Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Downplaying the most popular video game mecha IP kinda insane.
Thats why the proper compromise is being able to look ahead of turn speed. But i feel people are saying they want to get rid of turn speed entirely, not just camera speed, which would make the game much less interesting.
But should our movement be affected by this, too? If I spin around quickly so my camera is pointing behind her, will W move me forward relative to the girly or forward relative to camera? Cosmic Break does the former, and it feels bad.
i.e. you have normal acceleration until you exceed the limit, then it lowers your speed to the capped value which is a constant no matter how fast you continue to move after that. It has nothing to do with reverse acceleration.
It's just a turn limit that you're allowed to exceed momentarily. They could remove the part where you can exceed it and you'd be stuck with just a fixed turn rate.
Just admit that you hate mecha and go back to playing whatever's the current flavor of the month souls slop. Limited turn speed is a key mechanic of vehicular combat genre and everyone complaining about it never cared about the genre in the first place.
Turn speed is an important stat that different leg parts are balanced aroun. You are calling Mechwarrior outdated while it actually successfully solved that issue of combining turn speed limit and free mouse look.
This mechanic only works for long, and med distance engagements, but they also put melee into the game, where you are fast and close to the enemies, a turn-speed limiter like this is a no no.
It's poorly thought out, and beyond cluncky.
I'm okay with the other suggestions of using a warthunder type turn-limiter but this... Would be better off without a turn limiter otherwise. AC6 and most other games that aren't hardcore simulators use True Directional movement which adds a delay for the body to turn while keeping the camera speed uncapped.
This isn't 1975, and this game certainly isn't a Simulator like mech warrior, so why is it trying to be? It has the Classic AAA syndrome of trying to add a defunct mechanic in the modern age of 2025, but doing it very poorly.
I'm still buying this day one, but def doing some file diving, to remove the limiter.
I like the current version, though.
In Japan, there is a concept called "shosa." In traditional Japanese dance, "shosa" is often used to indicate the role of each character.
Thanks to this shosa, in Japanese dance, the role of a character can be understood just by their movements.
The movements of the dolls in this game made me feel "shosa."
Well, of course there is no such thing as "doll shosa," but if there was, I feel like the movements would be something like this.
Enemies also have turn rate limitations, so if you move around them close enough they simply can't track you, though neither you them.