Author Topic: Solaris Assault Tech game in development by MekTek and Smith & Tinker  (Read 2844 times)

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Offline CGB [CoffiNail]

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #60 on: June 27, 2011, 11:04:30 PM »
Not going to hold my breath



Offline Defender

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #61 on: June 28, 2011, 12:21:33 AM »
Umm plus playing Duke Nukem 3d, and the SAME company is making a MW title... sorry I see FAIL in 72 font. VERY visible on this. Mechwarrior would ONLY surivive if it wasa

I put NO hope for mw3015, at all. MW was good up until microsoft bought out FASA studios and fapped it all up to hell. It went from guys who love the universe making games set in the universe to people wanting to make money. it is as simple as that.


It depends on how many of us MWLL devs they can steal. ;)
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Offline Stahlseele

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #62 on: June 28, 2011, 12:47:31 AM »
cryteks sloppy seconds are still up in the top 5% i guess . .
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #63 on: June 28, 2011, 12:59:30 AM »
*edit* and why are consoles so good looking to a dev? Well you HAVE to buy the DLC to get more shit... PCs you go to the modding community.  No extra income for free mods ;)

Not just that, but if you're developing for consoles, you only have to optimize the game for one set of hardware (two if it's multiplatform), not the bajillion of possible combinations and system setups you've got on PCs.

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #64 on: June 28, 2011, 02:25:15 AM »
cryteks sloppy seconds are still up in the top 5% i guess . .

I find it pretty insulting that you consider those whom didn't get a job at Crytek "Sloppy Seconds".
Go fapp yourself. Kthnx.
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Offline [IPA] Thalamus

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #65 on: June 28, 2011, 02:57:06 AM »
I do not really understand the "Mechwarrior might be released for consoles"-hate. If I'm not totally wrong, MW2 was also a console title and it worked.

Yes, I have seen Mechassault and I know that it has not much in common with what we perceive as "Mechwarrior"-Franchise. But judging from the scarce evidence there is (a tiny trailer, tiny posts on a blog..) I think the conclusion that MW:3015 would be a sequel to Mechassault is somewhat premature.


On a sidenote: after I had played my first couple of matches MWLL, seen the 3015 trailer, and played the Mektek-MW4-Re-release, I kept wondering for a while how a 'true' Mechwarrior with all its depth could be realised on a console. I am convinced that this is possible. I took a look at the PS3-Controller and from my point of view, it is easily possible to map all the functions you needed for MW4 and MWLL -- including tactical stuff like radar and communication, chainfire / groupfire, coolant... -- onto the PS3-Gamepad. You'd have to put some of the less frequently used functions (like re-grouping weapons, giving orders, shut-down...) into radial menus, but if it is done well, there should be no usability issues (compared to PC controls). However, in that scenario I assume that the developer puts some thought into the pad configuration (1. player has to be able to use as much combat-functions while dogfighting 2. mapping should be consistent with mental models 3. make radial menus well readable and with a low chance for pushing wrong buttons 4. group functions in a way that makes sense... )
Also, the typical problems that gamepads have with first person shooters won't apply to mechs, as even light mechs move much more sluggishly than a first-person-shooter-persona.

So no, I don't see why a mech-release on a console would be badper se (other than 'it has gone wrong before', which is no valid reason imo) and thus there is no reason to whine before even the slightest bit of information has been released.



Just wait and give it a shot, if it is ever released at all. You can still whine when it is actually bad and then continue to play MWLL. ;)
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Offline [MPB]OM_Sannyasi

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #66 on: June 28, 2011, 07:36:47 AM »
cryteks sloppy seconds are still up in the top 5% i guess . .

I find it pretty insulting that you consider those whom didn't get a job at Crytek "Sloppy Seconds".
Go fapp yourself. Kthnx.

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Offline CGB [CoffiNail]

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #67 on: June 28, 2011, 06:09:45 PM »
MW2 was ported to the playstation.  It was decent, but nothing as good as MW2 on pc was.  Not by a long shot. Animation was worse, controls were sluggish vs using just the keyboard even, it was a port for Activision to dig itself a bigger pocket on this playstation.

Mechassault does not compare as a mechwarrior game. Mechwarrior is a Mech simulator. Mechassault is a arcade game... Think of mechassault as the arcade game the kids are playing at the local arcade on new avalon play with.

Yes, Mechassault worked on the xbox, why? you only ran around and shot people, got pick ups and blew more shit up.  You do not need many controls.  Yes, one could potentaly map every and all controls on a PS controller, but the more controls, the more complicated it gets.  One thing about consoles, are they are not complicated... the games that are, are not the best selling.  Most people are dumb, and want to play a game that suites their level of intelligence.

Umm plus playing Duke Nukem 3d, and the SAME company is making a MW title... sorry I see FAIL in 72 font. VERY visible on this. Mechwarrior would ONLY surivive if it wasa

I put NO hope for mw3015, at all. MW was good up until microsoft bought out FASA studios and fapped it all up to hell. It went from guys who love the universe making games set in the universe to people wanting to make money. it is as simple as that.


It depends on how many of us MWLL devs they can steal. ;)

Please let them steal enough to make MW3015 good, but not enough to damage the mod's progress ;)



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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #68 on: June 28, 2011, 06:45:25 PM »
cryteks sloppy seconds are still up in the top 5% i guess . .

I find it pretty insulting that you consider those whom didn't get a job at Crytek "Sloppy Seconds".
Go fapp yourself. Kthnx.

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Offline Ghiest

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Re: Solaris Assault Tech game in development by MekTek and Smith & Tinker
« Reply #69 on: June 28, 2011, 08:37:18 PM »
*edit* and why are consoles so good looking to a dev? Well you HAVE to buy the DLC to get more shit... PCs you go to the modding community.  No extra income for free mods ;)

Not just that, but if you're developing for consoles, you only have to optimize the game for one set of hardware (two if it's multiplatform), not the bajillion of possible combinations and system setups you've got on PCs.

But a 50-60x more of a player base for GAMERS who will pay good money.