Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Syeven Reed
G0DS AM0NG MEN
618
|
Posted - 2014.05.11 09:37:00 -
[1] - Quote
This one's a bit... "bleeehhhhgg".
Tbh I'm sure your going to do an overhaul with all the graphic goodies you've been showing off. So I would like to request that the victors are able to move around the battlefield and 'watch' as the fruits of our labor come to fruition!
And make it badass, with blue/green/purple fire n' stuff, multiple secondary explosions and fiery corpses of the, 'not yet shot in the face clones' raining down from the sky!
MajLagSpike
CPM Application
|
Arkenia Wyrnspire
Nos Nothi
232
|
Posted - 2014.05.11 09:38:00 -
[2] - Quote
Yes please.
If you can't guess who I am you need to lrn2forum
|
Hecarim Van Hohen
1448
|
Posted - 2014.05.11 09:43:00 -
[3] - Quote
MCC should plummet towards the ground and maybe explode...
(GÿPn+ƒpâ«n+ƒ)GÿP Set a course for intercourse Gÿ£(n+ƒpâ«n+ƒGÿ£)
|
Syeven Reed
G0DS AM0NG MEN
622
|
Posted - 2014.05.11 09:49:00 -
[4] - Quote
Hecarim Van Hohen wrote:MCC should plummet towards the ground and maybe explode... YES! Parts should defiantly break off and plummet to the ground, hell that kind of thing could be randomised through physics making each explosion looking relatively unique!
MajLagSpike
CPM Application
|
Jonny D Buelle
Mors Effera
93
|
Posted - 2014.05.11 09:51:00 -
[5] - Quote
I think the initial explosion should irritate our merc's eyes enough that we have to cover them for a bit if we stare at it for too long.
Come Join the War
|
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
2595
|
Posted - 2014.05.11 10:28:00 -
[6] - Quote
Syeven Reed wrote:Hecarim Van Hohen wrote:MCC should plummet towards the ground and maybe explode... YES! Parts should defiantly break off and plummet to the ground, hell that kind of thing could be randomised through physics making each explosion looking relatively unique!
Sounds good. Alternatively I would settle for this: https://www.youtube.com/watch?v=Ox_nJVXL988#t=81
Sign up for Caldari FW and defeat the evil Gallente Overlords!
|
Hecarim Van Hohen
1450
|
Posted - 2014.05.11 10:30:00 -
[7] - Quote
Aikuchi Tomaru wrote:Syeven Reed wrote:Hecarim Van Hohen wrote:MCC should plummet towards the ground and maybe explode... YES! Parts should defiantly break off and plummet to the ground, hell that kind of thing could be randomised through physics making each explosion looking relatively unique! Sounds good. Alternatively I would settle for this: https://www.youtube.com/watch?v=Ox_nJVXL988#t=81 http://youtu.be/Ox_nJVXL988?t=1m24s shortcut to the good part
(GÿPn+ƒpâ«n+ƒ)GÿP Set a course for intercourse Gÿ£(n+ƒpâ«n+ƒGÿ£)
|
Syeven Reed
G0DS AM0NG MEN
628
|
Posted - 2014.05.13 20:57:00 -
[8] - Quote
Hecarim Van Hohen wrote:Aikuchi Tomaru wrote:Syeven Reed wrote:Hecarim Van Hohen wrote:MCC should plummet towards the ground and maybe explode... YES! Parts should defiantly break off and plummet to the ground, hell that kind of thing could be randomised through physics making each explosion looking relatively unique! Sounds good. Alternatively I would settle for this: https://www.youtube.com/watch?v=Ox_nJVXL988#t=81 http://youtu.be/Ox_nJVXL988?t=1m24s shortcut to the good part Sweet trailer, but to me one large explosion doesn't tell me iv blown up something technological, needs more... stuff. LOVING how much scope it has though, you would really feel the affect from all over the map!
Twitter MajLagSpike
CPM Application
|
|
CCP Android
C C P C C P Alliance
202
|
Posted - 2014.05.14 02:52:00 -
[9] - Quote
We have been thinking about stuff similar to this. It ties into "immersion through scale" idea that I'm very fond off.
The MCC explosion is a great example of this where the current effect is underwhelming. When a giant vehicle like this explodes it should underline the hostile environment that you are in (You are in an area where a 100+ ton war machine has been ripped a part to the point where it is crashing towards the ground)
I had a great conversation with a player at Fanfest related to this and the forge gun. The forge gun looks like it will do serious damage, the charge-up is very satisfying but the impact is a little underwhelming Its not because the effect is bad, there is just something with the feeling and scale of of it that could be improved.
A forge gun hitting a light suit for example really should really decimate it.
This type of Android
|
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4053
|
Posted - 2014.05.14 03:39:00 -
[10] - Quote
Shockwaves and environment interaction are important.
https://www.youtube.com/watch?v=UfT_caE1KHQ
The effect on the MCC explosion halfway through the trailer is impressive, but even that could be improved upon. The water underneath the MCC, for example, could start to ripple as the chain reaction happens, and waves should form outward from the blast. If there were trees, they should bend away from the explosion. The environment needs to react to such an event.
As for the forge gun, I have often thought the same thing. A forge gun impact could probably use some love from the audio department, as well. It is a precision weapon, when it comes right down to it, but its a one hit kill precision weapon and goddamn terrifying when you've got someone shooting at you from highground with it. For terrain impacts, it should send up a generous dirt cloud to emphasize the danger you are in.
The question is, what kind of effect do you use for metallic surfaces? Unless building destruction becomes a thing early on (which according to your art guys is unlikely), you can rely on two factors to get the job done. Sound, and the "detonation" effect. Of course we're talking about a kinetic slug loaded with antimatter, so what exactly does an antimatter explosion look like? I couldn't say, but whatever it looks like I'm fairly certain Dust screwed it up. |
|
Cat Merc
Ahrendee Mercenaries
9645
|
Posted - 2014.05.14 04:27:00 -
[11] - Quote
CCP Android wrote:We have been thinking about stuff similar to this. It ties into "immersion through scale" idea that I'm very fond of.
The MCC explosion is a great example of this where the current effect is underwhelming. When a giant vehicle like this explodes it should underline the hostile environment that you are in (You are in an area where a 100+ ton war machine has been ripped a part to the point where it is crashing towards the ground)
I had a great conversation with a player at Fanfest related to this and the forge gun. The forge gun looks like it will do serious damage, the charge-up is very satisfying but the impact is a little underwhelming Its not because the effect is bad, there is just something with the feeling and scale of of it that could be improved.
A forge gun hitting a light suit for example really should really decimate it. I want the forge gun to send visible shockwaves around it, shake the screen of players and put on a puff of DUST and fire that can rival a smoke grenade.
The rail tank should literally throw a dropsuit away from the explosion point, unless it's a heavy dropsuit / assault dropsuit (I would assume assault dropsuits are tougher than the average medium).
Feline overlord of all humans - CAT MERC
|
Cat Merc
Ahrendee Mercenaries
9645
|
Posted - 2014.05.14 04:30:00 -
[12] - Quote
Himiko Kuronaga wrote:Shockwaves and environment interaction are important. https://www.youtube.com/watch?v=UfT_caE1KHQThe effect on the MCC explosion halfway through the trailer is impressive, but even that could be improved upon. The water underneath the MCC, for example, could start to ripple as the chain reaction happens, and waves should form outward from the blast. If there were trees, they should bend away from the explosion. The environment needs to react to such an event. As for the forge gun, I have often thought the same thing. A forge gun impact could probably use some love from the audio department, as well. It is a precision weapon, when it comes right down to it, but its a one hit kill precision weapon and goddamn terrifying when you've got someone shooting at you from highground with it. For terrain impacts, it should send up a generous dirt cloud to emphasize the danger you are in. The question is, what kind of effect do you use for metallic surfaces? Unless building destruction becomes a thing early on (which according to your art guys is unlikely), you can rely on two factors to get the job done. Sound, and the "detonation" effect. Of course we're talking about a kinetic slug loaded with antimatter, so what exactly does an antimatter explosion look like? I couldn't say, but whatever it looks like I'm fairly certain Dust screwed it up. Antimatter explosion would be the purest explosion, releasing 100% of the energy stored inside the atom. Sexyness :3
The puffs of smoke could also act as a balancing mechanic against infantry with the forge gun. Miss once and the target has a puff of smoke to use as cover while he gets his bearings and finds proper solid cover.
Feline overlord of all humans - CAT MERC
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4056
|
Posted - 2014.05.14 05:47:00 -
[13] - Quote
Cat Merc wrote:Himiko Kuronaga wrote:Shockwaves and environment interaction are important. https://www.youtube.com/watch?v=UfT_caE1KHQThe effect on the MCC explosion halfway through the trailer is impressive, but even that could be improved upon. The water underneath the MCC, for example, could start to ripple as the chain reaction happens, and waves should form outward from the blast. If there were trees, they should bend away from the explosion. The environment needs to react to such an event. As for the forge gun, I have often thought the same thing. A forge gun impact could probably use some love from the audio department, as well. It is a precision weapon, when it comes right down to it, but its a one hit kill precision weapon and goddamn terrifying when you've got someone shooting at you from highground with it. For terrain impacts, it should send up a generous dirt cloud to emphasize the danger you are in. The question is, what kind of effect do you use for metallic surfaces? Unless building destruction becomes a thing early on (which according to your art guys is unlikely), you can rely on two factors to get the job done. Sound, and the "detonation" effect. Of course we're talking about a kinetic slug loaded with antimatter, so what exactly does an antimatter explosion look like? I couldn't say, but whatever it looks like I'm fairly certain Dust screwed it up. Antimatter explosion would be the purest explosion, releasing 100% of the energy stored inside the atom. Sexyness :3 The puffs of smoke could also act as a balancing mechanic against infantry with the forge gun. Miss once and the target has a puff of smoke to use as cover while he gets his bearings and finds proper solid cover.
You're talking balance as if it needs to be balanced further. It doesn't. Sacrificing a team slot to put someone on forge duty, flying him to high ground and keeping him fed ammunition for the entire match is a large drain on resources for what is essentially more of an attack on the enemies morale than their actual units. |
Syeven Reed
G0DS AM0NG MEN
635
|
Posted - 2014.05.14 07:41:00 -
[14] - Quote
CCP Android wrote:We have been thinking about stuff similar to this. It ties into "immersion through scale" idea that I'm very fond of.
The MCC explosion is a great example of this where the current effect is underwhelming. When a giant vehicle like this explodes it should underline the hostile environment that you are in (You are in an area where a 100+ ton war machine has been ripped a part to the point where it is crashing towards the ground)
I had a great conversation with a player at Fanfest related to this and the forge gun. The forge gun looks like it will do serious damage, the charge-up is very satisfying but the impact is a little underwhelming Its not because the effect is bad, there is just something with the feeling and scale of of it that could be improved.
A forge gun hitting a light suit for example really should really decimate it.
This is it! At the FanFest graphics presentation you mentioned a lot of fun things your doing with particles, would it be possible to make an explosion push the fog and clouds out the way?
I mean something so big that it clears the skies! And then rips opens up an inter dimensional portal and have drones poring out of it? Well maybe not the latter..
For the forge gun, if its going to be a OK when hitting a clone then theres no need for the body, some sort of disintegration affect followed by small blue flames coming from the ashes I've always thought would work well. When hitting a tank, that particle affect you showed off at FanFest where the particles would hug an object that went through it would look nice (but sort of reverse the concept).
What do you think, are these kind of things possible?
Twitter MajLagSpike
CPM Application
|
Vin Vicious
Capital Acquisitions LLC
683
|
Posted - 2014.05.14 07:45:00 -
[15] - Quote
CCP Android wrote:We have been thinking about stuff similar to this. It ties into "immersion through scale" idea that I'm very fond of.
The MCC explosion is a great example of this where the current effect is underwhelming. When a giant vehicle like this explodes it should underline the hostile environment that you are in (You are in an area where a 100+ ton war machine has been ripped a part to the point where it is crashing towards the ground)
I had a great conversation with a player at Fanfest related to this and the forge gun. The forge gun looks like it will do serious damage, the charge-up is very satisfying but the impact is a little underwhelming Its not because the effect is bad, there is just something with the feeling and scale of of it that could be improved.
A forge gun hitting a light suit for example really should really decimate it.
You think the Amarr & matar MCC will be completed if and when legion releases?
'#PCMasterRace
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |