When do you know where your oppoonents are?
#1
Posted 11 May 2012 - 03:22 PM
And assuming that is an actual game terrain and that is the beginning of the drop, it only took about 5 seconds to know the location of the enemy. I truly hope battles dont just begin right away and there is no hunting
#2
Posted 11 May 2012 - 03:39 PM
I think there will be some hunting and ambushes its just not shown in this video.
Ohh and Pew pew lasers are cool to see too
Edited by Saren21, 11 May 2012 - 03:41 PM.
#3
Posted 11 May 2012 - 03:45 PM
#4
Posted 11 May 2012 - 03:45 PM
#5
Posted 11 May 2012 - 03:46 PM
#6
Posted 11 May 2012 - 03:47 PM
Maybe some day soon we'll get a video of a whole match played through
#7
Posted 11 May 2012 - 05:54 PM
Garth Erlam, on 11 May 2012 - 03:46 PM, said:
Unfortunately, this is incorrect Mr Erlam. What we're seeing is indeed the most recent build. To the left of the screen is the inlet, a wide open area. The enemy forces ran into the open and the enemy positions were relayed to all the friendly mechs because friendly units had direct LOS. Forest Colony IS a smaller map, and LOS happens quickly.
The only change that will happen from now until launch, is this relay requires a module, and LOS/D will take much longer, even if you have direct LOS. So it will be a bit less immediate.
The other thing to note. Russ' teammates are a few seconds ahead of him. The match probably started .. 10 secs previous (max), based on their locations relative to the spawn point (where Russ is at 0:00). You can see the base capture box.
#8
Posted 11 May 2012 - 05:57 PM
#9
Posted 11 May 2012 - 05:59 PM
gimme
#10
Posted 11 May 2012 - 06:01 PM
Vashts1985, on 11 May 2012 - 05:57 PM, said:
The big red circle is the lock. It's not instant.
#11
Posted 11 May 2012 - 06:05 PM
#12
Posted 11 May 2012 - 06:09 PM
Some of my concerns had to do with LOS/D happening near instantly, even on Mechs that you could see, but were very far away. Surely, this module for sharing targeting data will be very popular, especially for fire support Mechs.
I'm assuming that a "spotter-provided LOS/D" on a target will only signal your Mech of the lock when your Mech is (a) Not already performing a manual lock on a target (which would take precedence over the spotter's lock data), and ( that the support fire Mech is actually within range for his weapons to actually get to the spotted target.
Does a unique sound effect play when a target has been either successfully targeted via LOS/D + Target sharing module and when a target has been successfully NARC'd?
#13
Posted 11 May 2012 - 06:17 PM
#15
Posted 11 May 2012 - 06:24 PM
#16
Posted 11 May 2012 - 06:30 PM
StandingCow, on 11 May 2012 - 06:22 PM, said:
They said before, that is just because it is early beta.
I caught that but then when Mr Ekman said that what we were seeing is the most recent build, my brain went "And thus all is as it shall be on release".
I blame it on being sick.
Bryan Ekman, on 11 May 2012 - 06:24 PM, said:
Awesome . . . totally awesome.
Thanks for replying.
#17
Posted 11 May 2012 - 06:34 PM
Bryan Ekman, on 11 May 2012 - 06:24 PM, said:
It would be great if there was even limited terrain deformation. I would love to see, after a glorious victory, the lanscape cratered from off-target LRMs and smoking from poorly aimed beam weapons.
Also, what about buildings in urban maps? Could you destroy them to damage enemy 'Mechs (like in the announcement video), or to block a narrow street?
#18
Posted 11 May 2012 - 06:41 PM
#19
Posted 11 May 2012 - 06:48 PM
#20
Posted 11 May 2012 - 06:54 PM
Quote
The other thing to note. Russ' teammates are a few seconds ahead of him. The match probably started .. 10 secs previous (max), based on their locations relative to the spawn point (where Russ is at 0:00). You can see the base capture box.
Actually this doesn't make me feel any better. 15 Seconds to find your enemy is still bad. Are you confirming this is all it will take? An Atlas could scout that
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