Jump to content

Adding Different weapons CHANGES HOW YOUR MECH LOOKS


19 replies to this topic

#1 EVA Mk09

    Rookie

  • 8 posts

Posted 14 October 2012 - 09:48 PM

Why is this not already in the game?? Hell, basically any game that lets you equip Item A to Person/mech/vehicle A makes it change the look. I mean really? Its like clone wars over here.



Example, the much hated/loved/whatever twin gauss catapult. I dont care much for it because it sacrifices ALOT to get there, but if the 2 arms that are completely empty and have no armour because they've been sacrificed for the 2 gausses WHY ARE THEY STILL THERE? Having e.g. this dual gauss cat NOT have those 2 giant paperweights there would instantly change how people react to it. This would make things easier and bring an expereinced player more vital info on battle plan diagnosis.



Though this isnt limited to the cat in question. If im mounting a Large Pulse Laser to my Atlas's chest I want it to LOOK like I've mounted one on my chest instead of well...... looking like nothing's there at all. Sure the large pulse laser is kinda obvious but its like having a flat piece of metal turn out to be a giant pulse laser in disguise. Its like wait? what?? Having mechs SHOW what kind of loadout may be on them determines how you react to them and would make the battle for experienced players (hell even those with little experience) much better and more engaging. it would bring a whole new level of Immersion in the gameplay and even aid in prioritising what parts of the mech have to go first in a fight.



Like the 9 Energy slot hunchy shouldnt have lasers come out of the missile silo pack looking thing on his shoulder. It lust looks silly. And sneaking up to a catapult on the rear of a Lance and then finding out his giant long range looking launch pods are actually completely full of SRM's and streaks......



Or my last point, 2 atlases looking exactly the same walking towards you, but one is completely loaded out with medium pulse lasers and the other one has an ac20 and a few lasers and srms. Normally you cant tell which one to take out first from a distance but if you can see that one is completely loaded out for CQB and is closing the distance you'd wanna take him out first before he can close.



Anyone who's bothered to read up to this point i congratulate you and I've only written so much because I feel so strongly about it, but farout.... shouldnt this be one of the FIRST things you put on the table? Mech customisation, making you feel like you've made the mech your own. making it look like a badass. Anyway guys please leave your thoughts on this below :)

#2 XxGeminixX

    Member

  • Pip
  • Overlord
  • Overlord
  • 10 posts
  • LocationCanada B.C

Posted 14 October 2012 - 11:46 PM

I 100% agree with you. I too am very surprised the game doesn't already have the visual load out candy that we want. I actually expected it to be like what you were saying in the above post. Here is hoping that it will change as the game gets older.

#3 Sir Texas Sir

    Member

  • PipPip
  • Mercenary
  • Mercenary
  • 23 posts
  • LocationSpace City, TEXAS

Posted 15 October 2012 - 12:34 AM

While in beta I can undestand but if it's still like this when the game goes live I will be unhappy. For exactly the reason you explained cause the visiual load out will cause me to react diffrently with each mech I encounter and how my team acts.

#4 Sparks Murphey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,953 posts
  • LocationAdelaide, Australia

Posted 15 October 2012 - 04:35 AM

It's already in the game, but not on every 'Mech yet. The Raven's arms, for instance, only mount lasers/ballistics when you actually mount something in those slots. One of the Atlases (I don't recall which) detects whether you have LRMs, SRMs or both in the side torso, and adapts the model accordingly.

#5 Sparks Murphey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,953 posts
  • LocationAdelaide, Australia

Posted 15 October 2012 - 04:39 AM

http://mwomercs.com/...__fromsearch__1

And a link to the thread I found it on

#6 EVA Mk09

    Rookie

  • 8 posts

Posted 04 November 2012 - 04:11 PM

Bump for more opinions

#7 Temozarela

    Member

  • Pip
  • Guardian
  • Guardian
  • 12 posts

Posted 04 November 2012 - 05:31 PM

These things take time, they are slowly implementing things like this bit by bit. Last update, they changed the Cat-K2 so the PPC's get removed and are fitted with appropriate slots. They have HUGE amounts of cosmetic work to do, and at the moment, i think some of the backend needs more important work.

I think this will come when they start working more on skins and cosmetics, then you will see more broad mech changes. but atm it's purely cosmetic. you can see the kit on the mech when you lock.

#8 Xandralkus

    Member

  • PipPipPipPipPipPip
  • 344 posts
  • LocationEarth, for the moment...

Posted 04 November 2012 - 08:02 PM

They should take this to its most extreme end possible:

I want fifty different styles of PPC's I can mount to my mech.

Ideally, I want to be able to shift hardpoints and criticals around and make the arms, torso, legs, etc. look different.

When I am done with it, my Atlas should look like no other Atlas in the game.

#9 Joe Mallad

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,740 posts
  • LocationMichigan

Posted 04 November 2012 - 10:06 PM

I have to agree. I mean, when I change between different laser sizes on my atlas's arms, I'd like to see it. If I have PPCs on my atlas's arms or large lasers... Let me see how intimidating it looks. When I put 2 LBXs in my atlas over te 1 Gauss or AC20... Show 2 LBXs there. When he weapons are internal, I understand you're not going to see muchofa change but if the weapons are out in the open on the arms, shoulders and so on... Let me see it. And I know this may seem stupid but I think that if a Catapult is running a LRM 15 on one shoulder and a LRM 20 on the other... Show the missile box size difference.

#10 Cpt Grunge

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationSeattle, WA

Posted 04 November 2012 - 10:31 PM

When I had my Guass cat I left armor on them to protect my sides. The arms I mean.

#11 Volthorne

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,929 posts
  • LocationCalgary, Canadia

Posted 04 November 2012 - 10:47 PM

Oh, good, another thread about unimportant front-end things that don't matter compared to, say... netcode? Community warfare? Essentially everything else back-end? Take your pick, take a number, get in line.

Edited by Volthorne, 04 November 2012 - 10:47 PM.


#12 Grimmenstein

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 68 posts
  • LocationWestern CO

Posted 04 November 2012 - 10:54 PM

View PostVolthorne, on 04 November 2012 - 10:47 PM, said:

Oh, good, another thread about unimportant front-end things that don't matter compared to, say... netcode? Community warfare? Essentially everything else back-end? Take your pick, take a number, get in line.

Just because you are fixated on netcode, doesn't mean that everyone should be. its not like the Devs only do one thing at a time. If you want a topic on netcode go make one, post there, have your discussion. This isn't the place. This post is for the devs working on graphics and eye candy. we don't need you bogging this topic down with off topic rants that do not mean anything here. If you have anything pertinent to say on this topic I'd love to see it here......

Edited by Grimmenstein, 04 November 2012 - 10:56 PM.


#13 Inappropriate618

    Member

  • PipPip
  • FP Veteran - Beta 1
  • 25 posts

Posted 04 November 2012 - 11:18 PM

i think that that mech needs more ballistic hardpoints

#14 Volthorne

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,929 posts
  • LocationCalgary, Canadia

Posted 04 November 2012 - 11:24 PM

View PostGrimmenstein, on 04 November 2012 - 10:54 PM, said:

Just because you are fixated on netcode, doesn't mean that everyone should be. its not like the Devs only do one thing at a time. If you want a topic on netcode go make one, post there, have your discussion. This isn't the place. This post is for the devs working on graphics and eye candy. we don't need you bogging this topic down with off topic rants that do not mean anything here. If you have anything pertinent to say on this topic I'd love to see it here......

My point was that he's complaining about front-end eye-candy when core features and back-end optimizations are not even finished.

#15 Lt Limpy

    Member

  • PipPipPipPipPip
  • 136 posts

Posted 05 November 2012 - 03:37 AM

Just give it time while they sort out some of the more important stuff. I know that the CN9-YLW model DOES change when you mess with the main arm weapon, however, as its appearance changed when I switched the stock AC/20 for a couple AC/2's (just reverted to the smaller CN9-A appearance). So in other words, it's already implemented in a limited fashion.

#16 EVA Mk09

    Rookie

  • 8 posts

Posted 06 November 2012 - 07:01 PM

Quote

Ideally, I want to be able to shift hardpoints and criticals around and make the arms, torso, legs, etc. look different.

When I am done with it, my Atlas should look like no other Atlas in the game.


THIS ^

The feeling you will get when your mech looks like no one elses mech out there will be the best. Its like hey, my mech is the best looking/most geared toward a certain aspect out there. Throw me at it and I will roll face.

Its all about the feeling when you pilot your 100 ton beast.

Edited by EVA Mk09, 06 November 2012 - 07:01 PM.


#17 KaiserX

    Member

  • Pip
  • 16 posts

Posted 06 November 2012 - 07:05 PM

There's also another good reason to use noticable weapon visuals, because you need to know what weapon they are using without scanning, but it'll be vague and you'll know what to disable first.

#18 Draco Argentum

    Member

  • PipPipPipPipPipPipPipPip
  • 1,222 posts

Posted 06 November 2012 - 10:08 PM

View PostVolthorne, on 04 November 2012 - 10:47 PM, said:

Oh, good, another thread about unimportant front-end things that don't matter compared to, say... netcode? Community warfare? Essentially everything else back-end? Take your pick, take a number, get in line.



What do you expect the artists to do while the code guys are on the netcode? You don't think FLying Debris is programming the game do you?


Or maybe he is, that might explain the netcode.

#19 Volthorne

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,929 posts
  • LocationCalgary, Canadia

Posted 06 November 2012 - 10:35 PM

View PostDraco Argentum, on 06 November 2012 - 10:08 PM, said:



What do you expect the artists to do while the code guys are on the netcode? You don't think FLying Debris is programming the game do you?


Or maybe he is, that might explain the netcode.

the Art department isn't responsible for coding swappable body parts for 'Mechs. They're responsible for anything that involves non-coding artistic skills. I wouldn't be surprised if FD is still working on concept art for whatever 'Mech they have planned for after the Highlander.

#20 EVA Mk09

    Rookie

  • 8 posts

Posted 07 November 2012 - 04:33 PM

bump?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users