Wasn't there a kickstarted strategy game that was coming out?
What happened with that?
[QUOTE=krail9;51473632]I should love this concept but it just pisses me off as it's another way for pirahna to milk the franchise with another shitty game
instead of making money with this I'd rather pgi just curl up and die so they can finally relinquish their death grip on the mechwarrior franchise, and let someone else take a crack at this style of game later down the track
and what is shown doesn't fill me with confidence somehow. I know it's pre alpha but it looks half-assed as fuck. ported MWO models but the textures and lighting are terrible... somehow worse than the ue4 default?? and the scale is completely fucked: check out the player compared to the cockpit seat at 2:45, either the mech is for midgets or the player is 3m tall[/QUOTE]
Man, I really, really don't want to wish ill on any game development company because it's such a crappy industry to work in with zero job stability, but PGI is the one exception. I don't know what its employees think of the company or the games they work on, but the sooner PGI goes under, the better off the Mechwarrior franchise will be.
I [I]hate[/I] that they have exclusive rights to the Mechwarrior license. Somebody else needs to give this series a shot. Somebody who actually know what they're doing.
Im expecting this to be a half assed cash grab judging by the half assed video and PGI's history.
Its pretty depressing that they're going to take mw4 mercs and drag it's name through the mud for it.
[QUOTE=richard9311;51473867]Wasn't there a kickstarted strategy game that was coming out?
What happened with that?[/QUOTE]
Ongoing still. I got a backer email just the other week.
[editline]4th December 2016[/editline]
Oh, it is called BATTLETECH - realized you didn't actually say the name.
[url]http://battletechgame.com/[/url]
Pretty sure the voice actor at 4:17 is the guy who does those Ahoy videos.
I hate asking this somewhat but what specifically about Mechwarrior Online failed to captivate the original audience and makes it pail in comparison to stuff like MW4? I just ask because I play MWO from time to time with friends as someone with very little knowledge or personal investment in Battletech overall and it seems to fit the generic bill overall: You get to customize a mech and tactically fight people by doing location based damage and knowing your build and how it compares to their own. It seems very close to the originals to me, but obviously it isn't and I have no true frame of reference.
Also, I do know they shut down living legends but failed to really deal with the combined arms aspect that LL provided and overall was a dick move.
On topic, it definitely looks a bit sloppy in some spots. I do like the change to having their component readout appear next to track with the enemy mech you targeted, much better than the current implementation I last saw in MWO.
A lot of it was balance issues between IS and Clan mechs/equipment. IS mechs have a hard time holding a candle to CLan mech due to the clan's omnipods and more efficient weapons. There is also the stupid levels of power creep going on that leaves many chassis forgotten and under performing. Another issue is how bad the Faction Warfare was handled. It's effectively dead.
They've been mum up until this recent Mech Con on what they are going to do. Up until this event, all they were doing was releasing mech packs so people are getting pissed.
[QUOTE=Lone_Star94;51474424]A lot of it was balance issues between IS and Clan mechs/equipment. IS mechs have a hard time holding a candle to CLan mech due to the clan's omnipods and more efficient weapons. There is also the stupid levels of power creep going on that leaves many chassis forgotten and under performing. Another issue is how bad the Faction Warfare was handled. It's effectively dead.
They've been mum up until this recent Mech Con on what they are going to do. Up until this event, all they were doing was releasing mech packs so people are getting pissed.[/QUOTE]
Clan equipment has always been canonically OP as a sort of allusion to Nazi Germany. The official balancing for Clan equipment in game is that usually IS tech should be much more common/cheaper as the clan war machine lasted for a much shorter timespan and produced MUCH smaller numbers than the Inner Sphere.
[editline]4th December 2016[/editline]
Movement and aiming looks like a fusion between MW3/MW4 which is a plus.
[QUOTE=Chihuahua;51474280]I hate asking this somewhat but what specifically about Mechwarrior Online failed to captivate the original audience and makes it pail in comparison to stuff like MW4? I just ask because I play MWO from time to time with friends as someone with very little knowledge or personal investment in Battletech overall and it seems to fit the generic bill overall: You get to customize a mech and tactically fight people by doing location based damage and knowing your build and how it compares to their own. It seems very close to the originals to me, but obviously it isn't and I have no true frame of reference.
Also, I do know they shut down living legends but failed to really deal with the combined arms aspect that LL provided and overall was a dick move. [/QUOTE]
[QUOTE=Lone_Star94;51474424]A lot of it was balance issues between IS and Clan mechs/equipment. IS mechs have a hard time holding a candle to CLan mech due to the clan's omnipods and more efficient weapons. There is also the stupid levels of power creep going on that leaves many chassis forgotten and under performing. Another issue is how bad the Faction Warfare was handled. It's effectively dead.[/QUOTE]
[I]Reading this post back reminded me of why I don't talk about Mechwarrior Online anymore and just prefer to forget it exists. I apologize in advance for all the spaghetti spilled and the angry ranting.[/I]
The game was a total fuck up [I]long[/I] before the Clans even entered the game. It was a failure on every single level except for Flyingdebris' awesome mech designs. Although, the sheer gall they had in charging $500 dollars for gold plated Clan mechs before they were released was a great example of how completely out of touch they were with the game and its community.
I could probably dig up humongous posts from the year or so before the game was officially "launched" detailing it because it's just so much to cover. There's so much context about the gaming landscape and the place where the Battletech/Mechwarrrior license was that doesn't come across when you just say that PGI grossly mishandled all communication, [B]repeatedly[/B] implemented mechanics the community fought against, hated, and were told would never be added to the game, prioritized ridiculously expensive skins, denied any issues that the game had, and would actively antagonize and censor the community. The list goes on. It really does. And that's without getting into the mess that was the actual game, its balance, its meta, the absurdly huge barrier to entry to new players, and a ludicrous grind that only got longer as the game went on.
Oh fuck, and I just remembered about that one time when they tried to cash in on the Star Citizen craze with Transverse. This company is bad. Their decision making is incompetent through and through, and only survives on the hardcore nostalgia of people with a lot of disposable income who are so desperate to have [I]anything[/I] Battletech/Mechwarrior that they have fallen victim to Stockholm syndrome.
Actually, if you're familiar with Star Citizen, that's a pretty good comparison to make. Take everything good Star Citizen has ever done, do the exact opposite to make the worst decision possible, and you have Mechwarrior Online. One example is a panel in which the heads of CIG and PGI were both in the same room and PGI advocated that having as little and closed communication as possible was the best way to develop a crowd funded game, while Chris on the opposite end of the table said exactly the opposite of everything they said. Look where they are now.
Star Citizen, which also started happening around the same time as MWO, is what MWO could have been if they knew what they were doing. Both games have a lot in common with how they started, as well as where their respective genres and "brands" were, but took wildly different paths. One was so bad that it ruined any shot of a beloved franchise and genre ever coming back in a big way for the next 10 years, the other kickstarted the revival of a long dead and beloved genre that is now seeing a Renaissance of sorts. MWO could have been to mech games what Star Citizen has been to space games, but it wasn't meant to be.
It's Piranah so don't have much faith in it. If only they hadn't killed MekTek. They knew what they were doing and how to handle battletech. They canceled MechWarrior 5 in the first place to make MWO instead. Then they killed off every single mechwarrior type thing out there, including the Free and legal release of MW4 Mercs, and the Crysis mod, which also had LEGAL PERMISSION from Microsoft to be made.
[QUOTE=Gunner th;51474785]It's Piranah so don't have much faith in it. If only they hadn't killed MekTek. They knew what they were doing and how to handle battletech. They canceled MechWarrior 5 in the first place to make MWO instead. Then they killed off every single mechwarrior type thing out there, including the Free and legal release of MW4 Mercs, and the Crysis mod, which also had LEGAL PERMISSION from Microsoft to be made.[/QUOTE]
Isn't MekTek doing Heavy Gear Assault which has been in Alpha for god knows how long? It's coming to steam in a couple of weeks
Seems like the best case scenario is this game fails and kills PGI then the rights go to someone else. As long as they actually do something with the IP, there is no way they can be worse than PGI since MWO is already no better than a korean p2w cash grab
[QUOTE=StrykerE;51474812]Isn't MekTek doing Heavy Gear Assault which has been in Alpha for god knows how long? It's coming to steam in a couple of weeks[/QUOTE]
Yes, though they were also the ones handling the free release of MW4 before it was taken down. They killed off the battletech MekTek stuff, which had all been good.
I wonder if they'll reintroduce coreing
This makes me want to play mechwarrior online.
Piranha please don't fuck it up, pleaaase
[QUOTE=Why485;51474601][I]Reading this post back reminded me of why I don't talk about Mechwarrior Online anymore and just prefer to forget it exists. I apologize in advance for all the spaghetti spilled and the angry ranting.[/I]
The game was a total fuck up [I]long[/I] before the Clans even entered the game. It was a failure on every single level except for Flyingdebris' awesome mech designs. Although, the sheer gall they had in charging $500 dollars for gold plated Clan mechs before they were released was a great example of how completely out of touch they were with the game and its community.
I could probably dig up humongous posts from the year or so before the game was officially "launched" detailing it because it's just so much to cover. There's so much context about the gaming landscape and the place where the Battletech/Mechwarrrior license was that doesn't come across when you just say that PGI grossly mishandled all communication, [B]repeatedly[/B] implemented mechanics the community fought against, hated, and were told would never be added to the game, prioritized ridiculously expensive skins, denied any issues that the game had, and would actively antagonize and censor the community. The list goes on. It really does. And that's without getting into the mess that was the actual game, its balance, its meta, the absurdly huge barrier to entry to new players, and a ludicrous grind that only got longer as the game went on.
Oh fuck, and I just remembered about that one time when they tried to cash in on the Star Citizen craze with Transverse. This company is bad. It is incompetent through and through, and only survives on the hardcore nostalgia of people with a lot of disposable income who are so desperate to have [I]anything[/I] Battletech/Mechwarrior that they have fallen victim to Stockholm syndrome.
Actually, if you're familiar with Star Citizen, that's a pretty good comparison to make. Take everything good Star Citizen has ever done, do the exact opposite to make the worst decision possible, and you have Mechwarrior Online. I still remember a panel in which the heads of CIG and PGI were both in the same room and PGI advocated that having as little and closed communication as possible was the best way to develop a crowd funded game, while Chris on the opposite end of the table said exactly the opposite of everything they said. Look where they are now.
Star Citizen, which also started happening around the same time as MWO, is what MWO could have been if they knew what they were doing. Both games have a lot in common with how they started, as well as where their respective genres and "brands" were, but took wildly different paths. One was so bad that it ruined any shot of a beloved franchise and genre ever coming back in a big way for the next 10 years, the other kickstarted the revival of a long dead and beloved genre that is now seeing a Renaissance of sorts. MWO could have been to mech games what Star Citizen has been to space games, but it wasn't meant to be.[/QUOTE]
I don't think you really sounded that bad. Thanks for giving me some context into the community aspect a bit more in depth.
As long as i can setup my HOTAS and flight pedals to make a miniature version of the battetech pods I used to run, I'll be more than content and happy.
I feel like an indie dev just needs to make a western style mech game. It sucks that PGI has rights to the lore but making a proper mech game in the spirit of battletech isn't something they have control over. I'm working on a mech building game myself because of the MWO failure.
[QUOTE=Aathma;51476852]I feel like an indie dev just needs to make a western style mech game. It sucks that PGI has rights to the lore but making a proper mech game in the spirit of battletech isn't something they have control over. I'm working on a mech building game myself because of the MWO failure.[/QUOTE]
There's a guy who's making a spiritual successor to Chromehounds, but the dev team is like 1 or 2 people so progress is slow
[video=youtube;TIWI0Ftd65Q]https://www.youtube.com/watch?v=TIWI0Ftd65Q[/video]
[QUOTE=GunFox;51473741]Technically speaking, the Timber Wolf existed during the Third Succession war, but it wasn't encountered by inner sphere forces until after.
Including it would only require a small retcon. Especially given that you are a mercenary fighting force.[/QUOTE]
The clans were not in contact with the IS at the time and including it would be pretty stupid. If they want to include it then they should pick a time during or after the clan invasion.
I remember when I was a kid, learning and struggling to play Mechwarrior 4. I loved the Uziel and Vulture / Mad Dog. I even once lucked out by hanging out on top of a building in an Uziel with sensors on passive, and scoring a lucky headshot with SRMs on a passing Atlas (?) as I jumped down to engage.
Does anyone remember that mechwarrior mod made in crysis? I mean before it got taken down for copyright reasons. (which was complete bullshit) That shit was the best. I would kill for something like that to be made again
[QUOTE=Funion;51479747]Does anyone remember that mechwarrior mod made in crysis? I mean before it got taken down for copyright reasons. (which was complete bullshit) That shit was the best. I would kill for something like that to be made again[/QUOTE]
That would be Living Legends and that got an unofficial but offical patch not too long ago.
[QUOTE=Highwind017;51479796]That would be Living Legends and that got an unofficial but offical patch not too long ago.[/QUOTE]
Oh wait it wasn't taken down? If the playerbase still exists this is a dream come true
[video=youtube;3Xta-_jhBtI]https://www.youtube.com/watch?v=3Xta-_jhBtI[/video]
[QUOTE=Funion;51479747]Does anyone remember that mechwarrior mod made in crysis? I mean before it got taken down for copyright reasons. (which was complete bullshit) That shit was the best. I would kill for something like that to be made again[/QUOTE]oh god yes, the Demolisher with two fuck-off huge autocannons was unadulterated murder on tracks
[QUOTE=GunFox;51473741]Technically speaking, the Timber Wolf existed during the Third Succession war, but it wasn't encountered by inner sphere forces until after.
Including it would only require a small retcon. Especially given that you are a mercenary fighting force.[/QUOTE]
The clans had absolutely no contact with IS at all before the invasion. Hell, even Wolf Dragoons, the fuckers who brought back a ton of insect mechs back to IS (those mechs were practically lostech by that point in IS), did not bring in a single clan mech with them, since their entire gimmick was to try to blend in with IS.
[editline]7th December 2016[/editline]
I mean, I guess you could argue that Imp and Annihilator could have been practically considered clan-tech, since they practically disappeared from IS with Kerensky.
[QUOTE=gufu;51489739]The clans had absolutely no contact with IS at all before the invasion. Hell, even Wolf Dragoons, the fuckers who brought back a ton of insect mechs back to IS (those mechs were practically lostech by that point in IS), did not bring in a single clan mech with them, since their entire gimmick was to try to blend in with IS.
[editline]7th December 2016[/editline]
I mean, I guess you could argue that Imp and Annihilator could have been practically considered clan-tech, since they practically disappeared from IS with Kerensky.[/QUOTE]
I would have gone with a space hulk scenario. Something goes wrong with space craft, it vents the people into space, but a timber wolf hangs out in the hold with some other clan hardware. Craft winds up in IS space for some reason or another.
The reason would have less to do with the actual story, and more to include what has become the iconic mech for the franchise.
Could just have WD's actually have a Mad Cat hidden away, so if you go on a route to try and destroy them, Kerensky pops it out to stop you as a final boss.
[QUOTE=GunFox;51491082]I would have gone with a space hulk scenario. Something goes wrong with space craft, it vents the people into space, but a timber wolf hangs out in the hold with some other clan hardware. Craft winds up in IS space for some reason or another.
The reason would have less to do with the actual story, and more to include what has become the iconic mech for the franchise.[/QUOTE]
It would just make more sense setting it during the time the clans were actually around then.
There's a balancing issue with clan tech. They have more modular hardpoints than IS tech.
The Timberwolf itself is called the MadCat because it fulfills the roles of the IS Maurader and the Catapult in 1 mech.
Also not to get too autistic with lore but the jump ships used in Battletech are solar powered so there's no equivalent to a warp or anything and the Clan homeworlds are fucking FAR away from the Inner Sphere.
[url]http://battletech.rpg.hu/images/ismaps/big3063.pdf[/url]
Clan homeworlds are all the way at the top.
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