

Two independant Reticles
#41
Posted 02 March 2012 - 06:41 AM
#42
Posted 02 March 2012 - 06:47 AM
Quote
Am I to assume that weapons groups will allow a player to FIRE weapon(s) independent of which arm/torso side they are mounted in? Otherwise that will be sour? Or am I missing something...
Edited by MaddMaxx, 02 March 2012 - 06:48 AM.
#43
Posted 02 March 2012 - 09:37 AM

#44
Posted 02 March 2012 - 10:43 AM
#45
Posted 02 March 2012 - 02:34 PM
Edited by Watchit, 02 March 2012 - 02:34 PM.
#46
Posted 02 March 2012 - 04:45 PM
ScrewCityChris, on 01 March 2012 - 11:34 PM, said:
I'll be curious to see. I liked how the side-look allowed you to fire individual arms separately in MW3, but this is new...
Dihm, on 02 March 2012 - 06:16 AM, said:
How the hell do you play this game with a HOTAS again?
Paul? Any help here? Cause I'm having trouble and this seems like it will make mouse and keyboard much more preferable.
I think we're going to need something like a HOTAS plus rudder pedals plus a mouse...
Or Mr. Garrison's invention to replace the arilines...

#47
Posted 02 March 2012 - 04:54 PM
#48
Posted 02 March 2012 - 05:18 PM
Geist Null, on 02 March 2012 - 04:54 PM, said:
Na, I can still focus on two things at once... Not as fast as I used to, but I still can. Though, I sometimes get a bit distra.... oooh a bee!
#49
Posted 02 March 2012 - 05:33 PM

And yes, the two reticles is going to take some getting used to . .
I see many a long hour spent in the Mech bay waiting out repairs . . . .
Edited by Lycan, 02 March 2012 - 05:35 PM.
#50
Posted 02 March 2012 - 05:58 PM
#51
Posted 02 March 2012 - 09:31 PM
#52
Posted 02 March 2012 - 09:45 PM
So does this mean there will be a "locked" targeting point for torso weapons that you twist and move the torso to point while the arms target point is "free floating". Great way to give a mech a more realistic feel and can be a big advantage for mechs with arms.
Well, I guess if my beloved Stalker makes it into the game... 1 reticle for me.
#53
Posted 03 March 2012 - 02:55 PM
TheRulesLawyer, on 02 March 2012 - 09:31 PM, said:
I disagree, there might be an option to sync the two reticles together, but I'm pretty sure there should be some form of independent control of the two reticles.
#54
Posted 03 March 2012 - 03:26 PM
Dihm, on 02 March 2012 - 06:16 AM, said:
How the hell do you play this game with a HOTAS again?
Paul? Any help here? Cause I'm having trouble and this seems like it will make mouse and keyboard much more preferable.
Any good throttle or stick has an 8-direction hat switch, which can easily be mapped to a mouse function. Alternatively, you can map your arm reticle to your stick, and map torso twist and tilt to a hat switch on your throttle.
As it stands right now, I'm thinking of this control scheme, for the stock JR7-D Jenner:
Stick: Arm reticle, left arm weapons, right arm weapons, targeting functions, look around
Throttle: Speed and direction, torso tilt and twist, SRM 4, secondary functions
Pedals: Turn, Jump Jets
MFD: Tertiary functions
#55
Posted 03 March 2012 - 03:52 PM
MaddMaxx, on 02 March 2012 - 06:47 AM, said:
I think it should be pretty straight forward:
For simplicity's sake, lets assume we have a chassis with an AC in its torso, and two medium lasers on its arms.
If you had a group with the medium lasers and AC, then pressing the fire button (assuming you put all three weapons on the same fire button, as it has been confirmed that you can separate weapons between left and right clicks. They most likely added this for this very reason, that is, you can separate weapons in the same group that are also on separate cursors, letting you have, say all your arm weapons on left click, with all your torso weapons on right click) would simply fire all weapons on your arms at the arm cursor, and all weapons on your torso on the torso cursor.
So, no, weapons will not fire independently of which part their in if you put them in the same group. They'll just continue to work as before.
As I described on my little tangent, it will be a good idea to separate your weapons between clicks. So you could have all arm weapons on a left click, and all torso weapons on a right click. This additional strength of this is that when you group those weapons, you won't accidentally fire your torso weapons along with your arm weapons, when one of those might not been pointing at anything at all.
#56
Posted 03 March 2012 - 04:08 PM
- Arms and torso have a maxium rotation.
- The head leads all cursors by a few miliseconds giving it a rubbery/soft feel.
- It's possible to look beyond the limits of the arm. The cursor will hit an imaginary wall on the HUD.
- There is a line between the torso and arm cursors to give the player a delta (distance) reference on how offset he is.
- At the center of the screen is a white dot to give players a true center point.
- Players can free look, arms will follow free look within their limits. This means a player can aim inside at an object obscured by the cockpit. So if a Jenner gets up close and personal, the Atlas can use his arm weapons to still hit the enemy.
#57
Posted 03 March 2012 - 04:13 PM
Bryan Ekman, on 03 March 2012 - 04:08 PM, said:
- Arms and torso have a maxium rotation.
- The head leads all cursors by a few miliseconds giving it a rubbery/soft feel.
- It's possible to look beyond the limits of the arm. The cursor will hit an imaginary wall on the HUD.
- There is a line between the torso and arm cursors to give the player a delta (distance) reference on how offset he is.
- At the center of the screen is a white dot to give players a true center point.
- Players can free look, arms will follow free look within their limits. This means a player can aim inside at an object obscured by the cockpit. So if a Jenner gets up close and personal, the Atlas can use his arm weapons to still hit the enemy.
Thank you for the info, Bryan.

Are you excited about GDC as much as we do?

#58
Posted 03 March 2012 - 04:18 PM
Bryan Ekman, on 03 March 2012 - 04:08 PM, said:
- Arms and torso have a maxium rotation.
- The head leads all cursors by a few miliseconds giving it a rubbery/soft feel.
- It's possible to look beyond the limits of the arm. The cursor will hit an imaginary wall on the HUD.
- There is a line between the torso and arm cursors to give the player a delta (distance) reference on how offset he is.
- At the center of the screen is a white dot to give players a true center point.
- Players can free look, arms will follow free look within their limits. This means a player can aim inside at an object obscured by the cockpit. So if a Jenner gets up close and personal, the Atlas can use his arm weapons to still hit the enemy.
Loving the versatility here. That very last bullet point sounds like the ability to look "straight down" in MW4, where a Dire Wolf could still nail a Cougar (or similar sized 'Mech) that ran up under its nose, except more realistic. Now my imagination is abuzz thinking about how this will all turn out in the launch product!

#59
Posted 03 March 2012 - 04:21 PM
Bryan Ekman, on 03 March 2012 - 04:08 PM, said:
- Arms and torso have a maxium rotation.
- The head leads all cursors by a few miliseconds giving it a rubbery/soft feel.
- It's possible to look beyond the limits of the arm. The cursor will hit an imaginary wall on the HUD.
- There is a line between the torso and arm cursors to give the player a delta (distance) reference on how offset he is.
- At the center of the screen is a white dot to give players a true center point.
- Players can free look, arms will follow free look within their limits. This means a player can aim inside at an object obscured by the cockpit. So if a Jenner gets up close and personal, the Atlas can use his arm weapons to still hit the enemy.
We are truly spoiled by you.
No, seriously, we are. No other developer would put this much work and love into the Mechwarrior franchise. This is the kind of effort that will bring Mechwarrior to the foray, and tell all the Call of Duty and Halo folks who the real boss is.
#60
Posted 03 March 2012 - 04:26 PM
Bryan Ekman, on 03 March 2012 - 04:08 PM, said:
- Arms and torso have a maxium rotation.
- The head leads all cursors by a few miliseconds giving it a rubbery/soft feel.
- It's possible to look beyond the limits of the arm. The cursor will hit an imaginary wall on the HUD.
- There is a line between the torso and arm cursors to give the player a delta (distance) reference on how offset he is.
- At the center of the screen is a white dot to give players a true center point.
- Players can free look, arms will follow free look within their limits. This means a player can aim inside at an object obscured by the cockpit. So if a Jenner gets up close and personal, the Atlas can use his arm weapons to still hit the enemy.
But the big questions is, how will the player be able to effectively control these things? In most MechWarrior games, you control the torso twist and pitch with your mouse and the feet direction and speed with WASD for instance (or on a Joystick, you may control Torso twist with the rudder and feet direction and torso pitch with the joystick, or however you configure it). But how will you be able to control your head ('the arms') and your torso at the same time, with just Mouse and Keyboard for example, both with precision no less? If you are only able to control your torso with they keyboard for instance (may be with Q and E being the actual torso twist, and WASD still the feet direction and speed control, you'll not be able to aim with the torso weapons with the same precision as the arm weapons, or is that simply the idea behind it? Furthermore, it will take some getting used to, not being able to control your Mech with the mouse, just your head instead.
Edited by Spooky, 03 March 2012 - 04:27 PM.
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