ok but does that break Immersion?
if its looking how it would have in Lore, even if it looks terrible does that break Immersion?
Cathy, on 03 February 2018 - 09:07 AM, said:
Agreed
Bolt on Geo is one of the reasons I stopped spending money, if it shows only in solaris I might spend some more cash in the future.
If I have to look at this **** every time I drop, I simply won't drop
for me its the opposit, many people i play with are looking forward to it,
and ready to shell out more money in support of Custom Geo and Solaris being added,
if you really want it, i could agree to an option in Menu to turn it off(Local Hide Custom Geo switch),
that way if you dont want to see it you dont have to, but personally im looking forward to what people make,
Edited by Andi Nagasia, 03 February 2018 - 09:12 AM.
Andi Nagasia, on 03 February 2018 - 08:46 AM, said:
well an F18 Pilot drives a complicated machinery by pressing the throttle forward/backward & jiggling his joystick,
just because the machine is extremely complicated does not mean the controls for said machine have to be,
which is why most camertial airline cockpits have over 1000 switches in the cockpit, most are never used,
Said pilot has foot pedals and dozens upon dozens of switches for various aspects of the machine. Foot pedals are important in the flight of said jet, too.
Foot pedals in Battletech have 19 different functions in the piloting of a 'Mech. You slam both pedals to jump. Pressing just the left or right one is used to turn. During flight, you can 'angle' and tilt each foot pedal separately in up to 8 different directions (making the remaining 16 functions) in order to control the mech's flight during jump jetting.
Rocker switches control various things, such as screen display toggles, sensor types and displays, etc., etc. That might be pushing it but c'mon, foot pedals at the very least because right now you jerk the joystick left to turn, you jerk it left to twist, and you jerk it left to aim just the arms to the left. Which is it!?
Mech takes damage nd you get this...
And yet the pilot is perfectly still in the cockpit, even when occasionally the hit would be so hard the pilot's head would POP OFF THE SHOULDERS AND DO A 360 degree flip!!!! Why is the pilot STATIONARY!?
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though i feel you have a point with the low velocities, i dont think you do with the shot ranges,
weapons having short ranges is a FASA thing not a PGI thing, in the BattleTech those are the ranges,
Battletech gave those as Accurate Ranges. Not definitive ranges.
Furthermore, FASA also gave that the maximum range of autocannons is "2000 meters" but it would be about impossible to reliably hit even a stationary target due to recoil and bullet spread.
Recoil... bullet spread... Autocannon...
PGI gave us "Mech Rifles" and said "Yep that's an autocannon."
Lasers you can easily spin this in many ways. But long before pulse lasers, FASA churned out that different fluffed lasers would fire in either continuous beams for up to 2 seconds or in multiple 0.1 to 0.2 second pulses (three years before pulse lasers entered BT lore). There was also mention of anti-laser aerosols, smoke/dust particles, certain atmosphere compositions, etc. as being things that slightly or significantly reduced their effectiveness. Never seen anti-laser aerosols in the tabletop though. Just among the reasons of why a laser 'could miss'. Poof, aerosol.
Minimum range. There's a lot on these. PGI just decided "Nope no damage." ACs had a minimum range accuracy penalty too, we gonna get a zero damage on them too? Its an accuracy penalty NOT a magic no damage button.
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melee is a problem, and i dont think any Mechwarrior game has had Melee,
not to say it wouldnt be cool, to see an AS7 punch a WHK and to see said WHK stumble back,
but would Melee work all that well in an FPS? given how it works in TT and is described?
Tech Manual gave very specific instructions for how it would work in an FPS...
Flip rocker switch for punch or kick. Aim reticle at location you want to punch or kick. DI computer determines the movements necessary (server decides the animation necessary) to complete the attack. Machine then attempts to execute command. During the mech's windup for the attack, the other guy could try to avoid.
Knockdowns wouldn't even be necessary, though preferred.
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even given 200 years i still dont think the mechs would move all that different,
also though i feel some thing could be added to make things more immersive, i dont think what we have is bad,
you could probably jump into many mech games and see the same results if not worse,
Different manufacturers, different companies, different trade secrets, mechs developed since their splitting, etc.
Many BT mechs are also small enough to need to run to achieve their stock speeds. In MWO many mechs go much faster than their stock speeds and somehow can still 'walk' that pace. Yes I'm sure there's only so many ways something can walk but in MWO, we have mechs that are NOTHING alike in shape, leg structure, etc... that still have identical walks. The two-knee joint mechs all do not move their second knee joint; not a single one of them (except the Cicada which has a unique walk animation that the Crab, Huntsman, Uziel, Arctic Wolf, etc. could have used).
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not that we shouldnt demand more, but i dont think this is as big of an immersion breaker,
also having an AccelerationRate in turning(which is a mouse option) i dont think should be built into your mech,
as it could mess greatly with your aim, and many people, my self included have reduced their(Mouse Acceleration)
the same as many people turn off Motion Blur, some Immersive things can take away from Immersion and fun,
Older Mechwarrior games have the turning thing solved. Press button to turn, the turn starts slow and accelerates until it reaches the maximum turning speed. The faster you are going the less time this takes. The slower you are going the more time this takes. The maximum turning speed while going slow and stationary is, however, higher than if you're going full speed (as it should be).
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i disagree, their are many things in MWO that pull you into the BattleTech Universe,
not that improvement couldnt be made, but to call everything we have here not immersive i think is wrong,
(for Example, that first time looking out side your Left Cockpit to see your KGC arm and it open and close)
"Germanium."
Yes it exists in BT.
But then we go out to the field, stand by a drill for a set amount of time and our number goes up. Even though we have shipped nothing, escorting nothing, and secured nothing. Then the enemy does it and their numbers go up, even though the drill platform just brought up 15 resources for us, they didn't automatically steal it by securing the facility we used to pull it up. It should be transported, capture-able, and need to be secured before it can count. As such the points themselves should not actually be capture-able, instead they should generate resources to collect and transport. This effectively generates roles for role warfare by necessity.
Also... according to the Mechwarrior 1st edition rulebook... Water would have made a LOT more sense as the resource to fight over.
Though different environments would need different resources and could also present different a different "feel" for them, too.
Domination. There's a dish. Everyone fight around it even though that could destroy it. But somehow that doesn't and people even use the important objective as cover. Something that would make more sense would be to have several objectives, either one at a time or simultaneously, that the mechs of both sides can fight over. The objective would be considered captured if a unit could get into close proximity and download information from or upload some sort of data or program to the objective. Having a rival unit in close proximity to the objective could result in a conflict that needed to be resolved. Said objectives should also be destructible, the destruction of which would deny both sides of the target and the total reward possible to be reduced so that it would be a last resort. If we have three or more simultaneous objectives, then we can capture the point, and as we go on to capture another someone else could slip behind and capture this one. Once two out of three are taken, another set of objectives can then be revealed. Each time around the objectives can be reduced. Three, two, one. This would heighten the tactical play associated with Domination as well as encourage movement.
I could keep going. Faction play's invasion and scouting modes are the most atrocious and 'game' feeling.
Russ stated that the bolt on GEO does not effect hit-boxes, but can be blown off. I guess i'll just wait and see how the stuff looks and what i use. The art dept is this game is good, and if they add stuff like the spiked shoulder on the Black Knight, or other things that could really turn mechs into cool looking gladiators i'm all for it.
My guess is seeing mechs are entities, and you are using the same mech in all the modes, id have to think the bolt on will be in All modes. It's your mech, you paint it, and set it up as you like and then drive it in any mode.
I'll just add i am very excited for the mode to play some 1v1 and see how the battle values and tier system play out and to see how the leader boards run and such. It will be great for nights i just wanna play for an hour but not deal with a team, or the times when teams are just no fun. But most of all i am psyched that all the people that want to battle with their buddy in a 2 man group will be able to do so. I really think these 2 new modes have the potential to bring in lots of new blood as well. Not surprisingly though the folks not wanting to see it in any other mode are the same people with no interest in said mode.
Like they say, you can't please everyone so don't bother trying.
That is some crazy cockpit shake, that would piss me off if every game was just getting knocked around the cockpit all day.
Also, how did that Atlas die so fast after losing his torso and was only yellow ct?
No armor or structure quirks. Some people using double heatsinks. (Was using a build made for repair and rearm and just focused by many enemies.) But for the most part all 3 front torsos went cherry red before dying.
Any mech focused down by 3 or 4 mechs is gonna die pretty fast.
Catapult if I'm not mistaken is sporting twin AC/20s.
LocationHiding in the periphery, from Bounty Hunters
Posted 06 February 2018 - 10:28 AM
Novakaine, on 06 February 2018 - 10:07 AM, said:
Another silly waste of resources.
Maybe but P.G.I are banking on the same idiots that used dekkals to put genitals on their mechs, spend money on this crap.
Wonder if it's a good business plan, and how many whales like me have stopped spending money over them not declaring if it's going to contaminate Q.P or not.
I guess P.G.I find out how bad or good this is for business in the next year.
You realize there are several instances in lore that have mechwarriors decorating their 'mechs in such a manner, right?
theres also several instances in lore where mechs go all thermonuclear and explode
its best for everyone if we just ignore lore. Because battletech lore is absolutely terrible.
You wanna stick pieces of garbage on your solaris mechs thats fine. I have no issue with that.
But no real military is gonna let you stick pieces of garbage on a military vehicle and make it look like something out of madmax. Like spiky shoulders or non-functional clubs. lmao. Even mercenary units operate with higher standards than that.
So all that bolton crap needs to stay out of quickplay and faction play.
theres also several instances in lore where mechs go all thermonuclear and explode
its best for everyone if we just ignore lore.
its more of a some times not always,
for both the decorations as well as the Exploding,
(would love for Huge Explosions after our mechs die(just dont agree it should do damage)
but when it comes to MWO id like to think every player is a BattleTech hero,
which is why we are allowed to own our own mech and decorate it ect,
Edited by Andi Nagasia, 06 February 2018 - 11:14 AM.
What I was hoping to see were things like bubble canopy on mechs that had them in their original art, but not in MWO. But what we saw made me cringe a bit. I hope they're bringing their A game for bolt on geos. Not third stringing it with bad textures and bland designs.
MechaBattler, on 06 February 2018 - 11:14 AM, said:
What I was hoping to see were things like bubble canopy on mechs that had them in their original art, but not in MWO. But what we saw made me cringe a bit. I hope they're bringing their A game for bolt on geos. Not third stringing it with bad textures and bland designs.
ya i think those were place holder textures, im expecting them to be Mech Level Quality,
theres also several instances in lore where mechs go all thermonuclear and explode
its best for everyone if we just ignore lore.
You wanna stick pieces of garbage on your solaris mechs thats fine.
But no real military is gonna let you stick pieces of garbage on a military vehicle and make it look like something out of madmax. Like spiky shoulders or non-functional clubs. lmao.
So that crap needs to stay out of quickplay and faction play.
I'd argue that quickplay is as non-canonical as it gets, with all of the weird faction, mech, and loadout matchups you can have.
It's similar to the situation in Star Wars Battlefront 2 EA, where EA is complaining "omg we don't want to violate the canon bro" with alternate skins even though they're already violating the lore super hard by allowing you to play heroes on planets that they canonically never step foot on and allowing those heroes to fight in eras before they were born or after their deaths. Because Rey totally fought Darth Vader in the clone wars on Naboo in the lore.
CW on the other hand you can make an argument for, but even then it's already breaking the lore in others ways...
Catra Lanis, on 06 February 2018 - 11:27 AM, said:
Well isn't the Roughneck diesel powered?
The industrial 'mech that it was based off of might be but the Roughneck has been refit to military standards, meaning it has a fusion engine.
Khobai, on 06 February 2018 - 11:10 AM, said:
But no real military is gonna let you stick pieces of garbage on a military vehicle and make it look like something out of madmax. Like spiky shoulders or non-functional clubs. lmao. Even mercenary units operate with higher standards than that.
Also, what's more, if you're so worried about immersion and "lol no military would let you do stuff like that" well what about what we can already do with decals and paintjobs? I'm pretty sure nobody in an actual military is going to let me paint my 'mech with hot rod flames. If bolt on geo is going to break your immersion but the weird paintjobs that we already have do not, well, that sounds like a personal problem. At the end of the day, I own my 'mechs, and if I want to put a damned top hat on my Atlas I am going to and I don't really care how you feel about it.
I'd argue that quickplay is as non-canonical as it gets, with all of the weird faction, mech, and loadout matchups you can have.
like I said battletech lore sucks. the more non-canonical the better.
MWO should aim to be a balanced and realistic mech fps/sim game.
adhering to lore has never helped with that goal.
for example, adding clantech, and trying to make it superior like in lore, was a huge 3 year setback for this game.
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well what about what we can already do with decals and paintjobs?
nothing wrong with that
militaries use decals all the time to help identify friendly aircraft and what units they belong to
but the military doesnt stick non-functional melee weapons on their aircraft. you dont see fighter jets flying around with spiked clubs sticking out of them. because it would be utterly pointless and stupid.