here
or for the short sweet version with just bang zap boom
here
and the discussion on it
here http://mwomercs.com/...first-gameplay/
It is amazing. Sure, there are a couple things that could be done for size awareness, etc.. I mean, it would be awesome if my friend [who is scared of heights] had trouble playing this game. As far as the lasers, I think they are awesome! I blast, suspended over a second or two do to full charge and then dissipation [I mean, it is a laser.... heat, light, a lot of energy]. I love how the laser damage is shown, and really appreciate the explosions and ripped limbs, head shots, and armor damage.
One thing I would definitely like to see in the game is a clarification on armor. I felt that MW4 shortchanged us a little with the "Reflective" and "Reactive" armor types. For sure, there are different types of armor out there [Stealth!!!!] but I never really understood why reactive worked against both ballistics and missiles. They have completely different effects. This was changed in Mercs or Black knight, though. I can't remember.
In any case, love the video. And the ROLE playing. Finally! Little guys stand up and find themselves shorter, but smack away anyway!
Lastly, let me go over some of the differences between the critical system [as used by Mechwarrior 3] and the hardpoint system [as used by Mechwarrior 4].
Mechwarrior 3 - The Critical System
http://sbsteve1.trip...h/goldtouch.htm
http://sbsteve1.trip...goodmechlab.jpg
In Mechwarrrior 3, it seems as though all mechs were treated as tin cans that you could fill up with just about anything. Weapons in the legs, arms, torsos, heads... even if it seemed unlikely due to visual [hmmm. Even though it looks like a small laser, I had better watch out. It just might be a gauss rifle] and practical [uh... techs, just take apart my mech and then reassemble it with all these other pieces that was was not designed to accept so I can have it ready for this afternoon's shindig and this time make sure my helmet is compatible with everything! I don't care if it is in a different language! ...Wait, I do!] reasons.
Each mech had a certain number of "critical spaces" within which every singe thing had to fit. Criticals were divided according to relative size of the mech's main segments [legs, arms, torsos, chest, head, [xtra shoulder pods, etc.]]. Armor, gyros, internals, heat sinks, weapons, electronics, ammo... EVERYTHING had to fit [and its not a problem if there was extra space]. The only real limitation was weight. Ammo could go anywhere in a mech too, which did not make sense either [how does ammo get from the right leg to the AC5 on the left arm?]
In some sense, this was cool because it allowed for a truer realization of omnimechs. Omnis were standardized mechs that could not be changed as much in their internals [engines, armor, etc..] but whose weapons [some, most, or all] were designed as pod-systems.. that is, technicians could easily swap one pod for another. Omnimech technology was either lostech [never recovered by the inner sphere, but further developed by the clans] or developed later by the clans.
Normal Innersphere mechs [Atlas, Jenner, Hunchie, etc..] were built with their weapon systems as part of the chasis, and could not switch them, at least without a complete refit. That is why there tended to be so many different variants of each mech – it had to be built in. When you hear about different variants of Omnimechs [almost always clans, though later IS, like the Sunder] it simply refers to the different “pod” arrangements and were easily changeable.
Even though the critical system helped to realize Omnimechs, it turned every mech into an uber omnimech, with versitality that no omnimech ever had. In a sense, the only differences between mechs were appearance and weight.
Mechwarrior 4 - the Hardpoint system
http://www.mektek.ne...um/page__st__60
http://i12.photobuck...enShot048-1.jpg
In Mechwarrior 4, there was a realization of the abuse that accompanied the critical system, and the pendulum swung the other way.
Cirticals were ditched and everything divided into three groupings:
- uses weapon hardpoints
- does not use weapon hardpoints [eg – sort of unlimited space]
- armor [different limits for each mech as far as max allowed]
All weapon hardpoints were color coordinated to the following categories:
- omni [all kinds]
- lasers [zap zap weapons, plus flamers, ppcs, xtra coolant tanks]
- ballistics [bang bang weapons, plus mech-mounted artillery]
- missiles [woosh woosh weapons, plus off-map artillery designator (don’t ask)]
- direct fire [lasers, ballistics, most anyway]
- ammo weapons [ballistics, missiles]
- heat generating [(total bs btw) lasers, missiles]
A weapon could only be put on a mech if there was a hardpoint [or hard point grouping] large enough to hold it [taking weight into account].
EG: [Large ER Laser] – takes two hardpoint slots
cannot go on this mech: [single laser hrdpt] [single laser hrdpt]
can go on this mech [double laser hardpt] [quadruple laser hrdpt]
in either slot
Some people did not like it because they lost their precious uberomni IS mechs. Others cried foul because non-omnimechs were still a little omni in that they could easily change between weapons of the same category. Also, ammo was included along with each ammo-necessary weapon, tacked on, not taking up space, only weight. This lead to abuses in that category of near unlimited ammo – forcing outrageously long reload times for certain weapons in order to keep the game balanced. Lastly, the hardpoint system did do a very poor job with electronics, AMS systems, heat sinks and the like. They were completely separate, nonvisual, listed, and did not take up space on the mech.
Mechwarrior Online - The Awesomest System - Maybe [we don't know yet]
I would like to see:
- Armor setup from Mechwarrior 4 [aside from qualms already listed]. This was great and made sense as armor should only effect the weight of the mech, not any “inside space” [did not want to say criticals] since you put armor on the outside of a mech!
- Weapon hardpoints near or similar, perhaps clarification an several weapons types, but without ammo [see below]
- All else fitting into critical slots designed as hardpoints, with empty weapon hardpoints available for use as well. This includes electronics, ammo, heat sinks, engines, masc, case, etc.. obviously, with certain mech chasis, some of the above may be unavailable or unchangeable
- This way heat sinks could be cooler, like getting shot out, effecting heat generation in their mech sector more efficiently, etc..
- Ammo would be cooler too. It would have to be in the same sector as the weapon, has an actual location to get blown up [if there is not a case – unless case is mandatory]
- Electronics may be separate since it is more about technology difference [excluding sensors or something] rather than size or weight difference.
So, I know I got somethings wrong. I know the screenies sucked. But, No one really explained this thoroughly and I was getting annoyed by it. Props to myself for trying at least.
So there it is MW3, MW4, and MWO –well, we will find out.!!!!!!
Edited by Fameth Sathronaveth, 09 March 2012 - 08:38 AM.