🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: comp.sys.ibm.pc.games.action
43 messages
43 total messages Started by m... Martin Mueller Sun, 06 Aug 1995 00:00
[MW2] Chances of seeing this fixed/added ?
#3654
Author: m... Martin Mueller
Date: Sun, 06 Aug 1995 00:00
65 lines
3606 bytes
First of all a big hello and "well done - awsome job" to the MW2 crew at
activision.

Still there are a few things that could still improve Mechwarrior 2 if they
were fixed/modified:

1. Besides the auto-centering torso-control implemented now you should add
   an option to switch to linear torso turning like it is done in Earthsiege
   (ok, compared to mw2 it really IS crap, but I must admit they had one or
   two nice features). I, personally, like the controls the way you modelled
   them, but I know there are a lot of people out there who would prefer the
   other model.

2. The speed at which your Autocannon ammo goes away definitively needs to
   be fixed. You don't store single rounds for your AC, but salvos of several
   dozens of them. Once triggered the AC fires a SALVO and then has some
   recycling time until the next salvo is loaded. The way it is now all the
   autocannons are virtually useless comparing their weight with the benefits
   they bring. 

3. Please change the way the PPC looks when fired. In all the books the PPC
   is described to generate an electric discharge similar to a lightning.
   I think most of us folks out here think the PPC should look like the
   electron flux cannon in ES. Implied herein is the speed of the discharge:
   not like a slow ball of plasma but, well, fast as lightning :)

4. Some smoke trails for the LRM's would have been really nice. Again, I can
   only reference to the BT novels where they always talk about LRM's
   leaving smoke trails as they spiral into the sky.

5. The explosions look really great, but I think there should be smoke rising
   from the 'Mech when it has lost an arm, for example. (I hate it but once
   again I have to point to ES - I think the way they did the smouldering
   remains of destroyed hercs would fit great into MW2)

6. Why do 'Mechs explode when they get all legs shot of ? Just let the torso
   fall to the ground.

7. PLEASE implement falling down ! I think there's no more stupid sight than
   a Marauder standing with one leg blown off (or even worse, a Tarantula with
   only one remaining leg !).
 
8. How about Elementals climbing up on your 'Mech and ripping it apart (evil
   grin) ?  If you're alone on your mission, then you're in deep trouble if the
   little buggers get that close, otherwise your starmates could shoot them off
   your 'Mech and you could do the same for them. Just imagine the sight of
   an Elemental appearing in front of your cockpit and pointing its small
   laser at you !
   Would be great in an urban environment !

Ok, that's it, I hope someone from Activision takes these suggestions into
consideration when preparing the (inevitable) patch or the Missions and
Technology add-on.

Hope to hear from you !


Bye,
	Mav

-- 
--------------------------------------------------------------------------
...the way to a man's heart was through  | Martin MAVERICK Mueller
his stomach. (An assassin about to stab  | email: m...@northwind.franken.de
Imp y Celyn;Terry Pratchett: Soul Music) | voice: +(49) 9131 991233
Re: [MW2] Chances of seeing this fixed/added ?
#3655
Author: hun... James Collins
Date: Sun, 06 Aug 1995 00:00
34 lines
2272 bytes
In article <401vck$g...@northwind.franken.de>,
m...@northwind.franken.de (Martin Mueller) wrote:
>4. Some smoke trails for the LRM's would have been really nice. Again, I can
>   only reference to the BT novels where they always talk about LRM's
>   leaving smoke trails as they spiral into the sky.

It would also be an interesting side effect of putting tons of missiles
on your mech.  Blasting away would put tons of "smoke" in your face,
obscuring your target unless you were in enhanced imaging mode.  It
would also look pretty cool from the outside... :)

>6. Why do 'Mechs explode when they get all legs shot of ? Just let the torso
>   fall to the ground.

Or even better, let them fall, *then* blow up.  Would be rather nifty, sort
of like in the Empire Strikes Back and that AT-AT that got tripped up.

>7. PLEASE implement falling down ! I think there's no more stupid sight than
>   a Marauder standing with one leg blown off (or even worse, a Tarantula with
>   only one remaining leg !).

The only problem with this is, how do you get up then?  I agree that
having a mech standing with one leg is a bit silly, but if a fairly
undamaged mech (well, with all of its legs at least) falls down, how
do we get it back up again without being just as "silly"?  Still, it would
be nifty to launch a barrage of LRM's at a mech and have it get blown back
on its rear... :)

>8. How about Elementals climbing up on your 'Mech and ripping it apart (evil
>   grin) ?  If you're alone on your mission, then you're in deep trouble if the

No hand-to-hand combat's probably why...

                                                                James
Re: [MW2] Chances of seeing this fixed/added ?
#3656
Author: c... Chris Gross
Date: Sun, 06 Aug 1995 00:00
21 lines
1667 bytes
James Collins (hun...@kaiwan.com) wrote:
: The only problem with this is, how do you get up then?  I agree that
: having a mech standing with one leg is a bit silly, but if a fairly
: undamaged mech (well, with all of its legs at least) falls down, how
: do we get it back up again without being just as "silly"?  Still, it would
: be nifty to launch a barrage of LRM's at a mech and have it get blown back
: on its rear... :)

If you lose one leg, you >dont< get up. If you fall over however, the 
pilots own sense of balance (via the neurohelm), and using arms, can 
stand the mech back up. (How do >you< get up when you fall down?) Even if 
the mech has no hand actuators, there is no reason you cant push off a 
weapon barrel to stand up. (like using a stick or a cane)

-- 

------<Chris Gross/c...@ccnet.com>------
"When Cthulhu calls, he calls collect."
I am seeking MW2 opponents in the (510)
area code. Please email if interested.
---------------------------------------
Re: [MW2] Chances of seeing this fixed/added ?
#3828
Author: re... Mark R. Kiel
Date: Sun, 06 Aug 1995 00:00
9 lines
782 bytes
(John Traigis writes:

>Well, that'd be a interesting twist...especially if they did it like
>in Rescue on Fractalus(now let's see who remember that).  :)

Oh yeah, I remember that. First time the little bugger jumped up it scared me 
out of my chair.

		Marcus
Re: [MW2] Chances of seeing this fixed/added ?
#3657
Author: af... Steve Cagigas
Date: Mon, 07 Aug 1995 00:00
30 lines
1870 bytes
In article <4042ip$d...@ccnet3.ccnet.com>, c...@ccnet.com (Chris Gross) says:
>
>James Collins (hun...@kaiwan.com) wrote:
>: The only problem with this is, how do you get up then?  I agree that
>: having a mech standing with one leg is a bit silly, but if a fairly
>: undamaged mech (well, with all of its legs at least) falls down, how
>: do we get it back up again without being just as "silly"?  Still, it would
>: be nifty to launch a barrage of LRM's at a mech and have it get blown back
>: on its rear... :)
>
>If you lose one leg, you >dont< get up. If you fall over however, the 
>pilots own sense of balance (via the neurohelm), and using arms, can 
>stand the mech back up. (How do >you< get up when you fall down?) Even if 
>the mech has no hand actuators, there is no reason you cant push off a 
>weapon barrel to stand up. (like using a stick or a cane)
>
>-- 
>
>------<Chris Gross/c...@ccnet.com>------
>"When Cthulhu calls, he calls collect."
>I am seeking MW2 opponents in the (510)
>area code. Please email if interested.
>---------------------------------------

couldn't you get knocked over in MWI?  I seem to remember falling
and getting up while enemy mechs pelted you with salvos of missiles...

Steve Cagigas		|"Greatest Hits albums are for Housewives
Wrangler		| and little girls!"
af...@dayton.wright.edu	| -- The Kids in the Hall
Re: [MW2] Chances of seeing this fixed/added ?
#3658
Author: Nick Vargish
Date: Mon, 07 Aug 1995 00:00
22 lines
1588 bytes
af...@dayton.wright.edu (Steve Cagigas) writes:

>couldn't you get knocked over in MWI?  I seem to remember falling
>and getting up while enemy mechs pelted you with salvos of missiles...

You know, I remember this too!  Wasn't it the "U" key to get back up?
I always had to do that after using my jump jets. :^)

Hrm, it would be a nice addition to MW2... Funny that they didn't
include it, it was pretty exciting to be in the heat of battle, take
a heavy hit, and watch the horizon slip below view as you toppled
backwards... "Oh SHIT!  Timber!"

Nick

p.s. Or is this just my fevered imagination, remembering something
from a different game?
-- 
 +------------------------------------+                                        
 | Nick Vargish, BBN Planet (SURAnet) |     Help! I'm trapped in a random      
 |   var...@sura.net  301/489-8134   |     signature generating program!      
 |    http://www.sura.net/~vargish    |                                       
Re: [MW2] Chances of seeing this fixed/added ?
#3659
Author: Doug Osborn
Date: Mon, 07 Aug 1995 00:00
19 lines
1422 bytes
Nick Vargish (var...@sura.net) wrote:

[stuff about falling over in MWI deleted]

: p.s. Or is this just my fevered imagination, remembering something
: from a different game?

No, it was there! You could fall down after landing (as someone pointed out)
or also get knocked over by a bigger mech (eg run a locust top speed into a
marauder -> fall down). I even seem to remember doing that on a few
occasions (running in at top speed to come in close, under their line of
fire, and then pepper away at their legs), getting knocked over and having
the other mech "standing" on a leg or something so that I couldn't get up.

One good thing about being knocked down was that the other mechs couldn't
fire at you :-). Ahhh, MW1, now that was a *game*!

Cheers,
Doug
Re: [MW2] Chances of seeing this fixed/added ?
#3660
Author: Jay Tsao
Date: Mon, 07 Aug 1995 00:00
14 lines
1231 bytes
: You know, I remember this too!  Wasn't it the "U" key to get back up?
: I always had to do that after using my jump jets. :^)

: p.s. Or is this just my fevered imagination, remembering something
: from a different game?
: -- 

Yes this was mechwarrior 1 where you could fall down.  If you fall too
quickly after using your jump jets, your mech would receive damage to the
legs and fall down.  Then you had to hit the 'u' key to get back up.  Too
bad they didn't keep this in MW2.

Jay Tsao
ja...@dadd.ti.com
[MW2] Shooting Down Missile Salvos
#3663
Author: hi... Hiro
Date: Mon, 07 Aug 1995 00:00
5 lines
787 bytes
In MWII, is it possible to shoot down missiles in flight, such as
SRMs?  If this is the case, you might be able to rake the missile
racks on the enemy with autocannon, thus exploding the missiles
as they leave the racks and causing splash damage to the mech firing
them.
Re: [MW2] Shooting Down Missile Salvos
#3664
Author: ger... Gerald 6.7
Date: Mon, 07 Aug 1995 00:00
10 lines
856 bytes
Well, I do know that it's possible to shoot down physically large
projectiles like missiles since I've done it before.  Since I'm
not too knowledgeable about the various weapons though, I'm not
sure if you can shoot them down fast enough.


G
 L
"Stop calling me a wetnose!"
Re: [MW2] Chances of seeing this fixed/added ?
#3829
Author: how... Howler
Date: Mon, 07 Aug 1995 00:00
22 lines
1236 bytes
jtra...@usit.net (John Traigis) wrote:



>Well, that'd be a interesting twist...especially if they did it like
>in Rescue on Fractalus(now let's see who remember that).  :)


	 I just happen to remember that game...by name and a couple of picts
only.  It was a Lucas Arts game for the Commodore 64.  If I recall
correctly it was supposedly the first commercial computer game to use
fractals as art.  I must admit though, I don't recall much about the
plot of the game.  I never bought it because the reviews of it at the
time were not that favorable.
	Now, do you remember Raid over Moscow and Impossible Mission?




John Brosan
Definition: Gamecock: gA'm coK - An ASS Kickin' Chicken
jb...@netside.com
Re: Commando Elementals and Rescue on Fractalus
#3836
Author: ja... Eugene Moon
Date: Mon, 07 Aug 1995 00:00
30 lines
1776 bytes

In article <402g26$9...@news.usit.net>, John Traigis <jtra...@usit.net> wrote:
>
>Well, that'd be a interesting twist...especially if they did it like
>in Rescue on Fractalus(now let's see who remember that).  :)

Hahahahaa!!!  I remember that (am I really that old?!?)!!! :)
My friend and I jumped in our seats while playing that game on
his C-64. :o

QUICK! SHOOT IT!!!
*zap*
*heavy breathing*
Did you see the green helmet?
No. Did you?
Nope....
*more heavy breathing*
Good thing he only cracked the windscreen....
8)

** Anime Favorites ************* Eugene Moon ************** VG Favorites *
* Belldandy     AMG *   E-mail: ja...@engin.umich.edu    * Chun Li   SF2 *
* Nene          BGC ************************************** Guile     SF2 *
* Coach Ohta     GB *        Visit EugWeb today!         * Nakoruru  SS2 *
* Hasukawa      KwG *    http://www.umich.edu/~jackr/    * Poppy     SS2 *
* Mitsuru       KwG *                 or                 * Eiji      TSD *
* Kasumi      Ranma * http://www.engin.umich.edu/~jackr/ * Pai       VF2 *
* Ryouko     Tenchi * NOTE: Two addresses, same web page * Storm   X-Men *
**************************************************************************
Re: [MW2] Chances of seeing this fixed/added ?
#3662
Author: mcen... Bart McEndree
Date: Tue, 08 Aug 1995 00:00
14 lines
1255 bytes
c...@ccnet.com (Chris Gross) wrote:


>If you lose one leg, you >dont< get up. If you fall over however, the 
>pilots own sense of balance (via the neurohelm), and using arms, can 
>stand the mech back up. (How do >you< get up when you fall down?) Even if 
>the mech has no hand actuators, there is no reason you cant push off a 
>weapon barrel to stand up. (like using a stick or a cane)

Muti-player Battle tech (on Genie) handles this quite well. If you
fall you can use the U key to make attempts at standing up. Fail, and
you do more damage to yourself. If you lose all your legs you can prop
yourself up on one arm and fire torso mounted weps with no torso
twist. 
Re: [MW2] Chances of seeing this fixed/added ?
#3665
Author: jbar... Jay Barnson
Date: Tue, 08 Aug 1995 00:00
21 lines
1361 bytes
In article <u4M9mOF0...@kaiwan.com>,
   hun...@kaiwan.com (James Collins) wrote:
>>8. How about Elementals climbing up on your 'Mech and ripping it apart (evil
>>   grin) ?  If you're alone on your mission, then you're in deep trouble if 
the
>
>No hand-to-hand combat's probably why...
>
>                                                                James

Yeah, there's my request for MWIII (it's probably too much for an add-on) - 
good old hand-to-hand combat! They put in Death From Above at least, but some 
punching & kicking would be cool... 

<OH, NO! It's VIRTUA BATTLEMECH!>

While we're at it, how about some USE for hand actuators? I added them to a 
couple of MECH designs to see if they did anything. Do they add any damage 
during a collision or anything like that (some kind of "automatic punch?)

Jay
Re: [MW2] Chances of seeing this fixed/added ?
#3666
Author: Anthony Davis
Date: Tue, 08 Aug 1995 00:00
8 lines
961 bytes
 
> While we're at it, how about some USE for hand actuators? I added them to a 
> couple of MECH designs to see if they did anything. Do they add any damage 
> during a collision or anything like that (some kind of "automatic punch?)

Hands/Lower Arm Acuators don't do anything except take up space.  I was hoping 
there would at least be a 'Recover and Carry' Type mission.
Re: [MW2] Chances of seeing this fixed/added ?
#3667
Author: Daniel Tiger Kuwahara
Date: Tue, 08 Aug 1995 00:00
20 lines
1226 bytes

On Tue, 8 Aug 1995, Anthony Davis wrote:

> 
>  
> > While we're at it, how about some USE for hand actuators? I added them to a 
> > couple of MECH designs to see if they did anything. Do they add any damage 
> > during a collision or anything like that (some kind of "automatic punch?)
> 
> Hands/Lower Arm Acuators don't do anything except take up space.  I was hoping 
> there would at least be a 'Recover and Carry' Type mission.
> 
> 
> 
> 

Could be Activision is going to have a use for them in the future.

						
Re: [MW2] Chances of seeing this fixed/added ?
#3830
Author: jbar... Jay Barnson
Date: Tue, 08 Aug 1995 00:00
24 lines
1663 bytes
In article <405n3i$n...@netside.com>, how...@netside.com (Howler) wrote:

>	Now, do you remember Raid over Moscow and Impossible Mission?

>John Brosan
>Definition: Gamecock: gA'm coK - An ASS Kickin' Chicken
>jb...@netside.com

Okay, we're going WAY off thread here, but heck, yeah! Those were very fun 
games (for their times). I just played Impossible Mission again a few months 
ago on a friend's C64. Back when the game came out, I thought it had the 
sharpest-looking graphics I'd ever seen. As time went on, I still convinced 
myself that it's graphics looked good. I guess I shouldn't have played it 
again - compared with today's games, it really looks (& plays) sad.

<philisophical mode on>
That's for us old guys - we tend to look through rose-colored glasses at the 
"golden age" of videogames, but after going back to play the classics, I have 
to admit that while the old games were written by the guys who invented 
gameplay, it's really been refined since then. Battlezone is still fun, but 
(to get slightly back on thread) can't hold a candle to MW2.
<philisophical mode off>

Jay
Re: [MW2] Chances of seeing this fixed/added ?
#3831
Author: doy... DOYAMA JASON
Date: Tue, 08 Aug 1995 00:00
32 lines
2127 bytes
In article <405n3i$n...@netside.com>, Howler <how...@netside.com> wrote:
>jtra...@usit.net (John Traigis) wrote:
>
>
>	 I just happen to remember that game...by name and a couple of picts
>only.  It was a Lucas Arts game for the Commodore 64.  If I recall
>correctly it was supposedly the first commercial computer game to use
>fractals as art.  I must admit though, I don't recall much about the
>plot of the game.  I never bought it because the reviews of it at the
>time were not that favorable.
>	Now, do you remember Raid over Moscow and Impossible Mission?
>
>
>
	Wow!!!  Does this bring back memories.  :)  Maybe I'll whip out 
my old C64 from the basement and play some until C&C comes out.  But I 
was great at Impossible Mission.  9 out of 10 times I could finish it.  
Took me a while to figure out how to piece all those pictures together.  
Remeber falling down those holes and hearing "AHHHHHhhhhhhhhhhhhh....."  
Classic.  As for Raid over Moscow, I was pretty good at that too.  Always 
had trouble at that Tron-disk thing near the end.... :(

	Funny how did we get from "MW2 Suggestions" to "C64 games"?????  
Strange how treads have a mind of their own.

	Jason Doyama

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Life is never so bad that it can't get any worse - Calvin from
							Calvin and Hobbes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Re: [MW2] Chances of seeing this fixed/added ?
#3832
Author: jf... Joseph Foss
Date: Tue, 08 Aug 1995 00:00
14 lines
1071 bytes
Hmm I wonder if in 10 years Ill be playing MW2 with an emulation program just 
like I play Impossible Mission for the C= 64 in a DOS box under OS/2!

10 years and im still enthralled with a good paced game that doesnt involve
shooting everything that moves and then shooting it again (DOOM slam).
The only opponent being myself, the only worthy opponent IMHO!


Aint technology great! 


Joe Foss
jf...@colostate.edu
http://www.colostate.edu/~jfoss
Rescue on Fractalus (WAS: Re: [MW2] Chances of seeing this fixed/added ?)
#3833
Author: af... Steve Cagigas
Date: Tue, 08 Aug 1995 00:00
36 lines
1928 bytes
In article <405n3i$n...@netside.com>, how...@netside.com (Howler) says:
>
>jtra...@usit.net (John Traigis) wrote:
>
>
>
>>Well, that'd be a interesting twist...especially if they did it like
>>in Rescue on Fractalus(now let's see who remember that).  :)
>
>
>         I just happen to remember that game...by name and a couple of picts
>only.  It was a Lucas Arts game for the Commodore 64.  If I recall
>correctly it was supposedly the first commercial computer game to use
>fractals as art.  I must admit though, I don't recall much about the
>plot of the game.  I never bought it because the reviews of it at the
>time were not that favorable.
>        Now, do you remember Raid over Moscow and Impossible Mission?
>
>
>
>
>John Brosan
>Definition: Gamecock: gA'm coK - An ASS Kickin' Chicken
>jb...@netside.com
>

Rescue on Fractalus was my favorite game of all time on the Atari 800!
You were the pilot of a rescue shuttle that had to pick up downed pilots.
The landscape was generated with fractal geometry, so it was infinitely
detailed.  The mission consisted of locating crashed pilots, landing,
powering down, and letting the pilots board.  Occasionally, enemy pilots
tried to destroy you ship by smashing the windscreen.  Totally cool game!

Steve Cagigas		|"Greatest Hits albums are for Housewives
Wrangler		| and little girls!"
af...@dayton.wright.edu	| -- The Kids in the Hall
Re: Rescue on Fractalus (WAS: Re: [MW2] Chances of seeing this fixed/added ?)
#3834
Author: foe... Todd Charlton
Date: Tue, 08 Aug 1995 00:00
22 lines
1562 bytes
In article <1995Aug8....@kahuna.asc-yf.wpafb.af.mil>, 
af...@dayton.wright.edu says...

>>only.  It was a Lucas Arts game for the Commodore 64.  If I recall

>
>Rescue on Fractalus was my favorite game of all time on the Atari 800!

And I remember it on my CoCo 2 & 3 computers using OS-9 as an operating 
system.... wow... The days of old, eh?  And Windows 95 and OS-2 WARP STILL 
can't multitask like OS-9 did... (For those of you that don't know, OS-9 was 
(If I remember correctly) supposed to be the "Next generation" of UNIX... And 
if you spent some MORE money, you could even get a GUI on it... in all of 
it's 64 colors... 

-- 
-Todd Charlton (Foetus)
===================================================================
E-Mail...@ssnet.com                        | Say what you mean,
or    :Todd.C...@f421.n150.z1.fidonet.org  | And say it mean!
                                                                             
                 
Re: [MW2] Chances of seeing this fixed/added ?
#3838
Author: Ske... Skeksis
Date: Tue, 08 Aug 1995 00:00
10 lines
938 bytes
In article <402g26$9...@news.usit.net> jtra...@usit.net (John Traigis) writes:

>Well, that'd be a interesting twist...especially if they did it like
>in Rescue on Fractalus(now let's see who remember that).  :)

I never played it but I do remember it.  Now that we've dated each other, 
think the folks who run this home for old gamers will let us play a little MW2 
over the phone, sonny?  ;)

Skeksis
Re: [MW2] Chances of seeing this fixed/added ?
#3839
Author: esc... Eric Clay
Date: Tue, 08 Aug 1995 00:00
32 lines
1949 bytes
In article <401vck$g...@northwind.franken.de>, m...@northwind.franken.de says...
>
>First of all a big hello and "well done - awsome job" to the MW2 crew at
>activision.
>
>Still there are a few things that could still improve Mechwarrior 2 if they
>were fixed/modified:
>
>1. Besides the auto-centering torso-control implemented now you should add
>   an option to switch to linear torso turning like it is done in Earthsiege
>   (ok, compared to mw2 it really IS crap, but I must admit they had one or
MetalTech:Eartsiege might look like crap, but I did fill in the cracks while 
this game was still vaporware.  EarthSiege did come out a while ago and at the 
time, simce there wasn't another mech game on the market, it kicked.  Its like 
saying Wolfenstien3D sucks because we have doom now...but when it came out, it 
was the shit...just my two cents <And yes, MW2 does rock...>



>   two nice features). I, personally, like the controls the way you modelled
>   them, but I know there are a lot of people out there who would prefer the
>   other model.

>
>Bye,
>        Mav
>
>-- 
>--------------------------------------------------------------------------
>...the way to a man's heart was through  | Martin MAVERICK Mueller
>his stomach. (An assassin about to stab  | email: m...@northwind.franken.de
>Imp y Celyn;Terry Pratchett: Soul Music) | voice: +(49) 9131 991233
Re: [MW2] Chances of seeing this fixed/added ?
#3668
Author: bpl... Brad Plecs
Date: Wed, 09 Aug 1995 00:00
40 lines
1854 bytes
Here's something to fix.  I get hit with ammo explosions after I've expended
all my ammo.  

Simple fix: 

if (ammo)
	ExplodeAmmo(crit_location);

Better fix: 

if (ammo[crit_location])
	ExplodeAmmo(crit_location);


Also, is the limit of 10 tons of ammo a FASA thing, or an Activision thing?
I've found AC/20's Verrrrrry useful, but they gobble ammo.  I was
disappointed to find I had a limit of 10 tons (50 rounds).  

Same goes for the limit on weapons.  I like Small lasers.  But there's a
maximum of ten weapons or so for the whole mech.  :( 

Gotta coupla others, here -- 

It's frustrating that when I try to go in reverse (from full stop), my mech
likes to accelerate FORWARD up to almost 50 mph first.  I can understand 
a delay for deceleration when I'm already moving forward, but this is
ridiculous. 

This one's certainly for FASA, not for Activision:  How come bigger mechs
don't have more critical slots?  I mean, come on -- they're BIGGER.  a
100-ton mech should have a LOT more room for weapons than a 20-tonner.  It's
not just a matter of how much mass it can carry... 

I think that's it for now... 

Great game!
BP
-- 
bpl...@mri.jhu.edu
Re: [MW2] Chances of seeing this fixed/added ?
#3669
Author: ia... Ian A. McCloghrie
Date: Wed, 09 Aug 1995 00:00
15 lines
1317 bytes
bpl...@yaqui.mri-nmr.jhu.edu (Brad Plecs) writes:
>Here's something to fix.  I get hit with ammo explosions after I've expended
>all my ammo.  

Speaking of ammo explosion fixes, gauss rifle ammo isn't supposed to
be explosive, according to the FASA game.. And yet it is, in MW2.

--
Ian McCloghrie    work: ia...@qualcomm.com     home: i...@egbt.org
  ____   GCS 3.0 d- s+:+ a-- C++++$ UL++++ P+ L+++ E+ W- N+ K
  \bi/   w--- O- M-- V-- PS++ PE+ Y+ PGP+ t+ 5+++ !X R tv- b+++
   \/                DI++++ D--- G+ e++ h- r y+**

The above represents my personal opinions and not necessarily those
of my employer, Qualcomm Inc.
Re: [MW2] Chances of seeing this fixed/added ?
#3827
Author: dr... Rogue Factor
Date: Wed, 09 Aug 1995 00:00
21 lines
1596 bytes
: >7. PLEASE implement falling down ! I think there's no more stupid sight than
: >   a Marauder standing with one leg blown off (or even worse, a Tarantula with
: >   only one remaining leg !).

: The only problem with this is, how do you get up then?  I agree that
: having a mech standing with one leg is a bit silly, but if a fairly
: undamaged mech (well, with all of its legs at least) falls down, how
: do we get it back up again without being just as "silly"?  Still, it would
: be nifty to launch a barrage of LRM's at a mech and have it get blown back
: on its rear... :)

  In the original MechWarrior game, your mech could get knocked down.  To
get back up, you just pressed G or something and you stood up.
  Also I seem to remember smoke spewing from damaged Mechs in the original
game too.

  These things are possible, it's just that someone made a design 
decision/oversight not to include them in the sequel.

  Drey
Re: [MW2] Chances of seeing this fixed/added ?
#3841
Author: hop... Eric M. Hopper
Date: Wed, 09 Aug 1995 00:00
12 lines
983 bytes
>>>>> "DOYAMA" == DOYAMA JASON <doy...@ecf.toronto.edu> writes:

   > 	Funny how did we get from "MW2 Suggestions" to "C64 games"?????
   > Strange how treads have a mind of their own.

	Tell that to Nike, or Michelin for that matter.

-- 
--Me (Eric Hopper)
Fare well, wherever you fare, and may your aeries receive you at your
journey's end.
--J.R.R. Tolkien  'The Hobbit'
Re: [MW2] Chances of seeing this fixed/added ?
#3843
Author: b... Barry Hales
Date: Wed, 09 Aug 1995 00:00
31 lines
1549 bytes
In article <401vck$g...@northwind.franken.de>, m...@northwind.franken.de says...
>
>First of all a big hello and "well done - awsome job" to the MW2 crew at
>activision.

Oh yes!  Awesome!

>Still there are a few things that could still improve Mechwarrior 2 if they
>were fixed/modified:
>
>1. Besides the auto-centering torso-control implemented

#1 need, definately.

>3. Please change the way the PPC looks when fired.
>4. Some smoke trails for the LRM's would have been really nice.
>5. The explosions look really great, but I think there should be smoke rising
>   from the 'Mech when it has lost an arm

Good ideas, just make sure they are toggleable (sp?) for slower machines.

>6. Why do 'Mechs explode when they get all legs shot of ? Just let the torso
>   fall to the ground.
>7. PLEASE implement falling down!

#2 need.  Why the heck was this not implemented?  Seeing a mech standing w/ one 
leg is pretty silly.

Just some ideas to make a great game even better!
Barry
b...@nando.net
Re: [MW2] Chances of seeing this fixed/added ?
#3661
Author: al... Matthew G Baran
Date: Thu, 10 Aug 1995 00:00
42 lines
2766 bytes
Steve Cagigas (af...@dayton.wright.edu) wrote:
: In article <4042ip$d...@ccnet3.ccnet.com>, c...@ccnet.com (Chris Gross) says:
: >
: >James Collins (hun...@kaiwan.com) wrote:
: >: The only problem with this is, how do you get up then?  I agree that
: >: having a mech standing with one leg is a bit silly, but if a fairly
: >: undamaged mech (well, with all of its legs at least) falls down, how
: >: do we get it back up again without being just as "silly"?  Still, it would
: >: be nifty to launch a barrage of LRM's at a mech and have it get blown back
: >: on its rear... :)
: >
: >If you lose one leg, you >dont< get up. If you fall over however, the 
: >pilots own sense of balance (via the neurohelm), and using arms, can 
: >stand the mech back up. (How do >you< get up when you fall down?) Even if 
: >the mech has no hand actuators, there is no reason you cant push off a 
: >weapon barrel to stand up. (like using a stick or a cane)
: >
: >-- 
: >
: >------<Chris Gross/c...@ccnet.com>------
: >"When Cthulhu calls, he calls collect."
: >I am seeking MW2 opponents in the (510)
: >area code. Please email if interested.
: >---------------------------------------

: couldn't you get knocked over in MWI?  I seem to remember falling
: and getting up while enemy mechs pelted you with salvos of missiles...

: Steve Cagigas		|"Greatest Hits albums are for Housewives
: Wrangler		| and little girls!"
: af...@dayton.wright.edu	| -- The Kids in the Hall

Damn straight you fell down. Best was when you fell over and one of the
enemy jump-jetted over you...
--
__________________________________________________________________________
|/ / / / / / / / / / / /    W A R N I N G ! ! !   / / / / / / / / / / / /|
| / / / / / / / / / / /  POLISH NINJA INDUSTRIES / / / / / / / / / / / / |
|/ / / / /  HIGH ALTITUDE STEALTH SMART-HAMMER DELIVERY SYSTEM  / / / / /|
| / / / / / / / / / / / / / /  IN EFFECT   / / / / / / / / / / / / / / / |
|/ FOR INFO CONTACT: al...@csd.uwm.edu OR http://www.uwm.edu/~alien/  / /|
--------------------------------------------------------------------------
Re: [MW2] Chances of seeing this fixed/added ?
#3671
Author: tbu... Todd Burns
Date: Thu, 10 Aug 1995 00:00
19 lines
1409 bytes
In <ianm.808001346@eldritch> ia...@qualcomm.com (Ian A. McCloghrie)
writes: 
>
>bpl...@yaqui.mri-nmr.jhu.edu (Brad Plecs) writes:
>>Here's something to fix.  I get hit with ammo explosions after I've
expended
>>all my ammo.  
>
>Speaking of ammo explosion fixes, gauss rifle ammo isn't supposed to
>be explosive, according to the FASA game.. And yet it is, in MW2.
>

Well, I think that in the manual it says that although the Gauss ammo
isn't explosive the guass rifle itself is in a way. It states that if
the Gauss rifle is hit the forcefull discharge of the capacitors that
power the gauss gun will have the same effect as an ammo exlposion.

Todd___________________________Cry
Havoc..._____________________________
critical slots (was Re: [MW2] Chances of seeing this fixed/added ?)
#3672
Author: Eric Simon
Date: Thu, 10 Aug 1995 00:00
19 lines
1695 bytes
bpl...@yaqui.mri-nmr.jhu.edu (Brad Plecs) wrote:

> This one's certainly for FASA, not for Activision:  How come bigger mechs
> don't have more critical slots?  I mean, come on -- they're BIGGER.  a
> 100-ton mech should have a LOT more room for weapons than a 20-tonner.  It's
> not just a matter of how much mass it can carry... 

It was designed around the idea of limiting factors.  In order to balance
mechs and prevent the 100-tonners from ruling everything, critical slots
were implemented to keep down the amount of equipment a mech can carry.
It does actually sort of make sense for everything except weapons.  After all,
in a bigger mech, the endo steel, ferro-fibrous armor, MASC, and XL engines
would take up proportionally the same amount of space as they would in
a small mech.  It's just when you get to things like weapons and heat
sinks that it isn't logical.  But, sometimes logic comes second after
game expediency.

Eric Simon
dark...@merle.acns.nwu.edu
Re: Rescue on Fractalus (WAS: Re: [MW2] Chances of seeing this fixed/added ?)
#3835
Author: rhof... Roger Hofmann
Date: Thu, 10 Aug 1995 00:00
41 lines
2432 bytes
Steve Cagigas (af...@dayton.wright.edu) wrote:
: In article <405n3i$n...@netside.com>, how...@netside.com (Howler) says:
: >
: >jtra...@usit.net (John Traigis) wrote:
: >
: >
: >
: >>Well, that'd be a interesting twist...especially if they did it like
: >>in Rescue on Fractalus(now let's see who remember that).  :)
: >
: >
: >         I just happen to remember that game...by name and a couple of picts
: >only.  It was a Lucas Arts game for the Commodore 64.  If I recall
: >correctly it was supposedly the first commercial computer game to use
: >fractals as art.  I must admit though, I don't recall much about the
: >plot of the game.  I never bought it because the reviews of it at the
: >time were not that favorable.
: >        Now, do you remember Raid over Moscow and Impossible Mission?
: >
: >
: >
: >
: >John Brosan
: >Definition: Gamecock: gA'm coK - An ASS Kickin' Chicken
: >jb...@netside.com
: >

: Rescue on Fractalus was my favorite game of all time on the Atari 800!
: You were the pilot of a rescue shuttle that had to pick up downed pilots.
: The landscape was generated with fractal geometry, so it was infinitely
: detailed.  The mission consisted of locating crashed pilots, landing,
: powering down, and letting the pilots board.  Occasionally, enemy pilots
: tried to destroy you ship by smashing the windscreen.  Totally cool game!

: Steve Cagigas		|"Greatest Hits albums are for Housewives
: Wrangler		| and little girls!"
: af...@dayton.wright.edu	| -- The Kids in the Hall

I somehow lost the manual to that one, and I TRIED to figure out the key 
commands(I could land, open the hatch, close it, and come back up), but I 
never got around to really playing it much. It was fun though.
Re: Rescue on Fractalus (WAS: Re: [MW2] Chances of seeing this fixed/added ?)
#3837
Author: a... AoS
Date: Thu, 10 Aug 1995 00:00
10 lines
1222 bytes
>Rescue on Fractalus was my favorite game of all time on the Atari 800!
>You were the pilot of a rescue shuttle that had to pick up downed pilots.
>The landscape was generated with fractal geometry, so it was infinitely
>detailed.  The mission consisted of locating crashed pilots, landing,
>powering down, and letting the pilots board.  Occasionally, enemy pilots
>tried to destroy you ship by smashing the windscreen.  Totally cool game!

I remember that game with fondness.  I spent 3 or 4 months just playing 
aorund with it day an night.  It was a great game, and the aliens 
creeping into the ship scared the crap out of me the first time it happened.
Re: [MW2] Chances of seeing this fixed/added ?
#3844
Author: tbu... Todd Burns
Date: Thu, 10 Aug 1995 00:00
46 lines
2197 bytes
In <40bi7o$5...@parsifal.nando.net> b...@nando.net (Barry Hales) writes: 
>
>In article <401vck$g...@northwind.franken.de>, m...@northwind.franken.de says...
>>
>>First of all a big hello and "well done - awsome job" to the MW2 crew at
>>activision.
>
>Oh yes!  Awesome!
>
>>Still there are a few things that could still improve Mechwarrior 2 if they
>>were fixed/modified:
>>
>>1. Besides the auto-centering torso-control implemented
>
>#1 need, definately.
>
>>3. Please change the way the PPC looks when fired.
>>4. Some smoke trails for the LRM's would have been really nice.
>>5. The explosions look really great, but I think there should be smoke
rising
>>   from the 'Mech when it has lost an arm
>
>Good ideas, just make sure they are toggleable (sp?) for slower machines.
>
>>6. Why do 'Mechs explode when they get all legs shot of ? Just let the torso
>>   fall to the ground.
>>7. PLEASE implement falling down!
>
>#2 need.  Why the heck was this not implemented?  Seeing a mech
standing w/ one 
>leg is pretty silly.

Yes, I hate to bring up Earthseige, but one of the really cool thing
that ES did was falling down. It was quite I site to shoot the leg of
an enemy and see it trip and fall flat on it face, bits and pieces
flying everwhere on impact. Of course in that game once you fell down
you didn't get back up agian.

ES also had a good "smoking damage" effect.

Now there is no doubt that MW2 is one of the best games I've ever
played but there are improvments that could be bad and lessons that
could be learned from past programs like ES.

Todd______________________________Cry
Havoc..._______________________________
Re: [MW2] Chances of seeing this fixed/added ?
#3846
Author: rk... Raymond Wan
Date: Thu, 10 Aug 1995 00:00
18 lines
1443 bytes
: 5. The explosions look really great, but I think there should be smoke rising
:    from the 'Mech when it has lost an arm, for example. (I hate it but once
:    again I have to point to ES - I think the way they did the smouldering
:    remains of destroyed hercs would fit great into MW2)

: 6. Why do 'Mechs explode when they get all legs shot of ? Just let the torso
:    fall to the ground.

: 7. PLEASE implement falling down ! I think there's no more stupid sight than
:    a Marauder standing with one leg blown off (or even worse, a Tarantula with
:    only one remaining leg !).

	Not to be one stuck in the stone-ages, but I have to admit that 
these three problems were solved quite nicely in the ORIGINAL mechwarrior 
about 5 years ago, eh?  :)


Raymond Wan
Gauss Ammo Exploding???
#3852
Author: efr... Alexander Koch
Date: Fri, 11 Aug 1995 00:00
31 lines
1960 bytes
 On 10.08.95 _tburns@ix.netcom.com_ (Todd Burns) wrote:

> >bpl...@yaqui.mri-nmr.jhu.edu (Brad Plecs) writes:
> >>Here's something to fix.  I get hit with ammo explosions
> >>after I've expended all my ammo.
> >
> >Speaking of ammo explosion fixes, gauss rifle ammo isn't supposed to
> >be explosive, according to the FASA game.. And yet it is, in MW2.
>
> Well, I think that in the manual it says that although the Gauss ammo
> isn't explosive the guass rifle itself is in a way. It states that if
> the Gauss rifle is hit the forcefull discharge of the capacitors that
> power the gauss gun will have the same effect as an ammo exlposion.
>
> Todd___________________________Cry
> Havoc..._____________________________

Well, a critical hit on gauss ammo is doing 20 points of internal damage,  
if I can remember... It depends on what mech you had, I guess.
Just imagine a 50-ton-mech with a gauss rifle in the left torso...
Sorry, I dislike small mechs, I tend to use a minimum of at least 65  
tons... I favor the MAD-D3D (well, the German descriptions I am afraid)...
But it depends, in some special cases I may use an Grasshopper...

Just thought it would be important (?!!) ??

--
Alexander Koch - <>< - aka EFRAIM - Neumuenster - Germany - PGP key
with return receipt - Try: efr...@tetradagon.deceiver.org
GU d? H>+ s++:- g+ p2 a-->- au- w++ v c+++(++++) UL L+ N++ K W---
po--- Y(++) t+ !5 j- R++ G tv- b++ !D B? e* u*(**) h! f+ r--- !n y?
Re: [MW2] Chances of seeing this fixed/added ?
#3673
Author: war... Mr. Wardell
Date: Mon, 14 Aug 1995 00:00
19 lines
1507 bytes
bpl...@yaqui.mri-nmr.jhu.edu (Brad Plecs) writes:

>This one's certainly for FASA, not for Activision:  How come bigger mechs
>don't have more critical slots?  I mean, come on -- they're BIGGER.  a
>100-ton mech should have a LOT more room for weapons than a 20-tonner.  It's
>not just a matter of how much mass it can carry... 

I have never played the FASA game, but couldn't Activision get around this and
still remain somewhat true to FASA rules by 'inventing' weapon varriants that
take up less space but weigh more?  Sort of like Ferro-Fibrous armor, Endo
Steel and XL Engines in reverse.  Of course, using standard armor, internals
and engines will give you more room and use up some of that pesky extra weight, but not enough.

>Great game!

I agree!

Craig J. Wardell
http://128.138.166.160/Wardell/
Re: [MW2] Chances of seeing this fixed/added ?
#3719
Author: ex... Leeze
Date: Wed, 16 Aug 1995 00:00
13 lines
1273 bytes
>I have never played the FASA game, but couldn't Activision get around this and
>still remain somewhat true to FASA rules by 'inventing' weapon varriants that
>take up less space but weigh more?  Sort of like Ferro-Fibrous armor, Endo
>Steel and XL Engines in reverse.  Of course, using standard armor, internals
>and engines will give you more room and use up some of that pesky extra weight, but not enough.

Yeah, Fill you Mech with weapons, fire all of them at the same time,
reduce you mech to a pile of molten SLAGG.

Heats the Name of the Game!

		Leeze
Re: [MW2] Chances of seeing this fixed/added ?
#3720
Author: war... Mr. Wardell
Date: Wed, 16 Aug 1995 00:00
17 lines
1501 bytes
ex...@innotts.co.uk (Leeze) writes:

>Yeah, Fill you Mech with weapons, fire all of them at the same time,
>reduce you mech to a pile of molten SLAGG.

>Heats the Name of the Game!

That's the problem.  Energy weapons give the best firepower/space ratio, but
they produce too much heat.  If autocannons were smaller (but very heavy)
large 'mechs could use them.  As it stands you have to carry energy weapons
for when your autocannon runs out of ammo, and if you want to actually fire
them you have to carry heat sinks as well.  If the autocannons were smaller,
you could carry enough of them to punch as hard as a pure energy 'mech and
still have enough ammo to finish a mission.

Craig J. Wardell
http://128.138.166.160/Wardell
Re: [MW2] Chances of seeing this fixed/added ?
#3721
Author: morp...
Date: Thu, 17 Aug 1995 00:00
25 lines
2264 bytes
In <wardell....@spot.Colorado.EDU>, war...@spot.Colorado.EDU (Mr. Wardell) writes:

>>Heats the Name of the Game!

>That's the problem.  Energy weapons give the best firepower/space ratio, but
>they produce too much heat.  If autocannons were smaller (but very heavy)
>large 'mechs could use them.  As it stands you have to carry energy weapons
>for when your autocannon runs out of ammo, and if you want to actually fire

    Sounds like the old AC vs. Laser debate when Battledrome and the other one
(aggg, I liked the game and the name eludes me!) came out.

    My solution, for the moment:  Load up on SSRM-6's and the appropriate
ammo.  The T-5 mission (Clan Wolf) was a cinch.  I took a modified Rifleman...
Replace arm weapons with 2 SSRM-6's each.  Set-up for linked fire, wait for
tone...  Instant 24 points of damage.  IE, Lock Jenner, Fire, Kill Jenner.
Lock Kitfox, fire, Kill Kitfox...  Oh, forgot, to help get from one point to
another...  Remove JJ's, add MASC.  :)

    However, that's not working too well on the current mission (retake the
dome on the moon then protect it).  Took my Warhammer first, killed the dome
because the @#$%#@^#$% enemy decided loose his leg right next to the dome.  So
when I fired on him I 'missed' and hit the dome, killing it.  Can we say...
BUG!  I personally don't like this standing with one leg routine.  I much
prefered the leg-'em and the fall down in MW1.
Re: [MW2] Chances of seeing this fixed/added ?
#3826
Author: bpl... Brad Plecs
Date: Thu, 17 Aug 1995 00:00
62 lines
3372 bytes
In article <40qorp$3...@mapperley.innotts.co.uk>,
Leeze <ex...@innotts.co.uk> wrote:
>
>>I have never played the FASA game, but couldn't Activision get around this
>>and still remain somewhat true to FASA rules by 'inventing' weapon varriants
>>that take up less space but weigh more?  Sort of like Ferro-Fibrous armor,
>>Endo Steel and XL Engines in reverse.  Of course, using standard armor,
>>internals and engines will give you more room and use up some of that pesky
>>extra weight, but not enough.
>
>Yeah, Fill you Mech with weapons, fire all of them at the same time,
>reduce you mech to a pile of molten SLAGG.
>
>Heats the Name of the Game!

Well, this is precisely my problem.  My favored configuration is to load up
on short-range, low-heat weapons, supplemented by an LRM 15 or 20.  I always
end up fighting and close range, anyway, so I have little use for
long-range, heat-inefficient weapons.  A Mech bristling with small lasers or
machine guns would be absolutely devastating against computer AI that can't
figure out that I'm a purely short-range mech. 

Unfortunately, these weapons are so light (and, by the current critical hit
system) so *LARGE* that I can't fit nearly enough of them on heavier mechs
to make exceptional use of them.  

It's actually a problem with smaller mechs, too.  A small laser takes 1
crit, just like a medium.  I should be able to fit 2 Smalls in one critical
space.  (i.e., smalls should be 1/2 crit.)  Bundling weapons would be easy.  
Just round up the critical spaces (one half critical for a single small
laser would be rounded up to one full critical), and require that designers
only bundle like weapons within individual critical spaces.

Along the same lines, you could increase the capacity of individual critical
spaces on larger mechs.  

So something like this appears: 

Medium laser (our standard)     Takes one critical unit. 
Small laser			Takes 1/2 critical unit. 

20-ton mech 			Has one critical unit per critical space
40-ton mech			Has two critical units per critical space
100-ton mech			Has *five* critical units per critical space.

You can leave the number of spaces the same, and only put one type of item
in each space.  Endo steel and ferro-fibrous would naturally take up a
constant number of *spaces*, not *units*. 

This way, my 100-ton mech can carry five times the ammo or weapons volume as 
my 20-ton mech.  Makes sense, doesn't it? 

Oh, my.  This was *much* longer than I had originally intended it to be.
But it makes a *lot* of sense, I think.  And all this can be done with
minimal manipulation of the FASA weapons specs.   You just need to define 
a "critical unit".  =)  

BP 

	
-- 
bpl...@mri.jhu.edu
Re: [MW2] Chances of seeing this fixed/added ?
#3820
Author: jcy... Joe Cygan
Date: Thu, 24 Aug 1995 00:00
9 lines
1397 bytes
morp...@calweb.com wrote:

:because the @#$%#@^#$% enemy decided loose his leg right next to the dome.  So
:when I fired on him I 'missed' and hit the dome, killing it.  Can we say...
:BUG!  I personally don't like this standing with one leg routine.  I much

I really dont thing the dome blowing up because of your poor marksmanship
should be considered a BUG that you can blame on the programmers.  Sounds
like a feature to me! :->
Re: [MW2] Chances of seeing this fixed/added ?
#3821
Author: morp...
Date: Fri, 25 Aug 1995 00:00
13 lines
1551 bytes
In <41ipre$i...@gateway.wiltel.com>, jcy...@news.wiltel.com (Joe Cygan) writes:

>I really dont thing the dome blowing up because of your poor marksmanship
>should be considered a BUG that you can blame on the programmers.  Sounds
>like a feature to me! :->

    Uh-huh, you stand less than 15m away from a mech and see if you think
anyone could miss that shot.

Steve 'Rava' Lamb - PGP 1024/1DE8B981 | My thoughts, my actions are my own.
            The Underground           | I need not worry if others do not
 Anime - RPG - Doors - Babylon 5 - etc| like them.  For they are me, there
BBS: (916) 631-8743  2400-v.FAST 28.8k| is no changing that.
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads