obviously if there is an OC team involved you will adjust all the times so that it's not some ungodly hour of the night/morning OR on a work day for people?
Hope so but that does mean every game, that team affects will be on hold to the weekend, then on hold again till the next weekend.
Then what happens if a NA team say no to a weekend game, who does PGI back?
I just purchased a tournament supporter's pack based on the cut off date of December 31, 2017 listed on MechCon's website. I just noticed on the actual purchase page it's listed as December 9. That's more than 3 weeks less time for the bonus. I'm really hoping the proper date is December 31 and would love some clarification on this
I wont be able to go, but all fun and have a great time to those who can.
Alot of meaty prizes for those who participate in the tournament it seems and alot of other things to do. Cant wait to see footage and such of the MW5mercs content and the Q&A's
Seems to be a pretty eventful and amazing time over the pond, so yeah I support this.
Watched the latest video, great work so far ! I am especially happy, that you changed for unreal engine 4.
I am making my own experiences with this great engine, maybe i design some maps for you, for free, if you change mwo too, for ue4 engine.
Hope that you put in in MW5, what MWO misses:
Everything should be destroyable. (I hate it for example, when i am stuck at the bog map in mwo, because of obstacles that my mech should destroy easily. Mechs can walk THROUGH most houses, if necessary, at least in lore as far as i know.)
Infantry (Infernow.), tanks, capital space ships, clan elementarys
More complex movements like to knee, to lean and most important using of fists (cockpit punshes) and feet for stomping(legging should make a mech drop aside). And all of this should be deactivatable, for noobs. This would bring the community the long needed increase in gameplay mechanics, regarding close combat.
As far as i know the ue4 is capable of much more players, then the actual mwo engine. So it would be possible, to balance is and clan over the number of players. I always thought its kind of odd to pay for the battletech licence and then do so many things completly different.
Keep up the good work...
^ This... Absolutelly this! Also knocking down mechs and the ability to crouch... That would be neat!
Make Mechwarrior Great Again!
Edited by Der Kopfsammler, 29 July 2017 - 05:31 AM.
Watched the latest video, great work so far ! I am especially happy, that you changed for unreal engine 4.
I am making my own experiences with this great engine, maybe i design some maps for you, for free, if you change mwo too, for ue4 engine.
Hope that you put in in MW5, what MWO misses:
Everything should be destroyable. (I hate it for example, when i am stuck at the bog map in mwo, because of obstacles that my mech should destroy easily. Mechs can walk THROUGH most houses, if necessary, at least in lore as far as i know.)
Infantry (Infernow.), tanks, capital space ships, clan elementarys
More complex movements like to knee, to lean and most important using of fists (cockpit punshes) and feet for stomping(legging should make a mech drop aside). And all of this should be deactivatable, for noobs. This would bring the community the long needed increase in gameplay mechanics, regarding close combat.
As far as i know the ue4 is capable of much more players, then the actual mwo engine. So it would be possible, to balance is and clan over the number of players. I always thought its kind of odd to pay for the battletech licence and then do so many things completly different.
Keep up the good work...
Regarding the fact that mechs could walk through buildings. Yeah they should. If you ever played Red Faction Guerilla and used the big walkers, you could easly do that.
Its a damn shame it looks RFG geo mod engine may have been ended with that game. Alot of game could have brough liscence to use it in their games. Heck even MW5 maybe, if violition have been up and running still.
Geo-mod engine was great, if not the THE best one, even better than BF frostbite engine regarding destruction. Also Nordic Games have had RF G 2 on the table for some time now. But thats beside the point.
I hope future MW titles, even MW5 will have similar freely destructible stuff with as "realistic" physiqs as possible for the Unreal engine 4. If its capable of that.
Watched the latest video, great work so far ! I am especially happy, that you changed for unreal engine 4.
I am making my own experiences with this great engine, maybe i design some maps for you, for free, if you change mwo too, for ue4 engine.
Hope that you put in in MW5, what MWO misses:
Everything should be destroyable. (I hate it for example, when i am stuck at the bog map in mwo, because of obstacles that my mech should destroy easily. Mechs can walk THROUGH most houses, if necessary, at least in lore as far as i know.)
Infantry (Infernow.), tanks, capital space ships, clan elementarys
More complex movements like to knee, to lean and most important using of fists (cockpit punshes) and feet for stomping(legging should make a mech drop aside). And all of this should be deactivatable, for noobs. This would bring the community the long needed increase in gameplay mechanics, regarding close combat.
As far as i know the ue4 is capable of much more players, then the actual mwo engine. So it would be possible, to balance is and clan over the number of players. I always thought its kind of odd to pay for the battletech licence and then do so many things completly different.
Keep up the good work...
If a small Indie game like Fictorum can do it, one would hope MW5 can do it as well.
Not to mention the destructible buildings in Mechwarrior 2.
I just purchased a tournament supporter's pack based on the cut off date of December 31, 2017 listed on MechCon's website. I just noticed on the actual purchase page it's listed as December 9. That's more than 3 weeks less time for the bonus. I'm really hoping the proper date is December 31 and would love some clarification on this