Been keeping myself up to date with this game since it was announced and i cant wait...
Out of all the mech type games out there Mechwarrior is still the best by far.
Have played probally all the Mchwarrior games ever released and they have all been great fun, the style and mvoement of the mechs is eactly how i would expect one to handle in real life if we could ever do such a thing... All this whizzing and jumping around in the FPS style mech games just dont feel right at all.
Mechs are suppose to be really heavy bits of kit its just not gonna move around like a person does.
Anyway looknig forward to this, but yeah its a shame its not a full on MMORPG
Well even in the armored core series you had the heavy weight style mechs that actually were vastly slower, yet the weight limits you had availible on those frames were also vastly highers too, which allowed you to carry deadlier armerments then a lgihter weight mech could. Even in Mechassualt you have smaller or lighter built mechs that are more of the hit and run staple mech, with a style movement that is more akin to a arial dog fighting, then lumbering ground tank warfare. Also it is like saying that since a a Harley does not handle the same as a ninja style Kawasaki, that one of the two are not a motorcycle which is untrue in all aspects. It is a matter of what the units are crafted for, such as how a transport plane is much larger as well as lumbering yet has vastly higher storage area, while the smaller jet fighters have smaller storage while gaining agility as well as speed from this trade off.
The main difference in mech games is weither they are furturistic styles set in the distant furture, or closer to modern settings, which dictate much fo the rest of the game play and styles. The further ahead you go in time the more you can deviate from the normal perception of what would be normal, just look at air planes prior to jet engines the speeds as well as movements that pilots do now adays was unheard of. Also thru developement i am sure you can get machinery to make percision movements, and at varied speeds yet this would also be based around comparing the movements based off them being of unequal dimensions.
I have played largely all of the mech-based games i have seen released, and found that most styles of play are capable in them from the lumber tanker, to the agile skim gunner styles (aka hoppers.). It is mostly looks that differ between games more so then other aspects, with some being more gorup or tactical, while others are more about your actual ability to control the mech well, even to what you outfit your mech in. I hope to see a front misssion style tactical style of mmos, in any of the mech universes come out. So far mechassault looks great for what it is supposed to be, and what it was crafted to be.
It's not a twitch based console game, thank god. It looks just like all of the previous mechwarrior PC games.
As far as how slow and boring the combat is, the opening scene is between two 100 ton mechs. Which are the biggest, slowest, most heavily armed and armored units in the game. Next is between two Hunchbacks, which are 50 tons and made for armor/dmg not speed.
To give a frame of reference. The Atlas top speed is 50 kph. The Hunchback is 60 kph. A 25 ton Locust has a top speed of 120 kph. Most of the video is shot from the view of one of the slowest units in the entire game. None of which have jump jets which allow for a quick boost into the air, and then semi-sustained hovering if it's anything like previous games.
(It's also made to be more strategic than shoot your opponent in the chest three times and they die. Damage is absorbed in many cases on a larger scale so you can work to destroy a portion of the mech that houses larger weapons. Or damage it's leg so it can't manuever as well etc. Which can also get involving if they implement any sort of the customizations or salvage etc that helped make the single-player missions of the original games enjoyable)
Comments
Well even in the armored core series you had the heavy weight style mechs that actually were vastly slower, yet the weight limits you had availible on those frames were also vastly highers too, which allowed you to carry deadlier armerments then a lgihter weight mech could. Even in Mechassualt you have smaller or lighter built mechs that are more of the hit and run staple mech, with a style movement that is more akin to a arial dog fighting, then lumbering ground tank warfare. Also it is like saying that since a a Harley does not handle the same as a ninja style Kawasaki, that one of the two are not a motorcycle which is untrue in all aspects. It is a matter of what the units are crafted for, such as how a transport plane is much larger as well as lumbering yet has vastly higher storage area, while the smaller jet fighters have smaller storage while gaining agility as well as speed from this trade off.
The main difference in mech games is weither they are furturistic styles set in the distant furture, or closer to modern settings, which dictate much fo the rest of the game play and styles. The further ahead you go in time the more you can deviate from the normal perception of what would be normal, just look at air planes prior to jet engines the speeds as well as movements that pilots do now adays was unheard of. Also thru developement i am sure you can get machinery to make percision movements, and at varied speeds yet this would also be based around comparing the movements based off them being of unequal dimensions.
I have played largely all of the mech-based games i have seen released, and found that most styles of play are capable in them from the lumber tanker, to the agile skim gunner styles (aka hoppers.). It is mostly looks that differ between games more so then other aspects, with some being more gorup or tactical, while others are more about your actual ability to control the mech well, even to what you outfit your mech in. I hope to see a front misssion style tactical style of mmos, in any of the mech universes come out. So far mechassault looks great for what it is supposed to be, and what it was crafted to be.
It's not a twitch based console game, thank god. It looks just like all of the previous mechwarrior PC games.
As far as how slow and boring the combat is, the opening scene is between two 100 ton mechs. Which are the biggest, slowest, most heavily armed and armored units in the game. Next is between two Hunchbacks, which are 50 tons and made for armor/dmg not speed.
To give a frame of reference. The Atlas top speed is 50 kph. The Hunchback is 60 kph. A 25 ton Locust has a top speed of 120 kph. Most of the video is shot from the view of one of the slowest units in the entire game. None of which have jump jets which allow for a quick boost into the air, and then semi-sustained hovering if it's anything like previous games.
(It's also made to be more strategic than shoot your opponent in the chest three times and they die. Damage is absorbed in many cases on a larger scale so you can work to destroy a portion of the mech that houses larger weapons. Or damage it's leg so it can't manuever as well etc. Which can also get involving if they implement any sort of the customizations or salvage etc that helped make the single-player missions of the original games enjoyable)