alternate movement model in MWO?
#1
Posted 05 March 2012 - 01:39 AM
I was thinking that a differant movement control than what we are used to or a short range sort of radar/minimap view might be needed to keep us from constantly runing into stuff in tight battle spaces like in the reveal trailer. is would be easier if mechs had 360 degree torso rotation like thanks but thats not cannon for most mechs is would make manuvering a lot easier though.
That said fighting in the city is something that I am most looking forward to. I know that cryengine 3 can pull it off but the amount of work required to make it playable will be massive.
I would say my concerns are as much to do with the enviroment as movement.
#2
Posted 05 March 2012 - 02:19 AM
Sure taking a 70+ tonn chassis into urban warfare is going to be tricky and at times frustrating but that is the whole point of having that terrain, it can favour the the light to medium chassis variants. With much more maneuverability those lighter mechs can peck a lumbering assault mech to death. Finding out your enviroment then choosing your equipment/chassis accordingly will as it has always been in MW titles play a huge role in your success. If you know that the fight is going to be taken into a urban enviroment and you choose to rock an assault mech loaded with long-range hardware, be prepared for frustration.
Edited by Zevious, 05 March 2012 - 02:35 AM.
#3
Posted 05 March 2012 - 02:27 AM
#4
Posted 05 March 2012 - 02:40 AM
I think that a hud option with a overhead minimap view like a short range radar or mini map could solve the issue well enough so that you could have a sence of situational awareness. I think it would be cool if it faded in at 200 meters on the radar. If the radar was big enough to see anyway.
#5
Posted 05 March 2012 - 06:09 AM
#6
Posted 05 March 2012 - 09:55 AM
#7
Posted 05 March 2012 - 12:50 PM
#8
Posted 05 March 2012 - 12:55 PM
#9
Posted 05 March 2012 - 06:09 PM
#10
Posted 05 March 2012 - 06:24 PM
#11
Posted 05 March 2012 - 06:33 PM
I expect it to be close to what we've all been used to from NetMech onward.
Having said that, moving your mech (and twisting your torso, legs, etc. to move / aim / fire where you want) is going to depend largely upon your own individual play style. E.g., keyboard pilots will be "piloting" entirely differently than joystick pilots. Dual joystick pilots will be "piloting" entirely differently than dual joystick + foot pedal pilots.
That is to say (in a nutshell) every pilot is going to have to use what they have at their disposal (be it joysticks + keyboards + foot pedals + 15 button mouses + etc.) to do the best they can.
MWO is not going to be an even playing field. Everyone is not the same. You and Your Neurohelmet will be piloting your mech....and if your nuerohelmet can't keep up with mine, then too bad for you.
=H=
Edited by Hellen Wheels, 05 March 2012 - 06:35 PM.
#12
Posted 05 March 2012 - 06:35 PM
This is just my opinion, but I am perfectly satisfied with the MW4 mechanics; and would not want to see much of any control scheme change.
#13
Posted 05 March 2012 - 06:39 PM
Chuckie, on 05 March 2012 - 06:24 PM, said:
That feature was irritating to me. I always manually returned my torso alignment to the default position, when I was finished with it; but the auto-aligning feature just made it difficult for me to maintain my enemy's head/center torso in my crosshairs, during a circling match. If they do include this feature, then I hope that it can be disabled.
#14
Posted 05 March 2012 - 06:43 PM
#15
Posted 05 March 2012 - 07:10 PM
#16
Posted 06 March 2012 - 03:19 PM
#17
Posted 09 March 2012 - 03:53 PM
DooMachine, on 06 March 2012 - 03:19 PM, said:
This is actually not that hard, if you remember two things: your 'Mech's amount of torso twist, and your last orientation. If you are piloting, say a Thanatos (something that you can't simply swing the arm on, because you don't have a clear view), and you are running straight down the two-lane street (parallel to the buildings); you can twist your torso 45-degress, and pop your enemy in the gut with your AC 20, through the parking garage with no trouble.
If you find this difficult, then you should practice running a straight line, and twisting your torso. This may sound ludicrous, but if it saves you in combat; then it was time well-spent. Try taking a 'Mech with a 360-degree torso twist (like a Thanatos or Thor), and followng the middle of a highway. Then, try twisting your torso about 45-degrees, with your 'Mech angled down, and watch the distance between your reticule and and the ground: when the distance is steady, you're parallel. Continue adjusting your torso in the same manner, until you are comfortable with it. Then, try using it against enemies.
This should be second nature to brawlers, as they do not have the time to be checking their sides, while shooting at opponents. Get used to one 'Mech, and get used to in-fighting: it could be the difference between your hide, and your enemy's.
#18
Posted 09 March 2012 - 04:13 PM
Chuckie, on 05 March 2012 - 06:24 PM, said:
The latest Dev blog did indicate that their is a torso centering command. It's manual, which is fine IMO, especially since I'm not a fan of the *auto* centering at all. If there is auto-centering (Dev's don't do it!), I really really hope it can be turned off.
DooMachine, on 05 March 2012 - 01:39 AM, said:
Each to their own I guess... I wouldn't call it "frustrating", I would call it a "learning curve". You just have to learn how to pilot/fight a mech in an urban environment.
DooMachine, on 06 March 2012 - 03:19 PM, said:
I'm against such a feature since the Mark II Eyeball + Free Look should accomplish much of this anyway... if utilized. (But that's just me.)
#19
Posted 09 March 2012 - 04:14 PM
" it would take away from the feel and fun of the game to always be whacking into buildings you can't see. "
Edit: As a side note, it would be hilarious to get a good shot on the guy who keeps getting stuck on buildings
should be able to run straight through buildings at the expense of armor - like Godzilla status.
Edited by M4NTiC0R3X, 09 March 2012 - 04:20 PM.
#20
Posted 09 March 2012 - 04:38 PM
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