#121
Posted 07 March 2012 - 12:27 PM
#122
Posted 07 March 2012 - 12:28 PM
thanks
chris
#124
Posted 07 March 2012 - 12:28 PM
Larry Headrick, on 07 March 2012 - 12:20 PM, said:
My inner child was doing that too but eventually made its way into the driver's seat. Full speed ahead; I'm foaming at the mouth now!!
#125
Posted 07 March 2012 - 12:29 PM
Looks like MWO water here:
Edited by Morgana, 07 March 2012 - 12:34 PM.
#126
Posted 07 March 2012 - 12:30 PM
Kudzu, on 07 March 2012 - 12:19 PM, said:
Did you guys learn nothing from the previous MW titles? Pinpoint accuracy means this will be yet another braindead "alpha strike for the instant kill" game. Oh, you shutdown from heat? Doesn't matter, your target is dead and dead guys don't get to shoot back.
It won't be long before you see nothing but heavies and assaults (and even then it will be "which design has the best profile to loadout ratio") in every match. No thanks.
Well, as the saying goes, deal with it. Don't like it, feel free to not play it. But then again, most people who complain or whine about game end up playing it anyways.
Me, I'm just going to relax and wait for more actual details about how the aiming system works, instead of letting my blood pressure get high from how I perceive the game will work before the devs actually say anything on the matter.
#127
Posted 07 March 2012 - 12:32 PM
Kudzu, on 07 March 2012 - 11:33 AM, said:
We will not have pinpoint accuracy but rather, as has been hinted and guessed at in other posts, a weapon convergence system. The explanation of the system just wasn't in the scope of this blog post.
But here's the brief rundown for you guys: Basically, your targeting systems are always trying to adjust the angle of your weapons so that they converge or focus at a distance of whatever your aiming reticles are pointing at. So, if you fire at a target very far away, your lasers (or whatever else) may fire nearly parallel to each other; firing at a target up close will angle the shots inwards. However, the adjustment of these angles is not instant.
For instance, if you were facing a building, while taking cover right up against it, your convergence would adjust to hit just a short distance in front of you (the distance to the building). When you step out from around that building and fire on an enemy in the distance, your convergence point would automatically begin to adjust, but not instantly. If you shoot too soon, your first shots may converge and cross a short distance in front of you and completely miss the enemy as they pass on either side of him. Or perhaps you were aiming for the center torso and hit his arms instead, as your aim adjusts towards his center.
#128
Posted 07 March 2012 - 12:37 PM
David Bradley, on 07 March 2012 - 12:32 PM, said:
We will not have pinpoint accuracy but rather, as has been hinted and guessed at in other posts, a weapon convergence system. The explanation of the system just wasn't in the scope of this blog post.
But here's the brief rundown for you guys: Basically, your targeting systems are always trying to adjust the angle of your weapons so that they converge or focus at a distance of whatever your aiming reticles are pointing at. So, if you fire at a target very far away, your lasers (or whatever else) may fire nearly parallel to each other; firing at a target up close will angle the shots inwards. However, the adjustment of these angles is not instant.
For instance, if you were facing a building, while taking cover right up against it, your convergence would adjust to hit just a short distance in front of you (the distance to the building). When you step out from around that building and fire on an enemy in the distance, your convergence point would automatically begin to adjust, but not instantly. If you shoot too soon, your first shots may converge and cross a short distance in front of you and completely miss the enemy as they pass on either side of him. Or perhaps you were aiming for the center torso and hit his arms instead, as your aim adjusts towards his center.
You mean as though the gimbals were moving the..the... weap... Give us a kiss!! Don't run! C'mere!
#129
Posted 07 March 2012 - 12:37 PM
As soon as I read those words nearly every concern I had about the game evaporated. And the information contained in the article confirmed it completely:
You're doing it right.
Thank you.
#130
Posted 07 March 2012 - 12:40 PM
#132
Posted 07 March 2012 - 12:42 PM
I just didn't want to see MWO devolve into long range pop-tarting like MW4. It looks like it won't.
Edited by Midgie, 07 March 2012 - 12:46 PM.
#133
Posted 07 March 2012 - 12:43 PM
I'm still not clear on how Jump Jet controls will work, though, and I don't see the JJ bar in the HUD displayed in this devlog - I'm assuming this 'mech doesn't have any?
InnerSphereNews, on 07 March 2012 - 11:03 AM, said:
This list should also include Flamers, right?
InnerSphereNews, on 07 March 2012 - 11:03 AM, said:
Finally, after a few more seconds, the final level of information is displayed. This adds a callout to the HUD showing a detailed damage breakdown of the enemy ’Mech, similar to the player’s own health readout. In the callout, each section of the enemy ’Mech is colored to represent the damage state of its armour and its internal structure. Alongside the damage breakdown is a list of the enemy ’Mech’s weapons and their locations. These are also colored to show the damage they have taken.
Are these abilities dependent on Scout role skills and modules, or are they available to everyone, regardless of skills and modules? The Role Warfare devlog suggested these were dependent on Scout role abilities.
InnerSphereNews, on 07 March 2012 - 11:03 AM, said:
Please PLEASE tell me we aren't going to be stuck with crappy unguided SRMs in this game! I want the limited-guidance versions from MW3, not more crappy dumb-fire rockets...
#135
Posted 07 March 2012 - 12:43 PM
#136
Posted 07 March 2012 - 12:43 PM
#137
Posted 07 March 2012 - 12:43 PM
David Bradley, on 07 March 2012 - 12:32 PM, said:
We will not have pinpoint accuracy but rather, as has been hinted and guessed at in other posts, a weapon convergence system. The explanation of the system just wasn't in the scope of this blog post.
But here's the brief rundown for you guys: Basically, your targeting systems are always trying to adjust the angle of your weapons so that they converge or focus at a distance of whatever your aiming reticles are pointing at. So, if you fire at a target very far away, your lasers (or whatever else) may fire nearly parallel to each other; firing at a target up close will angle the shots inwards. However, the adjustment of these angles is not instant.
For instance, if you were facing a building, while taking cover right up against it, your convergence would adjust to hit just a short distance in front of you (the distance to the building). When you step out from around that building and fire on an enemy in the distance, your convergence point would automatically begin to adjust, but not instantly. If you shoot too soon, your first shots may converge and cross a short distance in front of you and completely miss the enemy as they pass on either side of him. Or perhaps you were aiming for the center torso and hit his arms instead, as your aim adjusts towards his center.
Thanks for the clarification. Perhaps you should have let him stew another week till Part 2 came up.
#140
Posted 07 March 2012 - 12:46 PM
Solis Obscuri, on 07 March 2012 - 12:43 PM, said:
I would assume not. If you're going to be realistic, flamethrowers do require fuel. And in fact, this may well be a balancing decision on the part of the team, which may in turn mean that Flamers will be more powerful in this game than in previous iterations.
But that's all speculation on my part.
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