Blender battletech V18

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
644 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Oct 3, 2011

My own project while waiting for the mechwarrior reboot.
personally I don't think the reboot is going to get made, and the next mechwarrior project will be more of an MMO, anyway...

Version 0.18 and 0.17 added internal ammo explosions, missile trails, homing streak missiles (not show here) and autocannon muzzle flash as requested by watchers. I also adjusted the speed of the mechs based on viewer input.

If there's anything you think needs to be changed and you can convince me of the reason, I'll have a go at making the change. :)

The music is from the orginal Mechwarrior 2 Mercenaries soundtrack. Enjoy!

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 0 dislikes

Link to this comment:

Share to:

Uploader Comments (pickledtezcat)

  • now i dont know how you figured range in the game, but in BattleTech the game is set in 50m ranges, while the mechs are supposed to be about 12m high for a thor or awesome. the weapons are generally twice as likely to hit at 1/3 range than at max range, if you factor in the to-hit number as a basis for accuracy.

    a medlaser is 9 hex range, which is 450m range. an LRM is 21 hexes or 1050m range. a machine gun is only 3 hexes or 150m.

    are such ranges reflected in the game?

  • @huntercd Before firing, the object which shoots the bullets is rotated to track the target, or a point in space where the target will be hit, based on speed and angle. attached to this object is an array which rotates to a random angle making the bullets deviate slightly from their true angle. Short range weapons deviate more, (up to +/- 20 degrees off target), long range ones less (up to +/- 2 degrees off target). Also if the taget is in range you can get a lock, reducing deviation.

  • @huntercd Actually, I've calculated the weapon's accuracy based on a combination of their range and other statistics. I've then added a bonus for weapons such as autocannons or missiles to make up for the fact that they have a travel time and can be dodged. Pulse lasers also get a bonus, and MRMs and aerofighter bombs get a penalty based on the way they work in the rules. The result reflects battletech rules quite realisticaly.

see all

All Comments (5)

Sign In or Sign Up now to post a comment!
  • cant wait.......

  • it looks great man. the weapon effects are top notch IMHO. how about a new demo? or are you close to finishing this marvel? :D

    one thing i really want to see in the missions, if you are like part of a lance, and your mech gets destroyed, you transfer to another mech in the lace, and continue the mission.

    range indicators would be good to have too, for the targeting reticule and for weapons selected. how do you figure range? like in BT where medlaser range is 450m? does hit % improve with range?

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more