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Old 2012-05-25, 02:10 PM   [Ignore Me] #31
PeteHMB
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Re: TotalBiscuit MAX Footage


Am I the only one who's really, really hating the angle of the weapons compared to point of impact/target reticle? It's damn near 45 degrees off, the animations look like he should be shooting the sky at the top of the screen. Seriously fucks up the immersion for me.
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Old 2012-05-25, 02:21 PM   [Ignore Me] #32
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Re: TotalBiscuit MAX Footage


first thing I noticed.
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Old 2012-05-25, 02:24 PM   [Ignore Me] #33
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Re: TotalBiscuit MAX Footage


Originally Posted by PeteHMB View Post
Am I the only one who's really, really hating the angle of the weapons compared to point of impact/target reticle? It's damn near 45 degrees off, the animations look like he should be shooting the sky at the top of the screen. Seriously fucks up the immersion for me.
I noticed it as well, and it bugged the hell out of me. Hopefully that is what TB is referring to when he says that the animations are not final.
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Old 2012-05-25, 02:25 PM   [Ignore Me] #34
CrystalViolet
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Re: TotalBiscuit MAX Footage


Holy crap, this has been quite the week.
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Old 2012-05-25, 02:52 PM   [Ignore Me] #35
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Re: TotalBiscuit MAX Footage


Big robotic exo suits? They just wont stop copying battlefield!
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Old 2012-05-25, 02:54 PM   [Ignore Me] #36
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Re: TotalBiscuit MAX Footage


Originally Posted by PeteHMB View Post
Am I the only one who's really, really hating the angle of the weapons compared to point of impact/target reticle? It's damn near 45 degrees off, the animations look like he should be shooting the sky at the top of the screen. Seriously fucks up the immersion for me.
No I noticed this too it looks pretty bad I hope they fix that.
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Old 2012-05-25, 02:55 PM   [Ignore Me] #37
PeteHMB
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Re: TotalBiscuit MAX Footage


Originally Posted by DOUBLEXBAUGH View Post
Big robotic exo suits? They just wont stop copying battlefield!
DoubleX! Long time no see, but there's a name I remember....
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Old 2012-05-25, 03:10 PM   [Ignore Me] #38
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Re: TotalBiscuit MAX Footage


( When I think flame thrower, I think this: )
[/QUOTE]

I think most of us do think that is more of a real flame thrower but don't for get one of the main things they are trying to do is game balance.
If they do give the flame thrower longer range they will probly then make it lower damage then the short range verson.
I am just happy they will have them this time around and looks like alot more weapon types to pick also!

Last edited by FireStormNova; 2012-05-25 at 03:14 PM. Reason: spelling
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Old 2012-05-25, 03:14 PM   [Ignore Me] #39
DOUBLEXBAUGH
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Re: TotalBiscuit MAX Footage


Originally Posted by FireStormNova View Post
I am just happy they will have them this time around
They were added into PS1 way after launch, wanna say 05. Also as TB mentioned in the vid they had flame throwers in PS1 alpha. It was the original NC HA weapon, but it caused too much lag, and thus the Jackhammer was born.
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Old 2012-05-25, 03:46 PM   [Ignore Me] #40
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Re: TotalBiscuit MAX Footage


Originally Posted by SniperSteve View Post
I think he said the flamer max was WIP. I too have never seen a game where the flame-thrower approaches realistic flamers. Would be cool to see it implemented properly and perhaps have a useful role in the game.
Have you played Return to Castle Wolfenstein or Enemy Territory? After years of watching many attempts at flame throwers I have yet to experience anything that compares to the look, sound and feel of those flame throwers. If you've never played it's worth just downloading ET to mess around with the flame thrower which makes me think the forge light engine wasn't designed with a built in flame thrower effect.

Biggest problem I've seen in attempt after attempt is sputtering....in engine after engine it's almost as if the game engines were never designed around flames that do anything but explode in balls....so to force the engine to simulate a streaming flame you string a bunch of small balls into a compressed stream of balls and what you get doesn't look real, it doesn't feel real and from what I've seen in this early attempt in PS2 it's got the same sputtering effect.

Although the engine is dated when you fire an ET flame it's nice and smooth like a jet of hot compressed gas and you can almost feel the heat as it balls up when it slides off of things it hits. I've literally seen 50 guys on the beach at night during warm up running around just shooting flames up in the air...it's hypnotic. I think they called it a beach BBQ...have also seen one guy get into a spawn bunker and empty his tank while spinning around insanely causing flame to pour magically out of gun slits and doorways...no one gets out...it's blindingly beautiful...you can't see anything as you burn.
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Old 2012-05-25, 03:52 PM   [Ignore Me] #41
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Re: TotalBiscuit MAX Footage


Originally Posted by PeteHMB View Post
Am I the only one who's really, really hating the angle of the weapons compared to point of impact/target reticle? It's damn near 45 degrees off, the animations look like he should be shooting the sky at the top of the screen. Seriously fucks up the immersion for me.
Yeah, I think that's bug/artifact of some kind. Bothered me too.
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Old 2012-05-25, 03:58 PM   [Ignore Me] #42
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Re: TotalBiscuit MAX Footage


Originally Posted by FireStormNova View Post
I think most of us do think that is more of a real flame thrower but don't for get one of the main things they are trying to do is game balance.
If they do give the flame thrower longer range they will probly then make it lower damage then the short range verson.
I am just happy they will have them this time around and looks like alot more weapon types to pick also!
I don't disagree - maybe 2 versions (or a "sidegrade")?
1) Default short range with higher damage
2) Longer range with decreased damage

I understand why most games go with a shorter version, but it could be very interesting if they added some range - even at the expense of some damage. It would be awesome to see it in game either way
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Old 2012-05-25, 04:09 PM   [Ignore Me] #43
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Re: TotalBiscuit MAX Footage


Vanu Sovereignty:
We have crabs!


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Old 2012-05-25, 04:27 PM   [Ignore Me] #44
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Re: TotalBiscuit MAX Footage


Originally Posted by Xyntech View Post
I'd love a long(er) range flamethrower, especially if the flame spread to fill a room when fired into smaller closed spaces. As long as it didn't do too obscene an amount of damage per second, I think it would be pretty awesome as a way to make enemies want to clear out of a room you were about to enter.

Awesome footage. Cool to see the MAXes even though they still need quite a bit of work.

I hope that they do remove the ability for MAXes to use jump pads.

Maybe they could have it where only Light Assault could use something like the jump pads, maybe altering them slightly to be a temporary overdrive for the LA jump packs, allowing them to burst forwards across the distance at high speed.

Then to replace the jump pads, do some sort of thing like the ziplines from the caves, only better implemented, more like the zip lines in the new Bioshock. Everyone except for MAXes could use the ziplines (infiltrators, engi's, medics, HA, even LA), while only LA could use the jump pads.

I think this would make the game flow a lot better and feel a lot more "right." Maybe I'll start a post in the idea section later.
Ziplines would suck ass. Would be appropriate in south american resort, not appropriate in a sci fi shooter.
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Old 2012-05-25, 04:47 PM   [Ignore Me] #45
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Re: TotalBiscuit MAX Footage


Originally Posted by Sledgecrushr View Post
Ziplines would suck ass. Would be appropriate in south american resort, not appropriate in a sci fi shooter.
It seemed appropriate in Planetside 1, why not in Planetside 2?
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