• Mechwarrior: Living Legends V0.4.0 released for Crysis and Crysis Wars (Currently 70% off)
    103 replies, posted
Hello everyone, thought I'd let you know that the fantastic fellows over at mechlivinglegends.net have released the latest version of their mod. Last year it won Mod of the Year for both Players Choice AND Editors Choice and the team have been working hard to add more and more content: After several months of toil, trouble, unbelieveable bugs and numerous small animal sacrifices we are proud to announce the immediate release of Mechwarrior : Living Legends Open Beta 0.4.0 Total Conversion modification for Crysis and Crysis Wars! [img]http://www.mechlivinglegends.net/wp-content/uploads/2010/12/mwll-0.4.0-release-640.jpg[/img] [quote] The long wait is over and you will now be able to enjoy the most feature-filled version of MechWarrior: Living Legends yet. MWLL 0.4.0 has numerous updates, including: Some stuff changed. Dual-platform support for Crysis and Crysis Wars New Game Mode :: Terrain Control New Unit :: Hephaestus Clan Hovercraft New Unit :: Morrigu Clan Assault Tank New Unit :: Thor Clan Heavy Mech New Weapon :: Clan Heavy Lasers New Weapon :: Inner Sphere X-Pulse Lasers New Weapon :: Clan Advanced Tactical Missile (ATM) 5 mode-specific maps; including 2 brand new ones for Terrain Control New Feature :: Build Repair Utility New Feature :: Extended League Mode Support Renaming of Game Mode :: Solaris Arena is now known as Team Solaris Arena Bonus Map :: TSA_Palisades Terrain Control brings a new objective-based game mode centered on the capture and control of key locations on a game map. Kills and enemy damage are still a factor, but are weighed less than having terrain under your teams control. MWLL 0.4.0 Total Download Size :: 2.2 GB For a more detailed list including bug fixes and some known issues (not all of them) please refer to our Changelog page. Installation Procedure Before installing this new version of Mechwarrior : Living Legends please first delete your entire mwll directory in your Mods folder. Please ensure to keep a backup of your custom maps prior to deleting it or you will lose those or any work you have done on them. Installing the latest version of MWLL is as easy as downloading our latest installation package. It will include all required files to run the update procedure. You will be asked to run the “Auto Update” right after the setup finishes to install. Please confirm the checkbox is checked and click Finish to start the update procedure. The process can take quiet a while to complete. The total download size for the entire update is 2.2 GB. You will be offered to retain a copy of the update package (ZIP) and the Torrent file for further distribution through your favorite Torrent client. Server Installation If you are running a dedicated server on Crysis or Wars you will need to upload the mod to it. This can be done by either uploading your entire MWLL directory or only those files included in the ZIP archive that is downloaded by the Auto Updater. This will also work with any future update! You will find those files in Mods\mwll\Updates. Extract the archive and upload the content to update the server. Game Statistics Here a quick insight on how a developer build looks like. This pretty much reflect what we have to work with every day in order to get a release done for you. Total Size 3889 MB Files 4784 Directories 544 Lines of Code 326890 CPP Files 269559 Header Files 57331[/quote] If haven't played this before, try it out! If you don't have Crysis or Crysis Warhead, it's currently on sale on Steam for 70% off! I recommend getting Crysis Warhead, as I believe most of the community will be playing the game on Crysis Wars as the engine is considerably more stable. For those who have played before, this version comes with a new game mode: Terrain Control and also has plenty of new assets and features as listed above. I think it's incredible the amount the team has achieved and look forward to their future releases. [QUOTE=Saber15;27049580]Well shit, I was making a megathread with all the info for new players. [b][highlight]THIS MOD VERSION (0.4) REQUIRES EITHER CRYSIS OR CRYSIS WARS. FUTURE VERSIONS OF THE MOD WILL BE ON [u]CRYSIS WARS[/u] ONLY. CRYSIS WARS COMES WITH 'CRYSIS WARHEAD', A STANDALONE EXPANSION PACK FOR CRYSIS. YOU NEED CRYSIS WARS PATCHED UP TO V15 or 1.5 OR WHATEVER IT IS TO PLAY IT. ALSO LOG IN TO CRYSIS WARS FIRST THEN CLOSE IT AND RUN MWLL TO PLAY MWLL ONLINE.[/highlight][/b] [b]Current MWLL version: 0.4.0 - released 12-28-10[/b] [b]Main page:[/b] [url]http://www.mechlivinglegends.net/[/url] [b]Download for the current version:[/b] [url]http://www.mwlldownload.com/[/url] Select which version you want to use, and hit the button to the right of the selection bar. It'll download an EXE which will download the mod and auto-update it. [b]I recommend you visit the MWLL wiki for tips. Note that most of the articles are out of date, since 0.4 was just released[/b] [url]http://wiki.mechlivinglegends.net/index.php?title=Main_Page[/url] [b]MechWarrior: Living Legends[/b] [img_thumb]http://img816.imageshack.us/img816/9898/mkiivlongtom2.jpg[/img_thumb] [i]A Clan Madcat Mark II narrowly avoids being hit by a Long Tom artillery shell[/i] [img_thumb]http://wiki.mechlivinglegends.net/images/c/cb/Combined_Arms.jpg[/img_thumb] [i]Left to right: Catapult Prime, Demolisher Prime tank, Shiva Prime (jet), Atlas Prime, Partisan Prime Anti-Air tank, Raven Prime. And a bunch of battlearmor infront[/i] [img_thumb]http://wiki.mechlivinglegends.net/images/7/7d/LRM_camping.jpg[/img_thumb] [i]A Catapult and Puma fire off LRMs at an enemy target[/i] [img_thumb]http://img412.imageshack.us/img412/6114/screenshot0004i.jpg[/img_thumb] [i]Following a teammate to capture a repair base on Terrain Control[/i] [img_thumb]http://img155.imageshack.us/img155/1390/awesome2k.jpg[/img_thumb] [i]An Awesome on a Crysis map[/i] [img_thumb]http://img256.imageshack.us/img256/2134/screenshot0192.jpg[/img_thumb] [i]A sunrise on SA_Extremity, which is on a asteriod spinning rapidly, so that day and night time only last 10 minutes, with the ambient temperature shifting wildly[/i] [img_thumb]http://img713.imageshack.us/img713/8973/screenshot0290.jpg[/img_thumb] [i]Piloting a Sulla Prime, trying to kill an enemy bomber[/i] [img_thumb]http://img151.imageshack.us/img151/196/screenshot0279.jpg[/img_thumb] [i]Piloting a Hawkmoth VTOL on SA_Inferno[/i] [img_thumb]http://wiki.mechlivinglegends.net/images/7/7c/Flamer.gif[/img_thumb] [i]Battlearmor firing his flamer[/i] And now for the wall of text! [b]Note: Some pictures in this thread will be of older versions of MWLL.[/b] [b]What is MechWarrior?[/b] MechWarrior is a series of games set in the BattleTech (tabletop wargame) universe. BattleMechs are 15 meter tall weapons of war, and the king of the battlefield. In the MechWarrior games, you control one of these machines. MechWarrior games are all simulators, with large amounts of controls and customization. MechWarrior Living Legends is a fan made project that runs on Crysis as a mod. It's a total conversion for Crysis and uses almost none of the Crysis assets (besides a few placeholders). MWLL is the first MechWarrior game that lets players take control of tanks, VTOLs, Aerospace Fighters, and Battle Armor. [b]What's the ingame goals and game types?[/b] The primary game type is Terrain Control, a gamemode similiar to Conquest from Battlefield or Power Struggle from Crysis. Players move throughout the map in teams of up to 16 players, capturing bases. If you control the majority of the bases, the enemy looses tickets (which are used to spawn with). Additionally, controlling bases gives your team benefits. Some bases have repair pads, ammo depots, VTOL hangars, and full sized 'Mech hangars. There is also a team deathmatch called Team Solaris Arena, though it's fallen out of favor since the release of Terrain Control. [b]What are my rides?[/b] The vehicles (assets) available to the player can be divided up into a few categories: [u]Battlearmor:[/u] This is the infantry of MWLL. Battlearmor plays similiar to Starsiege: Tribes, where you have a high power jetpack for getting around. Battlearmor players have a pair of short-range missile launchers, two primary weapons, and 3 types of grenades. BA have poor armor, but they're tiny and very mobile, making them very annoying and very dangerous. Swarms of battlearmor can kill Assault mechs very quickly. When you bail out of a mech, you are in your Battlearmor. [img_thumb]http://img811.imageshack.us/img811/5729/screenshot0006p.jpg[/img_thumb] [i]Battlearmor in combat. I'm about to get blasted to bits by that Raven right there[/i] [u]Tanks:[/u] Wheeled and treaded armed ground vehicles. They control pretty much identically to Battlefield 2 and Crysis tanks, though their weaponry and heat works in the same way as Mechs. Also includes the Armored Personal Carrier, which is a mobile spawnpoint for Battlearmor. Generally, tanks are cheaper than Mechs but are somewhat slower, easier to kill, and a less stable firing platform [u]BattleMechs:[/u] The king of the battlefield. Battlemechs can be adapted to serve role, have large amounts of armor, superior maneuverability, and look fucking awesome. Battlemechs are divided into 4 categories: [i]Lights:[/i] Generally scouts and light harassment units. Poor armor but superior speed. [i]Mediums:[/i] Generally used for harassment and for specialized roles. Average armor and good speed. [i]Heavies:[/i] Generally used for frontline duty. Good armor and slow/average speed. [i]Assaults:[/i] Generally used for support and line-breaking. Extreme armor and slow speed [u]VTOLs:[/u] Control similiar to helicopters, and function as a harassment and scouting asset. Paper armor but superior manueverability. [u]Aerospace Fighters (ASFs):[/u]: Basically, jet fighters. They serve as bombers, scouts, and anti-air. They can quickly zip across the battlefield to attack specific targets, and flee at a moments notice. Mounts decent armor, but certain weapons will critically damage them in a single burst. [u]Hovercraft:[/u] The joke of the battlefield! Hovercraft are extremely fast and maneuverable, but they're unstable at high speed and have poor armor. However, in the hands of a competent pilot they can be rage worthy to fight against, as they can turn on a dime and stop/accelerate very quickly to stay out of your field of fire. [b]How do you pilot/contrrol your assets?[/b] [u]Piloting:[/u] Ground vehicles handle basically the same as tanks in most games. You have your treads ('base') determining where you go, and is controlled by WASD. The turret mounts your guns and is controlled with the mouse. Aerospace assets are controlled with WASD for throttle and yawing, with the mouse controlling pitch and roll. VTOL assets are controlled with WASD for lift and yawing, with the mouse controling pitch and roll; holding shift and W at the same time will push you forwards instead of up. [u]Jumping:[/u] Some Mechs mount Jump Jets, as do Battlearmor. Holding down the Spacebar will vault your mech up into the air, and you can control it to some degree with WASD. You have only a seconds worth of jump fuel, though it will regenerate in about 5 seconds on mechs. Battlearmor jumpjets are weaker but regenerate much faster. Jumping generates extreme amounts of heat in Mechs. [u]Shooting:[/u] Battlearmor weapons are identically to modern shooting games. Vehicle weaponry is set in groups, with each group controlling a weapon or several weapons. For instance, if I have a laser in group 1 and a machine gun in group 2, firing group 2 will only fire the machine gun, whereas firing group 1 fires the laser. Groups can be modified on the fly with the Arrow keys and Enter. Additionally, you can set your weapons to fire in either "Group" (the default, fires all weapons in a group when button is pressed) or "Chain" (fires one gun from the group with every mouse press) mode with the \ key. Pressing Z will flip through zoom levels so you can easily see the enemy. [u]Heat:[/u] Firing vehicle weapons generates excess heat. If your vehicle runs hot it will automatically shut down to cool off (Though you can override this with O, and restart the vehicle with P if you do shut down). If it reaches critical temperature (999*C) your vehicle's fusion reactor will start to go critical and heavily damage your vehicle-possibly even killing you. Lasers generate huge amounts of heat, missiles generate average heat, and ballistics generate almost no heat. Additionally, braking your mech with X or using your jumpjets will create heat. Certain weapons will cause your mech to heat up, like the Flamer and PPC. Flushing coolant (C) will cool down your mech [u]Buying, repairing and reloading:[/u] Buying a vehicle just requires you to be in a buy zone (Mech bay, VTOL pad, Aerospace hangar); press "," to open the buy menu, then click your choice. You repair by shuting down your asset in its spawning hangar (Mech hangars for tanks, mechs, and hovercraft). You'll need some cash for repairs, and lost arms and external hardpoints cannot be restrotred. Reloading is done by opening the Buy menu (.) and switching to the "Ammo" tab, then buying the ammo of your choice. Tapping "," will automatically reload all your guns, and buy ammo for the weapon that's currently selected. [u]Targeting:[/u] Pressing T will flip between different targets [u]Radar:[/u] The radar is what you use to detect enemies more easily. Enemy assets will show up as "UNKNOWn" until you get within a certain distance of them (if they're behind cover) or if you establish line of sight. Some equipment will improve your radar detection or make you harder to detect. Also, you can flip between Active Radar and Passive Radar (R switches). Passive radar makes you hard to detect, but you can only detect Active mechs within a short radius. Active will make you easy to detect on radar, but lets you detect Passive mechs and use guided weaponry. [u]Armor:[/u] Armor works very differently per asset, so I'll list each separately. [i]Battlearmor:[/i] Battlearmor have two armor values: their armor, and their actual health. If your health goes to 0, you're dead. Battlearmor can slowly regenerate their armor and health if they go undamaged for a few seconds, though the process takes about ~30 seconds to fully heal and re-armor. Remaining stationary will speed up the process. [i]Tanks:[/i] Each side of the tank (front, left, right, rear) is a separate armor component, along with the turret. Destroying any of the sides will destroy the tank, and each side has a different armor value (front is most armored, rear is least armored). Destroying the turret will destroy most or all of the tank's weapons, and if you continue to fire into the turret it will destroy the tank. Hovercraft work identically to tanks in armor. [i]Battlemech armor[/i]: Battlemechs have different armor values for each component: each leg is a component, the torso is divided into 4 components (right, center, left, rear), each arm is a component, the cockpit is a component, and some mechs have external components (I.E. missile launchers). [i]Legs:[/i]A critically damaged leg will slow your mech down. Loosing a leg will cause your mech to tumble to the ground, unable to move except by bursts of jumpjets (if mounted) [i]Torso:[/i] The torso contains your mech's fusion reactor. If you loose your center torso, it's dead. Left and Right torsos are less armored than the center, but have smaller hitboxes. If you destroy a L/R torso and continue firing into it, it'll transfer the damage to the center torso with additional damage. Destroying the rear torso will damage the fusion reactor and cause the mech to slow down. IF you continue to fire into the rear torso, it will critically damage the center torso. [i]Arms:[/i] Arms are not critical for mech operation, but most mechs mount the majority of their weaponry in the arms, so you should try to protect them [i]Cockpit:[/i] This is where you, the pilot, sit. If your cockpit is breached by weapon fire/ejection (and then re-entering the mech) you are liable to be killed in your cockpit. A dead pilot means that the enemy can steal your mech and use it against your team, or sell it. So yeah, protect your cockpit at all costs. [i]Externals:[/i] External hardpoints are not needed for mech operation, though they usually mount an extra weapon, like the SRM-6 launcher on a Warhammer. [i]VTOLS:[/i] VTOLs are divided up into Body, Tail, Wings, and Engine. Destroying any of these will cause the VTOL to cease functioning and drop to the ground, but destroying the body is the only way to kill the pilot and destroy the VTOL [i]Aerospace fighters:[/i] ASFs are divided up into Body, Tail, Wings, and Engine. Destroying any of these will cause the ASF to cease function and drop to the ground, but destrying the body is the only way to kill the pilot and destroy the ASF [b]Technology base?[/b] There are two factions in MWLL, the Inner Sphere and the Clans. Inner Sphere technology is inferior to clans, but they have more support equipment like the Long Tom artillery tank, and Angel ECM. Clan weaponry and mechs are superior (generally) to I.S. tech, but they tend to over-specialize and cost a LOT more. Currently, either team can buy either faction's weapons and vehicles since they're not totally balanced yet. [b]Current assets ingame and their usual functions[/b] [i]Battlearmor[/i]: -Longinus (IS) -Elemental (Clan) (Both battlearmor types are functionally identical, currently) [i]Tanks and hovercraft[/i]: -Harasser (Hover scout and light harasser, IS) -Hephaestus (Hover scout and light harasser, Clan) -APC (Mobile spawnpoint, neutral faction) -Partisan (Anti-air tank, IS) -Oro (Main battle tank, Clan) -Morrigu (Assault tank, Clan) -Huitzilopochtli/Huit (Anti-air and assault tank, Clan) -Demolisher (Mech hunter, assault tank, IS) -Long Tom Artillery Tank (Artillery platform, IS) [i]Mechs[/i]: [i]Light[/i]: -Owens (Fast harassser and scout, IS) -Raven (Scout and harasser, IS) -Osiris (Heavy hitter, IS) -Puma (Heavy hitter, Clan) -Cougar (Fire support, Clan) -Uller (Harasser, Clan) [i]Medium[/i]: -Hollander II (Sniper and specialist, IS) -Bushwacker (Brawler, sniper, general duty, IS) -Uziel (Sniper, general duty, IS) -Shadow Cat (Brawler and sniper, IS) [i]Heavy[/i]: -Catapult (Missile mech and fire support, IS) -Warhammer (General duty, brawler, IS) -Thanatos (Brawler, general duty, IS) -Mad Cat (Brawler, general duty, Clan) -Vulture (Fire support, Clan) -Novacat (Sniper, Clan) -Loki (Brawler, Clan) -Thor (General duty, Clan) [i]Assault[/i]: -Atlas (General duty, command mech, IS) -Awesome (Sniper, line holder, IS) -Mauler (General duty, anti-air, brawler, IS) -Madcat MKII (Sniper, brawler, IS) [i]VTOLs[/i]: -Hawkmoth (Scout, harasser, IS) [i]Aerospace Fighters[/i]: -Sparrowhawk (Scout, IS) -Sulla (Air superiority, bomber, Clan) -Shiva (Close air support, bomber, IS) [b]Weaponry ingame[/b]: Before we start, there's two abreviations you should know: C = Clan, longer range. ER = Extended Range. A laser starting with CER will be very long ranged. If a weapon is found exclusively on a certain faction's assets, I'll say the faction before the weapon name. Most weapons have both Clan and I.S. versions. [u]Energy:[/u] Energy weapons generate more heat than all other types, but have infinite ammo. [i]Beam Lasers[/i]: The standard bread-and-butter weapon. Good damage, good range, decent heat efficiency. Small, Medium, and Large sizes. Larger sizes have more range and damage, but slower refire rate and generate more heat. You need to keep the beam on the target for its full duration, or it won't do its maximum damage. ER lasers have longer range and slightly more damage, but generate more heat. [i]Clan Heavy Lasers[/i]: Slow firing lasers with extreme damage potention. Low range, high heat, and a very long pulse time makes them harder to use. [i]Pulse Lasers[/i]: Fast firing lasers with short pulse times and fast refire rate. Each click of the mouse will shoot several pulses. Less range and more heat than beam lasers, but easier to shoot with. Small, medium, and Large sizes. Larger = More range, more damage, but longer pulses, slower refire, and more heat. [i]I.S. X-Pulse Lasers[/i]: Alternate form of pulse lasers exclusive to I.S. assets. Each click of the mouse will shoot a short pulse of the laser, and holding it down will make it function like a standard pulse laser. Slightly more heat and less damage per pulse, but it has longer range. [i]Particle Projector Cannon (PPC)[/i]: The standard sniper weapon. It'll shoot a powerful blast of energy, very quickly. However, it fires slowly with high heat, and has a travel time. ER PPCs have longer range and slightly more damage, but with a slower refire rate and more heat. [i]Target Acquisition Gear (TAG)[/i]: Not an actual weapon, but it will designate targets for missile bombardment. Hold the TAG beam on a target and any friendly missiles fired without a lock will home in on the TAG laser's target. [u]Missiles[/u]: Missiles generate large amounts of heat, but can be fired from beyond visual range and will shake up the enemy. All missile types come in salvos except for Arrow IVs and NARCs. [i]Short ranged missiles (SRM)[/i]: Short ranged, unguided missiles. Fires very quickly and is very effective at killing battlearmor. Comes in sizes of 2, 4, and 6. [i]Streak short ranged missiles (SSRM)[/i]: Short ranged, guided missiles. Fires slightly slower than SRMs and does slightly less damage, but it's much easier to hit with. Comes in sizes of 2, 4 and 6. [i]I.S. Medium range missiles (MRM)[/i]: Medium ranged unguided rockets. Extremely powerful but very hard to use. They will attempt to follow the mouse, but they turn very slowly. Comes in sizes of 10, 20, 30 and 40. [i]Clan Advanced Tactical Missile (ATM)[/i]: Medium ranged guided rockets. Very powerful but runs dry on ammo quickly. Comes in sizes of 3, 6, 9, and 12. [i]Long Ranged Missiles (LRM)[/i]: Long ranged guided missiles. They do average damage, but they shake around the pilot and can be fired from behind cover via NARCs. LRMs have a minimum range of 300 meters; any closer and they'll just arc over the target and smash into the ground behind them. Additionally, there are Extended LRMs (ELRMs) which have 500 meters more range than regular LRMs, but half the ammo. [i]Thunderbolts (TBolt)[/i]: Unguided, kinetic rockets. They do heavy damage but have no spare ammo. Can be semi-guided by a NARC. [i]Arrow IV artillery[/i]: Extremely high powered guided rocket. They do crippling damage to ground vehicles, but they refire very slowly, generate tons of heat and have lots of ammo shortages. Can be guided via NARCs or TAG lasers. Arrow IVs have a minimum range of 300 meters; any closer and they'll just arc over the target and smash into the ground behind them. [i]Fire Bombs[/i] Not actually a missile, but a dumbfired bomb that does extreme damage to ground targets. Has no spare ammo and is equipped only on aerospace fighters. [i]NARC Missile Beacon[/i]: Not an actual weapon, but firing it at an enemy will cause them to light up on the radar of your teammates. Guided rockets can be dumbfired, and they will home in on the NARC beacon. NARCs can be disabled through EMP damage (PPCs, nearby critical explosions) [u]Ballistics[/u]: Ballistics generate almost no heat, but they have poor range and are very heavy. [i]Autocannon (AC)[/i]: The standard autocannon functions like a modern day weapon. AC/2s and AC/5s are anti-air weaponry, and AC/10s and AC/20s are like tank cannons. The lower calibre ACs have longer range but less damage. Autocannon fire very fast, even the large AC/20. [i]Ultra Autocannons (UAC)[/i]: The Ultra autocannon fires much faster than regular autocannons, but it can jam up and will loose accuracy after long bursts. Comes in UAC/2, UAC/5, UAC/10, and UAC/20. Lower calibre UACs have more range but do less damage. [i]LB-X Autocannons[/i]: Basically a giant shotgun. It fires several dozen damaging pellets which cause damage all across enemy assets, but it suffers at range. It does extreme damage against air assets, capable of killing them with a single burst. Comes in LBX/2, LBX/5, LBX/10, and LBX/20. Lower calibres have more range, less spread and refire faster, but do less damage. [i]Gauss Rifle[/i]: Sniper weapon, Does heavy damage at long range, but it refires slowly, has poor ammo capacity, and if the Gauss rifle is destroyed, it'll explode and damage your mech. [i]I.S. Heavy Gauss Rifle (Hgauss)[/i]: The Heavy Gauss Rifle lives on the notion that "Bigger is better". It's much larger, much more damaging, and will cause some enemies to retreat. However, it has less range, damage falls off past 450 meters, it refires more slowly, and it carries less ammo. Additionally, if it's destroyed it causes much more damage than a regular Gauss Rifle [i]I.S. Light Gauss Rifle (Ltgauss)[/i]: The Light Gauss Rifle is a sniper's weapon. It has mediocre damage and refire rate, but it has extreme range - past the range of most enemy weapons. [i]Machine Gun (Mgun)[/i]: Anti-infantry and anti-air weaponry. Pathetic damage against armored vehicles, but it's long ranged and has large amounts of ammo. [i]I.S. Long Tom Artillery Piece[/i]: The penultimate weapon. It can kill an Assault mech in a single direct hit, and wipe out entire squads of battlearmor. However, it has a minimum range, slow fire rate, needs teamwork to function at max efficiency, and is only carried by the Long Tom Tank, which must deploy to fire it. [u]Battlearmor weaponry[/u]: Battlearmor have their own version of vehicle weaponry: [i]Small Laser[/i]: The standard BA weapon. Decent range but poor damage, and it gives away your position. [i]Flamer[/i]: A horrifically effective BA weapon. Can overheat enemy vehicles and cause them to explode, and burns battlearmor players alive in their suit. [i]Manpack PPC[/i]: One of the favorite BA weapons. It's basically a BFG; refires very slowly, but can instagib battlearmor with a direct hit or through splash damage, it's long ranged, it can disable enemy night vision, and it has insane recoil that can shoot you into the air, [i]Heavy Micro Laser[/i]: The most powerful battle armor weapon available. It fires a long pulse (the "piss laser") that does extreme damage, but it's very short ranged, and refires slowly. [i]AC/2[/i]: A very powerful anti-armor and anti-infantry weapon. It's very long ranged, but the high recoil means that you're never going to hit anything unless you fire it in single shots. Refires very quickly, and only 3 shots are needed to kill battlearmor. If you can land on an enemy mech, this will quickly rip them apart. [i]Bear Autocannon[/i]: Hand-held minigun that's only effective against battlearmor. Long ranged. [i]Short ranged missile pack[/i]: All battlearmor has a short ranged missile launcher built into the shoulders. It fires two guided rockets (and will reload in about 5 seconds) that are effective against armor and battlearmor. [i]C8 Grenades[/i]: Sticky grenades that will heavily damage anything they're stuck onto. [i]Inferno Grenades[/i]: Anti-battlearmor grenades, and will heat up enemy vehicles. Be wared, as the explosion radius is bigger than its throwing range. [i]NARC Grenade[/i]: A NARC missile in grenade format. Toss it onto an enemy mech and call it out to your teammates and watch the missiles rain down on the enemy. [b]Equipment[/b]: Some assets mount equipment to make it more effective or adapatable. [i]Beagle Active Probe (BAP)[/i]: This will increase the range of your radar by 200 meters, improve detection of hidden enemies, and speed up missile lock. [i]Bloodhound Active Probe (BHP)[/i]: This will increase the range of your radar by 500 meters, improve detection of hidden enemies, and speed up missile lock. [i]C3 computer[/i]: This handly little device will share radar with your teammates. Meaning that if you detect an enemy with it and your teammate normally wouldn't, the enemy will show up on your teammates radar - even past his normal radar range. Essential if your team is fielding a Long Tom Tank. [i]Laser Anti-missile system (LAMS)[/i]: This device will attempt to shoot down incoming missiles. However, it can usually only shoot down about 20-50% of enemy missiles, and it can give away your position as it will fire at ALL enemy missiles within its range. [i]Myomer Accelerator Signal Circuitry (MASC)[/i]: Basically a nitro booster for your mech. Holding down shift will dramatically increase your speed and acceleration, but it generates huge amounts of heat and increases your turning radius. Exclusive to Mechs - tanks have a built in turbo. [i]Jump Jets (JJs)[/i]: This allows your mech to jump into the air, riding on a fusion flame. It allows you to reach odd areas and escape enemy fire, but it has a limited jump duration (about 1 second), recharges slowly, and generates huge amounts of heat. Exclusive to mechs - tanks can't jump. [i]Guardian Electronic Counter Measures (GECM)[/i]: This device will hide your mech from enemy radar. Stacks with passive radar; if you're passive and have GECM, you're almost impossible to detect except for Active Probes. [i]Enhanced Optics[/i]: This gives you an extra zoom level[/QUOTE] Download Page: [url]http://www.mwlldownload.com/index.php[/url]
Mechwarrior living: legends
Balls, my bad. It's 2am cut me some slack! Edit: Thanks Johnny :love:
This mod is awesome, but it runs at 5-15 fps on minimum for me. :smith:
[url]http://store.steampowered.com/sale/holiday2010_crysis?cc=au[/url] Does anyone live in Australia? :(
Holy shit yes. I've wanted to redownload this for ages but I was waiting for 0.4 :dance: [QUOTE=doomsniper;27039437][url]http://store.steampowered.com/sale/holiday2010_crysis?cc=au[/url] Does anyone live in Australia? :([/QUOTE] I do... I don't understand the link.
Its a link for the Australian prices. If you replaced say cc=us, you would get US prices. Basically, I'm saying its cheaper for someone to "gift" the game, and "donate" the money in return.
[QUOTE=doomsniper;27040281]Its a link for the Australian prices. If you replaced say cc=us, you would get US prices. Basically, I'm saying its cheaper for someone to "gift" the game, and "donate" the money in return.[/QUOTE] Fair enough, I had someone do the opposite for me, I was gifted BC2 because it was $5 US. I could do it if you would pay me first, I only have about a dollar in my paypal. [editline]edit[/editline] Scratch that, my money just came through :buddy: [editline]29th December 2010[/editline] Just reinstalled crysis wars, does it need to be fully updated?
Oh incase no one got the message, 0.4.0 includes a new game mode called Terrain Control. Think Battlefield 2, meets Mechwarrior. [highlight]NOTE: YOU NEED TO DOWNLOAD THE HOTFIX ON THE FRONTPAGE OF [url]HTTP://WWW.MECHLIVINGLEGENDS.NET[/url] TO PLAY[/highlight] [B]INSTALL INSTRUCTIONS:[/B] It works with both Crysis and now Crysis WARS... I reccommend you download the Wars version since that will be the most populated, plus it has the added benefit of being the platform that is updated in the future. Simply download the installer, and install to your Crysis directory. Then, run the autoupdater (should be an option at the end of install). This is what actually downloads the mod. Run the Autoupdate, it's about 2.2GB so it'll take you a little while. Then go to the main page, and download the hotfix (in about a day or so it'll be implemented in the autoupdate so this step will no longer be nessicary) Then, run the launcher and you should be good to go! [editline]29th December 2010[/editline] EDIT: A detailed changelog below: [release]Current State 24/12/2010 Version 0.4.0 ------------- Balance - AC10/20s no longer overheat while shooting - (U)AC10/20, LBX10/20, RAC5: now have increased damage at shorter range - reduced the explosive force of SRMs and SSRMs. (less explosive knockaround) - decreased heat produced by (U)AC10/20 - new pricing schema for 'Mechs, vehicles and weapons - mPPC is now a dedicated Battle Armour weapon and cannot be take into/purchased in vehicles - repairing 'Mechs now takes longer and is more expensive - repairing Aerospace now takes much longer and is more expensive - repairing tracked and hover vehicles is less expensive - aerospace now have a specific engine component vulnerability - killing BA now rewards the player depending on the rank of the enemy and equipment carried - minimum possible revive time is now 30 seconds. As this is a group spawn timer the average respawn time will be 15 seconds - double heatsinks now cost double the amount and have been given to selected Inner Sphere Mech variants - added support for seeing enemy NARC beacons with C3. Team can now remove NARC beacons with EMP damage (PPC or critical explosion) Bug Fixes - fixed : Bug which could be exploited to load unlimited amounts of ammo into a Mech or vehicle - fixed : Stuck MASC on shutdown - fixed : Grenade switching locking keys and firing primary weapon - fixed : ASF boost not turning off when shutting down - fixed : Team colors not being displayed when spectating - fixed : Bug in Test of Strength which caused C-Bills to be reset on server restart - fixed : Base turrets not working on Mirage - fixed : Revive timer not disappearing sometimes - fixed : Bug which caused a crash when buying BA weapons - complete replacement of Novacat leg rig and animations, fixes common Novacat crashes (bounding box crash) - attempted to fix aiming being tied to framerate - refactored explosion handling to improve server performance - improved 'Mech control, for example throttle is not reset to 0 after a fall - improved Flamer heat-imparted serialisation to moving targets - refactored repair mechanism for better server performance - added solids to 8-bay hanger to address the fall through hangar bugs - removed unintended Flash traces to console - added missing buy menu icons for Mechs and Tanks (Osiris, Novacat, Long Tom, etc.) - various console error spam issues resolved - fixed lasers shooting through objects and terrain if target is visible for the recutile New Features - initial release of dual-platform support for Crysis and Crysis Wars - cheat protection enabled serverside - new game mode : Terrain Control - enabled Beta DLL logging and provided facility to upload crashlogs - added server command : sv_say_center - new Weapons : X-Pulse Lasers (Inner Sphere) - new Weapons : Heavy Beam Lasers (Clan) - new Weapon : ATM (Advanced Tactical Missile) (Clan) - added gameplay hints display during map loading process - league mode cvars to alter certain gameplay aspects (see League Mode documentation) - league API for additional League Server Setup support - league mode HUD notification message - turret AI now has different detection distances for BA/Mech/Aero/Tank etc. - modified screen overlay indicators for targets and bases - Battle Armour now loses HUD upon EMP damage - IS has now its own rank names in TSA - enhanced sv_is_vs_clan CVar: 0 = all assets, 1 = IS vs. Clan, 2 = IS vs. IS, 3 = Clan vs. Clan - new firebomb particle and sound, increased visual/audible range - Hit indicator sound now plays for gauss weapons too New Content - new variants for Mechs and vehicles - new Battle Armour HUD - new Map : TSA_Palisades - new Map : TC_DeathValley - new Map : TC_Kagoshima - TC version of Thunder Rift - TC version of Marshes - TC version of Mirage - new sounds for RAC2 and RAC5 - new turrets: Sentinel and Hellgiver - single repair bay for field use - single bay 'Mech hanger for field use - new destructible tree models - new Clan light hovercraft : Hephaestus - new Clan assault tank : Morrigu - new Clan heavy 'Mech : Thor - new MRM sound - new icons for weapons and ammunition - 'Mech reactor sounds are now dynamic with speed - Betty audio notification system for TC game mode Optimizations - particle effects support variable performance settings (from Crysis presets) - cleanup and optimization of all sounds, numerous sound channels saved in heavy fights - optimization of buy menu Other Changes - Solaris Arena has been renamed to Team Solaris Arena - doubled spectator zoom distance (when rotating around a mech) External Tools - numerous reliability, performance improvements, and bug fixes. All known issues with the Beta Launcher or the Auto Updater have been addressed Auto Updater - added new functionality to allow release of updates for the external tools (Launcher, Auto Updater, etc.) only. Allows fo rapid hot-fix deployment - with the above change, versioning of these applications are now detached from that of the MWLL codebase; with MWLL 0.4.0 comes the 0.8 series - Auto Updater can now download and install full MWLL builds in addition to updates. All future deployments are intended to be distributed via the Auto Updater - The application now can be minimized to the system tray, where it will keep providing information about the update status Beta Launcher - Added option to enable/disable automatic check for updates. - Now capable of verifying and repairing potentially corrupted game builds (missing/altered/corrupted files). This feature still has a few limitations, but should be able to fix most of the game file corruption issues Known issues - Grenades get stuck on Inferno upon buying NARC after spawn from APC and trying to switch them. Selected Inferno cannot be thrown nor changed - Terrain Control: Cbills are not returned when construction is canceled due to base being captured by enemy - Firing SSRMs from Aerospace may cause it to jump unintentionally - New hovercrafts are missing 'blast' effect (blow from below it) - Aerospace may not crash under water - Shiva might get stuck in hangar while parking it for repairs - Spectators can destroy fences [/release] [editline]29th December 2010[/editline] Want to download the update faster? [quote]Frostiken's Bitchin' Guide To The Torrent Thing. 1) Replay the Party Video, but turn the volume up. The partying must be epic enough to encourage the update to want to crawl through the tubes to come hang out with you. 2) Close the autoupdater. 3) Navigate to: x:\Crysis Wars\Mods\mwll\Updates\MWLL.0.0.0-to-0.4.0 -or- x:\steam\steamapps\common\crysis wars\Mods\mwll\Updates\MWLL.0.0.0-to-0.4.0 4) You'll see update.torrent there. Open it up in your favourite torrent program (utorrent is the best :D). 5) Be sure to point the download at the exact same folder you found update.torrent in, so it will continue what you've already got downloaded. 6) Profit as you download at the speed of awesome. 7) Party.[/quote]
Thanks KJ, I'll add that to the OP. My apologies for beating you to it again :v:
Oh this is awesome, I played the hell out of the original beta release last year, can't wait to try it again. :)
Wow thank you, I forgot I bought Crysis yesterday :v:
i bought crysis and crysis wars [IMG]http://i.imgur.com/zyx5J.png[/IMG] :sigh:
Well shit, I was making a megathread with all the info for new players. [b][highlight]THIS MOD VERSION (0.4) REQUIRES EITHER CRYSIS OR CRYSIS WARS. FUTURE VERSIONS OF THE MOD WILL BE ON [u]CRYSIS WARS[/u] ONLY. CRYSIS WARS COMES WITH 'CRYSIS WARHEAD', A STANDALONE EXPANSION PACK FOR CRYSIS. YOU NEED CRYSIS WARS PATCHED UP TO V15 or 1.5 OR WHATEVER IT IS TO PLAY IT. ALSO LOG IN TO CRYSIS WARS FIRST THEN CLOSE IT AND RUN MWLL TO PLAY MWLL ONLINE.[/highlight][/b] [b]Current MWLL version: 0.4.0 - released 12-28-10[/b] [b]Main page:[/b] [url]http://www.mechlivinglegends.net/[/url] [b]Download for the current version:[/b] [url]http://www.mwlldownload.com/[/url] Select which version you want to use, and hit the button to the right of the selection bar. It'll download an EXE which will download the mod and auto-update it. [b]I recommend you visit the MWLL wiki for tips. Note that most of the articles are out of date, since 0.4 was just released[/b] [url]http://wiki.mechlivinglegends.net/index.php?title=Main_Page[/url] [b]MechWarrior: Living Legends[/b] [img_thumb]http://img816.imageshack.us/img816/9898/mkiivlongtom2.jpg[/img_thumb] [i]A Clan Madcat Mark II narrowly avoids being hit by a Long Tom artillery shell[/i] [img_thumb]http://wiki.mechlivinglegends.net/images/c/cb/Combined_Arms.jpg[/img_thumb] [i]Left to right: Catapult Prime, Demolisher Prime tank, Shiva Prime (jet), Atlas Prime, Partisan Prime Anti-Air tank, Raven Prime. And a bunch of battlearmor infront[/i] [img_thumb]http://wiki.mechlivinglegends.net/images/7/7d/LRM_camping.jpg[/img_thumb] [i]A Catapult and Puma fire off LRMs at an enemy target[/i] [img_thumb]http://img412.imageshack.us/img412/6114/screenshot0004i.jpg[/img_thumb] [i]Following a teammate to capture a repair base on Terrain Control[/i] [img_thumb]http://img155.imageshack.us/img155/1390/awesome2k.jpg[/img_thumb] [i]An Awesome on a Crysis map[/i] [img_thumb]http://img256.imageshack.us/img256/2134/screenshot0192.jpg[/img_thumb] [i]A sunrise on SA_Extremity, which is on a asteriod spinning rapidly, so that day and night time only last 10 minutes, with the ambient temperature shifting wildly[/i] [img_thumb]http://img713.imageshack.us/img713/8973/screenshot0290.jpg[/img_thumb] [i]Piloting a Sulla Prime, trying to kill an enemy bomber[/i] [img_thumb]http://img151.imageshack.us/img151/196/screenshot0279.jpg[/img_thumb] [i]Piloting a Hawkmoth VTOL on SA_Inferno[/i] [img]http://wiki.mechlivinglegends.net/images/7/7c/Flamer.gif[/img] [i]Battlearmor firing his flamer[/i] And now for the wall of text! [b]Note: Some pictures in this thread will be of older versions of MWLL.[/b] [b]What is MechWarrior?[/b] MechWarrior is a series of games set in the BattleTech (tabletop wargame) universe. BattleMechs are 15 meter tall weapons of war, and the king of the battlefield. In the MechWarrior games, you control one of these machines. MechWarrior games are all simulators, with large amounts of controls and customization. MechWarrior Living Legends is a fan made project that runs on Crysis as a mod. It's a total conversion for Crysis and uses almost none of the Crysis assets (besides a few placeholders). MWLL is the first MechWarrior game that lets players take control of tanks, VTOLs, Aerospace Fighters, and Battle Armor. [b]What's the ingame goals and game types?[/b] The primary game type is Terrain Control, a gamemode similiar to Conquest from Battlefield or Power Struggle from Crysis. Players move throughout the map in teams of up to 16 players, capturing bases. If you control the majority of the bases, the enemy looses tickets (which are used to spawn with). Additionally, controlling bases gives your team benefits. Some bases have repair pads, ammo depots, VTOL hangars, and full sized 'Mech hangars. There is also a team deathmatch called Team Solaris Arena, though it's fallen out of favor since the release of Terrain Control. [b]What are my rides?[/b] The vehicles (assets) available to the player can be divided up into a few categories: [u]Battlearmor:[/u] This is the infantry of MWLL. Battlearmor plays similiar to Starsiege: Tribes, where you have a high power jetpack for getting around. Battlearmor players have a pair of short-range missile launchers, two primary weapons, and 3 types of grenades. BA have poor armor, but they're tiny and very mobile, making them very annoying and very dangerous. Swarms of battlearmor can kill Assault mechs very quickly. When you bail out of a mech, you are in your Battlearmor. [img_thumb]http://img811.imageshack.us/img811/5729/screenshot0006p.jpg[/img_thumb] [i]Battlearmor in combat. I'm about to get blasted to bits by that Raven right there[/i] [u]Tanks:[/u] Wheeled and treaded armed ground vehicles. They control pretty much identically to Battlefield 2 and Crysis tanks, though their weaponry and heat works in the same way as Mechs. Also includes the Armored Personal Carrier, which is a mobile spawnpoint for Battlearmor. Generally, tanks are cheaper than Mechs but are somewhat slower, easier to kill, and a less stable firing platform [u]BattleMechs:[/u] The king of the battlefield. Battlemechs can be adapted to serve role, have large amounts of armor, superior maneuverability, and look fucking awesome. Battlemechs are divided into 4 categories: [i]Lights:[/i] Generally scouts and light harassment units. Poor armor but superior speed. [i]Mediums:[/i] Generally used for harassment and for specialized roles. Average armor and good speed. [i]Heavies:[/i] Generally used for frontline duty. Good armor and slow/average speed. [i]Assaults:[/i] Generally used for support and line-breaking. Extreme armor and slow speed [u]VTOLs:[/u] Control similiar to helicopters, and function as a harassment and scouting asset. Paper armor but superior manueverability. [u]Aerospace Fighters (ASFs):[/u]: Basically, jet fighters. They serve as bombers, scouts, and anti-air. They can quickly zip across the battlefield to attack specific targets, and flee at a moments notice. Mounts decent armor, but certain weapons will critically damage them in a single burst. [u]Hovercraft:[/u] The joke of the battlefield! Hovercraft are extremely fast and maneuverable, but they're unstable at high speed and have poor armor. However, in the hands of a competent pilot they can be rage worthy to fight against, as they can turn on a dime and stop/accelerate very quickly to stay out of your field of fire. [b]How do you pilot/contrrol your assets?[/b] [u]Piloting:[/u] Ground vehicles handle basically the same as tanks in most games. You have your treads ('base') determining where you go, and is controlled by WASD. The turret mounts your guns and is controlled with the mouse. Aerospace assets are controlled with WASD for throttle and yawing, with the mouse controlling pitch and roll. VTOL assets are controlled with WASD for lift and yawing, with the mouse controling pitch and roll; holding shift and W at the same time will push you forwards instead of up. [u]Jumping:[/u] Some Mechs mount Jump Jets, as do Battlearmor. Holding down the Spacebar will vault your mech up into the air, and you can control it to some degree with WASD. You have only a seconds worth of jump fuel, though it will regenerate in about 5 seconds on mechs. Battlearmor jumpjets are weaker but regenerate much faster. Jumping generates extreme amounts of heat in Mechs. [u]Shooting:[/u] Battlearmor weapons are identically to modern shooting games. Vehicle weaponry is set in groups, with each group controlling a weapon or several weapons. For instance, if I have a laser in group 1 and a machine gun in group 2, firing group 2 will only fire the machine gun, whereas firing group 1 fires the laser. Groups can be modified on the fly with the Arrow keys and Enter. Additionally, you can set your weapons to fire in either "Group" (the default, fires all weapons in a group when button is pressed) or "Chain" (fires one gun from the group with every mouse press) mode with the \ key. Pressing Z will flip through zoom levels so you can easily see the enemy. [u]Heat:[/u] Firing vehicle weapons generates excess heat. If your vehicle runs hot it will automatically shut down to cool off (Though you can override this with O, and restart the vehicle with P if you do shut down). If it reaches critical temperature (999*C) your vehicle's fusion reactor will start to go critical and heavily damage your vehicle-possibly even killing you. Lasers generate huge amounts of heat, missiles generate average heat, and ballistics generate almost no heat. Additionally, braking your mech with X or using your jumpjets will create heat. Certain weapons will cause your mech to heat up, like the Flamer and PPC. Flushing coolant (C) will cool down your mech [u]Buying, repairing and reloading:[/u] Buying a vehicle just requires you to be in a buy zone (Mech bay, VTOL pad, Aerospace hangar); press "," to open the buy menu, then click your choice. You repair by shuting down your asset in its spawning hangar (Mech hangars for tanks, mechs, and hovercraft). You'll need some cash for repairs, and lost arms and external hardpoints cannot be restrotred. Reloading is done by opening the Buy menu (.) and switching to the "Ammo" tab, then buying the ammo of your choice. Tapping "," will automatically reload all your guns, and buy ammo for the weapon that's currently selected. [u]Targeting:[/u] Pressing T will flip between different targets [u]Radar:[/u] The radar is what you use to detect enemies more easily. Enemy assets will show up as "UNKNOWn" until you get within a certain distance of them (if they're behind cover) or if you establish line of sight. Some equipment will improve your radar detection or make you harder to detect. Also, you can flip between Active Radar and Passive Radar (R switches). Passive radar makes you hard to detect, but you can only detect Active mechs within a short radius. Active will make you easy to detect on radar, but lets you detect Passive mechs and use guided weaponry. [u]Armor:[/u] Armor works very differently per asset, so I'll list each separately. [i]Battlearmor:[/i] Battlearmor have two armor values: their armor, and their actual health. If your health goes to 0, you're dead. Battlearmor can slowly regenerate their armor and health if they go undamaged for a few seconds, though the process takes about ~30 seconds to fully heal and re-armor. Remaining stationary will speed up the process. [i]Tanks:[/i] Each side of the tank (front, left, right, rear) is a separate armor component, along with the turret. Destroying any of the sides will destroy the tank, and each side has a different armor value (front is most armored, rear is least armored). Destroying the turret will destroy most or all of the tank's weapons, and if you continue to fire into the turret it will destroy the tank. Hovercraft work identically to tanks in armor. [i]Battlemech armor[/i]: Battlemechs have different armor values for each component: each leg is a component, the torso is divided into 4 components (right, center, left, rear), each arm is a component, the cockpit is a component, and some mechs have external components (I.E. missile launchers). [i]Legs:[/i]A critically damaged leg will slow your mech down. Loosing a leg will cause your mech to tumble to the ground, unable to move except by bursts of jumpjets (if mounted) [i]Torso:[/i] The torso contains your mech's fusion reactor. If you loose your center torso, it's dead. Left and Right torsos are less armored than the center, but have smaller hitboxes. If you destroy a L/R torso and continue firing into it, it'll transfer the damage to the center torso with additional damage. Destroying the rear torso will damage the fusion reactor and cause the mech to slow down. IF you continue to fire into the rear torso, it will critically damage the center torso. [i]Arms:[/i] Arms are not critical for mech operation, but most mechs mount the majority of their weaponry in the arms, so you should try to protect them [i]Cockpit:[/i] This is where you, the pilot, sit. If your cockpit is breached by weapon fire/ejection (and then re-entering the mech) you are liable to be killed in your cockpit. A dead pilot means that the enemy can steal your mech and use it against your team, or sell it. So yeah, protect your cockpit at all costs. [i]Externals:[/i] External hardpoints are not needed for mech operation, though they usually mount an extra weapon, like the SRM-6 launcher on a Warhammer. [i]VTOLS:[/i] VTOLs are divided up into Body, Tail, Wings, and Engine. Destroying any of these will cause the VTOL to cease functioning and drop to the ground, but destroying the body is the only way to kill the pilot and destroy the VTOL [i]Aerospace fighters:[/i] ASFs are divided up into Body, Tail, Wings, and Engine. Destroying any of these will cause the ASF to cease function and drop to the ground, but destrying the body is the only way to kill the pilot and destroy the ASF [b]Technology base?[/b] There are two factions in MWLL, the Inner Sphere and the Clans. Inner Sphere technology is inferior to clans, but they have more support equipment like the Long Tom artillery tank, and Angel ECM. Clan weaponry and mechs are superior (generally) to I.S. tech, but they tend to over-specialize and cost a LOT more. Currently, either team can buy either faction's weapons and vehicles since they're not totally balanced yet. [b]Current assets ingame and their usual functions[/b] [i]Battlearmor[/i]: -Longinus (IS) -Elemental (Clan) (Both battlearmor types are functionally identical, currently) [i]Tanks and hovercraft[/i]: -Harasser (Hover scout and light harasser, IS) -Hephaestus (Hover scout and light harasser, Clan) -APC (Mobile spawnpoint, neutral faction) -Partisan (Anti-air tank, IS) -Oro (Main battle tank, Clan) -Morrigu (Assault tank, Clan) -Huitzilopochtli/Huit (Anti-air and assault tank, Clan) -Demolisher (Mech hunter, assault tank, IS) -Long Tom Artillery Tank (Artillery platform, IS) [i]Mechs[/i]: [i]Light[/i]: -Owens (Fast harassser and scout, IS) -Raven (Scout and harasser, IS) -Osiris (Heavy hitter, IS) -Puma (Heavy hitter, Clan) -Cougar (Fire support, Clan) -Uller (Harasser, Clan) [i]Medium[/i]: -Hollander II (Sniper and specialist, IS) -Bushwacker (Brawler, sniper, general duty, IS) -Uziel (Sniper, general duty, IS) -Shadow Cat (Brawler and sniper, IS) [i]Heavy[/i]: -Catapult (Missile mech and fire support, IS) -Warhammer (General duty, brawler, IS) -Thanatos (Brawler, general duty, IS) -Mad Cat (Brawler, general duty, Clan) -Vulture (Fire support, Clan) -Novacat (Sniper, Clan) -Loki (Brawler, Clan) -Thor (General duty, Clan) [i]Assault[/i]: -Atlas (General duty, command mech, IS) -Awesome (Sniper, line holder, IS) -Mauler (General duty, anti-air, brawler, IS) -Madcat MKII (Sniper, brawler, IS) [i]VTOLs[/i]: -Hawkmoth (Scout, harasser, IS) [i]Aerospace Fighters[/i]: -Sparrowhawk (Scout, IS) -Sulla (Air superiority, bomber, Clan) -Shiva (Close air support, bomber, IS) [b]Weaponry ingame[/b]: Before we start, there's two abreviations you should know: C = Clan, longer range. ER = Extended Range. A laser starting with CER will be very long ranged. If a weapon is found exclusively on a certain faction's assets, I'll say the faction before the weapon name. Most weapons have both Clan and I.S. versions. [u]Energy:[/u] Energy weapons generate more heat than all other types, but have infinite ammo. [i]Beam Lasers[/i]: The standard bread-and-butter weapon. Good damage, good range, decent heat efficiency. Small, Medium, and Large sizes. Larger sizes have more range and damage, but slower refire rate and generate more heat. You need to keep the beam on the target for its full duration, or it won't do its maximum damage. ER lasers have longer range and slightly more damage, but generate more heat. [i]Clan Heavy Lasers[/i]: Slow firing lasers with extreme damage potention. Low range, high heat, and a very long pulse time makes them harder to use. [i]Pulse Lasers[/i]: Fast firing lasers with short pulse times and fast refire rate. Each click of the mouse will shoot several pulses. Less range and more heat than beam lasers, but easier to shoot with. Small, medium, and Large sizes. Larger = More range, more damage, but longer pulses, slower refire, and more heat. [i]I.S. X-Pulse Lasers[/i]: Alternate form of pulse lasers exclusive to I.S. assets. Each click of the mouse will shoot a short pulse of the laser, and holding it down will make it function like a standard pulse laser. Slightly more heat and less damage per pulse, but it has longer range. [i]Particle Projector Cannon (PPC)[/i]: The standard sniper weapon. It'll shoot a powerful blast of energy, very quickly. However, it fires slowly with high heat, and has a travel time. ER PPCs have longer range and slightly more damage, but with a slower refire rate and more heat. [i]Target Acquisition Gear (TAG)[/i]: Not an actual weapon, but it will designate targets for missile bombardment. Hold the TAG beam on a target and any friendly missiles fired without a lock will home in on the TAG laser's target. [u]Missiles[/u]: Missiles generate large amounts of heat, but can be fired from beyond visual range and will shake up the enemy. All missile types come in salvos except for Arrow IVs and NARCs. [i]Short ranged missiles (SRM)[/i]: Short ranged, unguided missiles. Fires very quickly and is very effective at killing battlearmor. Comes in sizes of 2, 4, and 6. [i]Streak short ranged missiles (SSRM)[/i]: Short ranged, guided missiles. Fires slightly slower than SRMs and does slightly less damage, but it's much easier to hit with. Comes in sizes of 2, 4 and 6. [i]I.S. Medium range missiles (MRM)[/i]: Medium ranged unguided rockets. Extremely powerful but very hard to use. They will attempt to follow the mouse, but they turn very slowly. Comes in sizes of 10, 20, 30 and 40. [i]Clan Advanced Tactical Missile (ATM)[/i]: Medium ranged guided rockets. Very powerful but runs dry on ammo quickly. Comes in sizes of 3, 6, 9, and 12. [i]Long Ranged Missiles (LRM)[/i]: Long ranged guided missiles. They do average damage, but they shake around the pilot and can be fired from behind cover via NARCs. LRMs have a minimum range of 300 meters; any closer and they'll just arc over the target and smash into the ground behind them. Additionally, there are Extended LRMs (ELRMs) which have 500 meters more range than regular LRMs, but half the ammo. [i]Thunderbolts (TBolt)[/i]: Unguided, kinetic rockets. They do heavy damage but have no spare ammo. Can be semi-guided by a NARC. [i]Arrow IV artillery[/i]: Extremely high powered guided rocket. They do crippling damage to ground vehicles, but they refire very slowly, generate tons of heat and have lots of ammo shortages. Can be guided via NARCs or TAG lasers. Arrow IVs have a minimum range of 300 meters; any closer and they'll just arc over the target and smash into the ground behind them. [i]Fire Bombs[/i] Not actually a missile, but a dumbfired bomb that does extreme damage to ground targets. Has no spare ammo and is equipped only on aerospace fighters. [i]NARC Missile Beacon[/i]: Not an actual weapon, but firing it at an enemy will cause them to light up on the radar of your teammates. Guided rockets can be dumbfired, and they will home in on the NARC beacon. NARCs can be disabled through EMP damage (PPCs, nearby critical explosions) [u]Ballistics[/u]: Ballistics generate almost no heat, but they have poor range and are very heavy. [i]Autocannon (AC)[/i]: The standard autocannon functions like a modern day weapon. AC/2s and AC/5s are anti-air weaponry, and AC/10s and AC/20s are like tank cannons. The lower calibre ACs have longer range but less damage. Autocannon fire very fast, even the large AC/20. [i]Ultra Autocannons (UAC)[/i]: The Ultra autocannon fires much faster than regular autocannons, but it can jam up and will loose accuracy after long bursts. Comes in UAC/2, UAC/5, UAC/10, and UAC/20. Lower calibre UACs have more range but do less damage. [i]LB-X Autocannons[/i]: Basically a giant shotgun. It fires several dozen damaging pellets which cause damage all across enemy assets, but it suffers at range. It does extreme damage against air assets, capable of killing them with a single burst. Comes in LBX/2, LBX/5, LBX/10, and LBX/20. Lower calibres have more range, less spread and refire faster, but do less damage. [i]Gauss Rifle[/i]: Sniper weapon, Does heavy damage at long range, but it refires slowly, has poor ammo capacity, and if the Gauss rifle is destroyed, it'll explode and damage your mech. [i]I.S. Heavy Gauss Rifle (Hgauss)[/i]: The Heavy Gauss Rifle lives on the notion that "Bigger is better". It's much larger, much more damaging, and will cause some enemies to retreat. However, it has less range, damage falls off past 450 meters, it refires more slowly, and it carries less ammo. Additionally, if it's destroyed it causes much more damage than a regular Gauss Rifle [i]I.S. Light Gauss Rifle (Ltgauss)[/i]: The Light Gauss Rifle is a sniper's weapon. It has mediocre damage and refire rate, but it has extreme range - past the range of most enemy weapons. [i]Machine Gun (Mgun)[/i]: Anti-infantry and anti-air weaponry. Pathetic damage against armored vehicles, but it's long ranged and has large amounts of ammo. [i]I.S. Long Tom Artillery Piece[/i]: The penultimate weapon. It can kill an Assault mech in a single direct hit, and wipe out entire squads of battlearmor. However, it has a minimum range, slow fire rate, needs teamwork to function at max efficiency, and is only carried by the Long Tom Tank, which must deploy to fire it. [u]Battlearmor weaponry[/u]: Battlearmor have their own version of vehicle weaponry: [i]Small Laser[/i]: The standard BA weapon. Decent range but poor damage, and it gives away your position. [i]Flamer[/i]: A horrifically effective BA weapon. Can overheat enemy vehicles and cause them to explode, and burns battlearmor players alive in their suit. [i]Manpack PPC[/i]: One of the favorite BA weapons. It's basically a BFG; refires very slowly, but can instagib battlearmor with a direct hit or through splash damage, it's long ranged, it can disable enemy night vision, and it has insane recoil that can shoot you into the air, [i]Heavy Micro Laser[/i]: The most powerful battle armor weapon available. It fires a long pulse (the "piss laser") that does extreme damage, but it's very short ranged, and refires slowly. [i]AC/2[/i]: A very powerful anti-armor and anti-infantry weapon. It's very long ranged, but the high recoil means that you're never going to hit anything unless you fire it in single shots. Refires very quickly, and only 3 shots are needed to kill battlearmor. If you can land on an enemy mech, this will quickly rip them apart. [i]Bear Autocannon[/i]: Hand-held minigun that's only effective against battlearmor. Long ranged. [i]Short ranged missile pack[/i]: All battlearmor has a short ranged missile launcher built into the shoulders. It fires two guided rockets (and will reload in about 5 seconds) that are effective against armor and battlearmor. [i]C8 Grenades[/i]: Sticky grenades that will heavily damage anything they're stuck onto. [i]Inferno Grenades[/i]: Anti-battlearmor grenades, and will heat up enemy vehicles. Be wared, as the explosion radius is bigger than its throwing range. [i]NARC Grenade[/i]: A NARC missile in grenade format. Toss it onto an enemy mech and call it out to your teammates and watch the missiles rain down on the enemy. [b]Equipment[/b]: Some assets mount equipment to make it more effective or adapatable. [i]Beagle Active Probe (BAP)[/i]: This will increase the range of your radar by 200 meters, improve detection of hidden enemies, and speed up missile lock. [i]Bloodhound Active Probe (BHP)[/i]: This will increase the range of your radar by 500 meters, improve detection of hidden enemies, and speed up missile lock. [i]C3 computer[/i]: This handly little device will share radar with your teammates. Meaning that if you detect an enemy with it and your teammate normally wouldn't, the enemy will show up on your teammates radar - even past his normal radar range. Essential if your team is fielding a Long Tom Tank. [i]Laser Anti-missile system (LAMS)[/i]: This device will attempt to shoot down incoming missiles. However, it can usually only shoot down about 20-50% of enemy missiles, and it can give away your position as it will fire at ALL enemy missiles within its range. [i]Myomer Accelerator Signal Circuitry (MASC)[/i]: Basically a nitro booster for your mech. Holding down shift will dramatically increase your speed and acceleration, but it generates huge amounts of heat and increases your turning radius. Exclusive to Mechs - tanks have a built in turbo. [i]Jump Jets (JJs)[/i]: This allows your mech to jump into the air, riding on a fusion flame. It allows you to reach odd areas and escape enemy fire, but it has a limited jump duration (about 1 second), recharges slowly, and generates huge amounts of heat. Exclusive to mechs - tanks can't jump. [i]Guardian Electronic Counter Measures (GECM)[/i]: This device will hide your mech from enemy radar. Stacks with passive radar; if you're passive and have GECM, you're almost impossible to detect except for Active Probes. [i]Enhanced Optics[/i]: This gives you an extra zoom level
Damn thats a lot better than my OP. I rushed it in the hope people would buy crysis/warhead while it was on offer. Want me to add it to the OP?
[QUOTE=Saber15;27049580]Well shit, I was making a megathread with all the info for new players.[/QUOTE] Some of your images are broken anyway.
[QUOTE=InvisibleTed;27049800]Some of your images are broken anyway.[/QUOTE] Which ones? They're all showing up for me. [editline]29th December 2010[/editline] Nevermind, found them. Uploaded the images to a different provider [editline]29th December 2010[/editline] [QUOTE=Acezorz;27049753]Damn thats a lot better than my OP. I rushed it in the hope people would buy crysis/warhead while it was on offer. Want me to add it to the OP?[/QUOTE] Sure.
Awesome post, you guys are awesome :3: And yeah it's funny, everytime we do an update and I rush to make a thread somehow Acezorz always beats me to the (face)punch. For the sake of brevity, if you want to keep my part in your OP out then that'll be fine since my post is only a few posts down.
Alright, I'll do a switch with Saber15's post since it was very informative. [editline]29th December 2010[/editline] Saber if you could take your post out of quotes, it'd make it a lot easier for me to put in the OP.
You guys should submit your mod to desura.com. The larger audience the better, right?
bought crysis just to play this lol
Didn't realise the engine was different between Crysis and Wars. Only have normal crysis.
Crysis wars is designed to process network shit much faster and has a more optimized rendering engine. Too bad Crytek decided not to release an editor for the goddamn thing.
[img]http://img35.imageshack.us/img35/5981/screenshot0013z.jpg[/img] Chopped the arm off an enemy Atlas with a handheld AC/2 before he managed to kill me. [img]http://img191.imageshack.us/img191/3423/screenshot0011h.jpg[/img] Attacking a repair base in battlearmor. [QUOTE=Acezorz;27058257]Alright, I'll do a switch with Saber15's post since it was very informative. [editline]29th December 2010[/editline] Saber if you could take your post out of quotes, it'd make it a lot easier for me to put in the OP.[/QUOTE] Done.
Thread isn't getting the attention it deserves. So when are the devs planning to make this proper faction combat? Right now being able to use Clan mechs as the Inner Sphere is a bit odd to say the least. Mod is still great fun, they did a good job. :)
Anyone else unable to connect to servers? When i try to join it says "Server authentication failed (3)" or something like that.
[QUOTE=Goblix;27060461]Thread isn't getting the attention it deserves. So when are the devs planning to make this proper faction combat? Right now being able to use Clan mechs as the Inner Sphere is a bit odd to say the least. Mod is still great fun, they did a good job. :)[/QUOTE] There's a server side variable to force faction-specific vehicles for combat Balance isn't garunteed though since the factions don't have all their "toys" implemented yet.
[QUOTE=Goblix;27060461]Thread isn't getting the attention it deserves. So when are the devs planning to make this proper faction combat? Right now being able to use Clan mechs as the Inner Sphere is a bit odd to say the least. Mod is still great fun, they did a good job. :)[/QUOTE] There already is an option for it. Generally, the I.S. team gets roflstomped later in the game as they lack the Huitzilopitchli AA tank, and their mechs are less powerful.
Fucking hell Every server has a ping limit on it that's set to 150 so I can't join anything without having the game crash due to the ping kick bug. People are such fucking assholes to those who don't live in their fancy Americans states that it disgusts me.
Half the player base is EU actually
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