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Dev Blog 5 - Mech Warfare - Part I

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#321 Devorak

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Posted 10 March 2012 - 01:15 PM

*Furiously takes note* Uhuh, uhuh, yup, got it.

Although to be honest, I'm probably gonna be using Joystick controls most likely.

Edited by Devorak, 10 March 2012 - 01:16 PM.


#322 Seabear

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Posted 10 March 2012 - 01:42 PM

Thanks for remebering those of us who are non-right handed. Nice to have someone remeber that there are about 1 in 10 of out here!

#323 NightmareMoon

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Posted 10 March 2012 - 01:47 PM

This comes out this year...

I cannot contain my want-factor

#324 Bonewalker

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Posted 10 March 2012 - 02:49 PM

Thank you for such a detailed explanation of the controls.

I use a similar setup for Warcraft, which is nice.. no training my fingers to go running around the keyboard for odd keys.

Can hardly wait to hear more about this.

#325 Nav

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Posted 10 March 2012 - 09:00 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.


That is just 100% WIN! <_<

#326 Nav

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Posted 10 March 2012 - 09:13 PM

View Post3Xtr3m3, on 07 March 2012 - 03:51 PM, said:

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.


Yes, this would be good, along with the traditional gold dot pulsing in the middle of the cross hairs, as described in the novels.


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

<p>The player can separate the reticles without having to move his ’Mech’s torso by activating pilot look. As the MechWarrior looks around, inside the cockpit, the reticle for the arms will follow where he is looking. When the player finishes pilot looking, the view and reticle will automatically return to face forward.</p>


And this! I only just re-read this! Arm targeting with Track IR anyone? I wonder if you can target the reticule over objects displayed in your cockpit side display monitors, for the "one-arm-up, side shots"? <_<

I know Track IR hasn't been confirmed, but I'm secretly confident it will make an appearance by launch! :rolleyes:

Edited by Nav, 10 March 2012 - 10:14 PM.


#327 HawkMech79

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Posted 10 March 2012 - 10:51 PM

good to see they've putting out this information for those of us who may not have and old x45 have to go buy a new hotas. namely how to pilot your mech with the bare essentials of pc online gaming

#328 Nik Skyouker

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Posted 11 March 2012 - 01:51 AM

Поскорее бы в неё поиграть. <_<

#329 Spooky

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Posted 11 March 2012 - 03:45 AM

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.

This is similar to MWLL, however your proposed system might create situations, where it is even more accurate. In MWLL you have difficulties hitting targets that move laterally to you, with weapons that have a time of flight, like PPCs or ACs for instance. You have to lead the target which might mean, that your reticule is actually pointing at something that is very far away, much farther than the Mech you want to hit. Since the weapon directions converge on the point under your reticule, your weapons will spread out a lot (depending on their position on the Mech), thus making it hard to hit the moving target.

However, in your system, a lag to the convergence point is introduced, which means that you can aim directly at a Mech, to let your weapons converge on the distance of the Mech and then quickly move your reticule to the leading point. Depending on the amount of lag for the convergence, the actual convergence point might still be relatively near the Mech you want to actually shoot, thus making it easier to hit with your weapons.

Of course if the lag is only very minimal, then this would not make much of a difference for this case.

Edited by Spooky, 11 March 2012 - 03:48 AM.


#330 Bluey

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Posted 11 March 2012 - 04:53 AM

PART II please <_<

#331 Morgana

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Posted 11 March 2012 - 04:57 AM

not until April <_<

#332 11kodiak11

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Posted 11 March 2012 - 05:42 AM

Is there any estimated release date yet? Any idea what Mechs are going to be in the game and is this going to be an online only game? I just joined. Sorry if these quests have been answered before. Can wait as the trailers look amazing. It will be worth the wait

#333 Morgana

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Posted 11 March 2012 - 05:58 AM

View PostAegis Kleais™, on 11 March 2012 - 05:22 AM, said:

How is Part II being moved to April a delay? I thought the first week was always the Dev Blog. We got Part I in March, so it's reasonable that part II would come in April; I don't really see that as a delay at all.

Still, I am spending an unhealthy amount of time in these forums, and I can't think of a better way to pass the day. <_<


View PostPaul Inouye, on 07 March 2012 - 11:47 AM, said:

Part II will be posted sometime later this month.


View PostPaul Inouye, on 08 March 2012 - 02:58 PM, said:

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

No troll.. no early April fools.


Apparently you're not the only one spending too much time in these forums Aegis :rolleyes:

#334 Mogollon

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Posted 11 March 2012 - 07:54 AM

Hi, what about support for external controls like Saitek or any other?
I want to be preperare and know what to buy to handle that big Mech

#335 Ep1cPwnM0nk3y

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Posted 11 March 2012 - 08:18 AM

Has mech warrior 5 come out yet? And if so, how do I download it, cause I can't find a link to down load anything. Please tell me, cause this looks like a great game and I would love to play. If you have any info, post in on my account.

Thanks,
Ep1cPwnM0nk3y

#336 Morashtak

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Posted 11 March 2012 - 09:16 AM

Super job, Devs (again).

Weapon convergence - Yes! Lays to rest all the fears of Super Mousers head shotting everyone ftw. The new HOTAS sticks have variable sensitivity so they'll be competitive with mouse only players. Immersion; We can feel it.

Will leave other impressions/preconceptions for the actual beta testing. The details that are forthcoming are making me feel more and more comfortable that this game will be as true to the spirit of the MW universe as anything else we've seen, if not more so.

#337 Lolpanzer

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Posted 11 March 2012 - 11:10 AM

HERP DERP!

I hope we can get our hands on the game soon!

#338 Jet Morgan

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Posted 11 March 2012 - 02:52 PM

A good amount of info - cheers!

#339 Gozer

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Posted 11 March 2012 - 03:37 PM

WOO! Looking sweet. As a long time Battletech player and a current World of Tanks player I'm totally ready to transfer my F2P money to you guys. :)

#340 Pht

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Posted 11 March 2012 - 05:58 PM

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

Aim Reticles

...
When the ’Mech’s torso is not currently rotating, the two reticles will align over top of each other and all weapons will fire on the same point.


...

Please tell me this doesn't mean mw4 style shooting when the reticules are aligned, where all weapons fired at the same time that travel at the same velocity will hit exactly the same spot, instead of spreading across the target 'mech's armor panels ...


pretty please... :)

Edited by Pht, 11 March 2012 - 06:00 PM.






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