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Weekly Review - May 11th 2012


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#21 VoodooLou Kerensky

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Posted 11 May 2012 - 10:02 AM

View PostGarth Erlam, on 11 May 2012 - 09:00 AM, said:

We’ve had an interested week haven’t we? : The Beta.


Modified Hunchback HBK 4P:
  • Replace the six Medium Lasers in the right torso with six Small Lasers
  • Change the arms to - right arm: 2x Medium Lasers, left arm: 2x Small Lasers
  • Remove all heat sinks and armour from left torso
  • Max the armour of both legs
  • Add heatsinks to legs/right torso/arms until you’re maxed (26 total heatsinks)


How about an Urbie with a Long Tom with a UAV Drone to give pin-point accuracy? Sure do miss the Mech 2 Satelite views too.
Lookin forward to tryin to break things!

#22 Redshift2k5

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Posted 11 May 2012 - 10:03 AM

View PostGarth Erlam, on 11 May 2012 - 09:00 AM, said:



We launched version 2.0.14 this week, which has a (mostly) functional Mechlab. Immediately everyone set about trying to break it – we had all large laser Atlas’, Machinegun/AC-2/Flamer Hunchbacks, and a Jenner that seemed to go Mach 1, but we thought we’d share the following with you...



How fast was the Jenner going?

How well did the all-large-laser Atlas perform?

#23 osito

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Posted 11 May 2012 - 10:34 AM

Everything sounds good so far. I am so looking forward to this game. The mech lab sounds like it allows a good amount of customizing. I can't wait to tweak my mechs on it, Although i usually make minor changes to my mech. I am not big into turning a mech into a frakenmech.

#24 Mikro

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Posted 11 May 2012 - 10:45 AM

I just want to blow something away ;)

#25 Felicitatem Parco

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Posted 11 May 2012 - 11:03 AM

View PostGarth Erlam, on 11 May 2012 - 09:00 AM, said:

Modified Hunchback HBK 4P:
  • Replace the six Medium Lasers in the right torso with six Small Lasers
  • Change the arms to - right arm: 2x Medium Lasers, left arm: 2x Small Lasers
  • Remove all heat sinks and armour from left torso
  • Max the armour of both legs
  • Add heatsinks to legs/right torso/arms until you’re maxed (26 total heatsinks)



Problem - the lack of left torso armor means a shot coming in from the left (as in: someone standing to your left shoots you in the left ribcage) will go shtaight through the chassis, by-pass the center torso armor, and go straight to the reactor! There is no internal armor layer inbetween the center torso compartment and the left torso compartment, so a shot that goes in through the left will go straight through the torso compartments until it hits something, and that "something" will be engine.

Edited by Prosperity Park, 11 May 2012 - 11:05 AM.


#26 Garth Erlam

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Posted 11 May 2012 - 11:22 AM

I can't recall for the Jenner speed, but my all LL Atlas tended to overheat (a lot).

#27 El Cid

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Posted 11 May 2012 - 11:38 AM

can I join this Beta?

#28 wwiiogre

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Posted 11 May 2012 - 11:38 AM

Prosperity does bring up a good question. Will MWO have damage distribution similar to table top. In other words, I do 20 damage to Cicada arm, it blows that off, destroys all internals, chance for criticals then left over damage should transfer to nearest torso, external armor first, then internal, wash rinse and repeat until center torso is destroyed. So a Hunchback without Left Torso armor is asking for trouble if damage transfer is part of the back rules for MWO.

Also if I destroy the Torso does that make the arm next to also useless as it does in Tabletop?

Is there a damage transfer model?

Chris

Edited by wwiiogre, 11 May 2012 - 11:39 AM.


#29 Aidan

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Posted 11 May 2012 - 11:42 AM

View PostGarth Erlam, on 11 May 2012 - 09:11 AM, said:

Paul legs Russ in every match we play.


Uhhh Paul ... this is NOT a smooth career move to be messin' with da Boss!

Tsk ... tsk ... tsk *waves finger*

;)

#30 Bullwerk

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Posted 11 May 2012 - 11:45 AM

View Postwwiiogre, on 11 May 2012 - 11:38 AM, said:

Prosperity does bring up a good question. Will MWO have damage distribution similar to table top. In other words, I do 20 damage to Cicada arm, it blows that off, destroys all internals, chance for criticals then left over damage should transfer to nearest torso, external armor first, then internal, wash rinse and repeat until center torso is destroyed. So a Hunchback without Left Torso armor is asking for trouble if damage transfer is part of the back rules for MWO.

Also if I destroy the Torso does that make the arm next to also useless as it does in Tabletop?

Is there a damage transfer model?

Chris


I realize this may be a topic for which it might be too early for a definitive answer due to it still being fleshed or what not but it is something I am much interested in knowing too.

A way to overcome empty zones causing issues is to enforce a minimum armor on all sections. Lets face it, even if you aren't going to put anything in that section you are not going to want to leave it unarmored and leave the structure (which in reality would be helping hold all the other sections up and together) exposed to immediate damage. Remember you aren't protecting just weapons, ammo and equipment, you are protecting the very bones that hold the whole machine up!

All this aside I insist that you take my MONIES!

View PostAidan, on 11 May 2012 - 11:42 AM, said:


Uhhh Paul ... this is NOT a smooth career move to be messin' with da Boss!

Tsk ... tsk ... tsk *waves finger*

;)



Probably not a big deal....

They all just laugh at his temper tantrum, make him clean up the mess and make him go sit in the corner. Probably explains a lot of Paul's trolling!

#31 CoffiNail

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Posted 11 May 2012 - 11:49 AM

View PostEl Cid, on 11 May 2012 - 11:38 AM, said:

can I join this Beta?

Open Beta is Summer.

#32 Adridos

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Posted 11 May 2012 - 11:51 AM

View PostEl Cid, on 11 May 2012 - 11:38 AM, said:

can I join this Beta?

Befriend one of the devs, or start dating someone from their family.

There you have it... friends and family beta passage. ;)

#33 Felicitatem Parco

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Posted 11 May 2012 - 12:06 PM

View Postwwiiogre, on 11 May 2012 - 11:38 AM, said:

Prosperity does bring up a good question. Will MWO have damage distribution similar to table top. In other words, I do 20 damage to Cicada arm, it blows that off, destroys all internals, chance for criticals then left over damage should transfer to nearest torso, external armor first, then internal, wash rinse and repeat until center torso is destroyed. So a Hunchback without Left Torso armor is asking for trouble if damage transfer is part of the back rules for MWO.

Also if I destroy the Torso does that make the arm next to also useless as it does in Tabletop?

Is there a damage transfer model?

Chris

I hope that any "damage-transfer model" only works in a somewhat realistic fashion. If you nail a poorly-armored Mech in the left arm with an AC/20, then the arm should blow cleanly off but I don't see any reason to damage the left torso. If you damage the right leg to critcal levels, then you shoudn't magically transfer further damage to the destroyed leg to the remaining healthy leg's internal compartment.

If a Hunchback with 8 small lasers and a hollow Left Torso is shot in the left torso from straight-on, then I don't see any reason to transfer damage to the center torso. If that HUnchback is shot in the left torso from the left side, however, then that shot should pass through the hollow left torso and transfer damage directly to the center torso internal-compartment. It's all dependant on the vector of the incoming shot, and I don't know if the game is currently programmed to recognize/utilize the vectors of weapons' fire when determining damage values.

Edited by Prosperity Park, 11 May 2012 - 12:08 PM.


#34 wwiiogre

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Posted 11 May 2012 - 12:30 PM

If I destroy all internal structure in a torso, then the arm attached to that now destroyed torso has nothing to work with or against for physical motion, all electronics, cooling, command wires, hydraulics, myomers etc are gone. I assume this means the arm does not work.

It is why I am asking. I have no problem with them doing a physics based damage transfer, In other words based on physics and angles of damage, if it indeed reduces a structure to zero armor and zero internal structure it should naturally continue to punch thru to what is behind that section.

The tabletop does this with the damage transfer diagram, which may or may not be appropriate based on Cry3 engine so, hence again, my question stands as this is an interesting question and will affect game play immensely. I don't want to see magically exploding mechs because the leg got blown off. I would however expect to see an arm not work if the torso was destroyed next to it. Etc.

Chris

Edited by wwiiogre, 11 May 2012 - 12:30 PM.


#35 Paralax

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Posted 11 May 2012 - 12:41 PM

View PostGun Bear, on 11 May 2012 - 09:36 AM, said:

Small laser boat.... now I know what to name my drink I invented!

12 oz of tequila
12 oz of orange soda
1 cup of fruit punch
and ice to the top of a blender

Mix it into a smoothie and pour into 4 glasses, add a shot of rum and enjoy.


What they forgot to mention was they were sporting an XL engine to save weight.

[indent]

PPC's are made with 4 shots of grain alcohol and 2 shots of some other alcohol. The second alcohol varies depending on which Great House variant you are drinking:

[indent]

Steiner: Peppermint schnapps (sprig of mint optional)

Davion: Bourbon (or Tequila for the Cappellan March variant)

Kurita: Sake

Liao: Plum wine

Marik: Ouzo

[/indent]

(described on pg.111 in Warrior: En Garde by Michael Stackpole)

[indent]

Clan ER PPC is also made with 4 shots Everclear, 1 shot Vodka, an equal portion of club soda--and double it.]

[/indent][/indent]

#36 Threat Doc

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Posted 11 May 2012 - 12:48 PM

Okay, the second screen Aegis pointed out was fantastic... I love the terrain, the valley they were shown fighting in, the size comparisons on 'Mechs, ranges, etc. On the Catapult C1 there, it says 62% above the range; is that supposed to be 62% operational, or 62% available information on the Catapult? Also, I know you guys said that computers up to five years old would be able to handle this game, but from what I'm seeing, I'm wondering if even my relatively new desktop will be able to run this at low settings without causing the computer to huff-and-puff. Right now, I can't afford any newer, or more robust, hardware, so I hope you guys are keeping your more-broad audience in mind?

#37 Eruthis

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Posted 11 May 2012 - 01:04 PM

I think I am late to the party on this one, but I am thrilled that we can allocate armor to specific parts of the mech in the lab.

#38 warner2

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Posted 11 May 2012 - 01:36 PM

The screen-shots look awesome, I'm still going through them.

One thing the screen-shots show is that targeting a mech gives you information on what weapons they've got, even if it's a custom load-out. For example screen 7 shows an Atlas targeting a Catapult that has 2 LL and 6 ML. Would that be available to everyone, or, hopefully, via some advanced scouting module or ability or something? Being able to scan the other team and instantly tell what weapons they've got will make things less interesting/will remove an element of surprise.

Edited by warner__, 11 May 2012 - 01:37 PM.


#39 Marvin Martian

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Posted 11 May 2012 - 09:02 PM

View PostKay Wolf, on 11 May 2012 - 12:48 PM, said:

Okay, the second screen Aegis pointed out was fantastic... I love the terrain, the valley they were shown fighting in, the size comparisons on 'Mechs, ranges, etc. On the Catapult C1 there, it says 62% above the range; is that supposed to be 62% operational, or 62% available information on the Catapult?


62% is the remaining armor. One of the devs answered it in the forums...somewhere

#40 Long Draw

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Posted 12 May 2012 - 12:14 AM

View PostBalls of Steele, on 11 May 2012 - 09:06 AM, said:

It's not the size...it's how you use it. :blink:

That's not what she said! lol





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