msHZuk » 06 дек 2016, 18:01
Английский текст от фаната, побывавшего на мехконе:
So I promised a few of you guys a write up about the HBS demo they were showing at mechcon and here i am delivering. I'll break it up into three sections for simplicity's sake: Diffrences from Gen-con, my Impressions and predictions, then finally some unofficial but verbal confirmations from HBS staff. I only got to play three times as the line got a bit ridiculous at times.
But before we start I have to say, Tyler and Mitch are some of the most down to earth devs I've ever met. Only got to talk to each of them for 5-10 minutes but it was both entertaining and enlightening.
Differences from GenCon
-The most immediate difference was the lance composition. We lost the Marauder and Shadowhawk but swapped in a trebuchet and Griffin.
-Melee and DFA buttons were added! they sit to either side of the fire button but were unfortunately greyed out.
-MANTICORES
-AI seemed to be more vicious, they will focus fire and generally lead with can openers before firing their critseeking stuff.
-Indirect LRMs travel on a ridiculously high arc before coming down to bombard the target.
Impressions and Predictions
For a Pre-Alpha, this is such a solid demo. You can feel the dedication and love for the IP as you play because there are very very few things noticeably wrong with it. My first playthrough was right at the start of the day when they were pretty much begging people to come try it out, and I jumped at the chance. I played it very much like how we say the Gen con demo play, Aggressive commando scouting and moving the rest forward to brawl. And holy *** I got punished for it. My commando was swiftly opened up by a jumping enemy griffin and Hunchy and it only barely got behind a rock before the enemy trebuchet but 30 LRMs into it through indirect fire. By the time I cleared the first wave of defenders my trebuchet was opened up and my griffin had lost it's left torso, needless to say the next wave of strikers, manticore, and griffin quickly ammo racked my treb and cleaned up my griffin before wittling my atlass down at range.
My second and third play through I played much more defensively and they ended up being much the same, the commando was held in reserve while I scouted with the griffin, keeping the treb and atlas together and pushing up slowly. And damn not a single mech of mine even broke armour. LRM's and missiles in general are absolutely going to form the meta for this game. They are ridiculously powerful just for their shear reliability. Heat also played a huge factor in this game, I'd say almost half the players of the demo lost because they were used to MWO's dual nature of heat, either you were good or shut down, they all ran the redline and paid for it. In this demo the first heat cheveron meant accuracy and movement penalties while the second doubled down on that and opened up the possibility of cooking off your own ammo.
The areas lacking were almost entirely tied to movement most of it just being alpha is alpha. Mechs could walk up and down both cliff sides and buildings in a step or two while rotation has a very basic and easily missed UI guide. The biggest problem ATM is pathing, there were times were it would have been faster to move around a forest but shortest path will make you spend three turns walking through it.
Overall it was a fantastic experiance and 100% justified my backing of the game and the treb and griff move so fluidly, they move their arms! Also those death animations are fantastic!
Unofficially verbally confirmed (They shall remain unnamed incase they let something slip they weren't allowed to)
-Thunderbolt was said "To be coming along great" and definitely in the game
-LRM manufactor variants will have different launch effects, some will fire like the demo, some the MWO Inner sphere wave, Some will swarm like old school MWO and another will go full macros missile launch arcing of in random directions before coming in to hit the target.
-Single shot, and rapid fire Auto cannons are done by manufacturer with single shot variants doing less damage for higher impact
-Laser manufacturer will include: Burn duration, color hue, heat, range and damage. An extreme example given was a small laser that only did 5 damage but could reach out to medium laser range.
-They desperately want to get infantry into the game but at this point it's a 70% chance of not happening.
-They're working on a waypoint system but are "more then likely going to scrap it and devote more effort into pathfinding to streamline turns and multiplayer speed"
-The atlas model will retail around $200 USD
-Depending on how successful the game is, newly released mechs will come in the form of DLC. Likely 4-5 months after release.
Вера - не начало, а конец всякой мудрости.