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When You Realize That Doom 3 From 2006 Had Quadrupeds


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#21 Bombast

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Posted 05 August 2019 - 11:05 AM

View PostArnold The Governator, on 05 August 2019 - 08:47 AM, said:

When I see crap like this, this doesn't give me high hopes for Eternal Doom after the dumpster fire that was Fallout 76 and Bethesda doing stupid **** which in return is diminishing their established customer trust.


I'm more concerned with how Youngblood turned out than the classic Doom's fishing for bnet accounts. I read about what they did to poor ol' Wolfenstein and oh boy, one can only hope Doom doesn't fall down the same hole.

#22 Tordin

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Posted 05 August 2019 - 02:41 PM

View PostArnold The Governator, on 05 August 2019 - 08:47 AM, said:

Being an old school Doom veteran going back to the skulltag era, I kinda wished the Doom reboot had it's own identity instead of relying Sergeant Mark IV's Brutal Doom popularity at the time. I did enjoy 2016's multiplayer, but I hope that Doom Eternal goes back to Doom's true roots and doesn't rely on Halo logic as a clutch this time around. I absolutely hated the limited range that the pump action shotgun had in 2016 Doom.


When I see crap like this, this doesn't give me high hopes for Eternal Doom after the dumpster fire that was Fallout 76 and Bethesda doing stupid **** which in return is diminishing their established customer trust. The saddest part is that normies will buy into this garbage without being aware of the much better source ports to experience classic Doom with wad files like Gzdoom, Zandronum for multiplayer, etc.


HEADSUP! :
Bethesda got their nuts squeezed by the hordes of fans upset. Sooo seems the pull back their horseshit, good for them...



Sorry for derailing the thread further. But yeah quads would be cool, but need the right enigne. MW5 maaaaybe with Steam *sobs* workshop next year...

Edited by Tordin, 05 August 2019 - 02:43 PM.


#23 LordNothing

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Posted 05 August 2019 - 03:09 PM

View PostMeiSooHaityu, on 05 August 2019 - 07:11 AM, said:

PGI's Alex did design his own quad, so of you would like an idea of what one might look like in MWO/MW5, check below...


Posted Image


quad hate doesn't make any sense, they are all going to be hill humping gods if they ever get implemented.

#24 FupDup

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Posted 05 August 2019 - 05:15 PM

View PostLordNothing, on 05 August 2019 - 03:09 PM, said:

quad hate doesn't make any sense, they are all going to be hill humping gods if they ever get implemented.

Quad Pros:
-Pretty much universally high mounts
-Sideways movement would be nice for peeking around corners
-Probably a bit better at hill climbing and walking over pebbles
-Judas would finally have completed his life purpose
-Uniqueness might give them more reason to be purchased than another generic copypasta biped

Quad Cons:
-Extreme lack of critical slots, and by extreme I mean literally over one dozen slots are gone if you pick a quad instead of biped (you basically can't use more than a few IS DHS in a quad because then you don't have any room for guns)
-Complete dependency on torso reticule since they have no arms, making them really suck when the enemy isn't on perfectly level terrain with you
-No torso twisting to mitigate damage across torso sections
-No torso twisting also may make it harder to track fast targets
-You're gonna get legged a lot more (even considering the lower penalty quads would have this is still a con)
-Too much effort to make them work in this trash engine and lack of dev resources

Edited by FupDup, 05 August 2019 - 05:25 PM.


#25 Prototelis

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Posted 05 August 2019 - 07:03 PM

If the game had IK they'd have to full expose to get the front legs up to the top of the hill.

Because this game doesn't have IK they'd just float up the hill and expose just as much as any other top mounted mech.

No advantage there either way.

#26 FupDup

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Posted 05 August 2019 - 07:08 PM

View PostPrototelis, on 05 August 2019 - 07:03 PM, said:

If the game had IK they'd have to full expose to get the front legs up to the top of the hill.

Because this game doesn't have IK they'd just float up the hill and expose just as much as any other top mounted mech.

No advantage there either way.

With IK, couldn't the quad just have its back legs fully extended and front legs fully bent down to stick its body over the ridge without needing full leg exposure? Of course that's still not any advantage over a high-mounted biped.

But otherwise yeah quads probably wouldn't be as great as some people hope them to be.

#27 Anjian

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Posted 06 August 2019 - 01:52 AM

Yeah, if you ever played a game that has quad mechs, quads are not as great as you think of them to be, unless they come with a second attribute that is extremely powerful that it feels borderline cheating.

Edited by Anjian, 06 August 2019 - 01:53 AM.


#28 Fed0t

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Posted 06 August 2019 - 03:39 AM

Yeah, MWO is wrong game to root for quads implementation, HBS Battletech though is perfect for that kind of stuff.

#29 MeiSooHaityu

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Posted 06 August 2019 - 03:51 AM

View PostFed0t, on 06 August 2019 - 03:39 AM, said:

Yeah, MWO is wrong game to root for quads implementation, HBS Battletech though is perfect for that kind of stuff.


For something like Melee, I think HBS's BattleTech is better suited. I think quads would be easier to do well in a First Person perspective game like MWO/MW5. I think the big hurdle though is it most likely requires a change in the way a quad mech controls vs a bipedal one, and that would require more specialized coding for just a couple of mechs. That might be why PGI has figured it wasn't worth it.

As a side note...MechWarrior 2 has a quad mech in it (Tarantula). There was a mission where you had to escort an AI controlled one. I bring this up because I am under the impression that the quad was playable in the custom mission creator and I think Multiplayer as well. Unfortunately I have never tried the mech to see how it played, but I figure I'd mention it just to say that it has been done in a first person MechWarrior game before.

Posted Image

Edited by MeiSooHaityu, 06 August 2019 - 03:57 AM.


#30 Anjian

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Posted 06 August 2019 - 01:40 PM

I have never seen specialized controls for quad mechs in any games that I have seen with quad mechs with, other than for special abilities.


Here is a simple mobile game, the development team is a small indie, probably just a handful of people. The mechs are closest to what you might expect a Battletech quads to be. Note that instead of fixing the guns to the quad's body, you can just put the guns on a rotating pedestal and turn it around like its on a torso. This is a great way to elegantly solve the problem of non torso quads.

The Mammoth quad here is a popular meta among the high end players here. Note also the presence of a spider quad, along with a conventional reverse jointed bipedal. Despite the game's simplicity, it makes great use of inverse kinetics.







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