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Dev Blog 5 - Mech Warfare - Part I

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#261 juxstapo

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Posted 08 March 2012 - 06:11 AM

Hunh... with the exception of ammo explosions its.. exactly the same with every other previous MechWarrior game...

...and I'm okay with that. ;)

#262 Hayashi

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Posted 08 March 2012 - 06:19 AM

Not sure if anyone else noticed -

But in the Wednesday Hot Drop video, the ammunition for all weapons on the AS7-D, including the SRM6 and LRM20 and its lasers, was 10.

Now, it's properly reflected.

So the ammunition counter system was only recently added in between the Hot Drop and this screenshot.

#263 CoffiNail

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Posted 08 March 2012 - 06:22 AM

View Postpursang, on 08 March 2012 - 01:18 AM, said:


No, you can't use a joystick. Why, you may ask? You failed in your mission of taking the time to read the thread, that's why! ;)

Maybe you should go re-read the thread then. Trollking Paul already said they are working on Joystick, and it is not fully integrated yet. Paul himself plays with a joystick+throttle, They just do not have it all working at this moment in their Alpha. So, umm... Joysticks will very much be in.

#264 Brakkyn

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Posted 08 March 2012 - 06:29 AM

View PostBluey, on 07 March 2012 - 01:14 PM, said:

OMG they really used control scheme I suggested O_O
hahahahahah Im already got used to that scheme ,Time to own people that had no idea *just kidding*
Lets see how Joystick users will handle themselves.

I thank the developers for considering it as a valid choice.Its easy to use just as I said and will make more people able to play it without extra gear.

More than likely, it's just a coincidence.

#265 Spooky

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Posted 08 March 2012 - 06:39 AM

View PostCoffiNail, on 08 March 2012 - 06:22 AM, said:

Maybe you should go re-read the thread then. Trollking Paul already said they are working on Joystick, and it is not fully integrated yet. Paul himself plays with a joystick+throttle, They just do not have it all working at this moment in their Alpha. So, umm... Joysticks will very much be in.

You should read his post again ;). And activate your sarcasm detector.


View PostBluey, on 07 March 2012 - 01:14 PM, said:

OMG they really used control scheme I suggested O_O
hahahahahah Im already got used to that scheme ,Time to own people that had no idea *just kidding*
Lets see how Joystick users will handle themselves.

I thank the developers for considering it as a valid choice.Its easy to use just as I said and will make more people able to play it without extra gear.

What control scheme? The one MWLL uses already..? B) You were hardly the inventor.

Edited by Spooky, 08 March 2012 - 06:40 AM.


#266 Aegis Kleais

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Posted 08 March 2012 - 06:46 AM

Posted Image

#267 Dihm

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Posted 08 March 2012 - 06:50 AM

Well done MW:T, well done.

#268 Amarus Cameron

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Posted 08 March 2012 - 07:05 AM

View PostHayashi, on 07 March 2012 - 04:35 PM, said:


It's reactor online, sensors online, weapons online - all systems nominal.


You know I had it right but I changed it, thanks. *goes to edit*

#269 Hayashi

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Posted 08 March 2012 - 08:35 AM

View PostCoffiNail, on 08 March 2012 - 06:22 AM, said:

Maybe you should go re-read the thread then. Trollking Paul already said they are working on Joystick, and it is not fully integrated yet. Paul himself plays with a joystick+throttle, They just do not have it all working at this moment in their Alpha. So, umm... Joysticks will very much be in.


I like the way you pick at a speck in his eye with a bellyflopping-from-above AS7-D in yours.

#270 Dragorath

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Posted 08 March 2012 - 09:08 AM

Happy is written broadly on my forehead :-D

#271 Lokisonn

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Posted 08 March 2012 - 09:39 AM

Nice screen shot and cockpit layout. Great to see that independent arm targeting was implemented too. Wonder if the mech will be able to crouch, good for hiding completely submerged in water or behind low buildings, or jettison ammunition.

#272 Rosscoe

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Posted 08 March 2012 - 10:19 AM

Well I'm happy its not going in a arcade phyics direction again, I hated MW4 for that.

#273 Samuel Maxwell

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Posted 08 March 2012 - 10:28 AM

How customizable is the control layout? I'm wondering because I'm a left-handed player, and I prefer to use the Numpad to move with my mouse on my left (the buttons on the mouse are inverted, of course). Is this possible in MechWarrior Online? I know I'm a minority when it comes to gaming (but so are Mech simulators! We have something in common, eh?), but I'd like to at least hear an answer. I won't complain if such an option doesn't exist, and I'll be very happy if it does. So there's no loss if you've all made up your mind. Thanks for making such a great game!

#274 Garth Erlam

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Posted 08 March 2012 - 10:31 AM

View PostSamuel Maxwell, on 08 March 2012 - 10:28 AM, said:

How customizable is the control layout? I'm wondering because I'm a left-handed player, and I prefer to use the Numpad to move with my mouse on my left (the buttons on the mouse are inverted, of course). Is this possible in MechWarrior Online? I know I'm a minority when it comes to gaming (but so are Mech simulators! We have something in common, eh?), but I'd like to at least hear an answer. I won't complain if such an option doesn't exist, and I'll be very happy if it does. So there's no loss if you've all made up your mind. Thanks for making such a great game!

It is essentially fully customizable. And no you'll never see 'Press Start' on any screen.

#275 Samuel Maxwell

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Posted 08 March 2012 - 10:35 AM

That's the best news yet. Thanks so much for the quick response!

#276 Bonewalker

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Posted 08 March 2012 - 11:10 AM

*wipes her forehead* Whew... Thank you for posting those controls. Not too different from the Warcraft controls. I think my only problem will be the weapons console. I've got the movements.. it's just co-ordinating them with the weapons.

#277 Randomm

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Posted 08 March 2012 - 11:17 AM

The subtle things that can really change the game;
- Weapon readouts in enemy mechs with location & status. Add in the relay by friendlies, and there is now a role for small scout mechs.
- Damage from falling - hello Jump Jets. Overall, piloting skills are being amped - hopefully thus does not detract from game play.
- HUD is sooo much better
- Disappointing that radar is the only lock/locate. Really hoped that heat detection would be included... at least added to the enemy readout, "Atlas is 80% of shut down temperature" would be nice to know.
- Love love love the Body vs Arms approach to targeting and weapons

Signed up and ready for my first drop !

#278 guardian wolf

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Posted 08 March 2012 - 01:29 PM

View PostCoffiNail, on 07 March 2012 - 09:09 PM, said:

No coolant flushing here, take that MW4. No Coolant flush is for real MechWarriors.

Thank you Coffi, as another note that Coolant flushing brings to light, is that, it would only make your heat management worse, as now you have less coolant on an already strained system, this only makes things worse.

#279 Siilk

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Posted 08 March 2012 - 02:43 PM

View PostInnerSphereNews, on 07 March 2012 - 11:03 AM, said:

...Lots of good stuff...


Ok, first of all, AWESOME! It's almost as perfect as can be.

Things I really liked. No, loved:

* General HUD looks and style. Great design, clean and simple.

* Ammo explosions from cook-off and damage. I'm a huge fan of all sorts of internal damage, so this is very good news for me to hear. I just hope people would have at least some freedom in choosing the location for ammo storage, or else it would be a bit too easy to know where to shoot to score an ammo explosion. :D
BTW, while we are at it, I have a question: in TT, pilots have a chance to prevent an overheat-induced ammo explosion(gameplay-wise a saving throw is made). How this situation would be treated in MWO? Would a player have to react to a warning of sort and initiate a fire extinguishing system to deal with ammo bay fire(or maybe jettison ammo to, at least, save the mech from explosion)? Or maybe there would be a random chance of ammo exploding, depending on the heat level? Or is it purely "reach heat level X, your ammo explodes, period" and there would be no chance to prevent this, rather than keeping mech heat below some pre-determined level?
Personally, I'd prefer the first scenario(active response to the warning) as it's always a good when there are no "random chance" involved and player action can make a difference.

* Arm-torso aim separation and general idea of how aiming works. It is such an awesome idea to make it like that, words can't even start to describe how awesome it is(only something like that probably can)! It's like MW3 control style met MW2 control style and they have a beautiful child. :o

* Convergence being non-instant. Great way to negate pinpoint accuracy of mech weapons without introducing of cone of fire or similar random-based gameplay elements.


* Cockpit monitors displaying real relevant info!!!!!! Simply awesome! Ahem... Sorry, can't help myself here. I was waiting for this to happen for at least 10 years and now you're making it happen. You, sirs, have my eternal gratitude.

Now some minor things, that prevents all this from being completely perfect. :P

* No rear torso damage indicator in the damage readouts. Would there be no separate hitboxes for rear torso? I really hope it's not an intentional design decision but rather a lacking on the HUD part or just me missing something. Otherwise, it would be a really bad idea.

* It would be very useful to have weapon range indicators in weapon list, as described here.

* 3rd level of target lock, specifically the "overall health display" part. I know, it seems like a prejudice but think this part is a bit too arcade. Mech is too complex to be evaluated like that. How less "health" a mech has if everything is undamaged, except for one severed leg? Or with cockpit trashed almost completely? Or only having moderate internal damage from overheating? Instead of such health bar, which not only would hardly be accurate in describing mech state but also would really ruin the mood, I'd rather had a simplified armour-only readout, i.e. per-section damage reported only in terms of "undamaged-damaged-gone" with no internals info whatsoever. Or, if this would seem too much for 3rd lvl, no damage info at all, till the 4th lvl lock. I really don't think this would be a problem, as I'm pretty sure we'll be able to know a lot about mech state simply by looking at it. With cryengine3 being itself, I expect weapons leaving distinguishable scars on the mech surface.

That's pretty much it. Everything else is done really, really great, bringing MWO very close to being the best BT mech combat sim.

#280 Paul Inouye

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Posted 08 March 2012 - 02:58 PM

Bringing a little bad news... Dev Blog 5 - Part II will be delayed until April.

No troll.. no early April fools.





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