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On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh] Wow way to be a downer.... if you don't want them but your settings on low -.- just because some people enjoy seeing corpses going flying when they blow stuff up doesn't mean thats all they care about... It's just a nice little bonus.
But on a happier note BLUE GOOO IS BACK MOTHERFUCKERS!
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fun feature that is only going to be used in single player mode most likely.
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Russian Federation4295 Posts
On November 03 2012 00:42 Sawamura wrote: fun feature that is only going to be used in single player mode most likely. It will be used in all modes and can be turned off with having ultra settings, or vice-versa, turned to High with Low settings
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Wow, really sick. I don't think its possible to play 1v1 like that, but I want to see some casters use this.
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I think it's great for spectating games, tournaments, and streams. Not so much for the competitive player.
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On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
This wasn't put in the game for competetive gamers. It was put in the game for casuals and spectators. Also having this as part of the game helps out the modding community as well.
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Russian Federation4295 Posts
On November 03 2012 00:56 StreetWise wrote:Show nested quote +On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh] This wasn't put in the game for competetive gamers. It was put in the game for casuals and spectators. Also having this as part of the game helps out the modding community as well. Yes, but it's just an option, that you can turn off.
Also worker count over HQs is for casuals and spectators too, but it's in multiplayer also for everyone. So you're a bit wrong. You can turn these physics off with regulating your graphic. And yeah, it's not need to set all on low.
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This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
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I like most of them. As I understood these new animation are for siege tanks and baneling hits only? Maybe widow mine too? So it doesn't get all messy in a small fight, it's cool.
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On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
Agreed. Good idea but very poorly executed.
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On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
I'm pretty sure I won't be able to make you care about this, but anyhoo:
The kinetic energy of a tank round is of the order of 10megajoules, which is a pretty big impact. However, that energy is applied in such a small area that pretty much no material is strong enough to take that impact and actually pull the rest of the target with it. Think hitting someone with a sword vs a baseball bat - or a rifle round vs a car. What you'll actually get is a hole punched through with a shockwave radiating out and tearing you apart in all directions.
Meanwhile, the energy liberated by 1kg of TNT is 4megajoules, so it wouldn't be unreasonable to imagine a futuristic siege tank round liberating 40-100megajoules upon detonation in a more or less uniform hemisphere. So what you're seeing isn't all that unrealistic. Apart from the gigantic needle-spitting alien claw-vipers, of course.
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On November 02 2012 23:09 Rabiator wrote:Show nested quote +On November 02 2012 22:56 Whiplash wrote:On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh] Jesus some people just can't ever appreciate the work people put into games. Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in. I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources. Yeah. Let's have those programmers and engineers fix Infestor-Broodlord and Terran mech in TvP and Warpgate and LAN instead of wasting time on something as useless as the game's engine. In fact, let's also have the sound designers, music composers, and artists stop doing what they're doing and work on gameplay instead. Clearly, they're all wasting time not working gameplay and are all just as qualified on game design as David Kim and Dustin Browder and company.
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I liked it for the terran units, but for most of the other races didn't look very realistic.
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lolz, zealot/high templar fireworks
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i don't like it. it's too much. everything looks like a fucking cartoon now with stuff flying everywhere. if they toned it down like 80% if would look really nice. but the programmer who made it set the ragdoll effect too damn high.
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Russian Federation4295 Posts
On November 03 2012 03:27 ManBearPigNL wrote: I liked it for the terran units, but for most of the other races didn't look very realistic. It gives me feeling that Zergs are truly plushie :3
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On November 03 2012 03:40 TheDraken wrote: i don't like it. it's too much. everything looks like a fucking cartoon now with stuff flying everywhere. if they toned it down like 80% if would look really nice. but the programmer who made it set the ragdoll effect too damn high. Or you could just tone it down yourself by setting your physics setting to a value that is less than ultra.
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I think they went overboard with this... lol. Only upon death do units fly with the explosion of the fire of tanks? Please so much realism hurts my brain...
And if nothing else most of them should be projected backwards because of the moment of the projectile not upwards like that.
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On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap. Why wold they fly in opposite direction of the tank? I dont get it.
Flying in all directions including towards and away from the tank makes the most sense.
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