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Gameplay Video Analysis


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#1 TheRulesLawyer

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Posted 09 March 2012 - 11:31 AM

So we finally have gameplay video. Lets see what we can learn from it that hasn't been officially announced
Video

So here is my list of things observed in the video, roughly in order (Though some things about the same system I grouped with the earliest observation)

1) Lasers do damage over time (confirmed)
2) The quadrant size appears to make the map 5kmx5km
3) Ballistics rock you when they hit
4) Lasers appear not to rock you when they hit
5) HTAL display flashes hit locations when you take damage both your and enemy displays. Then the locations turn shades of red as it takes damage. Black when destroyed.
6) Ammo counters are working now- Oddly lasers are counting down ammo.
7) looks like AC's have an explosion effect when they hit the target.
8) LRMS fly in an arc even directly fire.
9) lasers have reflections in water
10) When sections are destroyed they are modeled (missing arms, etc)
11) Missing limbs fall off and you can see them on the ground
12) AC shells are visible in flight and appear to take an arced path. They have travel time.
13) SRMS look like a straight flight
14) With the weapons fire originating from the actual location you have to be careful in tight fights or you can possibly hit friendlies (or hills, or buildings) with some weapons even if they're not under the recticle.
15) Mechs can fall over. (appears to be on destruction)
16) Ac20 to the head is bad news. :)
17) You can see the convergence causing some weapons to hit, but others not to.
18) All mech have variants (speech)
19) Mechlab is hard-point based (speech)
20) Mechlab can modify armor and engine size (speech)
21) There doesn't appear to be any internal structure for Arms and legs. (edit: its rear armor- opps)
22) Heat doesn't appear to be having any effect yet (lots of heat warnings text and topping the scales, but it doesn't seem to be doing anything)
23) LRMs appear to have tracking of some sort
24) You get to see the double launch of LRM 20's out of 10 tubes. Takes about half a second for the 2nd load.
25) Two game modes at launch. Team death-match and dropship with 3 respawns (speech)

Whew, that's a lot of stuff. Things I missed? Things you think I got wrong? Lets try to have this one for the facts and save the "wow that's awesome for the other threads."

Edited by TheRulesLawyer, 09 March 2012 - 12:33 PM.


#2 Mason Grimm

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Posted 09 March 2012 - 11:38 AM

Your video is broken....

This one works....



#3 SI The Joker

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Posted 09 March 2012 - 11:42 AM

26) You can really see the size difference between a Jenner and an Atlas

#4 Kaemon

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Posted 09 March 2012 - 12:01 PM

A few observations:

1. Doesn't seem like any damage happens to the cockpit view, if you take a laser or AC directly to it, shouldn't there be cracks/burn marks on the 'windshield'?

2. @1:13 - Jenner falling animation is a bit stiff, I'm sure it's going to be addressed just wanted to mention it (dirt effects whether mounding or spray would be nice dependent on speed). Also be nice if it tore itself up on a particularly nasty fall. Can't wait to see it in an urban environment (die buildings die)!

3. No environmental effects in vids - was hoping to see that, but no worries (as long as it makes it in game)

4. @1:24 - you're firing med lasers through a few trees, they were not affected (they should at least blacken, ideally burst into flames then blacken). H2O effects (laser reflection) are great, misses did not affect environment (which might be performance issue, but stands out when the mechs are affected but other things are not).

5. For performance saving you could limit the glow time on the laser damage (if need be), not sure what the glow time is set to, but it could be shortened and then just left as burn marks,

6. Glow effects in low-level/night time ops - lasers are bright (which is fine) but are other glow effects ok in low level or are they too visible? (not applicable to this vid, but curious).

7. @:54 - Would've like to see a split screen to see the Atlas head-shot (and then what the Atlas pilot saw at that moment as well).


Overall great job! I thought the interview and vid were great, and should generate a ton of interest in the game!

#5 TheRulesLawyer

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Posted 09 March 2012 - 12:04 PM

View PostMason Grimm, on 09 March 2012 - 11:38 AM, said:

Your video is broken....

This one works....




That's the wrong video, and its low res. My link was to the HiDef with the interview stuff in it too. I changed the link. Hopefully it'll work now.

#6 Lima Zulu

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Posted 09 March 2012 - 12:05 PM

Nice resume, I'd say. Gonna add some:

Torso twist speed is pretty high - lag between arms reticle and torso is almost negligeable

#7 Midgie

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Posted 09 March 2012 - 12:07 PM

View PostTheRulesLawyer, on 09 March 2012 - 11:31 AM, said:


21) There doesn't appear to be any internal structure for Arms and legs.



What gives you this idea?

#8 Barantor

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Posted 09 March 2012 - 12:07 PM

As far as TRLs #7 I think the ablative effect of the armor itself is what we are seeing, much like what is described in the stackpole books. We also witness melting of armor by the lasers. Makes sense as there are both armor and internal readings on the screen in the cockpit.

#9 Mason Grimm

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Posted 09 March 2012 - 12:08 PM

View PostTheRulesLawyer, on 09 March 2012 - 12:04 PM, said:


That's the wrong video, and its low res. My link was to the HiDef with the interview stuff in it too. I changed the link. Hopefully it'll work now.


It's the gameplay video but it's been tweaked by Coffi.

No, your OP video still doesn't work

#10 Steadfast

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Posted 09 March 2012 - 12:09 PM

In addition, what I have noted, no matter how much money or credit cards I threw at my monitor, it did just ... nothing! Free 2 play! But somehow I had hoped for more : /
Nonetheless, I thought the hits to the head happened a bit to often in the vid. Don't know, it looks like that cockpit is realy realy fragile. Not sure about it yet.
Take care
Daniel

#11 Barbaric Soul

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Posted 09 March 2012 - 12:12 PM

it the video clip without Russ' comentary at 1:25 , we can see that SRMs explode when they reach maximum range as they are fired with LRMs at Paul's hunchback.

though out the whole video, we see that David Bradley dies alot and should be good for cannon fodder. Sorry Dave, just calling it how I see it. lol

#12 AlanEsh

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Posted 09 March 2012 - 12:13 PM

View PostLima Zulu, on 09 March 2012 - 12:05 PM, said:

Torso twist speed is pretty high - lag between arms reticle and torso is almost negligeable

Yeah I noticed this too... I'm hoping they tune torso twist rate downward some, so arm weapons have a significant fast-aiming bonus.

#13 TheRulesLawyer

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Posted 09 March 2012 - 12:17 PM

View PostMidgie, on 09 March 2012 - 12:07 PM, said:


What gives you this idea?


No colored blocks for them, and I never saw any flashing damage there. If there is internal structure damage for them, I'm not sure where its indicated.

View PostMason Grimm, on 09 March 2012 - 12:08 PM, said:


It's the gameplay video but it's been tweaked by Coffi.

No, your OP video still doesn't work


Hmm. Works for me. Maybe if I remove the media tags and provide the bare link.

#14 Midgie

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Posted 09 March 2012 - 12:28 PM

View PostTheRulesLawyer, on 09 March 2012 - 12:17 PM, said:

No colored blocks for them, and I never saw any flashing damage there. If there is internal structure damage for them, I'm not sure where its indicated.

Ah, I see. I think that mech outline is for rear armor not internal structure.

Edited by Midgie, 09 March 2012 - 12:28 PM.


#15 Helmer

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Posted 09 March 2012 - 12:30 PM

Times are indicated on the full length video on the GT website.


:31-:33 The Atlas is seen to fire its SRM-6 from its hip, Straight path. Then fire a dual salvo from its LRM launcher, they arc- and still level out and hit at roughly 115 Meters away.

1:05 - Atlas shoot his Hunchback teammate in the back with Med Lasers. (Probably Paul piloting)

1:21-1:28 Atlas on Atlas action. You'll notice on the damage indicator it shows the arms gone, and the enemy Atlas is just down to CT. It still indicates on the Rear damage readout that the arms and legs are there as reference.. Should probably just remove those if they are not going to reflect the other indicators as it visually looks odd, but as a reference point its useful.

Also. If you compare the weapons readouts on both Atlas' . The enemy lists all of the Torso weapons first, arms second. Whereas in the cockpit we are in it lists Arms first, Torso weapons second. Just an observation.

3:50 - Atlas firing off LRM-20 at Hunchback thats 465m in distance. Missles are fired in dual salvos. Swarm like a flock of birds (Nice visually and could be explained away canonically as avoidance measures for Anti-Missle Systems). The damage on the Hunchback is all over.

Edited by Helmer, 09 March 2012 - 12:31 PM.


#16 TheRulesLawyer

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Posted 09 March 2012 - 12:30 PM

View PostMidgie, on 09 March 2012 - 12:28 PM, said:

Ah, I see. I think that mech outline is for rear armor not internal structure.


That would make more sense.

#17 ilikain

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Posted 09 March 2012 - 12:31 PM

Youtube always works! :)



#18 Damocles

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Posted 09 March 2012 - 12:32 PM

That Hunchback @ 1:32 (the cut video) looks like he took a sharp one to the gut and tumbled down. Ouch

#19 Kaemon

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Posted 09 March 2012 - 12:41 PM

nm, Hunchie killed the Jenner, not an Atlas.

I like turtles.

Edited by Kaemon, 09 March 2012 - 12:43 PM.


#20 Sprouticus

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Posted 09 March 2012 - 12:43 PM

I am not sure if knockback will effect aiming. Sure the mech rocks with knockback but if you watch the reticles, they barely move, if at all.





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