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11/03/11 3:44:32 PM#41
I believe thats what I heard too so its one of those wait and see things. Still.... Doesn't hurt to talk about it as I'm sure the Devs cruise here and on MekTek in addition to Twitter. Hopefully, we will get another serious interview in the next few months where the tough questions are asked and not skirted around. It can be like nails on chalkboard to hear the phrase "We can't talk about that right now." as an answer to important questions. My biggest hopes is that the graphics are on par with the teaser trailer released with destructible enviroments that can have real in game effects such as a building being shot out from under a mech standing on it. I also hope that it stays true to the Mechwarrior 2 style gameplay with added features like weather environmentals and special camera views such as telescopic, lowlight, and infrared. The environment could play an important role as mechs could hide in forests but those same forests could be lit on fire by opponents and cause heat. |
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11/03/11 3:51:41 PM#42
Originally posted by miceinblack I think I saw a text insert in that video that stated it was in-game footage. Not positive though and I can't check it now, but look for it next time you watch. |
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11/03/11 4:30:35 PM#43
Makes me wonder if they are going to detail multiple cockpits for each class of mech. That would be impressive. I hope our keyboard can be used similar to the switches in the Mech Simulators where we can activate various camera views, turn floodlights on/off, and also switch to satellite feed if one is supported in the mission. Launching an overhead camera like the one seen in the video may also be an option when satellite feed is not available. I feel that ECM should also play an important role where electronic support mechs can try to mask the signature of lancemates on radar. I really do hope they put as many options as possible so there are some real tactics to the game and not just Pew Pew Pew shooting.
Not as important to me but maybe to some would be the implementation of actual club weapons. The Inner Sphere used them primarily as the Clan considered it dishonorable so it would be interesting to see. It would be neat to pick up a blown off leg or arm and just whack another Mech with it. Probly too much to ask for but ya never know. I wouldn't mind piloting an Inner Sphere Hatchetman or Axeman. Final blows could be fun. |
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11/03/11 4:55:50 PM#44
From what I have seen they said physical combat is out right now because they don't have a working mechanic for it. They have also said that they urban enviroment is the primary battleground right now because they don't want the masses of snipers like MW3 or 3025 had. Though it would be nice to see some hill and valley maps eventually. The recon drone in the teaser is supposed to be in game though people are wondering if it will replace the beagle probe on their mechs and if so will ECM suites be introduced to avoid detection.
Right now I am loving that they are sticking to the core game rules as much as possible. Actually having semi guided missles will be nice for a change. I hated the everything hits way of doing it in previous MW incarnations. Also making heat mean something is going to be awesome for once. I could never stand the idiots who loaded up on PPCs and alpha striked everyone then used that silly purge heat sinks to reactivate their mech. |
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11/03/11 5:19:46 PM#45
real mechwarrior players use a joystick and keyboard!! will shadowcat laserboats and lag shooting be making a return as well? ;)
time to claim my smoke jaguars clan name before anyone else does... |
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11/03/11 10:17:19 PM#46
Originally posted by ducesettutam I think in the earlier versions of Mechwarrior that only a certain amount of missiles hit you unless you were like point blank. Its been a long time but think I recall moving behind rocks at long range to avoid being hit by missiles. I don't have any problem with snipers which is why you don't have auto targetting built into the game and why you should have light mechs and medium mechs to close distances and deal with snipers who have trouble targetting a fast moving target. I hope there is abolutely zero hit resolution done by computer. All hits should be LOS with the exception of maybe missile which need a lock. Basically if its not in your crosshairs then you miss. Plain and simple. Clans can have a icon that calculates lead to serve as there targeting computer. Real life skill should be the basis for gunnery skill in the game and if there must be a gunnery skill then I'd reserve it for things like reload time.
I hated how later versions of MW determined hits off probability instead of skill. It made it way too easy for a heavy mech to nail a light mech at long range no matter how fast he was moving. I want light and medium mechs able to take down a heavy if they are nimble enough and -that- skilled in hitting you right between the eyes. Or course....One screw up with a light against heavies means your toast but automatic hits should not even be considered for this game. Thats one of the things that made lights and mediums almost worthless in later incarnations of Mechwarrior. Even on tabletop a medium can hold their own against a heavy if you kept moving fast enough, used cover, and utilized long range weapons against a heavy opponent equipped for closer ranges. Again, tactics must be the name of the game and not how big your mech is. Shame they are keeping it mostly urban. I'd like to see jungle, desert, arctic, and swamp maps. |
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11/03/11 10:26:54 PM#47
I'll pay 5 grand to to have a Mad Cat Mk II decked with dual gauss again. You read it! I used to play MMOs like you, but then I took an arrow to the knee. |
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11/03/11 11:08:01 PM#48
Have to say, the farther away from the orignal system the various games got - the less interested in them I became. The more FPS they became - the less that I felt I play playing a character - the more simplified they became... yep, the more I lost interest. BattleTech has always been one of my favorite IPs - had the orignal box sets (including BattleDroids), had all the game books - whether talking house books, tech manuals, group/scenarios, etc, etc - had all the novels, and had enough metal mechs for a battalion and enough plastech mechs for a regiment. Lost it all of course - illness/crappy storage place that auctioned it off without contacting me about two missed payments... definitely a sore spot. But BattleTech was always one of my favorite IPs. I really hated when the games went "arcade"... |
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11/04/11 6:53:47 AM#49
Agreed. I think the earlier versions of MW were closest to the tabletop game and had the greatest sim feel. With the sterero turned up the house would rumble like a T-Rex was on the loose at every footstep my Heavy Mech would make. Sadly the game turned into a shooter under the disquise of better graphics when Microsoft took over. The original MW games were about tactics and proper load out. Mechs should be fully customizable to the pilots style of play or to the needs of the lance. It also aggravates me when NPC computer mechs can ping a light mech at full torso twist and travelling at max speed with ease at long range with a medium weapon.That should be an almost impossible shot and even more so if your a human pilot. The movement of the mech cockpit, terrain, haze, and environmental factors should come into play when taking a shot. Light and medium mechs need to become a valuable asset again instead of treated as garbage mechs until your qualified to pilot a heavy class mech. A medium mech with jump jets, LRMs, and a PPC should give a Heavy Pilot the sweats in the right environment and vice versa a medium out in the open desert would be in a real sore spot unless it kept the speed on. |
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11/04/11 4:07:38 PM#50
Originally posted by miceinblack Heh, reminds me of the "lore" in talking about the initial sales pitch and proving for the Locust in the Locusts vs. Atlas fight demonstration. I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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11/04/11 6:24:15 PM#51
Well.... I think a Locust should be able to take down an Atlas but it would be so difficult to do you'd probly go through hundreds of them trying. A Atlas has long range weapons so it would hit the Locust eventually as it has enough armor to take the hits. A head shot would be too hard at long range. However, a light can have survivability if all it is doing is trying to keep from getitng hit. Thats the strength of Mechs like the Raven. They use ECM and are not meant to tackle the big boys. By table top rules and also the intially MW game a light could survive a very long time and they are suppose to if they are trying not to get hit and avoid battle. Hence, scouts and forward observers. However, in the newer incarnations of the MW games they introduced the autohit into the equation of hit determination so the Light Mech always died a quick miserable death and was absolutely worthless. I hope they go back to core rules and earlier MW in regards to Light and Medium mechs. |
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11/05/11 5:45:15 AM#52
Their newest dev blog http://mwomercs.com/news/2011/11/15-you-want-mechwarrior-online-to-be-freetoplay kind of aludes to that fact. I'm just hoping they put some serious limitations on the munchieness and that people can't load out their mech with little armor and few heat sinks in order to put 5 PPCs or 200 LRMs on it and alpha and shutdown. |
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11/05/11 1:57:23 PM#53
If you had good shutdown rules and penalties for heat they wouldn't load out like that. That and no minime maps. Need room to maneuver.
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