Author Topic: Mech-Gears  (Read 2144 times)

Offline Gnarlycharly

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Re: Mech-Gears
« Reply #30 on: May 03, 2009, 12:29:57 AM »
Mech gears would work nicely if you had the SB controller. That Gear shifter would make things easy.
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Offline (TLL) Heretic

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Re: Mech-Gears
« Reply #31 on: May 03, 2009, 03:16:35 AM »
100 points goes to Zeus with his textbook description of the correct deployment of the Awesome Battlemech! (you would have got extra credit if you had described how employing Cicadas, Wraiths or even Galleons as a mobile screen could be employed with the Awesomes to move from static stance to a rolling PPC advance :) )!

Glad to see some-ones read up on his Marik Militia tactics - though I suspect it's more a case of Steiner "know-your-enemy" than any love for the Eagle ;)

FWLM FTW - Always out-ton'd, never out-gunned!!!

PS (not true actually, truer to say, mostly out-ton'd, usually out-gunned, always on the move!)


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Offline Valaska

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Re: Mech-Gears
« Reply #32 on: May 04, 2009, 05:12:55 AM »

 No, Battlemechs don't have "target buldge" or sway etc, I get what yer tryign to say, but even when firing on a full tilt mech when yer stationary you get a negative to hit.. Mechs got equipment the human body doesn't ;P.
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Online Zeus6S

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Re: Mech-Gears
« Reply #33 on: May 04, 2009, 06:02:05 AM »
Like ECM.

Offline Valaska

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Re: Mech-Gears
« Reply #34 on: May 04, 2009, 07:01:48 AM »
Like ECM.

 lol yeah like ECM. You know what would be neat in game though? Advanced cockpits..
"No bird soars too high, if he soars with his own wings" Marriage of Heaven and Hell

Offline Bcbear

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Re: Mech-Gears
« Reply #35 on: May 05, 2009, 09:23:04 PM »
Like ECM.

 lol yeah like ECM. You know what would be neat in game though? Advanced cockpits..

Care to explain?
Advanced cockpits?
A cockpit is just a place the pilot sits and manipulates the controls.... do you mean Advanced Optics?

Offline Flyingdebris

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Re: Mech-Gears
« Reply #36 on: May 05, 2009, 11:26:27 PM »
i'd definitely like to see things like accuracy increases or decreases depending on your actions,
would prefer if it was just swaying the crosshair instead of making an arbitrary cone of fire, since skill and experience can compensate for that over time,

Something to note though, to have fluxuating accuracy based on movement not be an enormous pain in the ass, you'd need 2 things.

A. shitloads of very flat terrain.  You play enough FPS games and you take for granted how stable your character is since they almost never have their aim affected by changes in elevation.  When you are in a vehicle however, every bump in the road causes your view to shift.  Especially true in the crysis engine.   

B.  A movement system not based on boat throttle.  In retrospect, i think the boat throttle movement method in MW games really shot us in the foot.  It made for gameplay that tended to require a lot of space since it was usually not well suited to the constant input changes that you'd need to actually handle lots of stop n go action.  the boat throttle method has so much delay in accelerations and course changes that the entire point of having mechs i.e. maneuverability, becomes moot.  While suited for long open expanses, its not a good method for close up fights or quasi tactical movement that doesn't invovle cruising out in the open at full speed.

As simplified as it was, bf2142 had the right idea, sort of.  When you walked, your stride would cause your aim to pendulum in a repeated manner, and holding the go faster button makes it more pronounced.  Its a shame none of the weapons on the mechs themselves were worth a damn.  Missles were worthless past 100yards due to spiraling all over and the autocannons only killed infantry, cars, and unlucky aircraft.  Couldn't even scratch apcs, tanks, or other mechs.
« Last Edit: May 05, 2009, 11:42:08 PM by Flyingdebris »
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Offline Valaska

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Re: Mech-Gears
« Reply #37 on: May 06, 2009, 02:26:11 PM »
i'd definitely like to see things like accuracy increases or decreases depending on your actions,
would prefer if it was just swaying the crosshair instead of making an arbitrary cone of fire, since skill and experience can compensate for that over time,

Something to note though, to have fluxuating accuracy based on movement not be an enormous pain in the ass, you'd need 2 things.

A. shitloads of very flat terrain.  You play enough FPS games and you take for granted how stable your character is since they almost never have their aim affected by changes in elevation.  When you are in a vehicle however, every bump in the road causes your view to shift.  Especially true in the crysis engine.   

B.  A movement system not based on boat throttle.  In retrospect, i think the boat throttle movement method in MW games really shot us in the foot.  It made for gameplay that tended to require a lot of space since it was usually not well suited to the constant input changes that you'd need to actually handle lots of stop n go action.  the boat throttle method has so much delay in accelerations and course changes that the entire point of having mechs i.e. maneuverability, becomes moot.  While suited for long open expanses, its not a good method for close up fights or quasi tactical movement that doesn't invovle cruising out in the open at full speed.

As simplified as it was, bf2142 had the right idea, sort of.  When you walked, your stride would cause your aim to pendulum in a repeated manner, and holding the go faster button makes it more pronounced.  Its a shame none of the weapons on the mechs themselves were worth a damn.  Missles were worthless past 100yards due to spiraling all over and the autocannons only killed infantry, cars, and unlucky aircraft.  Couldn't even scratch apcs, tanks, or other mechs.

 Umm you musn't be very good at BF2142 no offense, but those missiles are good for the distance of your map.. You crouch and they fly, across, the map. They even home in on things if you cursor it enough, and on that game the chain guns, which destroy infantry for those who haven't played and the light scout vehicles and murder the aircraft if they get in range don't get innacurate as you move, same accuracy all the time just like a battle mech always has, they have FCS's and Gyroscopes for a reason, so your aim doesn't go all wonky and such as you move, hence a battle mech being a VERY mobile weapons platform.

 The too hit modifier when moving on the board game is SIMPLY the pilots ability to aim while moving at top speed, nothing more, nothing less and it has been explained before as well... Pretty much at the beginning of the board game. Still no to the silly gears thing, Fusion powered engines don't have to shift heh.

"No bird soars too high, if he soars with his own wings" Marriage of Heaven and Hell

Offline Flyingdebris

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Re: Mech-Gears
« Reply #38 on: May 06, 2009, 06:36:16 PM »
from what i played, those missles on the bf mechs would squirrell out at about 100 yards and maybe 1 out of 4 or 5 would actually connect with whatever it was you were shooting at.  I don't recall them having any sort of lock on, and if they did, they had a funny way of showing it.  But when you are trading shots with a tank, and he's accurately smacking you with round after round, and you are hitting him with only a fraction of your missiles, you are gonna lose unless you managed to close the range.

and the chainguns.  The crosshairs did move, well, the whole camera did anyway.  The end result was that your aim did bounce when you were moving.  And vs infantry, yeah they'd kill infantry, but it'd usually take multiple shots.  They were killer vs aircraft, but would require switching to the aa gun or catching someone flying too low.  Vs other vehicles though the chainguns were just silly.  Unless you spotted an incoming buggy from a long distance, and he was dead set on jihad jeeping you, you'd get blown up by him slamming into you before you could kill his buggy.  And the guns despite all the flash and fanfare didn't even scratch other mechs, or apcs.  You were forced to use the relatively boring missles, which i may add, could not hit infantry for crap since they had almost no splash.  I still played the hell out of the mechs every chance i got.  I just did not like how the vehicles were balanced against each other in that game.
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I am the very model of a rabid fan of Battletech
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Offline Valaska

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Re: Mech-Gears
« Reply #39 on: May 07, 2009, 03:55:28 AM »
 Oh, well a lot of people don't quite understand the mechs on it I mean it took me awhile too but I'll tell yah in on all the little tid bits;

 Missiles;
 The missiles have a 2 second lock on at that point they will track a target, it won't do anything drastic but they turn almost 60 degree's from their head but a secondary shift in their path is extremely limited but they can track as long as the target doesn't move drastically from the altered heading. As so you will see some walkers run forward (the Walkers can sprint by holding shift) then step back and your missiles will harmlessly plow into whatever behind the walker.
 The missiles are accurate at short ranges to mid when standing, when you crouch the missiles will fire over the length of your view and limitedly track even flying objects.

 Oh and these walkers bobble as they walk if you ever watched a battlemech walk in any of the games etc typically the torso stays -very- even, because of the gryo technology, and that they have an FCS that can compensate all waving and such so that its just left up to pilot skill.
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Offline Flyingdebris

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Re: Mech-Gears
« Reply #40 on: May 07, 2009, 04:04:49 AM »
huh, well shit, no one ever mentioned the lock on or crouching increase range things, this changes things
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Offline Valaska

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Re: Mech-Gears
« Reply #41 on: May 08, 2009, 04:07:59 AM »
huh, well shit, no one ever mentioned the lock on or crouching increase range things, this changes things

 Yeah anything you basically can see they will home in on, its like half a second for it to register a target.
"No bird soars too high, if he soars with his own wings" Marriage of Heaven and Hell