PS3 Der offizielle Warhawk thread

  • Thread-Ersteller Thread-Ersteller Darji
  • Erstellungsdatum Erstellungsdatum
Natürlich wirkt es überzogen, ich hab aber wie viele die Ehrfahrung gemacht das wenn man die gleichen Szenen im Spiel spielt einem aufeinmal schwächen auffallen die einem auf diesen Bildern nicht aufgefallen sind.

@Luke: Naja bis sie ankommt dauert es noch ein bischem, hoffe mal das sie spätestens übernächste Woche geliefert wird.
 
Auf den Bildern von Darji sieht das Game echt super aus. Besonders das Bild, wo man die Wolken um sich hat, sehr geil. Aber Pipboy hat auch recht, abgefilmt sieht in der Regel besser aus. Die letzten DF Bilder haben ganz gut ausgeschaut. Muss ich mal live sehen.
 
das spiel sieht (in den trailern nicht auf darjis bildern) sehr gut aus und macht lust auf spannende online matches :)
ich will es auch endlich spielen :(
und nein ich mahc nciht den illegalen beta kram ;)
 
Für alle ohne Beta ein Wahrhawk minut by minute Eindruck^^

Didn't get your invite for the Warhawk beta? That's really too bad. The beta is, quite simply, a blast -- even riddled as it is with bugs typical of the beta experience. But never fear; you can experience it vicariously through us! That's right, we've played it for you, and we'd like to run you through a brief session indicative of the Warhawk experience. So, ready? Let's begin.


00:00 -- Staring at the menu screen, we see options for Online, Local Games, Options, and a link to the online manual. Choosing Online lets you join or create a game, of course, but also access the community area. This is where you can access your own player profile, view your buddy list (and yes, it's drawn from your main PSN buddy list), manage your clan or clan membership, and view the network leaderboards. Also on the Online menu is the option to customize your character or aircraft. While you'll eventually be able to customize the head, upper body, lower body, and insignia of your character, right now it's just picking which side you want to represent (Eucadian or Chernovan) and your skin tone. Similarly customizing your aircraft right now is simply picking a side and choosing one of two paint schemes, but eventually the game looks like it'll offer much more customization.

00:03 -- All right, then, let's jump into a game, shall we? Bringing up the server list, we see a selection of games, ranked by ping time from our machine to the host's machine. At this point the vast majority of the servers report excessive ping times, but since most of the time we're able to jump into those games just fine, it's likely just a server glitch. Now's a good time to remind you that this is an early version of the game. (The final version will undoubtedly perform better than what we're seeing here, and may very well have more weapons, vehicles, and locations.) Let's choose a capture-the-flag map.

00:04 -- The game starts, and our team of 16 (give or take a few crashers or late-joiners) spreads out like a nest of roaches when the light comes on. Obviously everyone has their favorite approach here, and there are many: Dash for an aircraft to try to catch the enemy by surprise; jump into a 4x4 or tank to bring some ground support; man a flak or missile turret to defend the flag from air attack; or just snag a sniper rifle or rocket launcher and find a nice, secluded, safe perch to wait for the inevitable enemy incursion. You've got lots of options here. But the game's called Warhawk, so let's grab one.

00:05 This is one freakin' sweet machine. You start off in a hover mode, which controls sort of like any third-person shooter, with one stick controlling your aim and the other controlling movement -- only you can also adjust height with R2 and L2. A tap of Triangle switches you to flight mode, and now it controls like a simple flying game, with you accelerating with R2 and braking with L2. One particularly sweet feature: Double-tap R2 and you've got limited turbo. The feeling of moving from a dead stop to full-on turbo is really quite exhilarating. Uh oh, there's an enemy plane incoming.

00:07 -- That ******* almost got us, but we squeaked by. We were heading toward a collision at full speed, in a game of sky-chicken. He balked first...but let loose a stream of swarm missiles as he banked up and over our plane. They connected. Yeah, it hurt. Limping along, we threw on the air brakes and slewed around in a quick 180, centering him on our sights as our homing missile slowly locked in. We let fly, but it wasn't quite enough to take him out. He came around for a second pass, and we switched over to the quicker swarm missiles. We let loose a couple and he responded with admirable quickness, dashing out a dose of chaff to shake off the missiles. But he ran out of chaff before we ran out of missiles. Us: 1, Him: 0. Now let's go find a health power-up.

00:08 -- Hmm, that flak turret right near the health appears to be moving...In our direction.

00:09 -- Our beautiful Warhawk is now just flaming shards raining down from the sky. It's OK. There's more where that one came from. One thing we can see getting adjusted as the game nears release is the respawn time of vehicles; right now it's very rare to be without easy access to your choice of vehicles. It definitely skews the whole game in a vehicular direction. It might be nice to at least be able to adjust the respawn time of vehicles when creating a game.

00:10 -- OK, let's try a different tactic. Jumping in another plane, we race off to collect a few more powerful weapons, and one very special defensive gadget: the cloaking device. We head out to the edge of the map, and race around the perimeter until we're behind the enemy base. As we get close, we engage the cloak, disappearing from the enemy's radar. Switching to hover mode, we creep along at sea level, just below the spindly platform-island that houses the enemy base. And we wait. Right now the base is swarming with recently spawned baddies; if we're lucky most of them will take off before the time on our cloak runs out.

00:11 -- Perfect timing. There's just a token resistance left. We kick on the thrusters and practically leap up above the edge of the island, slamming down right next to the flag and bailing out before the one remaining defender has time to get a fix on us with his rocket launcher. (Anyone with eyes can see the obvious shimmer of a cloaked ship; the important thing is that it doesn't show up on radar.) Lucky for us -- and unlucky for him -- we grabbed the flamethrower from our own base before heading over. He's quickly toast, and we make off with the flag.

00:14 -- We're nearly back to the base when our luck runs out. See, the game's host has to manually allow flag-carriers to be able to board Warhawks; when this option is turned on, it makes for fast, furious CTF games. But it's not on in this game, so we have to commandeer an enemy 4x4 and take the long, slow, very dangerous, overland route. The 4x4's equipped with a turret, but we're driving and the process of manually switching to the turret takes a little too much time to make it feasible to pull off quickly in the heat of battle. We're crossing one of the long, treacherous bridges that connect the islands in this Archipelago map when an enemy 4x4 comes careening around the corner. And he's got our flag. Trouble is, he also has a guy manning the turret. We bail out, but it's a futile gesture -- we're gunned down while scrambling for cover, and now they've got both the flags. We suck.

00:15 -- Luckily, our team has captured a number of the neutral bases on this map, so we get to respawn plenty close to the enemy flag...and right in the path of a tank that we could have sworn was empty. It's not. It rolls forward and we're just like so much roadkill.

00:18 -- Time for a new game, this time a round of Zones. It's a familiar capture-and-hold type of game, but the seamless transition from on-foot to ground vehicle to air war ratchet things up to a frantic pace. We capture a base (simply by hanging out near its central flag) and then drop a few land mines around to help protect it while we go in search of another capture point. Nice timing, too -- an enemy notes that the base has been captured and hustles over just in time to be standing amidst our mines as they activate. He tries to get away. He fails.

00:20 -- We've been doing our best, but our team isn't communicating nearly enough to coordinate sensible base attacks. So while the blue hue of the opposing team's bases spreads steadily -- they've been smartly surrounding their flags with multiple troops to boost the level of the base -- our team's territory is scattered dots of red. We have more bases, but their bases are more powerful...which means they're earning points at a faster rate than we are. By the end of it, it's a slaughter. While our team plays every-man-for-himself, their team tactics just run us over. We make one last stand by grabbing a Warhawk and swooping up a TOW missile. Once one of these things is launched, your viewpoint switches to a very cool black-and-white image off the nose of the missile. You can guide it within a fairly generous range, even speeding up and slowing down to chase down moving targets. We drop one right in the center of a group of three or four enemy combatants, and race to the center of the base. But it's too little, too late; they reorganize quickly and descend upon us, verily, like a plague of locusts o'er the land.

00:25 -- We've got just enough time left for a couple quick Deathmatch games. First, we join a team game set in Eucadia itself, grab a Warhawk and skim along the canals, swooping under the many bridges and picking up a full complement of weapons. We pop out right near the enemy base, and drop a load of sizzling death on their heads courtesy of a fully charged electric bolt, taking out a plane with an additional passenger, an empty jeep, and a foot soldier who was probably just minding his own business -- you know, just out for a smoke or something. Sorry dude.

00:28 -- We're not likely to top that, so we quit out and jump into an every-man-for-himself match in the Destroyed Capitol level, one of our favorites. Crumbling skyscrapers poke through dense cloud cover, offering a gorgeous vertical dimension to the level. We land a Warhawk atop the highest tower, maybe a hundred stories above ground level, just because we can. We send off a few homing rockets at passing planes, take out a guy on the ground with a lucky sniper rifle shot, and then see if we can take damage by falling. Turns out we can. Our guy sprawls limp on the ground, and we figure that's as good a scene as any to end with.

http://www.1up.com/do/previewPage?cId=3160169

8-) 8-) 8-)
 
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und es sieht in bewegung immer noch besser aus ^^
 
Kleine Info an alle, die Warhawk nutzen ohne Einladung: Scheinbar plant Sony, alle unrechtmäßigen Beta-Teilnehmer über einen Mac-Bann vom Betatest auszuschließen... sowie vom gesamten PSN.
 
Mmm quelle wäre nice, nur das letzte was ich gehoert habe war das die Entwickler im Moment nichts dagegen haben, das Leute sich die beta auf illegale Weise ziehen, sie freuen sich sogar darüber das soviele das Game spielen wollen.

Aber naja Sony hat wohl auch noch net Wort mitzureden.
 
frames60 schrieb:
Kleine Info an alle, die Warhawk nutzen ohne Einladung: Scheinbar plant Sony, alle unrechtmäßigen Beta-Teilnehmer über einen Mac-Bann vom Betatest auszuschließen... sowie vom gesamten PSN.

Ich habe mir sowas gedacht nachdem ich das Tutorial dazu gelesen habe und es gar nicht erst probiert. Halte das auch für eine korrekte Entscheidung seitens Sony wobei ein Bann der MAC Adressen wäre schon hart die Accounts würden es auch tun. Naja die PS3 hat ja 2 MAC Adressen mal schauen wie es ausgeht.
 
Darji schrieb:
meh quelle? denke ich lösch es eben schnell^^

Sry Darji, aber für DICH ist es zu spät. Eine Quelle, die nicht genannt werden möchte, hat mir gesagt, dass du Nr. 1 auf der Bann Liste bist.

Es tut mir Leid :)


:lol:
 
machs doch einfacher gib die konsole beim haendler zurück und sag du willst das gerät ausgetauscht haben die sind doch in den ersten monaten dazu verpflichtet. :P


back to topic: ich persönlich glaub nicht das se gleich die komplette konsole bannen, vielleicht andere Maßnahmen. Ich meine bei den "wenigen" Kunden ( nicht flamen), wäre es nicht gerade Hilfreich dessen Geräte vom Netz zu nehmen. Ist ja nicht so das hier etwas illegal erworben wurde was im Moment Geld kostet.

Aber das ist wieder was jeder anders empfinden kann.
 
Miu schrieb:
machs doch einfacher gib die konsole beim haendler zurück und sag du willst das gerät ausgetauscht haben die sind doch in den ersten monaten dazu verpflichtet. :P
geht nciht meine 6 monatige Garantie ist schon erloschen :P Scheiß import :P
 
patch is out^^

* Improved Stability: We made several changes to core systems to help our stability problems. While some of you may still experience some crashing, this build is *much* improved.

* Fixed Server/Client Release: Gamer servers now correctly release clients if they quit the game, unexpectedly disconnect, crash, etc. No more servers filling up with "ghost" clients.

* Push-to-Talk: Now players can activate the VOIP by pressing the L3 button. Press L3 to activate a voice chat channel, release L3 to deactivate voice channel. The graphics/HUD updates that I mentioned in a post the other day are not in this patch, just the PTT functionality.

Aircraft Co-Pilot Slot:
When 2 players are in an aircraft, the co-pilot now has access to the enhanced mini-map that displays *all* blips. Eucadian and Chernovan troops, tanks, aircraft, etc. This allows 2 players to work together like a Fighter -AWACs plane.

Awards and Rank Balance:
Ranks and Rank requirements have been completely adjusted to create a better progression.
The very difficult award requirements that showed up early in the Rank progression have been removed or redistributed. For example, there was an early rank that required the Joint Service Commendation (10 kill streak). This is a hard ribbon for many players to get -- especially as a requirement for such a low rank.
Point requirements for the Ranks have been adjusted.
Requirements for all Medals, Ribbons, and Badges have been adjusted.

Ladder Mounting:
Mounting Trigger volumes for all ladders in all levels have been adjusted. In the BETA, players had to be right up on the ladder to trigger the climb. This sucked in combat because no one has time to dink around with a tricky ladder. Now ladder are much more forgiving.
Reverse Ladder mounting is more smooth and forgiving. In the BETA, mounting the reverse side of the ladder pretty much resulted in you getting a knife in the ass or worse. Now mounting a ladder from either side is smooth.

.50cal Turret Changes:
Aiming assist has been added to both the .50 call turret *and* the turret on the back of the 4x4. Our internal testing showed a huge difference in players being able to defend against incoming ground troops *and* provided some really fun drive-by opportunities when player roll-out with their friends.
Fixed Armor rating and Hit-points on the turret geometry. Once we made the changes to the aiming, and our testers starting using the 50cal turrets more, we noticed that the turrets themselves seemed too tough. So now, players that mount 50cals will have access to strong firepower but are more susceptible to grenades and rockets.


Rifle vs Pistol Balance:
The damage of the Pistol has been reduced. In the BETA each pistol round did far more damage than the rifle rounds. This coupled with the other attributes of the Pistol caused it to be a dominant weapon -- even when Rifles *should* have been the preferred weapon. Each pistol round still does more damage than a Rifle round, but the Rifle’s ROF is so high that it makes up for it.
MAX Pistol RoF is now 8/sec and the Rifle RoF is 15/sec.
The target assist range on the pistol has been reduced. In the BETA, the aim assist had a pretty long range. This caused players to switch to pistol while we really wanted them to still be in the Rifle's "sweet-spot".
The lifetime of the pistols projectile has been reduced. In the BETA the bullet from the pistol would last an incredibly long time, allowing players to rain pistol fire towards a target over too great of a distance.
The accuracy spread on the pistol has been opened up, causing it to still be very effective at close range, but it's effectiveness drops off more quickly at medium range. In the BETA the accuracy delta between the Rifle and Pistol were not contrasted enough. This resulted in the Rifle not being accurate enough and the Pistol being too accurate.
Rifle accuracy spread has been decreased (tightened). In the BETA the effective range on the Rifle was not as good as many players expected. This helps remedy the problem.
Rifle accuracy spread while crouching has been greatly decreased. This adds more depth to the use of the rifle and further helps is combat effectiveness at longer ranges. This tight stream of bullets greatly increased the chances of head-shots while using the Rifle -- something that all of you requested.

Respawn Protection Changes:
Once a player has respawned, he will *not* be seen by any other player until the respawn invulnerability ceases. Currently in the BETA, all players see respawning players as ghosts as they respawn. This unfortunately allowed base-campers to line up attacks on players coming out of respawn limbo. Sadly, this actually put the players respawning at the disadvantage rather than provide them much needed protection -- Thankfully this has been resolved.
A player will have 5 seconds of respawn invulnerability. At the end of which, he will become visible on all other player's viewports. Currently in the BETA, players have only 3 seconds of protection. This was found to not be enough time to allow players to get out of their base to assume safe positions if the opposing team was employing meat-grinder tactics.
Players now can attack while in the respawn invulnerability, however, the respawn protection is immediately canceled upon execution of the attack. This action also makes the player visible to all other players. Currently in the BETA, respawning players are not allowed to attack. As a result, many players found it impossible to defend their base during heavy spawn-camp engagements.
Players' respawn invulnerability is immediately canceled if they mount a vehicle or turret.
Players *are* allowed to climb ladders during the respawn invulnerability.
Players' respawn invulnerability is immediately canceled if they collect a pickup.
All of the above applicable respawn rules now apply to Aircraft in Dogfight gameplay modes.

4x4 Horn:
We added a horn to the 4x4 that is activated by pressing R1
There is a different sound for Chernovan and Eucadia 4x4s
There is a time limit tracked "under-the-hood" that prevents annoying horn abuse.
The horn is played in full 7.1 surround *with* accurate Doppler simulation
 
Darji schrieb:
Mal einen anreitz für Ranked games :P

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8-) 8-)

die flugzeugmodelle sehen klasse aus :o
der typ mit der augenklappe erinnert mich irgendwie an mikhail aus LOST :lol:
 
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