#221
Posted 07 March 2012 - 05:34 PM
So I'll put it in the form of a question. Joystick support? pleeezzzee.
#222
Posted 07 March 2012 - 05:39 PM
Granted I could be wrong I am looking this from the rose colored glasses as someone who fell in love with Battletech at age 14 and worked at a Virtual World site for 5 years.
#223
Posted 07 March 2012 - 05:42 PM
mulkosaur, on 07 March 2012 - 05:39 PM, said:
Granted I could be wrong I am looking this from the rose colored glasses as someone who fell in love with Battletech at age 14 and worked at a Virtual World site for 5 years.
It was confirmed by a dev earlier in the thread that weapon convergence is part of the game. You have to wait for them to properly angle themselves, or you might cross your shots.
#224
Posted 07 March 2012 - 05:43 PM
#225
Posted 07 March 2012 - 05:49 PM
Orzorn, on 07 March 2012 - 05:42 PM, said:
I missed that with all the Accounting classes in school. (I don't use FB in school I like my high GPA) But that is awesome that makes me wanna hit the spare six pack of beer I have in the fridge. Don't get me wrong the Alpha strike is handy at times. But all Alpha strikes all the time takes most of the skill and thinking away.
#227
Posted 07 March 2012 - 06:07 PM
Let's say you're that Hammerhands at the bottom, hiding behind a building, and your targeting reticle is centered on the building right in front of you. There's a Locust standing right out in the open. In the first picture, because you're aiming at the building, your weapons have converged on it, as indicated by the red lines; when you fire, your weapons will fire at where your crosshair is aiming, and you'll hit the building where your crosshairs are.
The second picture shows what happens immediately upon getting out of cover. You hit your throttle, move out from behind the building, and see the Locust. You put your sights on him, then fire. But because your weapons were converged on the building just a second ago, your weapons will fire in that direction, as indicated by the red lines; you'll miss the Locust by a very wide margin unless you stop and wait for your weapons to converge on the Locust.
If your crosshair is settled on something behind the Locust though, your weapons will fire more or less parallel, meaning that they won't all hit the same point on the Locust, which in turn means that accuracy will not be pinpoint.
#228
Posted 07 March 2012 - 06:09 PM
#229
Posted 07 March 2012 - 06:10 PM
there are going to be some scary pilots out there who take to this fact.
Control scheme is going to have to be seamless
with this degree of detail,free look, two xhairs, its really imperative to have the ability to establish control in any way you see fit. Iow, its almost a fair bet to imagine quite a large percentage of players will expect to use hotas+mouse+keys if you so desire.
Like everything i saw... very nice.
Hope mechs damage is visually moddled because running active, and waiting for a damge readout from the enemy isnt helpful in a furball. Would be nice to have two layers of visual cues as far as assesing enemy health.
Nice work team!
#230
Posted 07 March 2012 - 06:14 PM
I was wondering about coolant though. Probably a thread on that somewhere...
#231
Posted 07 March 2012 - 06:28 PM
Imagine having to make the decision to either wait for the convergence to complete or take the shot, especially if arms and torso converged at different rates.
For the Q&A:
Im still trying to figure out how we will control the head movement when we switch to pilot head movement, and if that will allow for more flexibility in the arm reticle. How will you switch between head moevement and reticle only movement? Does PGI consider that an aspect that would lend itself to advanced piloting skills. I.E, when you have mastered the basics, you learn when to switch to head movement to give yourself flexibility in aiming?
#232
Posted 07 March 2012 - 06:43 PM
#233
Posted 07 March 2012 - 06:49 PM
#234
Posted 07 March 2012 - 06:54 PM
There is some changes in the keys, if you compare this key system to Mechwarrior 3 or Mechwarrior 4, but nothing dramatic.
#235
Posted 07 March 2012 - 07:52 PM
Too bad I can't get you guys to print out the control guide via hard cardboard like the old MW2 series
#236
Posted 07 March 2012 - 08:03 PM
#237
Posted 07 March 2012 - 08:37 PM
Bad Tongue, on 07 March 2012 - 06:14 PM, said:
I was wondering about coolant though. Probably a thread on that somewhere...
You mean the MW4 only thing that wasn't really cannon at all? (Max Tech had something similar but prototypish).
#238
Posted 07 March 2012 - 09:04 PM
#240
Posted 07 March 2012 - 09:39 PM
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