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Author Topic: Mechwarrior Online  (Read 108339 times)

bluephoenix

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Re: Mechwarrior Online
« Reply #30 on: December 04, 2011, 06:43:04 pm »

My biggest gripe with most M+KB action games is that they never raise sensitivity high enough!  How the hell are you supposed to fight when your light mech handles 1/2 mph turning speed because you can't adjust the sensitivity?!

In mechwarrior online I would rather not have people being able to adjust the speed of which they can turn their mech or torso.
Othewise people with mouse sensitivity 10+ are are allways going to have it easier than people with it set to 2 also it would look really silly if a mech just made a 360 degree turn within 1 second :P
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beorn080

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Re: Mechwarrior Online
« Reply #31 on: December 04, 2011, 06:51:48 pm »

My biggest gripe with most M+KB action games is that they never raise sensitivity high enough!  How the hell are you supposed to fight when your light mech handles 1/2 mph turning speed because you can't adjust the sensitivity?!

In mechwarrior online I would rather not have people being able to adjust the speed of which they can turn their mech or torso.
Othewise people with mouse sensitivity 10+ are are allways going to have it easier than people with it set to 2 also it would look really silly if a mech just made a 360 degree turn within 1 second :P
Agreed. Also, your light mech is going typically 2-3 times as fast as an assault. That makes the turning radius much larger then even a heavy or assault because of the sheer speed. Slow down even a fraction, taking it from, say, 150 to 120, will make a very noticeable increase in your turning. Likewise, torso twist can effectively double your turning speed when it comes to bringing your weapons to bear on the target. Some mechs even have 360 degree torso's, which let them fire behind themselves.
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Kanil

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Re: Mechwarrior Online
« Reply #32 on: December 04, 2011, 07:02:19 pm »

Nothing wrong with letting people choose a sensitivity that they are comfortable with, and play the best at. To suggest otherwise is a bit silly. Perhaps you could argue for a turning speed cap, but sensitivity should be adjustable -- not their fault you can't handle a sens higher than 2.

Pretty sure MW4 had this though, so I wouldn't be worried.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
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beorn080

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Re: Mechwarrior Online
« Reply #33 on: December 04, 2011, 07:35:14 pm »

Nothing wrong with letting people choose a sensitivity that they are comfortable with, and play the best at. To suggest otherwise is a bit silly. Perhaps you could argue for a turning speed cap, but sensitivity should be adjustable -- not their fault you can't handle a sens higher than 2.

Pretty sure MW4 had this though, so I wouldn't be worried.
There is a turning cap based on the mechs you use, and except for some of the light mechs, you can reach it easily with a sensitivity of 2, 3 for the lights. You're piloting a 20-100ton tank with legs, not a person.
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bluephoenix

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Re: Mechwarrior Online
« Reply #34 on: December 04, 2011, 08:26:38 pm »

Hmm, on their website they said they are using the Cry 3 engine for their game
but in previews it has been said they are using the unreal engine. Whats up with that?
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Flare

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Re: Mechwarrior Online
« Reply #35 on: December 05, 2011, 09:22:22 pm »

Wasn't it Mechwarrior legends that used the cry 3 engine?
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kg333

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Re: Mechwarrior Online
« Reply #36 on: December 05, 2011, 10:48:42 pm »

This could be awesome...registered and waiting.

My biggest gripe with most M+KB action games is that they never raise sensitivity high enough!  How the hell are you supposed to fight when your light mech handles 1/2 mph turning speed because you can't adjust the sensitivity?!

In mechwarrior online I would rather not have people being able to adjust the speed of which they can turn their mech or torso.
Othewise people with mouse sensitivity 10+ are are allways going to have it easier than people with it set to 2 also it would look really silly if a mech just made a 360 degree turn within 1 second :P

In previous Mechwarrior games, torso twist and turning had hard max limits depending on the Mech chassis.  I can assure you that if the devs ignore that, they will be butchered alive by raging Battletech fans.   :P

KG
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Duuvian

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Re: Mechwarrior Online
« Reply #37 on: December 06, 2011, 03:45:58 am »

Yeah. Maneuverability is just something that should be different for each chassis.

However, I hope at the same time it is a sort of tradeoff. How is upgrading torso turn rate for example handled in the books? Or is it pretty much stuck at what the specifications that the base design is capable of for a maximum, as would also make sense? Otherwise the most maneuvarable chassis would be the best to choose, especially if it can be modified to make up for the stock chassis's weaknesses (like weak armament)

Also it would be cool if a lack of maintenance due to not hiring enough greasemonkeys could have an effect on for instance torso turn rate or the responsiveness of the arms.

Finally, I just think it would be cool to be able to play infantry in Battletech. Sure, you will probably get killed time and again, but if you could run around like a normal first person shooter plinking mechs, or manning anti-armor guns, or vehicles for mobility, I think it would be pretty sweet. Especially if matches such as 1 light mech versus an opposing force of infantry were added.

Also I'd love to see aerotech in the game and pilotable, but I suppose my dreams overreach reality.
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Girlinhat

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Re: Mechwarrior Online
« Reply #38 on: December 06, 2011, 04:29:13 am »

I'm not asking for free turning speed, I'm asking to utilize the turning speed.  I played one (bit older) Mechwarrior game where it bottomed out my mouse sensitivity.  My light mech would turn about as fast as an assault, standing still, no matter how I attempted the mouse.  As soon as I hit the arrow key on the keyboard, it would turn on a dime and dance circles around enemies.  This is what I hate to happen, when your mouse limits your mech.

I've also tried to play pure keyboard.  How the hell do you aim at a running scout using keyboard?  I'm sure it's possible, with enough coordination, but it's a hell of a lot easier when you can just swing the mouse over and keep a bead.

Hitty40

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Re: Mechwarrior Online
« Reply #39 on: December 06, 2011, 09:08:31 am »

I'm not asking for free turning speed, I'm asking to utilize the turning speed.  I played one (bit older) Mechwarrior game where it bottomed out my mouse sensitivity.  My light mech would turn about as fast as an assault, standing still, no matter how I attempted the mouse.  As soon as I hit the arrow key on the keyboard, it would turn on a dime and dance circles around enemies.  This is what I hate to happen, when your mouse limits your mech.

I've also tried to play pure keyboard.  How the hell do you aim at a running scout using keyboard?  I'm sure it's possible, with enough coordination, but it's a hell of a lot easier when you can just swing the mouse over and keep a bead.


Joystick much?
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warhammer651

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Re: Mechwarrior Online
« Reply #40 on: December 06, 2011, 09:12:53 am »

ow is upgrading torso turn rate for example handled in the books? Or is it pretty much stuck at what the specifications that the base design is capable of for a maximum, as would also make sense?
if I recall correctly, Inner sphere mechs tend to have a sort of hard limit when it come to engine power and stuff. They can be upgraded, but it's usually a pretty time consuming process and the mechs that are upgraded tend to break more often and require more maintenance. Clan mechs are more easily upgraded but less maneuverable to begin with.
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kg333

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Re: Mechwarrior Online
« Reply #41 on: December 06, 2011, 09:18:52 am »

Yeah. Maneuverability is just something that should be different for each chassis.

However, I hope at the same time it is a sort of tradeoff. How is upgrading torso turn rate for example handled in the books? Or is it pretty much stuck at what the specifications that the base design is capable of for a maximum, as would also make sense? Otherwise the most maneuvarable chassis would be the best to choose, especially if it can be modified to make up for the stock chassis's weaknesses (like weak armament)

I've only played the games, but previous iterations had maneuverability as a fixed function of the chassis, non upgradable.  However, you couldn't just modify a Hellspawn to have anywhere close to the fighting capability of a heavy-class 'mech, so it balanced out into a choice between speed and punch.  You could choose to boost the top speed on a chassis slightly, however.

I'm not asking for free turning speed, I'm asking to utilize the turning speed.  I played one (bit older) Mechwarrior game where it bottomed out my mouse sensitivity.  My light mech would turn about as fast as an assault, standing still, no matter how I attempted the mouse.  As soon as I hit the arrow key on the keyboard, it would turn on a dime and dance circles around enemies.  This is what I hate to happen, when your mouse limits your mech.

I've also tried to play pure keyboard.  How the hell do you aim at a running scout using keyboard?  I'm sure it's possible, with enough coordination, but it's a hell of a lot easier when you can just swing the mouse over and keep a bead.


Joystick much?

Joysticks are dead, man.  They're dead.  *sobs

KG
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RedKing

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Re: Mechwarrior Online
« Reply #42 on: December 06, 2011, 09:40:05 am »

Well to get right down to the original rules, manueverability was a function of top speed, period. It cost 1 MP to turn one hexside. Lots of MPs in a single turn meant you could literally run rings around another mech (which FASA later addressed with staggered initiative rules and requiring Piloting rolls to turn more than a certain number of times in a given distance at different speeds). The torso twist thing was a universal: you got one free 60 degree torso twist at the end of your move phase. So in that respect, an Atlas and a Locust were equal in terms of manueverability. The difference was in the actual full-body movement.

I think the old BTech MU* scene were the first ones to tie turning speed to velocity. You turned slowly at top speed, and slowly at a dead stop. Your ideal turning point speed was somewhere around your walking speed (which varied based on chassis and engine).
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SquidgyB

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Re: Mechwarrior Online
« Reply #43 on: December 06, 2011, 06:34:50 pm »


-snip-

Joysticks are dead, man.  They're dead.  *sobs

KG

Sssshhhh! Don't let my (ageing and horrifically modified) Microsoft Force Feedback 2 hear you... It might give up the ghost and i'd have to buy a new joystick, like *shudders* a Logitech G940.

Actually, no.

Not a Logitech... maybe a Saitek X-65... Or a Thrustmaster Warthog.

Yeah, Mechwarrior on a Warthog stick would be pretty obscene.

Flight pedals for turning, too, none of these "twisty-stick" shenanegans.
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BuriBuriZaemon

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Re: Mechwarrior Online
« Reply #44 on: June 02, 2012, 01:27:12 am »

Resurrection time!

MWO is approaching Closed Beta; I think it will start in July. Application is open and they have been sending out Beta keys.
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