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Dev Blog 5 - Mech Warfare - Part I

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#181 CCC Dober

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Posted 07 March 2012 - 02:18 PM

Interesting. I'd love to know if this targetting system allows scouts to acquire missile lock for ArrowIVs and other shenanigans from friendly units.

#182 Dirk Le Daring

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Posted 07 March 2012 - 02:18 PM

very nice, good to see the game is similar to the previous, very nicely laid out. looking foreward to playtime :P keep up the good work, and get yourselves a beer, you deserve it :D

#183 TimberJon

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Posted 07 March 2012 - 02:19 PM

Finally some grit. Great job on the layout too. Thank you for posting it in a comprehensive manner.

#184 Cold3y3s

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Posted 07 March 2012 - 02:19 PM

This is the first time I have been excited about a control overview. :P

#185 Bluey

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Posted 07 March 2012 - 02:29 PM

View PostHawk3y394, on 07 March 2012 - 02:19 PM, said:

This is the first time I have been excited about a control overview. :P

aint that true

#186 Eximar

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Posted 07 March 2012 - 02:30 PM

Surely you can drive with a joystick. Keyboard driving is just communist.

#187 Exploding Boy

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Posted 07 March 2012 - 02:36 PM

View PostDavid Bradley, on 07 March 2012 - 12:32 PM, said:

...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...


I wonder if outfitting your mech with a targeting computer speeds up this convergence, while also cutting down on recoil and knockback? That would be excellent, and give us more usable "official" variants / upgrades / clan mechs.

#188 El Loco

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Posted 07 March 2012 - 02:38 PM

Looks very promising... Especially the control scheme, quite intuitive I'd say. I'm very much looking forward to part 2 of this dev blog as some of my questions haven't been answered, yet.

View PostEximar, on 07 March 2012 - 02:30 PM, said:

Surely you can drive with a joystick. Keyboard driving is just communist.

And being communist is evil, sick, weird, bad? There are people that don't want to spend money on gear for a game which they might not like at all (new players attracted to the game by its Awesome-8Q-ness), or they're more effective using mouse and keyboard. Nevertheless, I think joystick control has already been confirmed.

#189 Belial

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Posted 07 March 2012 - 02:44 PM

View Postmrecentric, on 07 March 2012 - 02:14 PM, said:

  • In the original Mechwarrior games (or maybe I'm thinking of Starsiege or some other game) you used to be able to use either the numpad or regular number keys (I can't recall which) to set the throttle quickly (ex: push numpad7 for 70%). Is that going to be an option?
  • Are we going to be able to use a mouse + mousewheel for firing / choosing weapon (groups)? The article made it sound like they keyboard was the only way to do that.


I have a feeling that we'll be able go into the Options and map out the keyboard however we like. Every PC game in recent memory that I can think of has this feature, so no reason to believe MWO will "lock" you into a control scheme.

#190 Waylandx

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Posted 07 March 2012 - 02:47 PM

Great Info!! Loving that screenshot!

#191 Valkyr

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Posted 07 March 2012 - 02:49 PM

So, If I have both arm- and torso-mounted flamers, I get slightly staggered overlapping fields of sweet sweet incinerating flames? Time to BURN THE FOREST DOWN!

#192 Mr MEAN

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Posted 07 March 2012 - 02:50 PM

Always point all weapons at the ammo bay

'Cause thats MEAN

#193 acehighx

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Posted 07 March 2012 - 02:55 PM

is it basically the same controls as pc version of mw3 and 4?

#194 jayg20769

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Posted 07 March 2012 - 02:55 PM

Oh man I everything I just read is everything I could have wanted, a real sim-like experience! I so freaking amp'd right now, they kept pretty much all the balances that were in the older games. The biggest ones for me though are the varying torso twist speeds and angles.For me this is HUGE deal in terms of balance and effectiveness of a mech and makes the experience much more complicated, which is a plus in my book.

Also I am extremely happy to hear about ammo containers being able to be breached, this was a big deal in MW3 and 2 (if I recall correctly).

I am curious though, will you guys include CASE to prevent ammo explosions? (at the cost of critical points/weight of course)

#195 GDL Irishwarrior

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Posted 07 March 2012 - 03:05 PM

Looks like this should be great - definitely interested in the new control system. I've got a couple questions/things I'm unclear on, although I'm sure they've already been asked;
  • Will we be able to achieve the higher targeting levels (i.e. the full damage readout) through a teammate's 'Mech having line-of-sight, rather than us?
  • Also connected to the relaying of information, will we be able to use guided missile launchers for indirect missile fire?

Edited by GDL Irishwarrior, 07 March 2012 - 03:06 PM.


#196 -Teiwaz-

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Posted 07 March 2012 - 03:06 PM

If this has already been brought up, I am sorry but I was not ready to read the whole thread. In addition to torso to legs, I would also like to see legs to torso as an option.

#197 Kiyoshi Amaya

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Posted 07 March 2012 - 03:10 PM

AWESOME!!!!!!!!!!
I got a feeling this is really going to feel like I'm piloting a mech, not just playing a game!
Getting so excited about MW:O
:P

#198 Hayashi

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Posted 07 March 2012 - 03:18 PM

I have 3 things I want in addition to what has been said in the blog:

1. Right click bringing up a zoom view reticle around the centre area of the HUD, which was a common and important feature in past games for efficient weapons fire at range. I imagine this may be challenging this time though since we have two different reticles, but not undoable. Perhaps make the zoom view centred on the arm reticle; should someone want efficient torso fire at range they can press C.

2. Centre mouse button (or scrolling up/down) to cycle between selected weapon groups much like how the left/right on the keyboard works, together with the option to change keys 1-6 to group 'selection' instead of group 'fire', where the firing itself will require a LMB press. It's difficult to control both movement and firing from the left hand.

3. A Hula girl in the cockpit with the option to change its face to Hatsune Miku.

Thank you, that is all.

#199 Slam Dance

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Posted 07 March 2012 - 03:23 PM

Sounds like classic Mechwarrior to me, and I couldn't be happier about it! ....If it ain't broke....!

#200 DooMachine

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Posted 07 March 2012 - 03:24 PM

Very nice. I cant wait to use the pilot look feature to fine tune my aim with the arm weapons. That feature will really be usefull for more in depth players i think.

Good screen too. In a cave?





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