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Gameplay Video Analysis


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#41 Ragotag

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Posted 09 March 2012 - 05:27 PM

View Postverybad, on 09 March 2012 - 01:37 PM, said:

Most of the difference between a large laser and a medium laser's mass is in the fidelity of the aiming equipment, not in energy handling equipment.

If you don't think it's rather ridiculous for a laser to suddenly stop at 270 meters, well your suspension of disbelief is stronger than mine...


Don't lasers also have a focusing lens? Would that not imply an optimal focused range for maximum damage output such that their would be a damage drop off if striking targets too close as well too far?

Edited by Ragotag, 09 March 2012 - 05:28 PM.


#42 Warbeast

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Posted 09 March 2012 - 05:35 PM

looks awesome this is going to be the best time sink ever :) :(

#43 Black Mamba

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Posted 09 March 2012 - 05:46 PM

Just to remind everyone, this was alpha footage (I think). So if it looks and plays this good now imagine in a month or two!

#44 plodder

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Posted 09 March 2012 - 06:00 PM

I feel better as a a fan. Trepidations fade, and anticipation grows!

#45 Kristina Sarah McEvedy

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Posted 09 March 2012 - 06:15 PM

One thing I'm personally curious about are the controls. Are they going to stick with the semi-complex controls of the original MechWarrior series or are they going to streamline them a bit to a more Chromehounds-like functionality and ease of use?

#46 Aegis Kleais

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Posted 09 March 2012 - 06:21 PM

Something I couldn't differentiate in the game was LRM locking. I couldn't see any indicator that the LRMs had tracking. Nothing in the HUD seemed to indicate this. They just flew out and went to the currently targeted Mech.

#47 Ragotag

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Posted 09 March 2012 - 06:21 PM

View PostJoseph Marik, on 09 March 2012 - 06:15 PM, said:

One thing I'm personally curious about are the controls. Are they going to stick with the semi-complex controls of the original MechWarrior series or are they going to streamline them a bit to a more Chromehounds-like functionality and ease of use?


Ummm... you read the latest Dev blog yet?

#48 Kristina Sarah McEvedy

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Posted 09 March 2012 - 06:23 PM

View PostRagotag, on 09 March 2012 - 06:21 PM, said:


Ummm... you read the latest Dev blog yet?


Obviously not. *goes to read*

#49 Ragotag

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Posted 09 March 2012 - 06:24 PM

View PostAegis Kleais™, on 09 March 2012 - 06:21 PM, said:

Something I couldn't differentiate in the game was LRM locking. I couldn't see any indicator that the LRMs had tracking. Nothing in the HUD seemed to indicate this. They just flew out and went to the currently targeted Mech.


I think that might be it. IIRC from some other post, LRM's are only semi-guided and have an AOE effect; Dev's did this so that modules specific to missiles could be added to reduce the AOE (more concentrated) and improve the guidance. I could be wrong on this tho...

#50 Aegis Kleais

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Posted 09 March 2012 - 06:30 PM

View PostRagotag, on 09 March 2012 - 06:24 PM, said:


I think that might be it. IIRC from some other post, LRM's are only semi-guided and have an AOE effect; Dev's did this so that modules specific to missiles could be added to reduce the AOE (more concentrated) and improve the guidance. I could be wrong on this tho...

So.... if they don't lock, what do they do? Mouse over your target and just dumbfire? Sadly, in the gameplay footage, the only 2 times we saw LRM salvos were close range (~100m) and a long 400m assault where the enemy was just sitting there.

I did notice there was no "incoming missiles" warning when the player was being shot at.

I also noticed, balancing issues aside, there were many times Mechs were dying at 70% armor left. This goes to show that the fastest way to take down Mechs is not to strip them of their armor, but to tactically work on areas that are exposed to the underlying structure.

#51 Kristina Sarah McEvedy

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Posted 09 March 2012 - 06:34 PM

So originally MechWarrior controls, awesome. Now to hope that people start making drivers for the Steel Batallion controller again.

#52 Ragotag

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Posted 09 March 2012 - 06:40 PM

View PostAegis Kleais™, on 09 March 2012 - 06:30 PM, said:

So.... if they don't lock, what do they do? Mouse over your target and just dumbfire?


Dunno, but we are commenting and making assumptions on a pre-alpha build; so don't fret yet. :)


View PostAegis Kleais™, on 09 March 2012 - 06:30 PM, said:

I did notice there was no "incoming missiles" warning when the player was being shot at.



Yeh, makes me wonder about AMS.


View PostAegis Kleais™, on 09 March 2012 - 06:30 PM, said:

I also noticed, balancing issues aside, there were many times Mechs were dying at 70% armor left. This goes to show that the fastest way to take down Mechs is not to strip them of their armor, but to tactically work on areas that are exposed to the underlying structure.


Yep... as it should be.

#53 Rwraith

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Posted 09 March 2012 - 06:55 PM

I just hope the laser animation is pre-alpha. It looks kind of cartoonie to me.

#54 Aegis Kleais

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Posted 09 March 2012 - 07:00 PM

View PostRwraith, on 09 March 2012 - 06:55 PM, said:

I just hope the laser animation is pre-alpha. It looks kind of cartoonie to me.

Really? I thought it was pretty good. The LRM salvos , though nice, look like they could use a little sprucing up IMO.

#55 wwiiogre

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Posted 09 March 2012 - 07:02 PM

it is all pre alpha according to Russ' interview, alpha will be in 30 days or so, open beta this summer (secret speak meaning the game launches)

chris

#56 Helmer

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Posted 09 March 2012 - 07:08 PM

I could have sworn I read ( or heard during the NGNG live broadcast ) that LRMs where semi guided . You needed to keep your aiming reticle over a target 'mech in order for them to track .
So if your scout lancemate has line of sight , you're able to target the enemy , even tho they are over a Mountain . You would still need to reticle over the target in order for them to track .
Scout loses LoS ? Your LRMs aren't tracking anything sir !

#57 Cochise

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Posted 09 March 2012 - 07:55 PM

LRM flight time is waaaay too long.

#58 Ironhawk

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Posted 09 March 2012 - 09:51 PM

I may be mistaken but are the 'Mechs in the video moving through water at about the same speeds as on land?

Edited by Ironhawk, 09 March 2012 - 09:51 PM.


#59 Dataman

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Posted 10 March 2012 - 01:14 AM

to anyone making analysis:

please keep in mind this is alpha stage

#60 Darrin Thomason

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Posted 10 March 2012 - 01:37 AM

View PostHelmer, on 09 March 2012 - 07:08 PM, said:

I could have sworn I read ( or heard during the NGNG live broadcast ) that LRMs where semi guided . You needed to keep your aiming reticle over a target 'mech in order for them to track .
So if your scout lancemate has line of sight , you're able to target the enemy , even tho they are over a Mountain . You would still need to reticle over the target in order for them to track .
Scout loses LoS ? Your LRMs aren't tracking anything sir !


My thoughts were that you would only need the mech to be targeted for the reason Helmer has given. If you can see the mech as it is indirect fire how do you ensure that they hit anywhere near the target?





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