GWJ Chromehounds

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Offical GWJ Chromehounds Thread
(This post will be updated as more information becomes available)

1. Getting Started
It's recommended that you play through a couple of the single-player missions before going online at all, and send ZeroKFE a message requesting to join the 3rd Goodjer Cav squad (Tarakian).

First thing, enter a lottery. Lotteries occur about once every 18 hours. If you lose, you get your money back, presumably with no penalty. If you win, you automatically buy the part you've selected.

Achievements list!
I posted in another thread but I figure I should let it die... no need for two treads. So I'm reposting it here.

As for movies... awesome.

Has anyone seen any really urban areas in the previews or the videos? I'm cool with the open spaces, but I'm concerned with just how much the variety of areas will just be different tree types and ground textures.

Xboxyde has another movie and few new images. One of the images actually shows a small village like place.... and unfortunately, it looks a bit odd in generic kind of way.

"…and desolate.

I haven't seen any heavy urban areas, Certis.

I doubt we will see some thing like this in the game... IMG

Nei wrote:

I doubt we will see some thing like thins in the game... IMG

I thought that WAS in the game.

Could be... but this image was taken from the very first trailer of ChromeHounds in 2005. Since then all of the images and trailers show only mountains, deserts and snowy fields. I think if there was a dense urban area... they most likely show it of. May be its just SP area"…!? I mean most of the trailers that are out... show multiplayer gameplay.

So... I could be wrong!

The picture-in-picture aiming thing looks neat but wouldn't it work better somewhere else? Like maybe under the mech's legs or stuck on its back? Tucking such a vital portion of the hud in the upper right corner is a bit counter-intuitive.

Danjo Olivaw wrote:

The picture-in-picture aiming thing looks neat but wouldn't it work better somewhere else? Like maybe under the mech's legs or stuck on its back? Tucking such a vital portion of the hud in the upper right corner is a bit counter-intuitive.

They wanted to put it as much out of the way as possible because you can toggle between first and third person view. Whichever view you're not using goes in the PIP. So when you're walking around you can use it to snap off quick shots, and when you're fighting you can switch to first person and use the little 3rd person window to maintain a bit more spacial awareness.

These links are relevant to my interests; thank you for sharing.

zeroKFE wrote:

These links are relevant to my interests; thank you for sharing.

You're welcome.

LobsterMobster wrote:

They wanted to put it as much out of the way as possible because you can toggle between first and third person view. Whichever view you're not using goes in the PIP. So when you're walking around you can use it to snap off quick shots, and when you're fighting you can switch to first person and use the little 3rd person window to maintain a bit more spacial awareness.

I gathered as much from the trailer. It just looks like the PiP could be implemented with greater effect by putting it in a more conspicous location. Toggling a zoom isn't exactly innovative but a system where you can easily weave through trees and snipe without transition would be spiffy. Anything to differentiate mech combat from a really slow third person shooter would be great.

Whats up with the release date for this? Gametab used to have it at late June (who knows where they get this) but today it's disappeared entirely. Is there a known date or quarter for the game?

EB has it listed under July 11.

It looks pretty but it also looked dull. Walk, launch, walk, launch. No real strategy except shoot.

Of course that is what most giant robot games turn into in multiplayer, so I just hope the single player is good.

Nei wrote:

EB has it listed under July 11. :|

Yeah, I could swear that one of the trailers I saw for the game said "Coming in July" so this sounds about right to me. Of course, release dates pulled from retail web sites really can't be trusted until about a week before the actual street date.

farley3k wrote:

It looks pretty but it also looked dull. Walk, launch, walk, launch. No real strategy except shoot.

What's Ghost Recon, but walk, shoot, walk, shoot? That's quite a statement to make, having never played the game.

LobsterMobster wrote:
farley3k wrote:

It looks pretty but it also looked dull. Walk, launch, walk, launch. No real strategy except shoot.

What's Ghost Recon, but walk, shoot, walk, shoot? That's quite a statement to make, having never played the game.

Indeed. Well-done mech games have quite a bit of tactics and strategy, especially with the bigger picture they're attempting to implement in the conflicts for this game in multiplayer.

LobsterMobster wrote:
farley3k wrote:

It looks pretty but it also looked dull. Walk, launch, walk, launch. No real strategy except shoot.

What's Ghost Recon, but walk, shoot, walk, shoot? That's quite a statement to make, having never played the game.

Run, crouch, crawl, reload, re-arm, aim the gun around the corner, and get shot in the head. Did I forget anything?

Honestly, from what I know about the game so far... is that Chromehounds is much like BF2: MC. In terms that the game plays the way you want to play it, be it strategic assaults or Rambo... either choice should prove to be a lot of fun.

LobsterMobster wrote:

What's Ghost Recon, but walk, shoot, walk, shoot? That's quite a statement to make, having never played the game.

I gave my opinion based on the videos. I don't think stating an opinion in quite a statement. It is what all threads about unreleased games are.

Farley, no one said you can't have an opinion... because technically, none of us are in any position to make any kind of statements about the game. Since none of use played it, all we got is the movies and previews.

However, you statement is kind of crude... -imo. For the simplest fact that the whole walk, shoot, walk, shoot, comment is pretty much describes every game since Pac-man.

Nei wrote:

However, you statement is kind of crude... -imo. For the simplest fact that the whole walk, shoot, walk, shoot, comment is pretty much describes every game since Pac-man.

Perhaps but I do find that giant robot games have a tendency to be even more shoot, walk, shoot than most games. Perhaps it is just that mechs don't crouch well, and looking out from cover isn't easy in a 20 ton machine :). Perhaps a game just hasn't captured the subtlety of combat (or maybe I haven't played the game that does)

Fair enough farley, but the only mech game I've seen that even attempted that was Mechwarrior 2, where you could power down to ambush enemies.

I think you're being a little too harsh. It's not like they're going to release a trailer of a mech hiding in the forest, waiting to ambush. Come to think of it, they've shown almost NOTHING about the tactics commander class.

Watching them again I also think am very influnced by the lack of sound. No weapon fire, no music, no chatter from teammates. Just that weird...humming sound. Of course that is a bit unfair since the game will undoubtably have sound but it makes is seem unreal.

Also, play Armored Core. People who are good at that game do a lot more flying than walking.

Yep, fair enough.

Here is a basic of basics regarding description of the Mech roles.

Each Hound has a role to play that's dictated by the equipment it stocks. Here's the rundown on what Hound does what job.

Soldier: Frontline destruction specialist, they're all about insertion and demolition, up-close and personal.
Sniper: Long-range combatants that cover the flanks of their unit; they sacrifice some armor for increase mobility.
Defender: These heavy tanks serve as escorts that protect the more vulnerable members of the unit.
Scout: Focusing on speed, these recon specialists zoom ahead of the unit and gauge enemy strengths.
Heavy Gunner: Raining annihilation from afar with the heaviest weapons, these artillery launchers rely on a Scouts to paint their target.
Tactics Commander: the leader of the unit, TCs have access to improved sensors and communications ability.

farley3k wrote:

Watching them again I also think am very influnced by the lack of sound. No weapon fire, no music, no chatter from teammates. Just that weird...humming sound. Of course that is a bit unfair since the game will undoubtably have sound but it makes is seem unreal.

I believe these videos were taken at E3. The ambient music was probably added in to give you something more pleasant than the din of the crowd (or perhaps the person playing was very obnoxious). Some of the other videos do include things like radio chatter, and what I've seen suggests that there'll be some sort of communications element where you'll only be able to communicate with teammates within a certain range (with certain mech parts, such as Commander equipment, acting as a bridge to extend the range). There might even be some sort of wiretap function like in The Outfit.

New screenshots from Sega

These feature areas with some industrial buildings that go boom.

One more month!

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