#261
Posted 08 March 2012 - 06:11 AM
...and I'm okay with that.
#262
Posted 08 March 2012 - 06:19 AM
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
Posted 08 March 2012 - 06:22 AM
pursang, 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
Posted 08 March 2012 - 06:29 AM
Bluey, on 07 March 2012 - 01:14 PM, said:
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
Posted 08 March 2012 - 06:39 AM
CoffiNail, on 08 March 2012 - 06:22 AM, said:
You should read his post again . And activate your sarcasm detector.
Bluey, on 07 March 2012 - 01:14 PM, said:
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..? You were hardly the inventor.
Edited by Spooky, 08 March 2012 - 06:40 AM.
#266
Posted 08 March 2012 - 06:46 AM
#267
Posted 08 March 2012 - 06:50 AM
#269
Posted 08 March 2012 - 08:35 AM
CoffiNail, on 08 March 2012 - 06:22 AM, said:
I like the way you pick at a speck in his eye with a bellyflopping-from-above AS7-D in yours.
#270
Posted 08 March 2012 - 09:08 AM
#271
Posted 08 March 2012 - 09:39 AM
#272
Posted 08 March 2012 - 10:19 AM
#273
Posted 08 March 2012 - 10:28 AM
#274
Posted 08 March 2012 - 10:31 AM
Samuel Maxwell, on 08 March 2012 - 10:28 AM, said:
It is essentially fully customizable. And no you'll never see 'Press Start' on any screen.
#275
Posted 08 March 2012 - 10:35 AM
#276
Posted 08 March 2012 - 11:10 AM
#277
Posted 08 March 2012 - 11:17 AM
- 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
Posted 08 March 2012 - 01:29 PM
CoffiNail, on 07 March 2012 - 09:09 PM, said:
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
Posted 08 March 2012 - 02:43 PM
InnerSphereNews, on 07 March 2012 - 11:03 AM, said:
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.
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.
* 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.
* 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
Posted 08 March 2012 - 02:58 PM
No troll.. no early April fools.
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