#181
Posted 09 March 2012 - 07:38 AM
#182
Posted 09 March 2012 - 07:40 AM
1) Laser shots had a ~2sec duration.
2) LRMs flew about 50m before arcing. This will mean indirect fire will need a decent ammount of open space before following the attack arc.
I am totally fine with both of these aspects. That is how it should be.
Curious though, can anyone tell if LRM's have a minimum range?
#183
Posted 09 March 2012 - 07:42 AM
HeroicTofu, on 09 March 2012 - 07:29 AM, said:
This game has me so excited that I've started buying the Battletech series of books one by one (Got the Blood of Kerensky trilogy!) so that my knowledge of the Battletech universe will be more complete for the day the game releases! Good job PGI!
Enjoy the books! Just started reading Blood of Kerensky Trilogy again myself!
#184
Posted 09 March 2012 - 07:42 AM
#186
Posted 09 March 2012 - 07:51 AM
Matthew Craig, on 09 March 2012 - 07:42 AM, said:
This is good to hear.
My only criticism with the gameplay video was how little the big ac20 rocked mechs. If you start watching gameplay only video from about 17 seconds, it will cut to a hunchback on hunchback fight. The pilot takes an ac20 hit, but just shrugs it off in mere moments like its nothing.
So if the shaking that happens when hit by a shot is also being considered for balancing, there goes my only negative.
So then, as everyone else was saying, take my money, please.
#187
Posted 09 March 2012 - 07:51 AM
I just posted this on the office intranet and got a resounding 'ZOMG! AWESOME! LFG: BIG ROBOTS WITH HUGE LAZERS! W2B NAO!' (and one silly guy who keeps saying Hawken > MechWarrior... he may die at some point later today for that statement ¬_¬). I do believe, PGI et al., you all have put together one hell of a fine product - and I know that actually seeing this video has earned you a LOT of fans, at least around the offices here.
You all keep doing what you're doing, and this will be the greatest 'Mech game that has ever been released. Hell, from what you've shown us, it already is.
Whenever you're ready to release this to the public for testing, you may want to make certain you've done a stress test *first*... I don't think you'll have to worry about having too small of a tester pool to choose from.
*salute*
#188
Posted 09 March 2012 - 07:56 AM
Matthew Craig, on 09 March 2012 - 07:42 AM, said:
Thanks for the clarification, much appreciated! Looking forward to seeing more great stuff from the team
#189
Posted 09 March 2012 - 08:10 AM
In the screen where the Atlas is charging across the water with trees poking out of the water, the range states that the only weapon the atlas has that could possibly hit the other two mechs is the LRM launcher, yet the atlas pilot keeps firing the medium lasers adding to his staggering heat problems.
Why? or did Matthew just answer the question already as in this is still pre alpha?
chris
#190
Posted 09 March 2012 - 08:17 AM
#191
Posted 09 March 2012 - 08:34 AM
here http://mwomercs.com/...he-differences/
This video was insane!!!
MWO will be awesome!
#192
Posted 09 March 2012 - 08:40 AM
#193
Posted 09 March 2012 - 08:40 AM
#194
Posted 09 March 2012 - 08:41 AM
Chuckie, on 08 March 2012 - 07:38 PM, said:
My phone doesn't have flash and it worked for me, odd!
And... AWESOME TRAILER WITH GREAT COMMENTARY, THANK YOU FOR FINALLY SHOWING US SOME GAMEPLAY! Sorry for the caps. No wait, NOT SORRY.
#195
Posted 09 March 2012 - 08:48 AM
For something that is in Alpha (or is hitting Alpha soon) it looks incredible. I'm sure it will get nothing but more awesome as time goes by. Cannot wait for the final product and look forward to seeing what MWO will be like 6 months after release, 1 year, 2 years, etc etc
Cheers!
#196
Posted 09 March 2012 - 08:57 AM
#197
Posted 09 March 2012 - 09:02 AM
Angelicon, on 09 March 2012 - 08:41 AM, said:
And... AWESOME TRAILER WITH GREAT COMMENTARY, THANK YOU FOR FINALLY SHOWING US SOME GAMEPLAY! Sorry for the caps. No wait, NOT SORRY.
When it was first served on the Gamestrailer website it was in flash only.. That was last night.. Now its all over in other formats
#198
Posted 09 March 2012 - 09:06 AM
#199
Posted 09 March 2012 - 09:06 AM
pesco, on 09 March 2012 - 08:57 AM, said:
I'm assuming that in order to do so you'd have to enter "free-aiming" mode.
By default, if you turn to the side/twist, your arms head the torso crosshairs until your body orientates properly, which is what we saw all through the game. I would imagine that with free-aiming toggled on, you would then see the torso crosshairs stay in the middle as the arms cursor was allowed to be moved freely.
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