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by SpikedHelmet
03 Feb 2018, 16:22
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 77
Views: 11402

Re: Random WIP 2018

yeah but that's literally a poly-for-poly duplicate of the Mechwarrior Online Locust in 1V configuration

Image
by SpikedHelmet
19 Jan 2018, 23:05
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 77
Views: 11402

Re: Random WIP 2018

why is that a MWO locust
by SpikedHelmet
14 Aug 2016, 03:12
Forum: MechCommander: Legacy
Topic: Orbital Bombardment Upgrades
Replies: 1
Views: 3752

Orbital Bombardment Upgrades

We have a bunch of ~lore~ orbital weapons available, ranging from enormous Naval Autocannons that do 100-400 damage each (compared to an AC/20's 20 damage), and Naval PPCs, the largest of which does iirc 250 damage (compared to 15 for a normal PPC). Those Naval PPCs can also have interesting side ef...
by SpikedHelmet
07 Aug 2016, 03:30
Forum: MechCommander: Legacy
Topic: Dropship Mechbay functionality
Replies: 0
Views: 2321

Dropship Mechbay functionality

IMHO Dropships need to have identical functionality to Mechbays wherein you can load Mechs into them and get them repaired/rearmed. So when a dropship is landed you can order a Mech into it. That order should queue until all Mechs already in the dropship are deployed, and then the Mech will go in. A...
by SpikedHelmet
07 Aug 2016, 03:23
Forum: MechCommander: Legacy
Topic: Omnimechs
Replies: 1
Views: 1340

Omnimechs

Writing this down so I don't forget because I think it's an interesting idea. I've always struggled with how to make Omnimechs work in MCL. Finally it dawned on me: A Mechbay upgrade that lets you swap Omnimech configurations! Not actual customization, but simply transforming one Mech into another; ...
by SpikedHelmet
06 Aug 2016, 20:04
Forum: MechCommander: Legacy
Topic: Beacon Overhaul
Replies: 0
Views: 2294

Beacon Overhaul

As per dicussions and github posts, Beacons and Upgrades are getting a bit of an overhaul. First and foremost, Beacons will now come with 3 upgrade slots rather than the single upgrade of the past. These upgrade spots will be in a triangular pattern around the beacon, while the middle will remain op...
by SpikedHelmet
06 Aug 2016, 19:35
Forum: MechCommander: Legacy
Topic: Expanded Perk List & Tweaks to System
Replies: 0
Views: 2995

Expanded Perk List & Tweaks to System

Transferring over the post in our Github issues: We need more perks so I can roleplay with my roborts. Also we should give perks cool names. Basically the idea is for a huge list of Perks to choose from so every player can build a unique Mechwarrior to do exactly what the player wants it to do, and ...
by SpikedHelmet
07 Feb 2016, 00:15
Forum: MechCommander: Legacy
Topic: Upgrading Upgrades
Replies: 5
Views: 2385

Re: Upgrading Upgrades

Dropship: Default is the Leopard, which can carry only Light and Medium Mechs (150 tons?) and has a short arrival delay (10 seconds?), 4 exit doors for quick deployment, but is weakly armed and armoured. Level 1 Upgrade is the Union, much more heavily armed and armoured and able to carry up to Heav...
by SpikedHelmet
31 Jan 2016, 20:36
Forum: Art & Modelling
Topic: Random WIP 2016
Replies: 118
Views: 35539

Re: Random WIP 2016

smoth you will have to sit down and teach me your texture thing some day.

Image
by SpikedHelmet
29 Jan 2016, 22:23
Forum: MechCommander: Legacy
Topic: Upgrading Upgrades
Replies: 5
Views: 2385

Re: Upgrading Upgrades

Proposal: For Dropships, begin by removing Assault mechs from the current default Dropship. Have one upgrade to a 'Fortress', a larger Dropship with more weapons that unlocks Assault Mechs, but increases Dropship delay (or remains the same). Have the other upgrade to an Leopard Avenger, an Aerodyne ...
by SpikedHelmet
11 Jan 2016, 16:39
Forum: Art & Modelling
Topic: Random WIP 2016
Replies: 118
Views: 35539

Re: Random WIP 2016

gajop wrote:It's 2016 - moved to new thread

Also random pic to justify post
Image
Make me a map pls ;_:
by SpikedHelmet
11 Jan 2016, 00:55
Forum: Art & Modelling
Topic: Random WIP 2016
Replies: 118
Views: 35539

Re: Random WIP 2015+

TFW spurts of hyper-activity http://i.imgur.com/dz2qqSG.jpg I made a 'system' where I can easily swap out colour schemes by overlaying colours or patterns onto a base underlying detail texture. These really only showcase solid colour changes but I can do camo patterns and stuff as well: http://i.img...
by SpikedHelmet
27 Dec 2015, 22:20
Forum: MechCommander: Legacy
Topic: Texture Color Schemes
Replies: 8
Views: 3851

Re: Texture Color Schemes

Alright, I've settled on 5 colour schcmes, one for each of the Inner Sphere factions, that are all relatively unique and easy to recognize.

Image
by SpikedHelmet
26 Dec 2015, 22:41
Forum: MechCommander: Legacy
Topic: Texture Color Schemes
Replies: 8
Views: 3851

Re: Texture Color Schemes

Here are some renders for Team colouration. Note the texture for the Catapult isn't done, but sufficient to show the idea behind side colours. There's a couple possibilities for each faction and I'm trying to settle on one as the "default" scheme. Federated Suns http://i.imgur.com/CgGSSER.png A basi...
by SpikedHelmet
24 Dec 2015, 21:55
Forum: MechCommander: Legacy
Topic: Custom Skin/Paint System
Replies: 9
Views: 2804

Re: Custom Skin/Paint System

My dream is as always to have a game similar to MW2:Mercs' RPG aspects and quasi-RTS, quasi-isometric shooter gameplay. You have your Merc unit management, hiring pilots, taking contract, buying better gear and/or salvaging, with isometric shooter style where your Mech aims at mouse cursor and moves...
by SpikedHelmet
24 Dec 2015, 15:37
Forum: MechCommander: Legacy
Topic: Custom Skin/Paint System
Replies: 9
Views: 2804

Re: Custom Skin/Paint System

The textures are 3-layer, with details layer -> colour layer -> base texture. The colour layer uses the Overlay blending option in Photoshop so it keeps highlights and details of the base greytone texture. In other word, I have no idea Smoth. @Gajop that's beyond my capability. Would need some exten...
by SpikedHelmet
23 Dec 2015, 15:55
Forum: MechCommander: Legacy
Topic: Custom Skin/Paint System
Replies: 9
Views: 2804

Custom Skin/Paint System

After giving it some thought I decided to go ahead with a long-wanted idea to have customizable paint scheme system. This system requires essentially building a template, a neutral grey base texture, applying highlights and layered details in such a way that allows quickly swapping out the base colo...
by SpikedHelmet
24 Jun 2015, 15:24
Forum: MechCommander: Legacy
Topic: Atlas smash! 1v1 cast by FLOZi, Zverohelmet, Nemo
Replies: 20
Views: 5708

Re: Atlas smash! 1v1 cast by FLOZi, Zverohelmet, Nemo

I thought that maybe you could change the state of your units and tell them to aim at legs instead (basically switch your units to the "cripple enemies" mode). We thought about this early on but this method seems counter-intuitive and kinda clunky. There were a lot of dead mechs by the end of that ...
by SpikedHelmet
24 Jun 2015, 13:54
Forum: MechCommander: Legacy
Topic: Faction-specific Perks
Replies: 11
Views: 3080

Re: Faction-specific Perks

Of course there are! There are 5 Clans factions being implemented atm. They will have the generic Perks but I'm toying with the idea of them not getting faction-specific or weapon perks. Their stuff is already quite a lot better than IS tech.
by SpikedHelmet
24 Jun 2015, 06:29
Forum: MechCommander: Legacy
Topic: Atlas smash! 1v1 cast by FLOZi, Zverohelmet, Nemo
Replies: 20
Views: 5708

Re: Atlas smash! 1v1 cast by FLOZi, Zverohelmet, Nemo

No, it's not possible. Things simply move too fast for this to really be viable, especially given how tiny the selection/interaction area of the units. It's hard enough simply giving a general attack order on a unit.

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