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Dev Blog 5 - Mech Warfare - Part I

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#201 FACEman Peck

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Posted 07 March 2012 - 03:26 PM

So, does this mean there won't be joysticks??????? :P

#202 Dayuhan

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Posted 07 March 2012 - 03:40 PM

By the looks of the RADAR screen he has two more targets on his opposite flank. Since these are not currently in his targeting view they are either targets he has previously targeted but the targeting information has not yet decayed or they are target feeds been sent to him from teammates. Given that it is showing two targets behind him and the Atlas in his targetting reticule he better hope they are teammate feeds. But where are the teammates? Do friendly forces show up on RADAR? And if so how are they differentiated from hostiles contacts?

#203 3Xtr3m3

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Posted 07 March 2012 - 03:51 PM

View PostDavid 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.

#204 3Xtr3m3

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Posted 07 March 2012 - 03:58 PM

View PostDihm, on 07 March 2012 - 12:50 PM, said:

Okay... this needs to be made into an 3XTR3M3 commercial.

MWH20, because nothing else can alpha strike your THIRST!
MWH20, a precision strike that QUENCHES!


HUH? How Did I Get Drug Into This?!?!

#205 bullhogeley

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Posted 07 March 2012 - 04:00 PM

Crap, I gotta dump my trackball for a mouse...

#206 Red1769

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Posted 07 March 2012 - 04:12 PM

Awesome. Though the general control scheme could definitely use some work. I've never used the mouse for anything except navagating menus to get from mission area to free market etc. Until I actually try it, I'm not impressed by it one bit. Seems like I'm shooting, targeting, adjusting speed, toggling forward and reverse, zooming and jumping possibly, and juggling with one hand while only turning and aiming with the other when I could be doing some of those with the other as well. Or at least move some of those to a smaller range of keys. I don't want to have to think "Ok what key shoots what weapons group?" or "How do I slow down again?" That extra thought process and confusion of what does what can make a ton of difference in a battle. So hopefully bullhogeley doesn't have to dump their trackball and I don't have to use the mouse for anything except navagating to different areas (like the mechlab, free market, etc.). If everyone else likes it, fine, but please let those few that don't change their controls.

#207 Matthew Chernovsky

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Posted 07 March 2012 - 04:21 PM

This is such a great update, loved the picture of the HUD. It looks like using a game pad will be the easiest for me when playing this game, I will try the Mouse/Keyboard first though seeing as how much more options it looks like I have.

#208 Lord Banshee

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Posted 07 March 2012 - 04:32 PM

It took zero time for me to choose my new computer wallpaper.

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 Hayashi

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Posted 07 March 2012 - 04:32 PM

View PostSolis Obscuri, on 07 March 2012 - 12:43 PM, said:

Lots of good news!

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.

#210 Stovebolt

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Posted 07 March 2012 - 04:35 PM

View PostFACEman Peck, on 07 March 2012 - 03:26 PM, said:

So, does this mean there won't be joysticks??????? :P



Seems like this control scheme is ready made for a joystick/keyboard combo.

#211 Hayashi

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Posted 07 March 2012 - 04:35 PM

View PostAmarus Cameron, on 07 March 2012 - 12:03 PM, said:

Sceenshot- check
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 Ro Agato

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Posted 07 March 2012 - 04:38 PM

Hmm..looks for me like a Cave too, but Under Water :P
Epic new Battlefileds over different Stages. ^^

#213 Gemini

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Posted 07 March 2012 - 04:39 PM

I know this is just semantics, but I believe the "HUD" in the screenshot is actually an "HMD" or "Helmet Mounted Display", as opposed to a Heads Up Display.

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 Hayashi

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Posted 07 March 2012 - 04:55 PM

View PostDihm, on 07 March 2012 - 11:25 AM, said:

Wait a minute... that's a pretty damn sturdy tree. That may need to be looked in to and adjusted.

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?

View PostGemini, on 07 March 2012 - 04:39 PM, said:

I know this is just semantics, but I believe the "HUD" in the screenshot is actually an "HMD" or "Helmet Mounted Display", as opposed to a Heads Up Display.

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 tynaiden

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Posted 07 March 2012 - 05:16 PM

This has been one of the best blogs n forum follow-ups I have read in at least a few years, if not more. How do I squee thee? Let me count the ways:

- 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 NerdyTB

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Posted 07 March 2012 - 05:16 PM

It's looking really good. Can't wait to see how my joystick will fair in Mech Carnage.

#217 Nick Makiaveli

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Posted 07 March 2012 - 05:19 PM

View PostKudzu, on 07 March 2012 - 11:33 AM, said:

Pinpoint accuracy... my interest is gone.


Where did it say this? I know I am tired but blind??

#218 DaBlackhawk

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Posted 07 March 2012 - 05:22 PM

I wonder how there going to work out all the joysticks there are and voice comunication?

#219 Ayumi Silverfops

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Posted 07 March 2012 - 05:24 PM

Any chance of bigger screenshots of the UI that we can use for wallpaper? Maybe something in the 1920x1080 size range? -_^

#220 mulkosaur

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Posted 07 March 2012 - 05:27 PM

Wow! I worked at the Dave and Busters in Marietta, GA running the old Telsa Pods for a few years. This sounds like one our late night hope and dreams chat after work at the Waffle House. /Salutes Piranha Games Thanks for bringing my early 20's back to life.





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