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#121 Treble

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Posted 03 October 2012 - 08:37 PM

Is MWO an MMO?

There's that other mech game that, IMO, has way better-looking mech designs. What do you guys think about it?

#122 Leyana

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Posted 04 October 2012 - 12:59 AM

Think of it like GW2's sPvP mode. You have instanced matches where you earn rewards that carry over to a persistent character.

Is the other mech game you are talking about Hawken? If so, mech design is a personal thing. I grew up around MechWarrior and Macross and I kinda like those designs better. Now the following statements might be nostalgia speaking but...

MWO is more of a sim. Controls can be sluggish if you're used to more fast paced games. Especially that feature that simulates a mech targeting computer recalibrating weapons on the fly and the one that makes arm-mounted weapons lag a bit behind torso mounted weapons when you turn your torso to face/track an enemy.

The current mech and map variety is lacking and playing for long periods gets really tedious. But that should hopefully get ironed out before launch.

I do agree that there are plenty of key features that the devs keep going on about missing from the beta. But since this is the first decent MechWarrior game in a while, I'm willing to keep my hopes up.

#123 Treble

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Posted 04 October 2012 - 01:18 AM

View PostLeyana, on 04 October 2012 - 12:59 AM, said:

Think of it like GW2's sPvP mode. You have instanced matches where you earn rewards that carry over to a persistent character.

Is the other mech game you are talking about Hawken? If so, mech design is a personal thing. I grew up around MechWarrior and Macross and I kinda like those designs better. Now the following statements might be nostalgia speaking but...

MWO is more of a sim. Controls can be sluggish if you're used to more fast paced games. Especially that feature that simulates a mech targeting computer recalibrating weapons on the fly and the one that makes arm-mounted weapons lag a bit behind torso mounted weapons when you turn your torso to face/track an enemy.

The current mech and map variety is lacking and playing for long periods gets really tedious. But that should hopefully get ironed out before launch.

I do agree that there are plenty of key features that the devs keep going on about missing from the beta. But since this is the first decent MechWarrior game in a while, I'm willing to keep my hopes up.
That's good to hear. I'm a huge mech fan. I love both the Macross type realistic boxy mechs as much as the more fast-paced mechs, myself, so I'll probably play both. I tried MW2 once, but didn't have the hardware to actually enjoy it. I do now, so I'm definitely looking forward to it.

#124 Khul_Sadukar

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Posted 04 October 2012 - 01:27 AM

Been playing this for some time now. It's coming along nicely. Still ages away from release I think, but definitely fun.

Tried Hawken as well, didn't really like it. Feels like the tired old arcade style that's been done to death. MWO is refreshing and I love just tinkering around in the mech lab for ages :)

#125 Elan

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Posted 05 October 2012 - 01:25 PM

Yeah, thank god for NDA lift.  While it's graphically pretty, it felt so off to me when I played it that I not only decided to hold off on Founder's package, but I haven't even PLAYED the closed beta while it was closed.

My issues?  No Simulator Mode to test run loadouts and get accustomed to the controls.  No ability to IMMEDIATELY throw the throttle into reverse and convert, say, 60% forward speed to  60% reverse speed after a short deceleration period.  Slightly unfriendly UI at menu.  When I last used it, excessive motion blur and armor glow on impact.  I also did not see a way to properly bind weapon groups.  That is to say, I did, but it never seemed to STICK.  On top of which, I couldn't assign them in the mechlab.

I think it's possible to save it.  There is just something off with it right now, however.

#126 Kysio

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Posted 11 October 2012 - 08:17 AM

Open Beta unfortunately starts on 16th Oct, and needless to say (or looking at my previous post) I don't believe it will live for long being released (because lets face it, open beta these days in f2p is release in fact) so early and in such unfinished state.
I'm giving it 3-4 months.

#127 Leyana

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Posted 11 October 2012 - 10:22 PM

You know, I kind of hope MWO goes the way of EVE. A small but really dedicated group of fans that slowly grows over time. I find that builds a closer community. Not necessarily a better one mind, but a closer one where people are friendlier within factions and more likely to help. I agree MWO isn't ready for release yet since a lot still seems to be missing. I'm just wondering how long it will take to go from OB -> Full Release with a decent Mech list and enough planets to get some variety.

#128 ilr

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Posted 12 October 2012 - 07:49 PM

I hate the Clusterf*** mess that is Hawken's U.I.  so I honestly can't see myself playing it nomatter how badly MWO could turn out.  Yeah I hear their argument... hey I enjoy playing a scout in TF2 and loved playing a pathfinder in Tribes.  Yeah twitchier light-class stuff IS fun to me.  But the gameplay I saw for it... made the light class gameplay for MWO just look 10x better with less crap on the screen to filter through.  I'm already on Stratterra... I shouldn't have to bump my prescription all the way up to Adderall (/w *4 kinds of amphetamines!) just to play a frigging Mech Sim.

Even if MWO's promise of "Intel Warfare" doesn't prove especially viable for the light classes, I'll still give it a shot b/c the community has ALWAYS found ways to keep those classes viable even when it meant cheesing it up with ssPLAS stingers or Flamer boats.  The only thing that could ruin that would be a really really really horrible series of MicroTransaction imbalances.

Edited by ilr, 12 October 2012 - 07:49 PM.


#129 Adakias

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Posted 20 October 2012 - 02:25 PM

Just wanted to pop in and say that even though open beta was delayed, if you complete a beta application you'll be approved next day.

#130 Kysio

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Posted 27 October 2012 - 09:00 AM

http://mwomercs.com/...ck-on-open-beta
So the mess will begin on 29th. They pushed it back due to negative comments and after patch that broke more things that it introduced they decide to make open beta again.

#131 Elan

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Posted 27 October 2012 - 01:28 PM

The game really, really needs a tutorial mode. A simple target practice map that forces you to use all the controls step by step.

#132 Kysio

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Posted 28 October 2012 - 06:36 PM

Someone posted very short but very adequate video as to why netcode is a tragedy. Look at leading near the end when he blows up commando's leg.



FYI this guy is from USA and his pings aren't high. It is a global issue because everything is done server side, while not coded well at the same time.
And yet this is only one of major issues.

#133 lazykoala

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Posted 28 October 2012 - 11:07 PM

Once the game is bug free and fully optimized it should be really good. I hope there is a ton of customization and some really good maps.

#134 dhatcher1

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Posted 02 November 2012 - 09:59 PM

Unfortunately, I'm not convinced MWO is going to make it big.  The gameplay is decent enough, but IMO the current logisitics and economy are not viable to compete with other MOBA's, most notabley WoT which is a nearly identical game logistically.

The number one problem is that Pirhana seems to think fighting thirty 10 minute battles in trial mechs to earn your first small mech is "about right".  Compare that to WoT where you upgrade your starter tank in 1-2 battles and buy a tier 2 tank in 5-10 battles.  IMO most new players people are going see 5-6 hours in trial mechs and leave.

Edited by dhatcher1, 02 November 2012 - 10:02 PM.


#135 Elan

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Posted 14 November 2012 - 04:35 PM

Currently re-installing the game.  It's been long enough that a good deal of my initial unmentioned gripes have been reduced or eliminated.  Plus, with the Cataphract around the corner, I have gotsta get me somma dat!  I may take some footage, might not.  But in any case, here's the latest training vid from MWO's No Guts no Galaxy.



Damn, I love the music in the series.

#136 Kysio

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Posted 15 November 2012 - 05:57 PM

Two dual AC/20 Catapult matches from me:





#137 ilr

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Posted 16 November 2012 - 05:32 AM

Ugh... steamrolled some obvious scrubs.  Otherwise that loadout makes no sense.  Maybe if Stalker was an option, the ideal range would match the chasis.  But if you start landing more perfect hits consistently, a more balanced loadout would be better in the long run. Right now it looks like newb-tubes strapped to a volkswagon and ya get away with it too b/c there's too much cover based close ranging.

#138 Kysio

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Posted 16 November 2012 - 07:24 AM

View Postilr, on 16 November 2012 - 05:32 AM, said:

Ugh... steamrolled some obvious scrubs.  Otherwise that loadout makes no sense.  Maybe if Stalker was an option, the ideal range would match the chasis.  But if you start landing more perfect hits consistently, a more balanced loadout would be better in the long run. Right now it looks like newb-tubes strapped to a volkswagon and ya get away with it too b/c there's too much cover based close ranging.
I could run dual gauss which is obviously overpowered now, but it is plain boring to play it and own everyone.
AC/20 serves me more than well, I didn't lose a match since I run it and I played around 60 in it thus far if not more.

#139 ilr

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Posted 16 November 2012 - 07:55 AM

An installment in the series where Gauss is actually effective??  I MUST SEE THIS
*scurries off to youtube*

Edited by ilr, 16 November 2012 - 07:56 AM.


#140 Elan

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Posted 16 November 2012 - 02:15 PM

A match where there aren't 4 Jenners swarming individuals at point blank range, or on Caustic Valley? Madness!

#141 Kysio

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Posted 16 November 2012 - 02:35 PM

View PostElan, on 16 November 2012 - 02:15 PM, said:

A match where there aren't 4 Jenners swarming individuals at point blank range, or on Caustic Valley? Madness!
I'm typically more worried whenever I see 6 medium laser cicadas. Those can tear apart assaults easily.
I was doing up to ~900 dmg per game myself (typically around 700-800 though) in mine. Considering it runs at 130 kmph and hardly overheats with 18 dhs then yeah, they are usually my priority targets.
And it is only a 40 ton mech...

#142 Elan

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Posted 16 November 2012 - 04:56 PM

What are you sacrificing for that firepower though? I'm having issues fitting in three med pulse with enough heat sinks to not overheat in three salvos. And that is with ferro fibrous and a 295 engine, so I'm not even hitting 120 kph. Going XL?

#143 Kysio

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Posted 16 November 2012 - 05:13 PM

View PostElan, on 16 November 2012 - 04:56 PM, said:

What are you sacrificing for that firepower though? I'm having issues fitting in three med pulse with enough heat sinks to not overheat in three salvos. And that is with ferro fibrous and a 295 engine, so I'm not even hitting 120 kph. Going XL?
Endo steel, XL 300, 18 dhs, 6 med lasers (not pulse). Pulse are 2x heavier and generate much more heat as well.
~120 kmph + ~12 from speed tweek

Edited by Kysio, 16 November 2012 - 05:15 PM.


#144 Elan

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Posted 16 November 2012 - 05:54 PM

In other words, Cicada IIC. :P

#145 ilr

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Posted 17 November 2012 - 10:37 PM

So when do we get early clan tech like some Novas?  ;)   (aka: the Honey Badger of mechs)

I'd pay real money to get back in a Dual-PPC high-speed Garrison mech.... (but I'm guessing we can't?)


**- bit of confusion over the life of the whole series as to what the "nova" still is these days, it was originally this:
http://www.sarna.net...va_(Black_Hawk)
they were so overly fast and effective (and hard to hit b/c of their compact profile) that later versions consistently got slower and lighter in tonnage and kept getting remodeled and renamed as well

Edited by ilr, 17 November 2012 - 10:58 PM.


#146 Kysio

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Posted 18 November 2012 - 08:17 AM

Considering that we are IS pilots in the game I would not expect clan mechs to be available too soon. Main part of clan invasion starts in march and for several months they were practically unbeatable, so even salvaged clan mechs would not be an option.
So probably 1-2 years I guess.

#147 Elan

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Posted 18 November 2012 - 07:51 PM

The Nova is indeed the ermed power house clan mech. House Kurita attempted to copy the design and created the Blackhawk-Ku. Blackhawk being the IS designation of the Nova.

Personally? Give me an Adder. Similar role at longer range in a smaller package. Hilariously over armed light mech. XD

#148 ilr

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Posted 19 November 2012 - 12:30 AM

Yeah that's where I was heading with this next... I did okay in a Puma  (did even better with a bushwacker but that's b/c my Sniping skills have been progressing a lot faster lately than my personal focus on patience, piloting, and common sense in general...DURP).

Hypothetical...Let's say I was to eventually commit to playing this with the hours I *was* putting into Tribes & later GW2 ...  Based on current Mechs available right out of the gate for a F2P.... what would be my first 3 ideal purchases in-order, for Chasis and Loadouts?  ...based not on raw efficacy but just on sheer no-guilt enjoyment?  I think it's clear I walk a fine line between Scouting & Sniper with an eye on team support...  So what would I wanna try, and what would I wanna avoid for now?

#149 Elan

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Posted 19 November 2012 - 05:14 AM

I'm a fan of the Cicada so far.  One of the out of the box variants comes with a stock standard Inner Sphere PPC.  Not extended range.  At the very least, it's possible to slap on an ERPPC and enough heat sinks to make it manageable as a high speed, low profile sniper.  Except every time I peek my head out in a scout it's liable to get taken off by concentrated enemy weapon fire.

In fact, the only thing that has been keeping me from doing so myself is that PPCs are so dang hard to hit with at close range, and there's only so long you can stay at range.  And with single heat sinks, heat control is an absolute pain in the ass.


Edit:

Yeah.... I just outfitted mine with a single ERPPC, ff armor, endo internals, and double heat sinks.  1 ERPPC and 4 Doubles, I can shoot all day long with it.  Once I get an XL slotted in, I should be able to drop in a second ERPPC and, critical space willing, have room for another double heat sink.  The hit and run high damage weapon of it is so fun!  A centurion and a catapult just kinda ignored me at distance, until I raked their back with particle cannon fire and they took notice right away.

Edit Edit:

Dropped out a pair of double heatsinks for a pair of Medium lasers.  Still easy to modulate my heat, but most importantly it gives me something to use at knife fighting range.  Apparently if a target is within 400 meters or so, even if you have your crosshairs right on them, the PPC will miss.  Even taking into account travel time for the beam.  I mean, I missed a stationary Jenner at 200 meters out with my crosshairs firmly on his center rear torso at the time.

Edited by Elan, 19 November 2012 - 06:59 AM.


#150 Kysio

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Posted 19 November 2012 - 06:56 AM

View PostElan, on 19 November 2012 - 05:14 AM, said:

Dropped out a pair of double heatsinks for a pair of Medium lasers.  Still easy to modulate my heat, but most importantly it gives me something to use at knife fighting range.  Apparently if a target is within 400 meters or so, even if you have your crosshairs right on them it will miss.  Even taking into account travel time for the beam.  I mean, I missed a stationary Jenner at 200 meters out with my crosshairs firmly on his center rear torso at the time.
You have to take into consideration trigger delay as well, especially in a fast mech.




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