Mechwarrior: Living Legends Beta coming 26th December!
445 replies, posted
[QUOTE=adadadsd;19413246]it's lots of fun, it feels very highly unpolished, yet, still fun at the same time, meaning it can only get better![/QUOTE]
Sometimes it doesn't get better (age of chivalry) .
Tutorial videos:
[hd]http://www.youtube.com/watch?v=xBqvcVvYgZY[/hd]
Don't forget part 2
[hd]http://www.youtube.com/watch?v=-95fMkBtO3c[/hd]
(still processing at the moment of this post)
Didn't know the ovride thing.
[QUOTE=Ickylevel;19433065]Sometimes it doesn't get better (age of chivalry) .[/QUOTE]
But...I like Age of Chivalry :saddowns:
MWLL made the top 100 for MOTY 2009!
Don't forget to vote again in the top 100!
[url]http://www.moddb.com/events/2009-mod-of-the-year-awards/top100[/url]
Scroll down to Crysis in the "released" category and then vote for MWLL :)
[editline]06:30PM[/editline]
Also we'll be releasing another hotfix patch soon to help with lag issues and further bug-fixin'
this looks alright, tempted to buy crysis as I've always had me eye somewhat on this, the fact it's playable now makes it even more tempting to buy crysis.
Also, you know when you turn your mechs torso, does it have inertia?
I fucking need a key.
[QUOTE=Pinut;19470141]
Also, you know when you turn your mechs torso, does it have inertia?[/QUOTE]
Torsos don't have inertia. Mech bodies do.
[QUOTE=Saber15;19490722]Torsos don't have inertia. Mech bodies do.[/QUOTE]
Torsos most definitely have rotational inertia. Using a joystick it's very obvious. It all feels very much like you'd expect a gargantuan walking war machine to feel, which is to say somewhat difficult to control and awesome.
[QUOTE=splitsticks;19493986]Torsos most definitely have rotational inertia. Using a joystick it's very obvious. It all feels very much like you'd expect a gargantuan walking war machine to feel, which is to say somewhat difficult to control and awesome.[/QUOTE]
What I hate is all those people who sit back and never learn to control their mech. Sitting back out with their missiles just tracking. You will never learn the joy of having the feeling of controlling a weapon of power, of something that can fuck shit up with just the press of a button.
[QUOTE=splitsticks;19493986]Torsos most definitely have rotational inertia. Using a joystick it's very obvious. It all feels very much like you'd expect a gargantuan walking war machine to feel, which is to say somewhat difficult to control and awesome.[/QUOTE]
On a mouse I don't notice any inertia; they simply turn slowly.
I tried this today, and it was awesome. I kept dying, but I didn't care, because it was so good - I played on a map that looked like you were on the moon, and when the sun came it and it was super-bright it looked fantastic - like one of those films where they have battles in space with robots and shit. Although I am a bit crap at it.
One thing that annoys me:
If you run at 80 kph, fall down a small rock you stop completely before moving on.
That needs to be fixed.
They need to fix that bug where sometimes your vehicle gets stuck in the hangar (before you exit the main building, not the bay it was built in) because I keep having to reconnect/suicide and lose spawn Cbills :(
[QUOTE=3v3ryb0dy;19502699]One thing that annoys me:
If you run at 80 kph, fall down a small rock you stop completely before moving on.
That needs to be fixed.[/QUOTE]
MechWarrior has always been like that though. The mech needs to plant itself after a fall. I suppose it wouldn't hurt to fix it but then you'd be moving away from game canon. Unless you mean how the game will sometimes completely zero your throttle without your permission leaving you to figure out what happened and rev it back up, that is annoying.
These are my two biggest annoyances. They've probably been reported already but just to be a good beta tester:
-Try to turn but torso doesn't move. Rotate legs. Torso suddenly snaps to the amount you would have turned. Completely lose orientation.
-Set tanks to manual control. Pressing "stop" doesn't clear your throttle, but pauses it, so when you let go the tank immediately takes off. I guess it's not too bad but it's unintuitive and difficult when you're trying to plant yourself in one spot, say at the top of a hill.
[editline]10:21AM[/editline]
[QUOTE=aero1444;19505223]They need to fix that bug where sometimes your vehicle gets stuck in the hangar (before you exit the main building, not the bay it was built in) because I keep having to reconnect/suicide and lose spawn Cbills :([/QUOTE]
I think that's related to the whole "falling through props" bug. If it happens again, you can make your way out by cramming your mech into one of the corners of the mechbay, and you'll clip through it to get out.
Maybe that's what it is, because sometimes I also fall through the map and in to the mech bays :S
[QUOTE=splitsticks;19505343]MechWarrior has always been like that though. The mech needs to plant itself after a fall. I suppose it wouldn't hurt to fix it but then you'd be moving away from game canon. Unless you mean how the game will sometimes completely zero your throttle without your permission leaving you to figure out what happened and rev it back up, that is annoying.
-Set tanks to manual control. Pressing "stop" doesn't clear your throttle, but pauses it, so when you let go the tank immediately takes off. I guess it's not too bad but it's unintuitive and difficult when you're trying to plant yourself in one spot, say at the top of a hill.
[/QUOTE]
The mechs tend to stop after 1-2 foot drops; running sideways or down a hill can be almost impossible because the throttle constantly resets.
On tanks and VTOLs/aerospace fighters, pressing K switches between throttle control and regular game controls (holding W makes you go 100% throttle, letting go instantly sets it to 0% throttle)
[QUOTE=Saber15;19510705]The mechs tend to stop after 1-2 foot drops; running sideways or down a hill can be almost impossible because the throttle constantly resets.
On tanks and VTOLs/aerospace fighters, pressing K switches between throttle control and regular game controls (holding W makes you go 100% throttle, letting go instantly sets it to 0% throttle)[/QUOTE]
This is getting fixed... mechs will no longer go into the "fall" state (aka fall animation and landing animation) until after being in mid air for a few seconds instead of it happening when you are in the air anytime (as it is currently).
:siren: NEW PATCH RELEASED! :siren:
[url]http://www.mechlivinglegends.net/content/view/401/1/[/url]
PATCHNOTES!
[release]Version 0.1.0
-------------
Balance
- Damage drop off added to Heavy Gauss after 300m.
- Increased damage of all Gauss (except Heavy Gauss).
- Increased Gauss and Clan Gauss ammo per ton from 8 to 12.
- Increased LRM ammo per ton from 120 to 240.
- Decreased SRM ammo per ton from 240 to 120. Increased radius of splash damage.
- Decreased NARC ammo per ton from 6 to 4.
- NARCs no longer emit a signal if they attach to the ground.
- Decreased Medium and Large Pulse Lasers damage.
- Increased damage of all Beam Lasers. Lowered heat of ERLBL.
- Decreased Clan ERPPC heat and increased PPC heat. Increased heat transferred to targets for all PPCs.
- Decreased heat transferred to targets by Flamers.
- Increased RAC2 and RAC5 Damage.
- Increased accuracy of AC2 and AC5. Increased damage to light armor (Battle Armor, hovercraft, VTOL, aerospace). Decreased damage to heavy armor.
- Decreased turn rate of Arrow IV.
- Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).
- Decreased Battle Armor health from 150 health to 125 health.
- Inferno charges now add heat to vehicles they detonate on.
- A mech's back torso can now be repaired once destroyed.
- Improved Harasser drivability.
- Changed Harasser C weapon loadout.
- Slightly decreased Partisan armor.
- Decreased Huitzilopochtli heat efficiency and increased price.
- Increased price of Sulla B.
- Increased price of Shiva C.
- Increased MASC speed boost amount.
- Increased mech turn rate.
- Increased Owens and Uller top speed.
- Increased price of Hollander II. Changed weapon loadouts of Hollander II B and C.
- Changed weapon loadout of the Vulture B.
- Changed weapon loadouts and improved heat efficiency of MadCat A, B, and C.
- Changed weapon loadouts of Mauler A and C. Improved heat efficiency of Mauler A, B, and C.
- Changed weapon loadout of MadCat MKII B.
- Changed weapon loadouts of Atlas A, B, and C
- Increased point requirements for every rank.
- Increased CBill rewards for damage.
- Increased rewards for killing Battle Armor.
Bug Fixes
- Fixed several crashes.
- Fixed bug where NARC and TAG gave extremely large rewards.
- Fixed bug where your rank and cbills were not saved after reconnecting.
- Fixed bug that allowed tanks to greatly increase their speed.
- Fixed being able to fire some weapons while shutdown.
- Fixed LBX being able to reload a shot higher than max.
- Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.
- Fixed bug where pulse lasers could shoot multiple bursts at a time.
- Missiles no longer explode on contact with water.
- Mechs no longer play their fall animation for short falls.
- Fixed turrets firing randomly after firing once.
- Aerospace can now buy SRM ammo.
- Mechs no longer shutdown after the pilots ejects.
- Brake now works on vehicles with ramping throttle.
- Fixed some of the arm parts on the Shadowcat not falling off.
- Fixed bug where a mech's shutdown sound would loop.
- Fixed PPC third person effect.
- Fixed player name display in the target box.
- Fixed TAG graphic display at certain distances.
- Ammo display now hides empty ammo types.
- Fixed ammo count displays in buy menu.
- Removed some of the console debug messages.
New Features
- Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.
- Added Aerospace altimeter.
- Added new C3 equipment, which allows a mech to upload their radar data to friendlies within a certain radius. Available on the Raven and Cougar.
- New radar icons for turrets and Battle Armor.
- Friendlies and detected radar entities are displayed on the overview minimap.
- Added a random chance for parts to blow off when a mech or vehicle explodes.
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.
Optimizations
- Reduced server network and cpu usage, especially during large fights.
- Heavily optimized usage of sound channels.[/release]
[QUOTE=KorJax;19654892]:siren: NEW PATCH RELEASED! :siren:
[release]
- Added a random chance for parts to blow off when a mech or vehicle explodes.
[/release][/QUOTE]
I assume this only applies if you're right next to them when the explosion occurs?
[QUOTE=KorJax;19654892]
[release]Balance
- Increased damage of all Gauss (except Heavy Gauss).
- Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).
- Decreased Battle Armor health from 150 health to 125 health.
- Inferno charges now add heat to vehicles they detonate on.
- Increased mech turn rate.
- Increased CBill rewards for damage.
- Increased rewards for killing Battle Armor.
Bug Fixes
- Fixed several crashes.
- Mechs no longer play their fall animation for short falls.
- Fixed turrets firing randomly after firing once.
New Features
- New radar icons for turrets and Battle Armor.
- Friendlies and detected radar entities are displayed on the overview minimap.
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.
Optimizations
- Reduced server network and cpu usage, especially during large fights.
- Heavily optimized usage of sound channels.[/release][/QUOTE]
Fuck yes.
[QUOTE=KorJax;19654892]
- Decreased Medium and Large Pulse Lasers damage.
- Decreased heat transferred to targets by Flamers.
[/QUOTE]
:argh: I loved flaming laserboat mechs so they couldn't shoot me at all.
redownloading Crysis now ^_^
Ok i fiannaly got crysis and i'm about to give this a whirl.
By the sounds of things you guys have done well so far.
For a beta.
:siren:[highlight]BETA 0.2.0 RELEASED! DOWNLOAD IN LINKY!! :D[/highlight]:siren:
[url=http://www.mechlivinglegends.net/2010-02/mechwarrior-living-legends-open-beta-0-2-0-released/]http://www.mechlivinglegends.net/2010-02/mechwarrior-living-legends-open-beta-0-2-0-released/[/url]
Changelog:
[quote]Version 0.2.0
-------------
Balance
- Can now use cbill transfer manager while inside a vehicle
- Reduced NARC lock on range from 1000m to 800m.
- Owens now has C3 on all variants.
- Owens now have MASC on B and C variants.
- Warhammer speed has been increased slightly.
- Increased refire rate on SRMs.
- Increased refire rate on StreakSRMs.
- Increased LBX5/10 damage.
- Increased price of most ammo types.
- Decreased MASC speed increase from 50% to 40%.
- Tweaked control performance of all aerospace.
- Greatly increased AC/RAC damage against BA and aerospace.
- Slightly increased spread on RAC2/5s.
- Increased RAC overheat time.
- Rebalanced Rank salaries including starting salary.
- Rebalanced accleration factors on mechs.
- Increased height threshold for applying fall animations on mechs.
- Firebomb and TBolt reload times greatly increased.
- Decreased gauss damage agaisnt aerospace, to prevent guarenteed one shot kills.
- Increased damage and heat of Clan ERPPC.
- Increased speed on both Sulla and Shiva.
- Updated Warhammer configurations.
- Updated Puma configuration.
- Updated Hawkmoth configurations.
- Updated Shiva C configuration.
Bug Fixes
- Stumps on destructible trees are now destructible.
- BA flamer now functions correctly.
- LRM/Streak offsets are now applied when unlocked or guided by tag/narc.
- Reticule targeting now reliable.
- Calliope turrets now properly fire all visual effects on remote clients.
- Fixed multiple ammo reload bugs.
- Laser orientation on remote clients fixed. Vehicle TAG laser now works as intended.
- Tracers orientation on remote clients fixed.
- Missle trails now align to physics direction correctly.
- Fixed ghost MASC sounds on cougar.
- LRMs now adjust descend distance based on height to target.
- Ejector seat is now one shot for both original owner and thieves.
- Mechs do not instantly stop on ejection anymore.
- Joystick x-axis now properly supported.
- Joystick sliders now properly supported.
- Joystick POV switches now properly supported.
- Joystick throttle on mechs now behaves sanely.
- New joystick commands for each axis 'raw' and 'invraw' to send joystick commands without sensitivity.
- When using a joystick, game writes Joystick.cfg file to active profile.
- New min and max variables per joystick axis that allow users to map custom ranges into -1.0 to 1.0 range.
- Fixed corruption of vehicle hud when hitting ESC to go to the main menu.
New Features
- Cheat protection system added.
- Current release uses new installer.
- Prices on all vehicles are now calculated based on chasis, equipment, weapons, and armor.
- C3 computers will now chain together to give even more range.
- Main menu now displays mod version.
- Directional indicator on hud for nearest tag/narc.
- Terrain intelligent bomb sight.
- LongTom projection system.
- Improvements to aerospace controls to allow both percision and speed.
- Rank/Score/Income now scales with how many players are on the server.
- Manpack PPC now has some serious kick to it.
- Lock on cone reduced.
- Lock on timer added which allows you to break line of sight for a short period of time.
- Friendly NARCs and TAGs now show up on the radar/map.
- Added command invertMousePitch to invert pitch on aerospace in game.
- Added analog control of leg turning for relevant devices.
- Added more formal support for gamepads like the xbox360 controller.
- Default actionmap includes mapped functionos for gamepads.
- VTOL booster now angled to move player forward in most situations.
New Content
- Added Osiris to Inner Sphere mechs.
- Added Novacat to Clan mechs.
- Added Thanatos to Inner Sphere mechs.
- Added APC.
- Added Longtom to Innersphere tanks.
- Added MRM20, MRM30, MRM40 missile launchers.
- Added laser based anti-missle system.
- Added Frostbite map.
- Updated Extremity.
- Updated Clearcut.
- Updated Inferno.
- Updated Sandblasted.
- New RAC5 sound.
- New RAC2 sound.
- New sounds for Sulla.
- New nuke particle effect.
Optimizations
- Performance optimizations on desturctible trees.
- Optimized server performance on laser guided missiles.
- Optimized server performance on explosions.
- Optimized server performance on vehicle flamers.
- Optimized RAC sound channel usage.
- Optimized LBL sound channel usage.
- Various map optimizations.
Known Issues:
- Inferno currently has a misplaced killzone at 500 m height which kills VTOL pilots.
[/quote]
GET R' DONE!
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