

What Screenshot of the week tells us
#41
Posted 04 May 2012 - 09:14 PM
#42
Posted 04 May 2012 - 09:19 PM
#43
Posted 04 May 2012 - 09:23 PM
#44
Posted 04 May 2012 - 09:47 PM
Major Tom, on 04 May 2012 - 07:05 AM, said:
[*]I thought we were getting two targeting reticles, but I only see one.
[/list]
They are both in the middle of the screen. There's the circle which represents the weapons on the arms and the crosshair which is used by torso weapons.
If you look at the weapons display on the right side of the screen you can see what weapons are associated with which reticle. The reticle is listed to the left of the weapon names.
Cheers
#45
Posted 04 May 2012 - 09:49 PM
#46
Posted 04 May 2012 - 10:13 PM
Rejarial Galatan, on 04 May 2012 - 09:49 PM, said:
To be honest, I looked at the first few released screenshots and overlooked them as well, until what I read in Blog 5 'Mech warefare finally sunk in.
Excerpt :
"Every weapon on the BattleMech is displayed here, though they are split into two groups. If the ’Mech has any weapons mounted in its arms, they are displayed at the top, next to an image of the arm mounted weapon aiming reticle (but more on that later). At the bottom of the list are those weapons mounted elsewhere in the ’Mech, next to an image of the torso mounted weapon aiming reticle."
"In the center of the HUD there are two aiming reticles, a circle and a cross. The circle represents where weapons mounted on the arms will fire while the cross represents where all other weapons will fire. When the ’Mech’s torso is not currently rotating, the two reticles will align over top of each other and all weapons will fire on the same point. When the player rotates the torso’s pitch or twist, the ’Mech’s arms and their reticle lead the rotation while the slower torso follows. This decouples the two reticles, allowing the arm mounted weapons to fire at a different location than the ones in the torso, head, and legs. While separated, a line is drawn between the two reticles, so they can each easily be found. When the rotation finishes, the torso will eventually catch up to the arms and they will be aligned once again.
The player can separate the reticles without having to move his ’Mech’s torso by activating pilot look. As the MechWarrior looks around, inside the cockpit, the reticle for the arms will follow where he is looking. When the player finishes pilot looking, the view and reticle will automatically return to face forward."
I cannot locate the post ,however, I do remember Devs mentioning arm reticle speed, and subsequently torso turn speed, where dependent on chasis. I *think* they mentioned that 'mech with more articulated arms, like the Centurion, would have a greater range possible between arm and torso recticle than say a 'mech like the Jenner, that has very static "arms"
You can watch the Torso reticle track the arm reticle in the videos http://mwomercs.com/...deo/rkGvP8VFXAI
Cheers.
#47
Posted 04 May 2012 - 10:17 PM
What I am curious about, is those 6 blocks around the reticles. Those tied to the weapons and serve as some sort of display i wonder?
#48
Posted 04 May 2012 - 10:26 PM
Rejarial Galatan, on 04 May 2012 - 10:17 PM, said:
What I am curious about, is those 6 blocks around the reticles. Those tied to the weapons and serve as some sort of display i wonder?
Correct. Each of the numbers left of the weapons name is associated with one of those tics. You are able to setup different weapons on different weapon groupings and the numbers become blue when that weapon is assigned to a particular group. . The tics become red when that weapon group is not ready to fire. It's unknown if ALL weapons assigned to it have to be ready , a majority, or just one.
I believe in past Mechwarrior titles, or perhaps its just MWLL, but the tics represented when a weapons group was within range of the target, not the weapon status.
It shows it all in practice in the video.
Cheers.
#49
Posted 05 May 2012 - 12:26 AM
Helmer, on 04 May 2012 - 10:26 PM, said:
Just like in MW4, the notifiers in MWLL do both (except for missiles for some reason). I remember that the cursor in 3 would change to red or yellow when in range.
#50
Posted 05 May 2012 - 12:46 AM

#51
Posted 05 May 2012 - 01:04 AM
#52
Posted 05 May 2012 - 01:54 AM
Sheewa, on 05 May 2012 - 01:04 AM, said:
Why would they be fake? GamesRadar is a fairly reputable gaming website and I think Bryan/Garth/Paul would have been all over a hoax of such magnitude.
#53
Posted 05 May 2012 - 08:56 AM
Helmer, on 04 May 2012 - 09:47 PM, said:
If you look at the weapons display on the right side of the screen you can see what weapons are associated with which reticle. The reticle is listed to the left of the weapon names.
Cheers
Someone suggested I watch the gameplay video again and it explained a lot. You are correct after watching the video it is clear how the reticles work, and even suggested that having arm mounted weapons isn't as big of advantage as I expected. Yes the arm reticle moves to target faster, but in the heat of combat, they also jump off the target more frequently, while the torso reticle takes longer to line up, it also deviates less.
Still, the 6 square boxes in the center are still a mystery, they are clearly tied to the weapons groups and cooldown, but even in the combat gameplay video they seemed unneeded. They did seem to be frame the target reticle, I didn't see the targeting treticle move outside of those 6 squares.
I was also unable to determine exactly what the two horizontal lines on the side of the screen did. They moved around a lot, but I wasn't sure if it was related to elevation or target aquisition.
Edited by Major Tom, 05 May 2012 - 08:57 AM.
#54
Posted 05 May 2012 - 09:43 AM
Major Tom, on 05 May 2012 - 08:56 AM, said:
The two lines represent torso alignment relative to the horizon. The outside lines are where you're looking, and the inside lines track the horizon. So if you look down, the inside lines will appear to move up, and likewise the other way around. When the lines are lined up, you are in line with the horizon. You can best see this when the two hunchbacks are fighting. Just keep your eyes on the inside lines and it becomes clear that they're tracking the horizon.
Edited by Orzorn, 05 May 2012 - 09:44 AM.
#55
Posted 05 May 2012 - 10:35 AM
fatcat01, on 04 May 2012 - 01:40 PM, said:
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.
I think you have a couple inaccuracies here.
What you call the "overall health indicator", I assume you mean by the enemy's armor percentage. The range to an enemy is only added to the probe data around the red box that surrounds his Mech once your sensor probes have progressed to that level. At first, you are just given a red arrow indicator (like what you see on the Catapult).
Also, the "damage and weapon readout" in the top right of the screen does not appear at all until you have reached the last stage of sensor probing. On top of this, it is much easier to be given a number of the enemy's overall armor level as a number than to look the last stage damage display over and guess. The last stage shows finite armor and internal statuses, so you can determine where best to attack; this information is not available on the previous probing stage where you get enemy pilot name, mech chassis and variant, and armor level. It would only make sense that you would have a more finite amount of information at a later probing stage.
#56
Posted 05 May 2012 - 04:33 PM
Aegis Kleais™, on 05 May 2012 - 10:35 AM, said:
What you call the "overall health indicator", I assume you mean by the enemy's armor percentage.
Hate to call you on this (nitpicking again), but they did call it "overall health" in Dev blog 5, which leads me to believe it includes internals in that number and not just armor.
Anyway, my point is; Ifeel like you should have to guess their overall health based on visual cues until you get the final level of targeting, at which point the overall health is not really needed. while I agree it is easier to look at a simple #, I don't feel that it makes the game better.
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