Atlas Cockpit Systems Overview
#181
Posted 04 March 2012 - 07:42 PM
#182
Posted 05 March 2012 - 03:38 AM
Orzorn, on 04 March 2012 - 06:15 PM, said:
On a separate, more on topic note, the pictures that PGI is releasing on their facebook, the fragmented ones, seem to be the view of the hangar from the Hunchback's perspective. So it seems we're going to see the hunchback's cockpit soon.
I agree. One part of that puzzle seems to show a part of the torso of an Atlas and the most actual the right arm of a Jenner.
I think it would be interesting to see how close the in-game cockpit of the Hunchback is to the concept art made by Alex.
Edited by Arnold Carns, 05 March 2012 - 03:58 AM.
#183
Posted 05 March 2012 - 09:16 AM
Orzorn, on 01 March 2012 - 02:01 PM, said:
I think the torso weapons will be on very restricted gimbals rather than "stuck" in the center of your torso's front arc, but either way it's a good way to handle arm vs torso aiming.
#184
Posted 05 March 2012 - 09:31 AM
Angelicon, on 05 March 2012 - 09:16 AM, said:
Indeed it is. It worked very nicely in AS1:BT, although, now that Bryan has told us the controls, it does control differently, if my memory serves me right.
I'm extremely excited they decided to make arms useful. Its a shame that only one game in the series really gave us the same capabilities (Mechwarrior 3), but even then it wasn't as close to canon, since your torso weapons could also swivel almost as much as your arms.
In the end, what this really adds is another layer of skill for the mechwarrior. Rookie mechwarriors might have trouble managing both at the same time, so they might opt to only torso twist for a while, but skilled mechwarriors will likely use both at the same time to engage multiple targets and cover multiple firing arcs.
#185
Posted 05 March 2012 - 09:53 AM
Nik Van Rhijn, on 04 March 2012 - 01:18 PM, said:
Trouble is even if they balance it with numbers, they still have to deal with the fact that each mech on its own is OP. This is terribly attractive to those who think of games in terms of K:D ratios. A person piloting clan mechs will always have a better K:D ratio than an IS pilot at equal skill level. Sure the sides might be equal, but very few people think in terms of the team outside of clan matches (That is the player groups) I'm interested to see how it all works out. I think the game would have been better off avoiding the whole issue and sticking to 3025. IMHO.
#186
Posted 05 March 2012 - 10:04 AM
#187
Posted 05 March 2012 - 01:48 PM
Orzorn, on 05 March 2012 - 09:31 AM, said:
#188
Posted 05 March 2012 - 01:50 PM
Kay Wolf, on 05 March 2012 - 01:48 PM, said:
You did miss something.
http://mwomercs.com/...219#entry141219
Quote
I feels pretty much like every other MechWarrior game, except for the minor lead time we've added. For an example on how this looks an feels think Metroid Prime for Wii.
#189
Posted 05 March 2012 - 02:19 PM
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