IGN vids,why?
#1
Posted 10 May 2012 - 01:28 AM
its just a who stays up wins,
well from the extremely short range brawls ive seen,thats includeing the long(ranged)weapons
looks like tribes on ultra slow than mechs to be fair
#2
Posted 10 May 2012 - 01:35 AM
Obviously when you're around enclosed canyons and many hills, engagement distances will be short.
#3
Posted 10 May 2012 - 01:39 AM
#4
Posted 10 May 2012 - 01:42 AM
#5
Posted 10 May 2012 - 01:44 AM
#6
Posted 10 May 2012 - 01:44 AM
#7
Posted 10 May 2012 - 01:48 AM
#8
Posted 10 May 2012 - 01:54 AM
no zoom either i noticed for accurate shots
at this rate track ir is 20 years away
starting to look like a console game tho more than a pc game
#9
Posted 10 May 2012 - 01:55 AM
#10
Posted 10 May 2012 - 01:58 AM
#12
Posted 10 May 2012 - 02:05 AM
StandingCow, on 10 May 2012 - 01:59 AM, said:
Did you create this thread just to troll?
nope i created this thread to highlight a better game play experience, from a long time mechwarrior player who wants abit more than in your face slobberknocking a little thing called considered gameplay or tactics if you will
we are long in the tooth these days but with age we have matured and so has our expectations of our collective gameing experience
tactics would be nice but its hard at such extreme short ranges
Edited by Mr Styx, 10 May 2012 - 02:15 AM.
#13
Posted 10 May 2012 - 02:11 AM
not how i visualised the ranges
#14
Posted 10 May 2012 - 02:15 AM
Mr Styx, on 10 May 2012 - 02:11 AM, said:
not how i visualised the ranges
I am for super tight CQB if there also medium range maps,long range maps and mixed range maps..... like image half city half grassfield map or something
#15
Posted 10 May 2012 - 03:28 AM
#16
Posted 10 May 2012 - 03:38 AM
Mr Styx, on 10 May 2012 - 01:28 AM, said:
its just a who stays up wins,
well from the extremely short range brawls ive seen,thats includeing the long(ranged)weapons
looks like tribes on ultra slow than mechs to be fair
I'd say I'm 100% on the opposite side of you on this. I'm excited that this is going to be the first MW game that has actual ranges from TT implemented. No more sniping people from 10 light years away with 17 ERPPC's.
The only part of the IGN vids that bugged me, is that I just want to see a full game played out with dev commentary, not 2-3 minute clips with an interviewer who doesn't really know much about the game. Here's hoping we get some of that soon.
Then again, last I heard they still had respawns on at the moment just for testing, so maybe actual games are a bit off yet.
P.S. Also, the lack of missile smoke trails disappointed me a bit aethetically. They didn't look quite substantial enough to me.
#17
Posted 10 May 2012 - 03:42 AM
Mr Styx, on 10 May 2012 - 01:28 AM, said:
its just a who stays up wins,
well from the extremely short range brawls ive seen,thats includeing the long(ranged)weapons
looks like tribes on ultra slow than mechs to be fair
You're not the only one, there are many veterans of competitive league play who are worried about this. Worried, because they care, and want MWO to be great. However, there will be a beta, and then we'll all get to see how it plays out between organised, competitive teams, and who knows range/speed/damage might very well be adjusted. Until then it's OK to voice concerns, don't let the fan boys get you down, but be prepared to wait until playing the game in beta or release before you make your mind up how the game will play out.
Edited by warner__, 10 May 2012 - 03:43 AM.
#18
Posted 10 May 2012 - 03:47 AM
warner__, on 10 May 2012 - 03:42 AM, said:
This is likely to be the best response you will see in this thread, the rest will range from rabid fanboyism to omgwtf its free you cant complain.
Wait for beta, play it see what its actually like, there are many others that share concerns from gameplay to maps and mechlab weapon ranges the list goes on.
Best thing you can do is wait it out, play it make sure its broken then prove it is, personally can not wait to see the truly competitive get their hands on the mechlab and min/max the crap out of it.
#19
Posted 10 May 2012 - 03:48 AM
First, no obvious sniper nests, eg spots which offer the ultimate place from which you can spread doom all over the battlefield. A good thing, for folks just can't hold the line, the map is both too closed and too open at the same time. Too closed for standing at the side of a huge field and killing anything that moves with full alpha dmg of yout lance, and closed because there are little valleys preventing being sniped from afar, but many ways to get to them, so no digging in and camping.
Second: Mobility, mon! See games where snipers (long range damage dealers of any kind) just have to sit/stand and shoot. In every such game those folks are being cursed for their low risk high reward playstyle.
Just imagine what would you have to do to use your long range weaponry in such map? Yep,you guessed it, hit and run tactics! No matter whether the hitting is done by missiles or ppcs and the running by jump jets or swift mech and high overall speed. 'Mechs are mobile platforms, and frankly every proper pilot should see it like that. This map encourages that playstyle, while prevents from negative effects of sniping.
I don't know if the map is carefully thought-out or just turned out to be like that, but so far it looks like an epic masterpiece to me.
#20
Posted 10 May 2012 - 03:51 AM
Let's remember the old adage "If you can't say something nice......" The forums are here for discussion, and conjecture. That being said , please don't feel obligated to post on every thread, especially those you may not agree with, or you cannot genuinely say it's helpful to the conversation.
If anyone needs a refresher.... Code of Conduct , Posting Etiquette
As far as we know, none of us have played the game yet, so let's also please avoid absolutes and negativity until we have first hand experience.
Criticism or positive feedback is fine, bashing, however, is not.
Thanks all
Cheers.
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