Chad JenkinsToday at 9:10 PM
Any gameplay videos out there are out of date though
Haha yea, the buildings falling are a key feature
We've been focusing on making things a lot more dynamic
So you can for example, a shoot a mech's leg out while it's running and it will go tumbling through a building.
That sort of thing
That's part of the reason why we've not shown anything lately, we've made massive changes, and we're getting everything back to show quality.
No one wants to see mechs sliding around in T-Pose until we get the new animations in haha
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That interests me
Does it work on some kind of overwatch system?
Chad JenkinsToday at 9:22 PM
What happens is that you can see into the future one turn. It's not perfect precognition, you only know what they intend to do.
So you plan out your moves with that in mind, for example aiming for the mech's legs. Then the action plays out
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Chad JenkinsToday at 9:23 PM
You get all sorts of chaotic style interactions from that, in testing I blew the treads out of a tank, he spun out and took out the legs of a mech running at full tilt on the enemy team
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Chad JenkinsToday at 9:23 PM
Yea
We want you to be able to actually have teamwork between units
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Chad JenkinsToday at 9:23 PM
So you can do things like hit someone from behind while he's focused on your shield mech
We couldn't get that with the previous discrete turns
We tried a lot of different solutions
Such as interruptions, overwatching and counter attacks
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Chad JenkinsToday at 9:25 PM
The pace was really slow, and it didn't feel like you're watching a mecha anime. Which is our goal in regards to presentation
Oh, absolutely
Chad JenkinsToday at 9:26 PM
Or, have a mech charge someone down with a shield, then you have your team mate jump out at the last minute and shotgun them in the face.We're still iterating on things, though I've been having a lot of fun with it