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Buzz_Litebeer
http://www.youtube.com/watch?v=CT4eWsWAWYQ

Little preface.

I am using the exact same configuration I used to play mech3 with free reticule.

Note, I am not fighting per say, just trying to show what happens when someone starts kicking you in the face.

As you can see getting kicked around really hard and it makes it impossible to keep the torso oriented correctly. NOTE this may not be in the final version, this is still alpha testing for this feature (IE recently implemented and may not even see official beta testing).

But it can give you an idea of what we are doing.

Also, if you watch you can get a new idea of the radar model.

Because I am in a stock Awesome, I am unable to see my opponent through trees. But my opponent has all of the radar bells and whistles, including BAP/ECM etc...

So I am unable to see him at all while in the forest, but he can see me and peg me with missiles.

All of the while being kicked around like a mule when I have the reticule "freed"

You will also note how little damage I am doing, as he is using some of the special armor options that make the PPC variant of the awesome particularly ineffective.
Lðrd §åmûråî MC™
I see more clearly what you mean. Still, it's not any different than torso based aiming where you adjust after you've been hit. It may take a bit of getting used to, but you could manage it.

Having the torso return to the last position it was in after being rocked wouldn't be bad though. The way I see it, your aim gets knocked off initially anyway, so it's as if you had standard aiming with that in mind. Making it slowly return to itself wouldn't unbalance it in any way, though is not completely necessary imo.

When you say that this may not be in the final version do you mean the free reticle or the knock lol.
Chaos Theory
Can you find out if Smoke grenades block radar now. Because that would finally make them worth their slots.
Thelastmechwarrior
QUOTE (Chaos Theory @ Nov 12 2008, 17:40) *
Can you find out if Smoke grenades block radar now. Because that would finally make them worth their slots.


That would be extremely unrealistic. Smoke grenades don't block radar they prevent you from seeing a target. I
BATTLEMASTER IIC
I don't find it fair to say that using the config you used from MW3 doesn't work with the free-reticule since the damage model in MW4 is not CBT-based as it was in MW3.

I can understand though why you would mention that as people who have played MW3 would fear that such configurations would be just as powerful in MW4.

Thanks for the video. I hope the free reticule make it in smile.gif
Buzz_Litebeer
QUOTE (BATTLEMASTER IIC @ Nov 12 2008, 12:15) *
I don't find it fair to say that using the config you used from MW3 doesn't work with the free-reticule since the damage model in MW4 is not CBT-based as it was in MW3.

I can understand though why you would mention that as people who have played MW3 would fear that such configurations would be just as powerful in MW4.

Thanks for the video. I hope the free reticule make it in smile.gif


No,

I used the same movement config that I used in mech3.

It has nothing to do with damage models.

In mech3 when you got hit your torso would re-orient in the vertical automatically. This was a HUGE factor, and you do not realize how huge until you are in mech4 and it does not do this.

The entire point is that if free ret were as powerful as it was in mech3, and mechs can be controlled 90% of the way they were in mech3, then someone who can use free ret in mech3 should have the same aiming advantages in mech4.

It does not work like that because of how torso knock is implemented.

As to the statement that this is an alpha feature this means:

1. It may not even make it to the final build, there are some bugs in the animations which do not show up on the awesome.

2. It may not function like it does now, IE Jeho might make it so that the torso DOES auto center to its previous up and down vertical.

3. It may not function as a true free ret but as something entirely different.
4. It may only control arm weapons in the future.

etc... etc...

This was made to see if it could be done, so it may not even BE done.

It is just something to wet your appetites for the future of the game ;-)
Lðrd §åmûråî MC™
QUOTE (Buzz_Litebeer @ Nov 12 2008, 11:03) *
1. It may not even make it to the final build, there are some bugs in the animations which do not show up on the awesome.

2. It may not function like it does now, IE Jeho might make it so that the torso DOES auto center to its previous up and down vertical.

3. It may not function as a true free ret but as something entirely different.
4. It may only control arm weapons in the future.

etc... etc...

This was made to see if it could be done, so it may not even BE done.

It is just something to wet your appetites for the future of the game ;-)


You could just assign the y axis to your mousewheel right? That is if you use a mouse. For joystick users couldn't torso twist and y movement be mapped to the hat using joytokey or something like that? Guess it wouldn't matter so much if it was changed.

Will be looking forward to using it whenever it gets added and released.
BATTLEMASTER IIC
Thanks for elaborating Buzz smile.gif
Tamaraw
QUOTE (Buzz_Litebeer @ Nov 13 2008, 03:03) *
3. It may not function as a true free ret but as something entirely different.


Nice, a displaced non-center reticule that prevents hudded players from just placing a center-marker in their monitor then turn-off hud!

QUOTE (Buzz_Litebeer @ Nov 13 2008, 03:03) *
4. It may only control arm weapons in the future.


Very nice idea!
FenixStryk
Seems like you have to switch back to torso control when you use Free Aim and get knocked up. If switching between torso control and free ret is fluid (maybe by being able to toggle between thw two with Right Mouse), it shouldn't be a problem. Perhaps even have it so that the free ret retains its position if you switch back to torso control, and to reset it to center you press another button?

Chances are it might not be possible due to the lack of a source code, but IMO it needs to work right before we consider adding the feature.
Buzz_Litebeer
QUOTE (FenixStryk @ Nov 12 2008, 15:10) *
Seems like you have to switch back to torso control when you use Free Aim and get knocked up. If switching between torso control and free ret is fluid (maybe by being able to toggle between thw two with Right Mouse), it shouldn't be a problem. Perhaps even have it so that the free ret retains its position if you switch back to torso control, and to reset it to center you press another button?

Chances are it might not be possible due to the lack of a source code, but IMO it needs to work right before we consider adding the feature.


I actually wrote a program to do the toggle when pressed, so it is not implemented.

The toggle when pressed though is clunky to use, because the time it takes to depress the button you could have just used the mouse to move the entire torso at the enemy.
JarheadEd
Hmmmmmmmm,...I wonder how a track iR in mouse emulation mode would work with that, while still using joystick / rudder for torso pitch and twist. Would it make for a "Look and shoot" feature? cool.gif
Buzz_Litebeer
QUOTE (JarheadEd @ Nov 12 2008, 19:31) *
Hmmmmmmmm,...I wonder how a track iR in mouse emulation mode would work with that, while still using joystick / rudder for torso pitch and twist. Would it make for a "Look and shoot" feature? cool.gif


I was actually thinking of this as well, if you had a joystick tied to the torso and all, and say had the headmounted wiimote mod?
JarheadEd
QUOTE (Buzz_Litebeer @ Nov 12 2008, 22:47) *
I was actually thinking of this as well, if you had a joystick tied to the torso and all, and say had the headmounted wiimote mod?


I have a Track iR,......(blatant alpha test beg) biggrin.gif

Use of the mouse stick on a X-52 HOTAS...probably impossible.
Khetti
Good vid, from what i can see theres no real advantage from using the free recticle, if anything i can see this being a rather useful tool for brawlers.
Hope this makes it into MP4 and the idea of it only controlling arm weapons is really neat.
trip
Good vid, shows exactly what we wanted to know.
RkShaRkz
1) does turning off FreeRet mode resets the FreeRet position?
2) what's that green/red circle below the clock? smile.gif
~BP~Kodi
QUOTE (JarheadEd @ Nov 12 2008, 22:51) *
Use of the mouse stick on a X-52 HOTAS...probably impossible.



I was thinking the same thing for the nub on the throttle.
JarheadEd
http://uk.youtube.com/watch?v=aLkfx6QxLfg&...feature=related


Oh man, I wish!
Brooks
ooh, schmancy. cwm12.gif
nano
Wow. Now that is immersive. Can you imagine a mech cockpit like this? With this interaction?
JarheadEd
If only it could use the middle finger. I'm thinking Atlas/Warlord.
Tamaraw
Although it's very realistic and interactive, it'll lose its "newness" and become boring after awhile. Players will just bypass it afterwards. smile.gif
lordsbaine
After thinking about this a bit. Here are the issues. Free reticule would not really cause an issue for missiles, simply point and fire. For Weapons that require line of site there would need to be a second reticule showing where the weapon is pointing on its way to line up with the reticule. The issue in annimation is that it is smooth and fast for your mech, but other players see flakey movement, not smooth movement. This means weapons would not be just point and shoot with the reticule giving missile weapons an obvious advantage. Like it is today with jet fighters.
WhiteFeather

Whoa... that power glove is bad ass.
CWr Chewtobacco
probably wont use it nuch myself..ive got better control with my 2 joystick setup...besides when i have a damaged torso i like to deke my torso twist alot to make it harder to target...not to mention how important it is when driveing "little Bigman" my Hollander...that erm, umm.. targetable protuberance cwm24.gif
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