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What Screenshot of the week tells us


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#21 Tremor

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Posted 04 May 2012 - 05:04 AM

Personally, I am loving the nav grid built into radar. I think it's really going to help improve effective coordination.

#22 Mechteric

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Posted 04 May 2012 - 05:10 AM

i'm loving how the UI doesn't appear cluttered, I'm guessing the free look thing for having other displays mounted as terminals in the mech's cockpit helps keep it focused on just the important stuff.

#23 Ranger207

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Posted 04 May 2012 - 05:14 AM

View PostLauranis, on 04 May 2012 - 12:30 AM, said:

As for figure (F) I wouldn't be surprised if that was a declination/inclination indicator (as I am having trouble thinking what else it might be)

Hmm... I think the yellow lines to the left and right are the lines that show the horizon (inner lines) and the pitch of your torso. That's declination and inclination, right?

View PostKreisel, on 04 May 2012 - 03:41 AM, said:

It's difficult to be certain but it almost looks like the health indicator by location has separate spacing for health of the armor and internal structure at each location.

If you look closely, there is a central section and a border for each armor section. Testlab05 (the targeted Jenner) is missing the border around it's rear center torso. Could that be showing the internal structure? If so, then where's the damage? If not, then why is that section lacking a border?

Quote

There are dots along compass which seem to indicate relative direction for friendlies and foes and possibly the targeted foe. These dots do not correspond to the number of sensor contacts in that general direction according to the map. (unless two are overlapping each other.) and does not indicate to foe just offscreen to the right (according to the map.)

I think (but I'm not sure) that that's the fluff "180-Degree" bar, but with a compass instead of a monitor. But if it is, then where's the 'Mech to the right of the screen? Is it another dead 'Mech?

Edited by Ranger207, 04 May 2012 - 05:17 AM.


#24 Program 024

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Posted 04 May 2012 - 05:24 AM

Also, if you look on the compass, there are a couple of red diamonds. One of which is outlined. I think that is an enemy indicator with the diamond being outlined representing the currently targeted mech. The other diamond would be the catapault to the one side.

Also, looking at the HUD, you can see two horizontal lines on the sides of the center box. I think those would be your pitch indicator, or how far your mech is looking up and down.

Maybe the circle where the crosshairs are at right now would be a nav point of some kind?

#25 McScwizzy

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Posted 04 May 2012 - 05:43 AM

I also think I see an urbie there to the left. I could be wrong though.

#26 Ursus_Spiritus

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Posted 04 May 2012 - 05:58 AM

My first perception of that screen shot is that the Scale of mech to terrain seems a bit off... even in a light mech you are still a "story" above ground - 10+ feet...

maybe it is just me.

#27 DaZur

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Posted 04 May 2012 - 05:59 AM

View PostMcScwizzy, on 04 May 2012 - 05:43 AM, said:

I also think I see an urbie there to the left. I could be wrong though.


You realize you have just instigated ever community member to re-load that screen-shot to pixel hunt to see if there really is an Urbie...

Sick individual... I love it! :P

#28 Major Tom

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Posted 04 May 2012 - 07:05 AM

View PostCapperDeluxe, on 04 May 2012 - 05:10 AM, said:

i'm loving how the UI doesn't appear cluttered, I'm guessing the free look thing for having other displays mounted as terminals in the mech's cockpit helps keep it focused on just the important stuff.


I was thinking just the opposite, how the screen looked very cluttered, and the action takes second place to the HUD. Since the original screenshot was 1920x1080 I hope that 1920x1200 monitors will feel less cramped.
  • What are the six squares in the center of the screen supposed to represent?
  • What are the two horizontal lines on the sides of the HUD, my first thought is distance/depth, but it is unclear what items are being compared.
  • I thought we were getting two targeting reticles, but I only see one.
  • No one is shooting? There are 7 mechs on the radar (although one is supposedly a bug) and not a single shot being fired by anyone. Does that strike anyone else as odd?


#29 Evex

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Posted 04 May 2012 - 07:06 AM

The enemy jenner hasn't lost 77% of its armor, but has that much left which indicates the enemy Jenner has lost 33% armor integrity. The Dev's also said this number doesn't need to be brought down to zero percent for a mech to be destroyed, and should for the most part be considered an estimate of how much armor/life an enemy has left.

View PostAegis Kleais™, on 04 May 2012 - 04:47 AM, said:

The things these screenies (and even videos) have left me wondering are:
  • How does the game indicate that a target has been "locked" when the Mech is equipped with tracking-capable missiles?
  • Just how far out in your FOV and LOS does the game automatically begin marking enemies with a red marker?
For the latter I'm kind of concerned. If a Mech is simply in your FOV and LOS and the game auto marks them for you, it makes having to "search" for and ID enemies at long range kind of simplified and automated.




To answer this is well complicated, but I'm guessing by the screen shot they need to be on your radar for you to pick them up. We know the enemy catapult is at H3, and that the enemy jenner is at G4 most likely trying to join up with the catapult. There is an enemy at G3 along with the Atlas and friendly jenner. There is no actual red arrow above it, so its most likely out of the Jenner pilots field of vision. There is also an enemy at F3 which, while on radar is outside the jenner's field of view. It also seems the enemy's while on radar are blocked by the terrain preventing lock on. Knowing this we can presume an enemy isn't locked on until its within visual range of the mech. In which case the red arrow above the enemy mechs indicates, which enemies you can cycle through with the change enemy button.

#30 Aegis Kleais

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Posted 04 May 2012 - 07:22 AM

View PostEvex, on 04 May 2012 - 07:06 AM, said:

The enemy jenner hasn't lost 77% of its armor, but has that much left which indicates the enemy Jenner has lost 33% armor integrity. The Dev's also said this number doesn't need to be brought down to zero percent for a mech to be destroyed, and should for the most part be considered an estimate of how much armor/life an enemy has left.




To answer this is well complicated, but I'm guessing by the screen shot they need to be on your radar for you to pick them up. We know the enemy catapult is at H3, and that the enemy jenner is at G4 most likely trying to join up with the catapult. There is an enemy at G3 along with the Atlas and friendly jenner. There is no actual red arrow above it, so its most likely out of the Jenner pilots field of vision. There is also an enemy at F3 which, while on radar is outside the jenner's field of view. It also seems the enemy's while on radar are blocked by the terrain preventing lock on. Knowing this we can presume an enemy isn't locked on until its within visual range of the mech. In which case the red arrow above the enemy mechs indicates, which enemies you can cycle through with the change enemy button.

The Jenner shows 77% because it lost 23% of it's armor, not 33% :)

Also, it was already confirmed in this thread that the enemy indicators at Grid Sector G3 (and possibly F3) were bugs of dead Mechs (which was later confirmed to have been fixed via coding).

I'm not sure what kind of locking you can get from a Mech with just SRM's equipped. They don't have traditional locking (though they have short range tracking). So in the above screenshot I don't think we can see how LRM-capable Mechs indicate lock. Maybe we can get a screenshot from a Catapult?

#31 DirePhoenix

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Posted 04 May 2012 - 07:42 AM

Guys, there's no need to try and interpret what all the little HUD indicators are supposed to represent, I'm pretty sure they've already been outlined in Dev Blog 5 - 'Mech Warfare - Part I

#32 MaddMaxx

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Posted 04 May 2012 - 08:44 AM

View PostMajor Tom, on 04 May 2012 - 07:05 AM, said:


I was thinking just the opposite, how the screen looked very cluttered, and the action takes second place to the HUD. Since the original screenshot was 1920x1080 I hope that 1920x1200 monitors will feel less cramped.
  • What are the six squares in the center of the screen supposed to represent?
  • What are the two horizontal lines on the sides of the HUD, my first thought is distance/depth, but it is unclear what items are being compared.
  • I thought we were getting two targeting reticles, but I only see one.
  • No one is shooting? There are 7 mechs on the radar (although one is supposedly a bug) and not a single shot being fired by anyone. Does that strike anyone else as odd?


"What are the six squares in the center of the screen supposed to represent?"

Those are your Weapons groups (they show readiness irrc) and as noted, the Blog covered that stuff.

#33 Orzorn

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Posted 04 May 2012 - 08:45 AM

I still want to know what the hell that little black bracket is on the top left of the top left pipper in the center of the screen.

#34 Major Tom

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Posted 04 May 2012 - 09:21 AM

View PostMaddMaxx, on 04 May 2012 - 08:44 AM, said:


"What are the six squares in the center of the screen supposed to represent?"
Those are your Weapons groups (they show readiness irrc) and as noted, the Blog covered that stuff.


First, it seems superflous and distracting if you don't have 6 weapon groups. And it is a step backwards from the Mechwarrior games, where the recharge status was next to the weapon display.

It is just a personal preference, but I would like to see a much cleaner view, or even better yet, a customizable HUD. I would love to be able to turn off specific HUD items on a per mech basis. For example:I could see running a Jenner JR7-F with only a single targeting reticle, and an enemy status, no other HUD items.

#35 Orzorn

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Posted 04 May 2012 - 09:26 AM

View PostMajor Tom, on 04 May 2012 - 09:21 AM, said:


First, it seems superflous and distracting if you don't have 6 weapon groups. And it is a step backwards from the Mechwarrior games, where the recharge status was next to the weapon display.

It is just a personal preference, but I would like to see a much cleaner view, or even better yet, a customizable HUD. I would love to be able to turn off specific HUD items on a per mech basis. For example:I could see running a Jenner JR7-F with only a single targeting reticle, and an enemy status, no other HUD items.

The recharge status is still next to the weapons (that's what the black bars are for, you can see them in action in the gameplay video).

Regardless, I'm all for a customizable HUD.

#36 Xenois Shalashaska

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Posted 04 May 2012 - 09:50 AM

It just means that Jenner has 3 enemy mechs targeting it & has a very low probability of surviving the landing. lol

#37 Eximar

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Posted 04 May 2012 - 12:08 PM

View Post8100d 5p4tt3r, on 04 May 2012 - 05:58 AM, said:

My first perception of that screen shot is that the Scale of mech to terrain seems a bit off... even in a light mech you are still a "story" above ground - 10+ feet...

maybe it is just me.

You are going up a slope, so the ground is much closer to the cockpit than it would be on level ground.

#38 fatcat01

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Posted 04 May 2012 - 01:40 PM

Game looks awesome, and I feel like I shouldn't nitpick but...

The range and overall health indicators on the target bracket feel superfluous to me. I feel like if you want to know the range to an enemy you should have to find it with the rangefinder on the crosshairs , not just have it given to you. The overall health just isn't needed since you have the damage breakdown in the right corner, and it makes the game feel more arcadey.

#39 Rejarial Galatan

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Posted 04 May 2012 - 08:04 PM

View PostSpiralcrisis, on 04 May 2012 - 01:15 AM, said:

Devs already said there would be no coolant flush. F is the Jenner's Jump Jets.

prove claim please.

#40 Zakatak

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Posted 04 May 2012 - 09:06 PM

My only gripe are those bars above and below the HUD don't appear to serve a purpose. I wouldn't mind if they were flush with the damage indicators, but they aren't.

Everything else looks quite nice. I really like how that map grid looks.





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