Can We Have A Rear View Mirror Finally?
#1
Posted 31 January 2016 - 05:54 AM
Pretty please?
#2
Posted 31 January 2016 - 06:00 AM
#3
Posted 31 January 2016 - 06:03 AM
#4
Posted 31 January 2016 - 06:06 AM
#5
Posted 31 January 2016 - 06:44 AM
Edited by CapperDeluxe, 31 January 2016 - 06:44 AM.
#6
Posted 31 January 2016 - 07:00 AM
#7
Posted 31 January 2016 - 07:07 AM
#8
Posted 31 January 2016 - 07:08 AM
#9
Posted 31 January 2016 - 07:09 AM
#11
Posted 31 January 2016 - 07:49 AM
Luckily we can have a time machine and drop in MW2
#12
Posted 31 January 2016 - 08:17 AM
#14
Posted 31 January 2016 - 09:22 AM
I was surprised when I started playing this game these options didnt exist.
#15
Posted 31 January 2016 - 09:29 AM
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
Posted 31 January 2016 - 09:38 AM
Quote
Pretty please?
or just fix hillclimbing so you dont get stuck on pebbles and ****.
#17
Posted 31 January 2016 - 10:01 AM
Khobai, 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
Posted 31 January 2016 - 10:03 AM
Quote
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
Posted 31 January 2016 - 10:14 AM
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
Posted 31 January 2016 - 10:20 AM
Khobai, 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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