

The texturing of the metal, glass and the electronics provide a really great sense of immersion, imo. The cockpit in MWO seems much too clean and like a standard mesh with no textures.






It's part of the impact FX. It's being toned down a bit.
My Large Laser equipped Catapult is ready.You and me gonna be Mech buddies.
Hopefully they don't tone them down too much - Actually piloting a 'Mech shouldn't be sterile and smooth.By the way, if anyone became weirded out by the glowy graphical effects on the Catapult when it was hit by an AC, Bryan Ekman said this on their forums:
Agreed. The glowing orange effect just seems a bit too much.Hopefully they don't tone them down too much - Actually piloting a 'Mech shouldn't be sterile and smooth.
I thought the glow was a good touch; I imagine the armor on these machines must heat up and glow white hot for a noticeable time after being scored by energy weapons.My Large Laser equipped Catapult is ready.
Hopefully they don't tone them down too much - Actually piloting a 'Mech shouldn't be sterile and smooth.
Yeah, the scorch marks from lasers look fantastic. Apparently they even slough off molten metal if they get hit by a large laser.I thought the glow was a good touch; I imagine the armor on these machines must heat up and glow white hot for a noticeable time after being scored by energy weapons.
I saw a Hunchback (i think) make a somersault when it was destroyed. I don't think that's supposed to happen... Though it looks hilarious enough that i wouldn't mind much if it'd happen occasionally in the final game.Haha, I saw a Catapult moonwalking in the Assault video. Methinks the animations still need to be tuned up a little.
I think the movement is still under work, it looked like the mechs were lacking cockpit shaking while walking. IIRC the cockpit did shake in the first trailer though that was a prototype and we have no idea on what engine it run etc.I'm kinda disappointed in how the mechs fluidly glided down rocky terrain without any 'feeling' at all behind it.
This is still pretty early in the beta. Physics will be tied into 'Mech handling, but on a certain level there's only such much you can do. Fully simulating the balance and locomotion of a two-legged machine isn't something that's been exhaustively worked out like aerodynamics for a flight sim or car handling for a racing game, so compromises have to be made.I'm kinda disappointed in how the mechs fluidly glided down rocky terrain without any 'feeling' at all behind it.
I was really kind of hoping there would be some real feedback to running or sliding down a slope. The RPG nut in me wishes there were mechwarrior stats involved where you had a piloting skill which if you failed a check, you might tumble down a slope and take fall damage whereas a more skilled pilot would be able to deftly navigate the rocky slope down.
Instead, we get Quake 3 Arena: Battletech.
My money is on August, although I would love for it to be in July...I take it the closed/open beta for this starts around June and the game is released in July? There's going to be a smallish issue called the Clans if the game is released on August... (Clan Invasion to Innersphere began in August 3049, ie real time August 2012.) How are they going to handle that? I suppose Clan tech spreading might take months at least though.
Dammit, when i'm going to get a PC capable of runnign this game...
Oh, the Clans entered the Periphery in August '49? How did i miss that? Though it won't take but a few months for them to rush through that.My money is on August, although I would love for it to be in July...
I think their handling of the Clan invasion will be interesting. I imagine they'll use the Inner Sphere News feed to talk about it, while not letting any players engage the periphery states. Then after a year or so, the Clan Expansion is launched. The question then becomes how they'll be used. Will they serve as opponents to players or will people be allowed to play Clans immediately? And how will Piranha balance the obvious differences between Clan tech and Inner Sphere tech?
But shit Woorloog, you haven't saved up any money for a good enough PC since the announcement last year? You betta start saving up cash right away, because Cryengine 3.0 won't be merciful towards poor to mediocre hardware.
The displays are on your HUD, which is on your neurohelmet. Doesn't include cameras and such to see through the Mech, like realy world F-35 fighter does (didn't it have systems like that or something like it anyway?).Originally Posted by Galactic Fork
OK, wow, the cockpit is very annoying and makes no sense.
So the seat is configured with special hydraulics that keep the outside level with the exterior while the cockpit bounces around you? That is moronic.
And floating displays that are independent of the cockpit? Why even have a cockpit view if that's the way they're going to do it.
Yeah, I know that feeling. Better just wait then. It also means that you'll be able to see people's impressions and whether or not it fails/lives up to expectations. I could imagine a F2P driven game only becomes better as time goes, because of player-driven development direction, so whenever you have the money and interest, you'll not only have better and cheaper hardware, but also a more improved game.As for the computer... money is not the real issue. I have enough saved, i think, but i cannot currently buy a computer for various reasons. A new laptop might be a possiblity but they're overpriced (you pay double or for a comparable normal PC) anywhere else, and in Finland, even more expensive (last i check some prices and performances, 2.5-3 times as expensive as a normal PC). (And i shouldn't be using that money for gaming...)
I agree about the movement of the cockpit compared to the view/HUD. Piranha needs to bind the player camera to the cockpit, but I don't know if it's intentional to let it be easy to navigate (e.g. shooter-interested players not being frustrated with the physics and movement messing up their aim). Either way, I hope they fix it before release, so that the camera shakes just like the cockpit. That cockpit movement is 90% of the experience.Originally Posted by Galactic Fork
OK, wow, the cockpit is very annoying and makes no sense.
So the seat is configured with special hydraulics that keep the outside level with the exterior while the cockpit bounces around you? That is moronic.
And floating displays that are independent of the cockpit? Why even have a cockpit view if that's the way they're going to do it.
Edit: Ok, so they had floating huds in other games, but really, there's all that cockpit space, integrating the displays into the cockpits would be much better.
Take it as you will.Can't help but notice the "Estimated Release Date" on IGN's page saying Sept.30th. I know this isn't true and it's only a rough estimate, but this rough estimate was made today. Yesterday the release date was June30th now it's Sept. 30th.
Yeah, I'd say us Mech fans are due a new sim game after almost a decade of wait/Microsoft leaving the series to die. I hope this'll be sufficiently successful, in so far as to make a Single Player campaign of MW:O possible.Originally Posted by Quadratic
This is the game I've been waiting years for since MW4. The video showcasing how scout mechs spot for LRM capable assault mechs is great.
Indeed, the system seems to be working.Originally Posted by Quadratic
This is the game I've been waiting years for since MW4. The video showcasing how scout mechs spot for LRM capable assault mechs is great.

It's twice as much power as the Locust's original layout. It's also pretty fast, and has decent armor. I'd expect it to be a good scout mech. Also, it was designed in 2740, cut it some slack!Once again, nice concept art by Alex. Really great.
I'm not that familiar with the Cicada barring MW2: Mercenaries, but how is 2 medium lasers + 1 small laser respectable armament for a medium class mech?
Fuck, all they need to do now is support something like a programmable MFD and I'd be jizzing in my shorts.A little birdie from Piranha has supposedly revealed that not only are they going to have full joystick/throttle/pedal support, but are in talks with some producers of input devices to get special MechWarrior-branded input devices made. Personally, I'd love a joystick with tons of buttons and an analog POV hat for aiming arms.
I agree with this... not the biggest fan of the Floating UI (it really takes away some of that immersion), but whatever works, i care more about the game play than anything else. If it plays like Mech 2 i will be more than satisfied.Personally I would like more detail in the cockpit from the earlier screenshot, akin to Mechwarrior 3's:
I thought the floating UI was intended to represent an updated concept of what the neurohelmet is providing the pilot? aka augmented reality data stream.Originally Posted by Forsaken82
I agree with this... not the biggest fan of the Floating UI (it really takes away some of that immersion), but whatever works, i care more about the game play than anything else. If it plays like Mech 2 i will be more than satisfied.
Why does it take away from the immersion? Surely they would have the technology to display that stuff in the visor...Originally Posted by Forsaken82
I agree with this... not the biggest fan of the Floating UI (it really takes away some of that immersion), but whatever works, i care more about the game play than anything else. If it plays like Mech 2 i will be more than satisfied.
They've said there will be 12 mechs at release.Alex does nice work as always but Cicada is horribly ugly regardless. Won't be playing with that one.
Oh, how many mechs you reckon this game will have at launch?
We know each mech will have 2 variants at least. Well, we don't know if all have 2 variants but it is a logical assumption as at least Catapult and Hunchback have 2 variants both.
I'm guessing the game has 12 mechs with 2 variants each at launch, 3 per weight class.
The books can be a little vague about what's being projected onto a screen, fed directly to the pilot through their helmet, located on MFDs, etc. It's a bit of an abstraction, yes, but it doesn't really conflict with anything in canon. I would also expect the actual cockpits to get a little more elaborate as we get closer to release.Why does it take away from the immersion? Surely they would have the technology to display that stuff in the visor...
Edit: Beaten..
Oh wow, really? That's not a ton, but it's a start. Makes it easier for me to be an early adopter and fill out all those tech trees.They've said there will be 12 mechs at release.
Originally Posted by Tallshortman
So this game is "arena" based then and not persistent open world pvp? That's what I got from the joystiq and IGN previews unless I missed something.
Yeah, individual matches are fought on (rather large) instanced maps and have time limits and victory conditions. Later on, there will be a Risk-like metagame that allows mercenary corps to take control of border worlds for various benefits.I think they are working on a persistant world map conflict ala Chromehounds but it won't be ready on launch.
The more glass cockpit, the more vulnerable the pilots are and become huge weak points on the mechs which are designed to take multiple hits.Originally Posted by Krauser Kat
Wouldn't the best cockpit be something closer to a fighter pilots ex. All glass for best vision. I think the cockpit looks fine and the less useless pieces of metal blocking my vision the better.
But as always, the BattleTech universe strikes a balance between being practical/feasible and looking really damn cool. It'd be interesting to see some 'Mechs that rely more on external optics and don't have much of a glass cockpit to speak of, but I imagine aircraft-like cockpits will be standard for the forseeable future.Originally Posted by BattleMonkey
The more glass cockpit, the more vulnerable the pilots are and become huge weak points on the mechs which are designed to take multiple hits.
Along with the conquest map from World of Tanks, Piranha cited EVE as one of their inspirations for the system.Like EVE?
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