The Year Of Battletech Article On Polygon!
#1
Posted 29 November 2017 - 10:43 AM
#2
Posted 29 November 2017 - 11:10 AM
#3
Posted 29 November 2017 - 11:26 AM
#4
Posted 29 November 2017 - 11:44 AM
#5
Posted 29 November 2017 - 12:02 PM
#6
Posted 29 November 2017 - 12:23 PM
#7
Posted 29 November 2017 - 12:25 PM
#8
Posted 29 November 2017 - 12:35 PM
Love the more simulation feel of the video!
Love to see mixed arms combat!
Love the more delicate/functional reticle and HUD!
Love the more slow and heavy feeling pace!
Love to see a different take on missiles and lock on if I get it correct.
Still AC/5 fires a very short burst and not a single shell - yeah I know a bit nitpicking but hey this is a Battletech game and this is the lore AND is better for balancing. Awesome work guys keep it up and bring the engine to MWO asap! And Coop VS AI! Or lets have some in game AI if we conquer some turrets or barracks that will spawn tanks and infantry that we can put marching orders on the grid map! Kinda a 1st person MOBA game where the players walk in their mechs on those maps trough those lanes? Even if it will take a while you know us Battletech fans are hardcore and stick around for years and decades!
Edited by Ryoken, 29 November 2017 - 01:42 PM.
#9
Posted 29 November 2017 - 12:56 PM
Disliked: how one Shadowhawk could take on and beat literally dozens of enemies, including several Mechs, all by itself. That seemed unrealistic.
#10
Posted 29 November 2017 - 12:59 PM
Appogee, on 29 November 2017 - 12:56 PM, said:
Disliked: how one Shadowhawk could take on and beat literally dozens of enemies, including several Mechs, all by itself. That seemed unrealistic.
I guess its just over armored for reporters to play and see the whole game. Also the level and enemy setup surely is just a first to get people something to play. So really nothing to mind there.
#11
Posted 29 November 2017 - 01:01 PM
Appogee, on 29 November 2017 - 12:56 PM, said:
Disliked: how one Shadowhawk could take on and beat literally dozens of enemies, including several Mechs, all by itself. That seemed unrealistic.
Eh.. it was just for demonstration purposes. To show of as much as possible. If the SHD had normal amount of ammo, armor and whatnot, it would be a really short "show-off"
The pilot went on full on gung-ho and trying to shoot on every darn thing possible in run-bys among tons of enemies. Kinda hilarious.
#13
Posted 29 November 2017 - 01:08 PM
Sleepyboy14, on 29 November 2017 - 12:02 PM, said:
Mechwarrior Timeline:
- [3015 - 3049] MechWarrior 5
- [3024 - 3028] MechWarrior
- [3044 - 3052] MechWarrior 2 : Mercenaries
- [3052 - 3052] MechWarrior 2 : Ghost Bear's Legacy
- [3057 - 3057] MechWarrior 2
- [3060, or slightly later] MechWarrior 3
- [3060, or slightly later] MechWarrior 3: Pirate's Moon
- [3062 - 3067] MechWarrior 4: Vengeance
- [3062 - 3067] MechWarrior 4: Black Knight
- [3062 - 3067] MechWarrior 4: Mercenaries
Tordin, on 29 November 2017 - 01:01 PM, said:
It feels like watching a child play the game, aimlessly wandering, firing at anything that moves, and not having the attention span to focus on anything for more than 8 seconds. Like how I would play MechWarrior 2 when I was 5, couldn't comprehend any of the objectives I would just shoot anything that moved, including allies and escort objectives.
Edited by Alcom Isst, 29 November 2017 - 01:09 PM.
#14
Posted 29 November 2017 - 01:20 PM
#15
Posted 29 November 2017 - 01:33 PM
.
..
...
.... Sadly it was tanks and not mechs
#16
Posted 29 November 2017 - 01:53 PM
But hey, seems firing lurms from 10 meters on the enemy will stay in the game
#17
Posted 29 November 2017 - 02:31 PM
#18
Posted 29 November 2017 - 02:46 PM
Mighty Spike, on 29 November 2017 - 01:53 PM, said:
But hey, seems firing lurms from 10 meters on the enemy will stay in the game
Definitely agree about the FOV. Really felt like it needed to be pulled back a little
Not sure I even saw the pilot fire their LRM 5 tbh. Looked like it was just the SRM2 with the AC5 and ML.
Overall all though the game looks like it's coming together really well so far! I have a few minor nitpicks here and there (no screenshake or other impression of force from JJs, little to no noticeable screen effect when landing, etc), but those totally won't stop me from getting this game
ALSO, I really hope this game will support mods!
Edited by armyunit, 29 November 2017 - 02:51 PM.
#19
Posted 29 November 2017 - 03:45 PM
Alcom Isst, on 29 November 2017 - 01:08 PM, said:
#20
Posted 29 November 2017 - 04:40 PM
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users