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Dev Blog 5 - Mech Warfare - Part I

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#21 Skwisgaar Skwigelf

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Posted 07 March 2012 - 11:13 AM

This control layout make me happy. I even like the dual reticles now that they have confirmed how they will work.

#22 Adridos

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Posted 07 March 2012 - 11:13 AM

View PostScrewCityChris, on 07 March 2012 - 11:11 AM, said:

Wow, there is a LOT of information in this!! So many things have been confirmed! I am so exite


This is the first tutorial in human history, that people are excited about... good job Paul. :P

#23 Chuckie

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Posted 07 March 2012 - 11:14 AM

View PostChuckie, on 07 March 2012 - 11:10 AM, said:

Sweet.. now where is the info from GDC :P


I swear you simply can't please some people..

Oh wait..

#24 ScrewCityChris

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Posted 07 March 2012 - 11:15 AM

View PostAdridos, on 07 March 2012 - 11:13 AM, said:


This is the first tutorial in human history, that people are excited about... good job Paul. :P


Seriously, what is wrong with you?

#25 Sean Lang

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Posted 07 March 2012 - 11:15 AM

Great read!!

#26 Garth Erlam

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Posted 07 March 2012 - 11:15 AM

We, we, so excited.

#27 HIemfire

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Posted 07 March 2012 - 11:15 AM

View PostScrewCityChris, on 07 March 2012 - 11:15 AM, said:


Seriously, what is wrong with you?


Adi is just focused on the key setup. He'll catch the rest in a bit.

#28 Paul Inouye

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Posted 07 March 2012 - 11:16 AM

Please also note that the title says "Part I". There is another part coming that will go into M _ _ _ L _ _

#29 Skwisgaar Skwigelf

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Posted 07 March 2012 - 11:16 AM

Look Dihm! You get flamers AND artillery!

#30 Ranger207

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Posted 07 March 2012 - 11:17 AM

View PostPaul Inouye, on 07 March 2012 - 11:16 AM, said:

Please also note that the title says "Part I". There is another part coming that will go into M ech L ab

Fixed.

#31 Adridos

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Posted 07 March 2012 - 11:17 AM

View PostScrewCityChris, on 07 March 2012 - 11:15 AM, said:


Seriously, what is wrong with you?


Nah, I'm excited too. :P

Also, David Bredley. Who was driving the mech we see the picture from? :D

#32 Skwisgaar Skwigelf

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Posted 07 March 2012 - 11:18 AM

And I really like how the Atlas looks in-game - huge, wide-shouldered, even more threatening than previous iterations.

#33 HIemfire

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Posted 07 March 2012 - 11:18 AM

View PostPaul Inouye, on 07 March 2012 - 11:16 AM, said:

Please also note that the title says "Part I". There is another part coming that will go into M _ _ _ L _ _


Ok. Now this deffinatly has thrown MA to the ropes and kicked it out of the ring. I am looking forwards to seeing how it is implemented.

#34 Barantor

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Posted 07 March 2012 - 11:18 AM

Awesome.

#35 ScrewCityChris

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Posted 07 March 2012 - 11:19 AM

View PostPaul Inouye, on 07 March 2012 - 11:16 AM, said:

Please also note that the title says "Part I". There is another part coming that will go into M _ _ _ L _ _


Damn you word puzzles!

#36 Adridos

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Posted 07 March 2012 - 11:19 AM

View PostBarantor, on 07 March 2012 - 11:18 AM, said:

Awesome.


Where? I don't see any. :P

#37 Spooky

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Posted 07 March 2012 - 11:20 AM

High res version of the screenshot, pretty please? :P

#38 SilentWolff

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Posted 07 March 2012 - 11:20 AM

View PostChuckie, on 07 March 2012 - 11:10 AM, said:

Sweet.. now where is the info from GDC :P


This. Where are our screenshots and video!
( I know Mechwarriors are never satisfied)

#39 Dihm

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Posted 07 March 2012 - 11:20 AM

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

Torso-twist angles, on the horizontal plane, vary from BattleMech to BattleMech due to construction constraints and the speed, at which the torso can twist, also varies from BattleMech to BattleMech depending on their tonnage and engine capacity.

Does this mean it varies by engine and tonnage, not by mech? So a mech of equal tonnage and equal engine rating would have an identical twist speed, but not necessarily the same angle of rotation?

Either way, squee!

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

The arms of a BattleMech can be moved independently of the BattleMech torso. The amount of movement depends on the BattleMech’s construction. For example, a Centurion would be able to move further than a Jenner due to the way they are built.

Squee!

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

The MechWarrior (pilot) does have the ability to override critical heat shut-down but they do so at the risk of catastrophic failure and can result in internal ammunition detonations.

SQUEE!

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

With the exception of lasers and PPCs, all weapons require ammunition. Ammunition takes up weight and space on a BattleMech chassis and cannot exceed the chassis limits.

Does this mean flamers are not tapping into the reactor like in the tabletop, and are using/requiring critical space to store ammo/fuel like a vehicle flamer does?

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

Ammunition is also susceptible to enemy fire. If an enemy is able to breach the armor surrounding ammunition and starts to damage the ammunition housing, there is a chance that the ammunition will explode causing high amounts of internal damage.

SQUEE! Glad to hear this is making it in, weren't you on the fence about it?

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

Targeting
There are five different levels of targeting information that the player can receive about an enemy ’Mech.

I love this set up so much, this sounds like a blast.

#40 PelinalWhitestrake

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Posted 07 March 2012 - 11:21 AM

i came with the ingame screenshot!





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