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Fordítási probléma jelentése
Your last passage suggests that you already got there yourself, but decided to click "Post" anyway.
So yeah, absolutely stunning idea, for a totally different game like you wrote, absent of Battletech or MechWarrior as a brand. If they wanted to make this game, your suggestions would make sense.
If Arma can have 545135 stances, there really shouldnt be an issue to add "hands up" stance, where your "arms crosshair" moves slightly above your "torso crosshair" and you can suddenly shoot above cover.
Its not like people are asking for hyper actuators so they can turn their hands 180° around and shoot at enemies behind you ..
with the arms slung low, bent at the elbow, there is "give" available to absorb the shock of recoils.
extending the arms out in front removes this "give," and thus should produce a hell of a lot more recoil. certain designs are topheavy enough that firing in this manner would risk knocking them over onto their back.
i dunno, mebbey it's because i started with MWO, so i see hardpoint positioning as in inherent advantage/ disadvantage of a given chassis.
You could also add increased spread or accuracy loss when using "raise arms stance".
Or you could add MWO style camera shake like from masc and jjs, so you use this only as a sort of "poptart" style of gameplay and not use it all the time.
About chassis design, well yeah thats kinda the issue of turning tabletop, turnbased game into real time FPS game.
Corsair on tabletop doesnt have to care about its size because you are on hexa fields and there is very easy way to know which way you are facing, but in MWO you can hit it by sneezing two zipecodes away.
And you can see it on MWO meta picks, pretty much everything is high mounts on side torsos.
When you play FP, first wave is 12 stalkers vs 12 blood asps.
The entire point of mechs with arms being kinda "bad" (dont go too deeply into that) is that they can swing their arms around and aim at everything. In MWO most arm mechs are worse, because they can only hunt ants on ground.
if you've got many weapons in the torso, you'll generally not want to unlock your arms so that you can pile on damage.
but if most of your weapons are in the arms, it's much more viable to unlock the arms.
aside from the larger turn radius compared to the torso, arms also have the advantage of moving much, much faster than the torso. this aids torso-twisting to spread out incoming damage, as well as letting you fire on angles the torso just cannot reach.
now granted, both of these things are much more important in MWO. over there, you really must learn to torso twist. over here, it is completely viable to never do it. you'll have "ridgeline" fights far more often in MWO with maps like canyon and that purple flowery one i always forget the name of.
there is, however, one area where arms in 5 (both clans and mercs) beat out arms in MWO: melee exists in 5. you actually have to have actuators to use melee (for example, the summoner does not have them so it cannot use melee.)
melee isnt the biggest factor here in clans. we dont have the melee weapons available in mercs. some of the ones you can get in mercs are ridiculous. my preferred mech there is a hero hatomoto-chi using a large melee, and even other assaults die to or barely survive getting two-tapped.