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#201
Posted 07 March 2012 - 03:26 PM
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#202
Posted 07 March 2012 - 03:40 PM
#203
Posted 07 March 2012 - 03:51 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.
Sheer beauty. Can not wait to try it firsthand.
Only thing lacking is a tone indicating all selected weapons are ready to fire, on target, and the adjustments are as good as they are going to get.
#205
Posted 07 March 2012 - 04:00 PM
#206
Posted 07 March 2012 - 04:12 PM
#207
Posted 07 March 2012 - 04:21 PM
#208
Posted 07 March 2012 - 04:32 PM
My, it's good to read a user's control manual for the game. Now it feels real.
Gotta get used to having 2 cardinal directions turn my torso and the other two pitching it forward and down or arcing it backwards and up.
Gah, now I gotta go replay all of 4/BK/Mercs as 1st-person (eewwwwww).
E IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE IT LOVE LOV
Edited by Lord Banshee, 07 March 2012 - 04:33 PM.
#209
Posted 07 March 2012 - 04:32 PM
Solis Obscuri, on 07 March 2012 - 12:43 PM, said:
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?
An AS7-D doesn't have jump jets, other than the rigs used for hot dropping.
The Planet Eaglesham Bellyflop From Above doesn't happen often.
#211
Posted 07 March 2012 - 04:35 PM
Amarus Cameron, on 07 March 2012 - 12:03 PM, said:
Dual targeting- check
chassis specific piloting environment- check
Awesome cockpit- check
reactor online, weapons online, sensors online, all systems nominal.
To bad that poor Atlas will be crushed by superior clan might within a year *obvious troll is obvious*
It's reactor online, sensors online, weapons online - all systems nominal.
#212
Posted 07 March 2012 - 04:38 PM
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Epic new Battlefileds over different Stages. ^^
#213
Posted 07 March 2012 - 04:39 PM
Still looks awesome. My only requests (if they're not already implemented) would be to allow the player to select their primary HMD colour (Blue, Amber and Green seem to be the most common), to have controls for firing specific weapon groups without having to select them first, and to have three states for the 6 group readiness indicators: Solid, Clear and X. Solid = Ready + In-Range, Clear = Not Ready, X = Not in Range.
#214
Posted 07 March 2012 - 04:55 PM
Dihm, on 07 March 2012 - 11:25 AM, said:
Also.. if they fall from too high up? So no damage on a normal fall, from, say, taking too much damage? The act of falling itself doesn't deal damage correct?
So if an Atlas does a Bellyflop From Above onto a tree, does it pierce through and leave the hapless noob stuck with timber sticking through his heart?
Gemini, on 07 March 2012 - 04:39 PM, said:
Still looks awesome. My only requests (if they're not already implemented) would be to allow the player to select their primary HMD colour (Blue, Amber and Green seem to be the most common), to have controls for firing specific weapon groups without having to select them first, and to have three states for the 6 group readiness indicators: Solid, Clear and X. Solid = Ready + In-Range, Clear = Not Ready, X = Not in Range.
Going by what we've seen in the Wednesday Hot Drop, this is a combination of both a HUD and a HMD. But the majority of it is HMD though.
Edited by Hayashi, 07 March 2012 - 05:15 PM.
#215
Posted 07 March 2012 - 05:16 PM
- The information provided laying to rest so many great concerns players have had and presented in a great manner.
- Beautiful in-game image as part of the information presented.
- Great updates to some of the best UI features of past Mechwarrior games. My favorite so far being the lines between two points to quickly discern the inclination of seperation.
- The 'at first sounding a bit awkward' separate reticules for arms and torso mounted weaponry but now very intuitive sounding and potentially great compromise for aiming massive weaponry. I see this even greatly start to sway layouts in a whole new direction and I like it a lot.
- Heavy confirmation on staying TableTop true in a simulator fashion.
- Eagerness to provide all kinds of configurable input.
- The devs / official community members responses to these forums and this thread in particular show a great many things. All of which I like and feel friendly, warm, 'after-war' bivouack story-buddy vibes from.
Overall for me personally this boils down to:
Adaptations assumed and expectations exceeded for a long-time TT player yearning for worthy simulator after so many (somewhat decent) video game close calls. The general community and staff are just that much more Maximum Tech to my Field Guild hopes.
#216
Posted 07 March 2012 - 05:16 PM
#218
Posted 07 March 2012 - 05:22 PM
#219
Posted 07 March 2012 - 05:24 PM
#220
Posted 07 March 2012 - 05:27 PM
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