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PC.IGN Article on MWO



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#221 Aidan

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Posted 07 May 2012 - 03:28 PM

View PostCifu, on 07 May 2012 - 11:31 AM, said:


There is a critical slot restriction too. You can see, the head and the two legs has 6 critical slot each, the torsos and arms had 12 slots each. The CT (Center Torso) hold the Engine, the Gyro, the arms and legs had 2-2 acutators, perhaps hands, which also "cost" slots. Even if you have usable weight and hardpoint, if you won't have free critical slot in that section, you cannot put anything else there.

For example the Hunchback had two Ballistic hardpoint in the RT (Right Torso), but you cannot put two AC/20 there, even if you have enough weight, simply because an AC/20 need 10 critical slot - so you need 20 critical, but only had 12.

There is three type of restriction:

-Weight
-Hardpoint
-Critical slot

If you miss one, you cannot put that weapon there.


I might add another restriction. Cbills ;)

#222 Orzorn

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Posted 07 May 2012 - 03:28 PM

View PostAegis Kleais™, on 07 May 2012 - 03:25 PM, said:

No, I know there are "wisps" of smoke. They are neither thick nor do they last all that long. When I say smoke, I'm talking "gags all of Mother Nature's creatures in its wake" smoke! ;)

Well that's what flamers are for!

Also, watching the video again, fall damage IS in. At 26-29 seconds you can see him jump jet over the trees and when he lands his legs flash red.

#223 NeGetiv

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Posted 07 May 2012 - 03:29 PM

i really love the lrms

shows the inaccuracy as short ranges

#224 Aegis Kleais

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Posted 07 May 2012 - 03:35 PM

View PostOrzorn, on 07 May 2012 - 03:28 PM, said:

Well that's what flamers are for!

Also, watching the video again, fall damage IS in. At 26-29 seconds you can see him jump jet over the trees and when he lands his legs flash red.

Speaking of flashing red...

I'm on the fence about the current armor/internal display. One of the first problems is it's glowing flash effect when hit really makes it difficult to notice where exactly you did damage. Secondly, the range of colors (from oranges to red) doesn't have a wide variance of hue differential as previous titles that went from green to yellow to orange to red did.

I hope that there might be an alternate display method for damage.

Small nitpick to the overall glory that these videos are exuding. ;)

#225 Orzorn

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Posted 07 May 2012 - 03:38 PM

View PostAegis Kleais™, on 07 May 2012 - 03:35 PM, said:

Speaking of flashing red...

I'm on the fence about the current armor/internal display. One of the first problems is it's glowing flash effect when hit really makes it difficult to notice where exactly you did damage. Secondly, the range of colors (from oranges to red) doesn't have a wide variance of hue differential as previous titles that went from green to yellow to orange to red did.

I hope that there might be an alternate display method for damage.

Basically, I'd like to see the bar representations:
Posted Image

Mechwarrior 2, 3, and 4 had it, and its a great way to accurately show the remaining armor, bar just showing the actual number.

#226 Aegis Kleais

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Posted 07 May 2012 - 03:42 PM

View PostOrzorn, on 07 May 2012 - 03:38 PM, said:

Basically, I'd like to see the bar representations:
Posted Image

Mechwarrior 2, 3, and 4 had it, and its a great way to accurately show the remaining armor, bar just showing the actual number.

Yeah, the HTAL was really useful (would love to see PGI's take on it). But it would still need either a variance of hue, or a grid to which the length of the bars moved independent for that area's maximum damage.

For example, if a LEFT ARM could theoretically have 100pts of armor, but the player chose to put 60pts there, the bar would start at 60% length. No color change needed, as damage was done, the bar would shorten. I think THAT would be a great alternate damage display.

Personally, I don't need to know about internal damages as much. Once I punch a hole in armor, I'll usually attack that spot to get at that sweet, internal goodness!

#227 Zakatak

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Posted 07 May 2012 - 03:43 PM

View PostCifu, on 07 May 2012 - 10:35 AM, said:


As i see, those Hunchback had:

5x MLAS (2-2 in the two arms, and one in the Head?)
1x AC/5 (right torso)
1x MG (right torso)

EDIT:

In the video we can see the Center Torso got 2 Energy hardpoint too.


I believe that would be Paul's legendary "Forumuserkiller".

#228 Thorqemada

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Posted 07 May 2012 - 03:51 PM

Outstanding!

Really outstanding video(s).
The Mechlab seems to be quite advanced already.
One little thingy about it - It would be very nice if you can give the amount of C-Bills number a different format bcs its hard to read.

And now i must watch the vids again ;)

Edited by Thorqemada, 07 May 2012 - 03:51 PM.


#229 Zakatak

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Posted 07 May 2012 - 03:53 PM

1. Why is nobody using the Dragon?! ;)
2. Does the Catapult look like a metal Tyrannosaurus Rex to anybody?
3. PPC animation is so hawt.

#230 autogyro

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Posted 07 May 2012 - 03:58 PM

The game is really shaping up nicely and looks amazing. Mad props to all at PGI, we eagerly await with baited breath for our turn.

You guys should be very proud of the work you've put forth and it is a great testament to the skill and dedication of the team at PGI.

#231 carl kerensky

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Posted 07 May 2012 - 03:59 PM

If this has been answered my apologies but will Mech wreckage remain on the field? Will you be incorporating a variety of mech death animations? Love the videos...so pumped about getting the beta. Great job PGI.
Ck

Edited by carl kerensky, 07 May 2012 - 04:09 PM.


#232 Sears

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Posted 07 May 2012 - 03:59 PM

I'm interested to see how many c-bills a player gets when first starting the game, as the hunchback costs around 3.5mill and the Atlas is about 9.6mill. I'm all for people playing whatever weight class/variant off the bat. I assume if you buy an atlas you can only afford the one, but if you go for a hunchback you can afford one for the week and one for sunday best. Be cool to find out how much we start with ;).

#233 Garth Erlam

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Posted 07 May 2012 - 04:00 PM

View PostZakatak, on 07 May 2012 - 03:53 PM, said:

1. Why is nobody using the Dragon?! :wub: 2. Does the Catapult look like a metal Tyrannosaurus Rex to anybody? 3. PPC animation is so hawt.

People did, they just didn't in the videos we ended up using. You can see it in the images though ;)

#234 Dirk Le Daring

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Posted 07 May 2012 - 04:05 PM

Fantastic !! All good images and footage, this is looking better and better. I am thinking the decade wait will be so worthwhile now.

Mechlab is great. I was wondering, but am very pleased with how you are doing it.

Great work PGI, keep it up. ;)

#235 CoffiNail

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Posted 07 May 2012 - 04:17 PM

Went grocery shopping, All I could think of was pew pew.

#236 Attalward

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Posted 07 May 2012 - 04:18 PM

Very Very Very impressive.

I like everything, but i specially like glowing damge on mechs form lasers thats so cool. On the other side need to have more explosions and fire I want to see mech enveloped in fire and smoke from big salvos.

#237 Orzorn

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Posted 07 May 2012 - 04:19 PM

View PostZakatak, on 07 May 2012 - 03:53 PM, said:

1. Why is nobody using the Dragon?! ;)

One of the screenshots is using the Dragon.

Quote

2. Does the Catapult look like a metal Tyrannosaurus Rex to anybody?

Yes, and it looks BIG. It definitely looks like a heavy mech, because its larger than most other mechs.

Quote

3. PPC animation is so hawt.

Its sound was also awesome. That thing seems scary.

#238 Victor Morson

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Posted 07 May 2012 - 04:34 PM

I really loved the good look into Mechlab that cleared up a bunch of things. More interestingly is that hardpoints are NOT a 1/1 ratio for a given variant as suggested, which clears up a LOT of things - previously I was thinking small weapons would be all but useless if you could shift them to big weapons and it was as suggested in a previous interview - i.e. if a variant has 1 ballistic weapon, it'll have 1 ballistic slot.

The fact that the Hunchback has *3* ballistics in it's ballistic area makes a world of difference and allows small weapons far more usefulness. If a 'mech like the Awesome is sporting multiple energy slots where every PPC is, it could be quite possible to turn it into a medium boat or the like and that's a good thing - it offers far more flexibility than the 1:1 idea while still, importantly, forcing the 'mech personality by making every variant and chassis have unique load outs.

Though, I have to say the ForumUserKiller looks like a pretty awful 'mech unless the AC/5 is really awesome. I kept waiting for him to put on another MG in that free projectile slot instead of more ammo at least. ;)

Oh and on one last note.. in at least two of the videos they state that Medium Mechs should be the most common on the battlefield and at one point when pressed ALMOST suggests that there will be limitations to enforce that - namely the Atlas video. When the interviewer is trying to suggest that you'd still need mediums, he does seem to suggest mediums will HAVE to be the majority. That's a good thing, I'm looking forward to how they might pull that off. I really want mediums/heavies to be front line 'mechs in the majority of battles with assaults and lights as the auxiliary pieces.

EDIT: PS, noone is using the Dragon because the Dragon is terrible by default. :wub: I'm sure with some mechlab work it could be a nice 'mech though. Jam a Gauss Rifle onto the AC/5 arm and you've already started a huge step in the right direction.

Edited by Victor Morson, 07 May 2012 - 04:35 PM.


#239 colatruck

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Posted 07 May 2012 - 04:35 PM

View PostMaddMaxx, on 07 May 2012 - 01:46 PM, said:

So why do you think they would change the LRM base HEX range by .015% and not the others that also have that "reach out and touch someone" ability?


Possibly since 64 is a power of 2. Computers like powers of 2.

#240 Zakatak

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Posted 07 May 2012 - 04:44 PM

Does anybody know how much podspace a Dragon has? I'd like to strap a Gauss on one of those babies. I know it can fit that, but 2 tons of ammo and extras would be nice. Will Endo Steel be an option?

I didn't see the LBX-10 on that list of ballistic weaponry. This makes me very sad. ;)
(can it be in the beta, pretty pretty pretty please with a cherry on top!)





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