. Anyway, you can easily bypass the problem by torso twisting and using a Track IR or just simply moving your arms (I don't remember which key is, though).

#5 Mechteric

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Posted 31 January 2016 - 06:44 AM

They can't realistically render another view at the same time, but there's nothing stopping them from a MechWarrior 4 style toggle.

Edited by CapperDeluxe, 31 January 2016 - 06:44 AM.


#6 Hornviech

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Posted 31 January 2016 - 07:00 AM

There are so many Displays in the cockpits, one of them could be a rear view camera, a destroyable maybe.

#7 Narcissistic Martyr

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Posted 31 January 2016 - 07:07 AM

Cry engine would make them have to render the rear view in full basically halving your fps so having it as a display is out. Not sure why they don't do a toggle or hell turn that 3rd person view camera around so you can see behind you.

#8 Ted Wayz

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Posted 31 January 2016 - 07:08 AM

Then we can finally get mechs with rear mounted weapons.

#9 Yosharian

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Posted 31 January 2016 - 07:09 AM

Short answer: no

#10 martian

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Posted 31 January 2016 - 07:14 AM

View PostTed Wayz, on 31 January 2016 - 07:08 AM, said:

Then we can finally get mechs with rear mounted weapons.

Timber Wolf D with a pair of rear-firing Streak SRM-6, for example. Nasty surprise for would-be backstabbers.

#11 STEF_

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Posted 31 January 2016 - 07:49 AM

Lostech.
Luckily we can have a time machine and drop in MW2

#12 FluffehBunneh

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Posted 31 January 2016 - 08:17 AM

<Rear View Mirror> 2000 MC

#13 martian

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Posted 31 January 2016 - 08:47 AM

View PostFluffehBunneh, on 31 January 2016 - 08:17 AM, said:

<Rear View Mirror> 2000 MC

You are joking, but I wouldn't be surprised ...

"Rear-view Camera as special Module, available only for MCs." Don't tell it to Russ Bullock. Posted Image

#14 BattleBunny

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Posted 31 January 2016 - 09:22 AM

In mechwarrior 4 the rear view camera was the "I" key. I used it a LOT! There was also a key to look straight down to your feet. Handy when jumping.

I was surprised when I started playing this game these options didnt exist.

#15 Tamwulf

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Posted 31 January 2016 - 09:29 AM

I'd think it's more a limit of the Cryengine engine, or rather the interwebz bandwidth and your own machine's limits.

Consider that everything rendered in this game is on the server side (it's why you don't see many hacks; PGI is able to control the data flow from their servers to your computer and vice versa; when it sees abnormal data flows, it sends up a red flag or blocks it. Anyways...). It's why the game kinda looks bad when playing online, but if you play it directly off the server... wow. Just... wow. Totally different game. The game renders what your mech can "see" from the forward point of view. To make a rear view, the engine would have to render an entirely new Point of view from the back side of the mech. In effect, you just doubled the amount of information servers have to push to your computer, and then your computer (CPU/GPU) has to decode it, and display it. The lag would be horrendous, and the minimum specs to play would have to go up... by a lot.

TLDR; No, your PC specs probably couldn't handle it and it would cause huge amounts of lag.

#16 Khobai

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Posted 31 January 2016 - 09:38 AM

Quote

Just holy **** how many times ive been stuck in something while going backwards.
Pretty please?


or just fix hillclimbing so you dont get stuck on pebbles and ****.

#17 Tamwulf

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Posted 31 January 2016 - 10:01 AM

View PostKhobai, on 31 January 2016 - 09:38 AM, said:


or just fix hillclimbing so you dont get stuck on pebbles and ****.

This would be really nice too. Or that stupid Viridan Bog map where I get stuck on something I can't even see due to the ground clutter and fog. Oh, and trying to climb on that map is bad too.

I read a post that said due to the graphics engine, everything rendered was this impassible obstacle, and that it was too much coding to make each mech have different climbing abilities (like how a light mech can go up "stairs" in the 'Bog that are almost as big as the mech is). So PGI basically made all mechs have the same climbing ability- which is very poor, and promised they would fix it later. /shrug

Things have improved on some maps (like the new Caustic Valley and Polar Highlands), but they still have a ways to go.

#18 Khobai

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Posted 31 January 2016 - 10:03 AM

Quote

I read a post that said due to the graphics engine, everything rendered was this impassible obstacle, and that it was too much coding to make each mech have different climbing abilities (like how a light mech can go up "stairs" in the 'Bog that are almost as big as the mech is). So PGI basically made all mechs have the same climbing ability- which is very poor, and promised they would fix it later. /shrug


what? climbing ability is based on the size archetype of the mech. smaller mechs decelerate less and have a higher top speed when climbing than larger mechs.

the implementation of size archetypes and slowdown angles is exactly whats caused the whole problem. Because assaults are unable to accelerate over small pebbles due to the deceleration/top speed penalty they suffer when hitting the pebble.

they made the slowdown angles too damn punitive for huge archetype mechs. They need to revise the slowdown angles so assaults can actually walk up hills without waddling, can reasonably walk up stairs, and dont get stopped dead in their tracks by every damn pebble/pipe/root in existence.

Edited by Khobai, 31 January 2016 - 10:07 AM.


#19 KahnWongFuChung

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Posted 31 January 2016 - 10:14 AM

Its not a bad idea OP its just very impractical because as you twist and turn you would see noting but a blur also with all the overkill damage animation hitting your screen you would not see anything ether.

My Suggestion would be to make a short range 100 meter 360 degree radar like we had in PC mechwarrior4. It would detect mechs if you were moving or still MechWarrior4's 360 degree radar range was 250 meters if I remember correctly.

P.S they have seismic module for MWO but its a POS and hard to use because you have to stand still then it only works 20% of the time and by the time you seethe enemy with it your back is cored and your dead.

Edited by KahnWongFuChung, 31 January 2016 - 10:15 AM.


#20 Tamwulf

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Posted 31 January 2016 - 10:20 AM

View PostKhobai, on 31 January 2016 - 10:03 AM, said:


what? climbing ability is based on the size archetype of the mech. smaller mechs decelerate less and have a higher top speed when climbing than larger mechs.

the implementation of size archetypes and slowdown angles is exactly whats caused the whole problem. Because assaults are unable to accelerate over small pebbles due to the deceleration/top speed penalty they suffer when hitting the pebble.

they made the slowdown angles too damn punitive for huge archetype mechs. They need to revise the slowdown angles so assaults can actually walk up hills without waddling, can reasonably walk up stairs, and dont get stopped dead in their tracks by every damn pebble/pipe/root in existence.

So everyone climbs the same, but the "archetype mechs" have acceleration/deceleration issues- which I think is about what I was saying? So in order to fix the issue, PGI would have to code each mech for it's own climbing performance/ability, right?





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