Muzman on 1/4/2011 at 04:12
Well they're clearly going for something more of a Team DM game than a Mech sim, so speed wise it seems somewhere in between.
At one point one of them does some special rocket assisted sidestep manouvre which you probably have to charge up. So maybe there is no constant strafe configuration (Or it could just be a dodge like in UT).
Kolya on 1/4/2011 at 13:54
When I saw the footage I instantly thought that the environment was inspired by Tokyo.
Later I noticed they had a (
http://www.hawkengame.com/blog/archives/183) message about the Japanese earthquake on their blog. Some smart press agent there.
Koki on 1/4/2011 at 14:34
Have you ever actually seen Tokyo?
Matthew on 1/4/2011 at 17:39
Quote Posted by Boxsmith
I liked the way Mechwarrior 3 did it -- targeting with mouse, leg/torso turning with keyboard. That way you get both the feel of the "large unwieldy killing machine" and precision aiming. Better than 4's combined approach imo, which is what they seem to be doing here.
Saitek X52 with torso turn applied to the twistable joystick. Not quite Steel Battalion, but it did me just fine. :D
Muzman on 14/6/2011 at 23:23
I like the sound of that gametype. Charge up big slow moving dreadnought and then defend it while it wends its destructive way to the enemy base. They're probably not the first to do it, but still sounds pretty cool.
The extra upgrade options sound cool too. They could chuck in a lot of little Tribes like touches actually and it'd be awesome
sNeaksieGarrett on 14/6/2011 at 23:48
Battlefield 2142's Titan game mode is what I am reminded of. Not sure that's a decent comparison but it's what springs to mind.
Jason Moyer on 15/6/2011 at 00:32
This looks awesome, but the camera is horrible. If the camera is supposed to be from the viewpoint of the pilot, then he's bouncing around like mad inside the cockpit.
Muzman on 15/6/2011 at 01:05
I'm not seeing an unusual amount of 'headbob' at all. Less than some games even. It's more that the cockpit is moving around the pilot. Which, given that's effectively the HUD, I can see being its own problem however.
Jason Moyer on 15/6/2011 at 01:27
Yeah, that's what I mean. Instead of the pilot staying relatively still within the mech, with the mech and pilot moving in relation to the outside world, it's like the player's head is staying perfectly aligned with the outside world while the mech moves around him, which looks weird (and gives me a headache).