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Countdown To Night Gyr


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#221 Thanatos31

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Posted 19 September 2016 - 09:49 AM

@tordin - don't keep your hopes up.

#222 Aethermech

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Posted 19 September 2016 - 10:19 AM

View PostThanatos31, on 19 September 2016 - 09:49 AM, said:

@tordin - don't keep your hopes up.


But all we have is hope... And an above cockpit mounted tag :D

#223 MovinTarget

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Posted 19 September 2016 - 10:33 AM

View PostWintersdark, on 19 September 2016 - 02:40 AM, said:

...because it looks like a wide FOV shot?

Adjust your fov settings in game to 90 degrees. Note how the game looks.

It makes it look like the camera is far back in a long cockpit, exactly like the image. Note how the controls in the bottom corners appear "stretched" or weirdly long.



I bet a lot of players have never toyed with their settings... If they did, they may stumble across the fact that many of the really good players in MWO *have* tweaked their settings and that is why they score so well...

FOV can greatly enhance your field of vision when adjusted properly. Does it seem weird at first? Oh yeah it does, but you get used to it.

Don't even get me started on Mouse sensitivity in game...

#224 Pariah Devalis

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Posted 19 September 2016 - 10:55 AM

View PostGas Guzzler, on 18 September 2016 - 07:19 AM, said:


Ghost heat and energy draw don't like 3UAC10 that much. I think you are better off with 4x UAC5s, and you can actually do 1 per side torso and 2 in an arm, although maybe the chassis quirks will be worth not breaking up the variant with 4 ballistic hardpoints standard...


Meh. Ghost heat on 3x UAC10 isn't too bad. I'll eat the extra heat for the dakka gods. 1/1/1/1 split on the UAC5 because what the hell is the point of making a Staredown, DPS based mech have a deadside? Deadsiding isn't the be all end all. It doesn't make sense for various styles of builds. You know that!

Symmetrical layouts on a DPS oriented mech are even harder to disable, seeing as you'll be forced to stare for the duration of your attack, anyways. If you will be forced to stare, why should anyone make it easier to be stripped in the process of it by putting all your eggs in one basket? Just makes it easier to remove one part of the enemy instead of eliminating the enemy itself.

Plus, gun barrels on both arms. Dakkadakka.


As for the cockpit, I am disappointed, but saw it coming from the dev stream. It's a gigantic waste of that mech's panoramic window array. Here you have this beautiful arrangement of horizontal windows... and a rollcage and gribblies blocking your pilot's view out of them. At that point, there's no sense in even installing the wide window arrangement. At all.

Just like I was sad about the lack of high visibility through the moonroof of the Shadow Cat (plugged by cockpit displays and more gribblies), I am disappointed in the lack of wide peripheral vision in the Night Gyr. Could be worse, though. Could be a Jenner IIC. That thing's interior bares absolutely zero resemblance to the mech's exterior cockpit appearance.

Edited by Pariah Devalis, 19 September 2016 - 11:13 AM.


#225 Wintersdark

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Posted 19 September 2016 - 01:14 PM

View PostMovinTarget, on 19 September 2016 - 10:33 AM, said:



I bet a lot of players have never toyed with their settings... If they did, they may stumble across the fact that many of the really good players in MWO *have* tweaked their settings and that is why they score so well...

FOV can greatly enhance your field of vision when adjusted properly. Does it seem weird at first? Oh yeah it does, but you get used to it.

Don't even get me started on Mouse sensitivity in game...

FOV depends really heavily on your mouse sensitivity and physical screen size, I find. If you've got a giant screen and low mouse sensitivity, then wide FOV can be extremely useful: you get the wider field of view, but the downside to that is things look 'smaller' on your screen. If you've got enough precision with your mouse (hence low sensitivity settings) and a large enough screen relative to your eyeball to screen distance and eyesight, then stuff in front of you looking a bit smaller isn't an issue vs. being able to see more around you.

Although one HUGE problem with running a wide FoV setting is when you get into mechs like Shadowhawks or Atlases with their very restrictive cockpits. gah!

Definitely things people should experiment with, though, as they're not really "this is a good setting, that is a bad setting" but rather highly personal and subjective. But getting the right settings for you can make a big difference in how you play.

#226 Felicitatem Parco

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Posted 19 September 2016 - 08:46 PM

I use a normal FOV because it causes environmental objects and Mechs to present themselves with proper proportions. The game looks more real, and less like I'm trying to win as hard as possible...

#227 Pariah Devalis

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Posted 19 September 2016 - 09:10 PM

View PostProsperity Park, on 19 September 2016 - 08:46 PM, said:

I use a normal FOV because it causes environmental objects and Mechs to present themselves with proper proportions. The game looks more real, and less like I'm trying to win as hard as possible...


Funny. I use a wider FOV because stock looks less like I'm piloting a bipedal war machine and more like I'm leaning over the console trying to lick the windshield. Wider FOV lets me see the cockpit, and feel more immersed as a result.

#228 EvangelX

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Posted 19 September 2016 - 09:55 PM

Bombadil is a terrible representitive for MWO, its like having your granfather explain a smartphone - painful & ultimately useless.He mouses around on the UI like he has never used a PC before
The drum rollers in the cockpit are completely unnecessary. What purpose do they serve? Surely you dont need meat grinders IN the cockpit, really stupid idea, not practical & only appealing to children. I dont need to see working parts in the cockpit, hell its 2016 and we dont having mechanical components mashing away in the cockpits of our battle tanks,

#229 Thanatos31

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Posted 19 September 2016 - 10:37 PM

I agree. The cockpit view is disappointing, the meat grinders unnecessary.
Also the placements of the ballistics in the arms (one up and one down / left and right) is weird and should be fixed. Apart from that it seems that the unused laser mounts in the head just stay empty

#230 vocifer

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Posted 19 September 2016 - 11:20 PM

View PostThanatos31, on 19 September 2016 - 10:37 PM, said:

Also the placements of the ballistics in the arms (one up and one down / left and right) is weird and should be fixed.

It's not weird or broken, it's ok!
Both arms of B- variant have higher mounts. The C- left arm start with lower mount, but it's supposed to be used with 2-3 weapons so it doesn't matter.
I really like that, it gives a reason to use B- left arm if you only need 1 hardpoint.

Timestamp: 33:10

Edited by vocifer, 19 September 2016 - 11:23 PM.


#231 Alistair Winter

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Posted 20 September 2016 - 04:16 AM

View PostThanatos31, on 18 September 2016 - 04:00 PM, said:

Why no video ?

Posted Image

#232 Anunknownlurker

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Posted 20 September 2016 - 04:37 AM

Wow, nice, friendly open-minded post there EvangelX. Pour some more salt on your porridge.

I'd just be happy that someone could be arsed to present us with a preview you ungrateful child.

#233 Tordin

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Posted 20 September 2016 - 06:58 AM

View PostThanatos31, on 19 September 2016 - 09:49 AM, said:

@tordin - don't keep your hopes up.


Didnt, and watching Bombadil stream yesterday, well the NG dont glow at all.

However, maybe in the future...
From the Night Gyr F&Q http://mwomercs.com/...-night-gyr-faq/

"Additionally, we are also evaluating the feasibility of adding a special glow effect to the Night Gyr when overheating to help distinguish the Night Gyr’s traditional use of Laser Heat Sinks, but whether this glow feature is implemented in the final design is still to be determined."

Nice preview though. To bad the warhorn sound and such just vanished when he tried to show us...

Edited by Tordin, 20 September 2016 - 07:23 AM.


#234 Wintersdark

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Posted 20 September 2016 - 07:27 AM

I know he means well, but I can't stand watching B in the mechlab. Drives me crazy >.<

In the match is fine, everything else ok... But the mechlab? No... Just no.

#235 Pariah Devalis

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Posted 20 September 2016 - 07:48 AM

View PostWintersdark, on 20 September 2016 - 07:27 AM, said:

I know he means well, but I can't stand watching B in the mechlab. Drives me crazy >.<

In the match is fine, everything else ok... But the mechlab? No... Just no.


I'm just amused we got the Nova Cat clone and the mech painted up in ... almost ... Nova Cat colors. >_>

#236 MovinTarget

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Posted 20 September 2016 - 11:02 AM

WOW! Each Night Gyr comes with a unique skin!!!

Posted Image

Executioner and Zeus coincidence? I think not!

#237 Dee Eight

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Posted 20 September 2016 - 11:05 AM

That error has happened before when the vipers arrived. If you search the forums there's a PGI post about how to fix it but as memory serves, you delete some files in your mech bay and then log out / log in again and the game will auto-create the files again.

Edited by Dee Eight, 20 September 2016 - 11:06 AM.


#238 MovinTarget

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Posted 20 September 2016 - 11:42 AM

Meh, they reset once I changed camo/colors

#239 Gas Guzzler

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Posted 20 September 2016 - 11:53 AM

Dual Gauss, ER PPC, TC1 - http://mwo.smurfy-ne...9d1532ecbe504f1

Gauss, 2 cLPL, 3 cERMLs, 19 DHS, TC1 - http://mwo.smurfy-ne...b0c7bb735872463 (no swapped omnipods so gets 5% energy range and 10% ballistic cooldown)

Dual Gauss, 4 cERMLs, 15 DHS, TC1 - http://mwo.smurfy-ne...f49f8e1ac42fc5b

4 UAC5, 9tons ammo, TC1 - http://mwo.smurfy-ne...aa79f7919e96cd8 (don't need the hero, just need the C arm, i'm doing it on the hero for C-Bills)

Should be able to do a Dual Gauss, 2 ER LL build as well. Should be fun!

#240 Hanky Spam

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Posted 20 September 2016 - 11:55 AM

the night gyr definitely needs some mobility quirks like (de-)accelaration and increased torso turn-rate.





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