

Sun Spider Could Have Been Perfect As A Quad
#1
Posted 13 December 2017 - 12:49 AM
Another golden opportunity missed.
Sigh.
#2
Posted 13 December 2017 - 12:53 AM
Edited by Spheroid, 13 December 2017 - 12:54 AM.
#3
Posted 13 December 2017 - 12:54 AM
#4
Posted 13 December 2017 - 12:55 AM
Quads are dead. Long live quads.
#5
Posted 13 December 2017 - 12:56 AM
Spheroid, on 13 December 2017 - 12:53 AM, said:
There's no need to be rude. I'm well aware of PGI's limitations.
#6
Posted 13 December 2017 - 12:57 AM
#8
Posted 13 December 2017 - 01:17 AM
Juodas Varnas, on 13 December 2017 - 01:11 AM, said:
I don't know how to make models or rig and animate things. But by golly if I have to learn all that stuff to be the first person to put quads into a battletech/mechwarrior game, I'll bloody well do it.
#9
Posted 13 December 2017 - 01:20 AM

or some such yes.
#10
Posted 13 December 2017 - 03:10 AM
You want quads so much go to a gym.
#11
Posted 13 December 2017 - 03:13 AM
Alpha from 3x Alacorn or Schreck Tank=Instantkill of each Mech
Edited by Old MW4 Ranger, 13 December 2017 - 03:15 AM.
#12
Posted 13 December 2017 - 03:17 AM
Mechatankzilla, on 13 December 2017 - 12:49 AM, said:
Another golden opportunity missed.
Sigh.
It's also a Clan Goliath Scorpion mech.
It literally has both Goliath and Scorpion in its name

#13
Posted 13 December 2017 - 03:33 AM
Bombast, on 13 December 2017 - 12:55 AM, said:
Quads are dead. Long live quads.
I dont get it, what exactly is so difficult to program about quads especially for a game like battletech? Starcraft supreme commander etc all had quads im sure the devs of those games treated it like any other unit.
Edited by l33tworks, 13 December 2017 - 03:33 AM.
#14
Posted 13 December 2017 - 03:35 AM
l33tworks, on 13 December 2017 - 03:33 AM, said:
The animations are different and HBS decided, all the way back during the kickstarter, that they wouldn't be doing their own mech designs this time around. It's not technically difficult, its just outside the scope of what they're working on, and they'd really like it if people would stop trolling them about it.
#15
Posted 13 December 2017 - 03:39 AM
arcana75, on 13 December 2017 - 03:10 AM, said:
You want quads so much go to a gym.
Did anyone say six legs?
#16
Posted 13 December 2017 - 03:39 AM
Bombast, on 13 December 2017 - 03:35 AM, said:
The animations are different and HBS decided, all the way back during the kickstarter, that they wouldn't be doing their own mech designs this time around. It's not technically difficult, its just outside the scope of what they're working on, and they'd really like it if people would stop trolling them about it.
Its things like this that baffle me. I would say quads are easier to code animations for as it doesnt have to look natural. I think the only reason pgi are not doing it is because they decided not to work on IK for mwo and a quad would look a A LOT funnier sitting on a hill then a biped.
I bet it pgi went ahead with IK sun spidee Would have been PERFECT to be a quad as OP says.
#17
Posted 13 December 2017 - 03:44 AM
l33tworks, on 13 December 2017 - 03:39 AM, said:
Perhaps appearance wise. Pretty much any quad (With the exception of Clan lights, maybe) in MWO would be automatic trash though. Crit space is too valuable.
Edited by Bombast, 13 December 2017 - 03:44 AM.
#18
Posted 13 December 2017 - 03:46 AM
Anjian, on 13 December 2017 - 03:39 AM, said:
Did anyone say six legs?
I love how this phone game (from what i understand, it's a phone/tablet game is it not?) looks waaaaaay better than MWO...
Heck, it even has proper Inverse Kinematics, something Russ and friends are literally incapable of implementing after YEARS of hyping it up 'OH IT'S COMING BACK, OH IT'S COMING BACK!.... Oh, nope, forget it, we can't do it"
#19
Posted 13 December 2017 - 03:52 AM
Juodas Varnas, on 13 December 2017 - 03:46 AM, said:
Heck, it even has proper Inverse Kinematics, something Russ and friends are literally incapable of implementing after YEARS of hyping it up 'OH IT'S COMING BACK, OH IT'S COMING BACK!.... Oh, nope, forget it, we can't do it"
Yup, currently on iPhone and iPad, if they raise enough funds, they can do an Android version.
Also note the 5 vs. 5 format, which brings up a good argument --- less combatants per game allows room for better graphics. Do note it has limited respawns from a deck so the game does not end quickly.
The other thing of note is that its done with the Unreal Engine.
Meet the Mite.
Edited by Anjian, 13 December 2017 - 03:57 AM.
#20
Posted 13 December 2017 - 04:04 AM
Anjian, on 13 December 2017 - 03:52 AM, said:
Yup, currently on iPhone and iPad, if they raise enough funds, they can do an Android version.
Also note the 5 vs. 5 format, which brings up a good argument --- less combatants per game allows room for better graphics. Do note it has limited respawns from a deck so the game does not end quickly.
The other thing of note is that its done with the Unreal Engine.
Meet the Mite.
They are former devs of War Robots, a game which I played for quite some time because I couldn't play MWO and had to scratch the itch. The leveling up of War Robots is very tedious and very cost intensive. Rewards are hard to grind and not as generous as PGI tbh.
Battle of Titans looks much better though.
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