someone else
Arcane
Trying to manage different weapons is a problem in previous MW, but I have 5 button mouse ready, only a question of time, the game will be released later outside of Epic?
There's even no consistency when it comes to mech sizes, unless specified. How tall and wide BT tanks and mechs are is for the artist to decide but obviously most go with the heavier = taller thing.Well there's basically no consistency at all when it comes to autocannons in the material, you can have 203mm full automatics and ones that are like modern 120mm tank guns both classified as the same fucking thing (AC20), since like you said it's basically just an abstraction that's never been given any real definition (and is only made MORE confusing by UAC and RAC, and RAC is THE headscratcher). Hence why I said full auto is the aesthetically pleasing way to handle the autocannons.
Disagree, I liked the gauss sound effect from FO2. MWLL also has a fast FWUMP when fired combined with the sound of armour tearing upon hit.Gauss Rifle sound effects will always be bad.
They put in Swarm missiles, NARC beacons, TAG, Gauss Rifles, and a ton of other Invasion-era items into the HBS game. Why not this one?Isn't this game set in 3015?
If so, why can you equip a fucking Gauss Rifle in your mech?
Still remember the first time I ran into an Urbie. It was in The Crescent Hawk's Inception. There I was in a souped up Commando, feeling like nothing can stop me. Ran into what looked like a Locust in the Arena... Yeah... Time to reload, bud...The best thing about that trailer was the Urbies in fashionable 4th of July camouflage.
If you think that mechwarrior 2 had the best physics engine, you should be locked in a mental institution because you're clearly deranged.Mechwarrior 2 simulation engine was written by a guy who did flight simulators for the military. MW2: Mercs, Interstate 76, Battlezone also used that engine, which helped them feel "real". "Heavy Gear" series may have used it as well.
But ever since then, every Mechwarrior game comes with shitty physics and feels like a cartoon. People laugh at me when I point out that quality code is an art, and that engine programmers were often writing better gameplay code in the 90s than they do now. Fallout 1/2 and Mechwarrior 2 are good examples of that.
Look at MW5 gameplay videos. Rigid, light, toy-like movement. There's nothing real about any of it. So much focus put on graphics, and yet for physics they plugged some generic UE library. Way to miss the point of a fucking Mechwarrior game.
If you think that mechwarrior 2 had the best physics engine, you should be locked in a mental institution because you're clearly deranged.
And have you played the Mechwarrior 5 beta to make such statements?
you are rightIf you think that mechwarrior 2 had the best physics engine, you should be locked in a mental institution because you're clearly deranged.
MW2 and Mercs2 were the only Mechwarrior games where the Mechs felt like giant stomping robots. Best or not, they got the physics right.
And have you played the Mechwarrior 5 beta to make such statements?
I've seen the videos, dude. Do you not see the difference between this:
https://youtu.be/L0mSdnxM7fc?t=1901
and this?
https://youtu.be/EQ6dpXB4LgA?t=327
Hint: MW2 upper body rotation is capped. It feels mechanical, like actual pneumatics and gears are rotating or someshit. You had to negotiate with the mechanics just to aim properly. But this is just the tip of the iceberg. Some things are hard to describe. Don't you see how in MW5 everyone is so light on their feet? Do you seriously not see the difference? One feels like a mech game, the other is a goddamn FPS with slowed walking speed and tiny buildings.