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Chromehounds' sequel is already in early access since a while now, it's called MAG and it's on steam. The developers of MAG claimed chromehounds was what they were going for.
Somehow I did not know that part!!!
Holy flipping hamburgers, I'm headed for it right now!!! Thanks!
Edit:
Nothing called "MAG" shows up on Steam. Are you sure that's what it's called?
Maybe a store page link?
I actually had it the other way around a while back; was interested in chromehounds, ended up checking out MAG. Did end up buying it though, good stuff!
Little barebones at the moment but very promising.
http://store.steampowered.com/app/280440/
Hmm, reviews changed a bit, maybe development is a little on the slow side.
I wish I had known about the free give-away.
If the game is at least as good as CH, I'd totally pay the $20... Though the Steam user in me says, "Wait for a sale, dummy!"
Both Crossout and M.A.V. are on my wishlist now. I'll get M.A.V. before Crossout, though. Crossout looks pretty fun, but the parallels of M.A.V. to Chromehounds is too great to ignore.
I can vouch for your choice to wait for a sale though, by that time the game is probably more polished as well so it's a win-win.
I loved that your aim sensitivity was determined by the chassis' rotation speed (measured in degrees of rotation per second), which is how quickly the turntable on top of the chassis could rotate and tilt the rest of the mech when fully powered. If the generators got destroyed (say, from incendiary mortars, since most people never bothered with heatsinks to regulate thermal stability), usually the power supplied by the cockpit was insufficient to run everything. When a mech drops power output to below the power consumption level, the rotation (aim sensitivity) usually got cut in half. The copy-paste YouTube chicken-leg build most noobs ran had a base rotation of I think it was 45 degrees-per-second (takes 8 seconds to aim/rotate a full 360 degrees left or right). Whoever thought their design was invincible and plastered it all over YouTube was as ignorant as those who used the design. They had no grasp of the games mechanics, so players such as myself who learned the mechanics immediately devised a counter: hit them with incendiary ammo to burn their generator (armor may absorb the impact, but the fire would overheat the generator regardless if no heatsinks were installed). Once their genny was fried, you'd use your fast caterpillar or wheeled chassi's mobility to get behind them, and obliterate them at point-blank range with devastating kinetic rounds (the Falchion cannons clustered in a group of 3 was my favorite, followed by quad lances).
That's just one small example.
Weapon recoil, the sequence in which a group fired, and the distance/elevation from the chassis' turntable factored into recoil torque/leverage which would affect a weapon group's accuracy at range. Example: if you had 2 "arms" (made from spacers) sticking out from the turret's center (usually the cockpit), and you were to mount 4 howitzers, 2 touching the cockpit, and one on each end of the arms, the guns farther away from the center of rotation would twist the turret more than the guns close to the center of rotation. This means if you assigned an outer gun first (your weapon set's guncam), then the other outer gun, at 1Km out, the first shot would be on target, but the second shot would veer off to as much as 150m off target (each map grid was 300x300) since the first shot's recoil twisted the turret hard. Also, if the chassis turntable were 0/0/0 on the X/Y/Z axis, weapons placed in a positive Y co-ordinate would tilt the turret back (increase elevation) each shot, and weapons places on a negative Y co-ordinate would tilt the turret forward (decrease elevation). Placing weapons on the +Z- axis would amplify this torque as well. So two players could have the EXACT same mech, but if the order in which weapons were assigned to a group - which dictates firing sequence - was different, it could mean the difference between all 4 shots being on target, or 3-1 shots being on target. Also, ammo type comes into play as well. Kinetic rounds (damage relies on velocity of round upon impact, so closer=stronger) have significantly more kick (also higher speed and flatter trajectory) than chemical rounds (slower velocity, steeper tragectory, but delivers the same damage at any range, plus they add thermal stress to the target, and often created splash damage that could bypass armor a bit). So I almost always ran chemical ammo for long range shooting to get tighter groups and consistant target damage, even though it required significant target lead and elevation compensation to get direct hits. Of course, some howitzers' chem rounds would have a napalm effect, in which case a spread volleyed a few cycles could blanket an entire grid in hellfire that would incinerate anything that touched it if the target didn't have at least 4 heat sinks.
Again, just a SMALL example of Chromehounds' complexity. It's like chess if it were in real-time, and on PCP. This is what I'd expect to see as a standard from a game that is basically Cromehounds for PC.
Altough there's a couple packs which are, in my opinion, really good deals for if you're interested in the game.