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Very Concerned About Blood Asp Legs And Animations...


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#21 MW Waldorf Statler

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Posted 21 February 2018 - 01:04 PM

View PostMetus regem, on 21 February 2018 - 12:57 PM, said:



I'll concede to the IK and rear view cam.... but the AI was weak in MW4 and the movement animations left something to be desired on some units... MW3 had great walk animations, as well as large bore AC/s would pull your mech to one side if you ran and fired them...

of Course ..and what for a AI has MWO ? Posted Image ...or what we seeing in the videos from MW5?and level 5 bots in mW4 better aim as many players in MWO ...Level 9 Bots never shot in the air

Edited by Old MW4 Ranger, 21 February 2018 - 01:05 PM.


#22 Metus regem

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Posted 21 February 2018 - 01:09 PM

View PostOld MW4 Ranger, on 21 February 2018 - 01:04 PM, said:

of Course ..and what for a AI has MWO ? Posted Image ...or what we seeing in the videos from MW5?and level 5 bots in mW4 better aim as many players in MWO ...Level 9 Bots never shot in the air



Having played the MW5 demo at Mech Con '17 the AI wasn't that bad actually. The Locust that ambushed my Shadowhawk humped my legs so hard I had to Jump to get away from it so I could shoot it..

The Catapult K2 on the other hand was bad at heat management, it went into shut down.

As for the MWO AI, I'm convinced that more than half the players I see in quick play are bots...

#23 Mumuharra

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Posted 21 February 2018 - 01:10 PM

Hmm, if he fights like a bull its OK for me if he walks like a duck.
I never saw my mech from 3rd person view so why should I care how he walks when he can fight?
And that's really no joke answer.

Edited by Mumuharra, 21 February 2018 - 01:11 PM.


#24 Metus regem

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Posted 21 February 2018 - 01:15 PM

View PostMumuharra, on 21 February 2018 - 01:10 PM, said:

Hmm, if he fights like a bull its OK for me if he walks like a duck.
I never saw my mech from 3rd person view so why should I care how he walks when he can fight?
And that's really no joke answer.



Posted Image

#25 Grus

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Posted 21 February 2018 - 01:17 PM

concerned about a leg animation and not how high the shoulders are going to be above the cockpit....

#26 Mumuharra

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Posted 21 February 2018 - 01:24 PM

View PostMetus regem, on 21 February 2018 - 01:15 PM, said:



Posted Image


Looks OK for me.
Just missing the boooooom from the high shoulder mounts.

#27 Rayden Wolf

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Posted 22 February 2018 - 02:41 AM

View PostMumuharra, on 21 February 2018 - 01:10 PM, said:

Hmm, if he fights like a bull its OK for me if he walks like a duck.
I never saw my mech from 3rd person view so why should I care how he walks when he can fight?
And that's really no joke answer.

Same here, the mech have to look good in the mechlab, thats it. I dont care how they look if i pilot them or when i shoot them.

#28 MW Waldorf Statler

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Posted 22 February 2018 - 03:17 AM

we seeing the mechs with animations in the own and enemy teams ..and the Animations most cruefull...step-lenght from the Urbei thats not in realation to speed and drive over the terrain , dancing tippeling Direwolfs like a Ballerina ...other side good Animation from the king Crab..its like the 3d Conversion of Alex fantastic Work , many good, some ok ,and some cruefull like the DireBoing

Edited by Old MW4 Ranger, 23 February 2018 - 03:08 AM.


#29 TheHurp

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Posted 22 February 2018 - 09:09 AM

View PostFORCELLO, on 20 February 2018 - 09:09 PM, said:

Hey all the new blood asp looks great except for one thing...the legs..
I'm really afraid its going to look all dinky and terrible like the Dire Wolf when the legs move.

Also I don't get why the feet are backwards on a lot of mechs. Can someone explain the reasoning behind that choice?

This is the classic look:
Posted Image

This is what we are getting:
Posted Image



the feet don't look backwards to me at all. i see the 3 front toes in the front and the 1 big toe in the back, but the front toes are splayed out a little more and less pointy like chicken feet. it does look like the ankle is moved more towards the front of the foot in the MWO model though and the shin/ankle armour covers a bit more area. it doesn't look like there are 3 toes at the back of the foot to me so i'm scratching my head trying to figure out this "backwards feet" idea.

#30 Vellron2005

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Posted 22 February 2018 - 02:03 PM

View PostTheHurp, on 22 February 2018 - 09:09 AM, said:


the feet don't look backwards to me at all. i see the 3 front toes in the front and the 1 big toe in the back, but the front toes are splayed out a little more and less pointy like chicken feet. it does look like the ankle is moved more towards the front of the foot in the MWO model though and the shin/ankle armour covers a bit more area. it doesn't look like there are 3 toes at the back of the foot to me so i'm scratching my head trying to figure out this "backwards feet" idea.


To me, it's perfectly straightforward that the feet go backwards..

Yes, there are 3 small toes on the front, but the big toe on the back looks like it could almost fold right into the shin.. Also if you continue the shin's curve downward, it would end up at the end of the front little toe..

Very reminiscent of the Supernova's feet.. And I absolutely love that Posted Image

I just hope they remember to give the toes some downward bend when the foot is lifted.. they seem to forget that lately.. And it's important..

Best example where it's well implemented are the Catapult and the MadDog..

For me, Alex's rendering of the Blood Asp is so beautiful I can't shut up about it..

PGI, Please don't mess it up..

Edited by Vellron2005, 22 February 2018 - 02:05 PM.


#31 Captain Polux

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Posted 22 February 2018 - 02:32 PM

View PostOld MW4 Ranger, on 22 February 2018 - 03:17 AM, said:

we seeing the mechs with animations in the own and enemy teams ..and the Animations most cruefull...step-lenght from the Urbei thats not in realtion to speed and drive over the terrain , dancing tippeling Direwolfs like a Ballerina ...other side good Animation from the king Crab..its like the 3d Conversion of Alex fantastic Work , many good, some ok ,and some cruefull like the DireBoing

You drunk, babe?

#32 Angel of Annihilation

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Posted 22 February 2018 - 04:07 PM

I would be more concerned about how bad the mobility stats are likely to be than its walking animation.

#33 Vellron2005

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Posted 23 February 2018 - 12:19 AM

View PostViktor Drake, on 22 February 2018 - 04:07 PM, said:

I would be more concerned about how bad the mobility stats are likely to be than its walking animation.


I second that.. Visually, the mech looks relatively nimble for it's size.. I think it should be about as mobile as the Marauder IIC..

#34 Kargush

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Posted 23 February 2018 - 03:06 AM

View PostMetus regem, on 21 February 2018 - 01:15 PM, said:



Posted Image

I can hear the MW laser sound when it fires.

Shame they couldn't (wouldn't?) use those for MWO.

#35 MW Waldorf Statler

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Posted 23 February 2018 - 03:11 AM

View PostThoseWhoFearTomorrow, on 22 February 2018 - 02:32 PM, said:

You drunk, babe?


left was we ingame become ...right the Original Concept Art from AlexPosted Image


im find the Old Blood Asps a little better by the Feets and has more Elegance , the Alex is ok ... al little more like a Pittbull with very small head ..other side Alex workn looks more brutal and aggressive ..will seeing what from it come ingame

Posted Image

or the MWLL Blood Asp

Posted Image

https://walter-nest....d-Asp-130246841

Edited by Old MW4 Ranger, 23 February 2018 - 06:52 AM.


#36 Lucian Nostra

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Posted 23 February 2018 - 09:54 AM

It's kinda sad that some of the biggest concerns come from animations and how well Alex's art is translated by the modellers.

Say what you will about balance and gameplay, 3D modeling and animation are some of the weaker aspects of MWO to me. Alex draws some damn beautiful machines and sometimes they just get butchered, most the time they look ok, but is it rare for an in game mech to come out looking as good.

Than we toss in those stubby box lasers and some mechs start to look dreadful. Thankfully SOME mechs like the warhawk, Nova cat and recent lanner have gotten gun extensions but seriously, how much better would they look with actual gun barrels vs boxes? It just looks lazy

Than slap on derpy animations like the Dire Wolf, Nightstar and MC Mk2...

PGI really needs to step up it's modeling and QC process. There's some stuff that never should of been the way it is (fat face dire wolf for instance, or tiny wing guns Raven)

#37 MW Waldorf Statler

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Posted 23 February 2018 - 11:06 AM

what we will from a Company thats in 17 Years only make Failed Games or Playstation Games like Need for Speed ?experience is not a Godlike Gift or come with great empty Words , its come bye working, and MWO ist the first Game to become a little Experience in Gamedesign and all the other Mainfeatures form a PC game..and many good Members leave PGI 2014/15 the Chief Animator going to Relic..thats harsh for alittle Company not can hold the Members and have Devs with unrealistic great Dreams ...Artemis Joystick from Razor ...
Transverse... yeh we have the Wing Commander License ..and EA say ...nothing !

or the first Dreams of
Civil War from Russ and his great words

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https://mwomercs.com...y-warfare-beta/

By now you have learned that our "little hotfix" contained the release of the Community Warfare beta. I guess when you have been working until midnight for many nights in a row we saw some irony and humor in the notion that in the end Community Warfare was just a hotfix.

Essentially we have worked very hard this month to get all of the patches out early, the content patches we wanted to get out so that we had the ability to push CW live ASAP. This was mostly done because we have significant staffing resources that are going to be disappearing for well-deserved vacation time over the Christmas break and we wanted as much reaction time as possible to hotfix any game breaking issues that might present themselves.

This phase 2 release of CW is certainly not the absolute end game product that fulfills every desire of the hard core Battletech player, but I don't want to minimize it either, it's truly a game changer. MechWarrior players have never been able to experience anything like this before. That comment is not meant to take away from MPBT: 3025 that product has my full respect but it was around for a very short window and only playable by a small amount of players who were willing to pay by the hour. Within Community Warfare I anticipate we will see hundreds if not thousands of matches played every day within this concept of fighting for the great factions of the inner sphere with planets changing possession and the map reflecting that.

MPBT: 3025 also had many deeper logistical features that many have expressed interest in, with this main aspect of CW now in beta we will be free to consider all aspects of growing the depth of the combat and look forward to hearing your suggestions.

This is an enormous feature release that certainly has a decent sized list of known issues that we will work through as quickly as possible.

Although we had many dedicated players spend significant time testing with us I am sure balance between attackers and defenders is nowhere near perfect. In the end there is only so much you can do with a smaller subset of testers; we need the live populations to show us the untold number of strategies that will present themselves. We will be watching and listening to adjust the levels and game systems within CW to make it as competitive and fun as possible.

Other items like the Loyalty Point reward table will get immediate attention and added in the New Year as soon as possible. Which includes making the titles displayable in game to give them real value, and the entire loyalty point system can continue to grow from there.

It is with pleasure we release Community Warfare Phase two into Open Beta today, I hope you enjoy.


and great Words like the Words and Dreams to MW5 has PGI


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What smoked this Guys?

Edited by Old MW4 Ranger, 23 February 2018 - 11:13 AM.


#38 Vellron2005

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Posted 26 February 2018 - 04:42 AM

View PostOld MW4 Ranger, on 23 February 2018 - 03:11 AM, said:


left was we ingame become ...right the Original Concept Art from AlexPosted Image


im find the Old Blood Asps a little better by the Feets and has more Elegance , the Alex is ok ... al little more like a Pittbull with very small head ..other side Alex workn looks more brutal and aggressive ..will seeing what from it come ingame

Posted Image

or the MWLL Blood Asp

Posted Image

https://walter-nest....d-Asp-130246841


If you ask me, the MWO rendition of the Blood Asp is better.. it looks waaaay more dangerous and sturdy than previous iterations.. And therefore - more realistic..

I always had a beef with how skinny mechs used to look like in the original drawings.. especially TimberWolf and Mad Dog with their slender limbs.. The Blood Asp suffered from this too..

Alex's rendition looks alot better, modern, and tough.. And I hope the feet truly will be backwards.. it gives it a better stance and a more menacing, predatory look..

PGI, also, a simple reminder.. if there are no ballistic weapons installed in the high torso cannons.. then remove the cannon boxes, just like you remove the missile pods on the MadCat , Marauder and Timberwolf.. The mech would still look awesome with the high cannons removed...

Just so you don't forget :D

P.S.

I think we can all agree that the Direwolf is the most botched PGI mech overall.. the slow sluggish hulk absorbs all fire in the CT, and dances tippy-toe on the battlefield like a 600lb ballerina.. It's absurd..

I hope they do a graphics pass on that one.. it deserves to strike fear into the hearts of lesser mechs like it used to..

Edited by Vellron2005, 26 February 2018 - 04:48 AM.


#39 Angel of Annihilation

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Posted 26 February 2018 - 01:09 PM

View PostVellron2005, on 23 February 2018 - 12:19 AM, said:


I second that.. Visually, the mech looks relatively nimble for it's size.. I think it should be about as mobile as the Marauder IIC..


That isn't very nimble considering the Marauder IIC has the worst mobility stats of any of the Assault Mechs aside from the 100 tonners. The Marauder IIC feels more nimble that it is though because you can park a really big engine in the mech and easily reach the high 70 kph range or even the 80 kph range. The Blood Asp won't be able to break 70 kph even with Speed Tweak so if it has Marauder IIC, agility, it is going to be rather sluggish.

#40 Vellron2005

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Posted 27 February 2018 - 01:18 AM

View PostViktor Drake, on 26 February 2018 - 01:09 PM, said:


That isn't very nimble considering the Marauder IIC has the worst mobility stats of any of the Assault Mechs aside from the 100 tonners. The Marauder IIC feels more nimble that it is though because you can park a really big engine in the mech and easily reach the high 70 kph range or even the 80 kph range. The Blood Asp won't be able to break 70 kph even with Speed Tweak so if it has Marauder IIC, agility, it is going to be rather sluggish.


Well the Marauder IIC is good for me, compared to saaaay, an Awesome.. so I'd be ok with it..

Supernova or better mobility on the BloodAsp would be amazing..

Edited by Vellron2005, 27 February 2018 - 01:19 AM.






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