• Harebrained Schemes (Shadowrun Devs) will be launching a kickstarter for a Battletech strategy game.
    43 replies, posted
[QUOTE=Swilly;48347575]Netcode has been fixed, its a lot better now. They've been making larger maps, Touraline Desert, River City just expanded out to be a lot bigger and there's Alpine and Terra Nova. Also stop treating MMLL like it was fantastic, the weapon ranges in MMLL were actually shorter than they were in MWO first off. Second off, if you're talking about 'combined arms' the maps and player counts weren't nearly enough as you'd also need infantry which did a lot more good in both the lore and the table top version that the Elementals whose job was to take out infantry, not mechs. Critical explosions of munitions actually exist, I've had shoulders and arms completely blown off. The reason you don't find out about it because the computer doesn't tell you. Someone just modded in the old MW2 sounds and now I hear 'Critical hit; Munitions' A FUCKING LOT. The crit system is actually much closer toward the tabletop and as such, machineguns are what you want. LRMs do need work, that much I can agree on. I think the biggest issue is that heat doesn't give enough damage if you go over, especially since you can override it now. The balance, as I've been trying to say, between the mech roles is [I]a lot[/I] better now. During the beta, I could never imagine [URL="http://images.akamai.steamusercontent.com/ugc/28491084199215714/389B8CF93BF8023A9E55196C845FA4D1A7B6917E/"]getting 1200 damage in a round with my Hunchback.[/URL] And its not even a meta build. I'm never going to say its perfect, but if you were expecting MWO to have single player components in it like the multiple radars which would confuse new players even worse. However, in regards toward turning and movement, MWO is the closest to actually making a mech move(with the changes to jump jets and momentum) that I've ever seen it, they feel like walking tanks. MW4 and MWLL, they felt like walkers with ballarina based torsos, there wasn't the same weight or feel to them as there is in MWO. IF there is anything that Piranha nailed down correctly, it was the controls and feel of the mechs. Either way, this thread shouldn't be about MWO. THis thread should be able to this game which is going to be the tabletop incarnate. I'm excited.[/QUOTE] "the weapon ranges in MMLL were actually shorter than they were in MWO first off." Not exactly. MWO weapons have a high "max range" where they actually do zero damage but their optimal is tiny. also if you look the smaller MWO weapons have much lower range scaling, the small laser in mwll is 300m, small in mwo is 100m optimal and 200 max [url]http://wiki.mechlivinglegends.net/index.php?title=Weapons[/url] [url]http://mwo.gamepedia.com/Category:Weapons[/url] combined arms worked fine in MWLL with the existing player counts, though ejecting became an issue, we had dedicated BA players who could work wonders in early and late game. By critical explosions i meant a critical reactor breach after the mech dies, the terminology is a bit confusing. I know the crit system is closer to the tabletop, but there's a reason it's not in the other MW games. Because it's a tabletop diceroll mechanic that relies too much on luck. Skill checks replace dice rolls when translating from tabletop to MW. multiple radars isnt a "singleplayer feature", its great if you have maps big enough to take advantage of it, maps that arent essentially a series of lanes. As you pointed out, it would just confuse the intended audience of MWO, the people who enjoy tiny laned maps. MWO mechs feel cartoony in their movement with exaggerated walking animations, but MWLL is the opposite extreme because the camera had to actually be placed in the cockpit due to the mod restrictions. if the cockpit bounced around any more the game became unplayable. but thats just the visual feel, the actual control of the mechs in MWO might feel better to you, but from a game design standpoint it's crap. Like i said earlier the balance between torso twist and speed is way off, to the point that everyone just ends up running past eachother in very tight maps which further exacerbates the problem. If you played those games you said i didn't you should know the alternative.
I don't think anyone would actually defend MWO aside from a community manager since even the founders revolted against PGI so I'm going to trust you guys when you say that MWO has improved since I last played it several years ago
[QUOTE=wewt!;48347640]If you do well it's quite easy to go way over 100 000, you can get a cheap new light mech in two hours or less, a new xl engine in about three hours, and an expensive assault in about a week. [/QUOTE] i cant believe you're actually saying that like it's a good thing
[QUOTE=elowin;48348084]i cant believe you're actually saying that like it's a good thing[/QUOTE] Two hours for a new mech doesn't really sound that bad to me? Especially considering you start with several, at least it was that way the last time I played.
[QUOTE=Swilly;48347848]In regards toward mechs: Guess whose back in the tabletop. [img]http://40.media.tumblr.com/1d8b5bfdd5ec9ffe362ad3e7103d8c06/tumblr_inline_ns00fbCZYF1s9c9hj_500.jpg[/img][/QUOTE] wait...they actually got the marauder back in? Well shit. Also I'm going to back up everything negative everyone has said about MWO, it's a terrible game and it needs to die. THIS GAME however I can only hope will good.
This could be really cool, especially liking the design-set they're using. Mechwarrior Tactic's aesthetic didn't really do it for me sadly. Is this supposed to be a 1-to-1 with the Tabletop game? I've never had the good fortune of really ever getting much time in with the actual Tabletop so that'd be awesome. [I]Also, while we're still on the tangent...[/I] I've played every Mechwarrior game that has ever hit the stores (As well as playing MW:LL extensively) Hell, if I could get MechVM to behave, I'd play Mechwarrior 2 right now. I've also had my head into Battletech for ages, reading up on it almost religiously due to a deep interest in [I]them there shooty robots.[/I] So as far as canonicity goes, and how MW games in general were, I feel like I've got a moderately decent bearing on Battletech/Mechwarrior. Which leads me to wonder why MWO as a game is stigmatized like the plague (Bearing in mind, the stigma mostly resides on Facepunch that I've seen). Regardless of people's feelings about the Devs, (or their now departed publisher) MWO itself is a pretty solid Mechwarrior game. The balance, though shaky at the start, is probably the best in any MW title to date. I can imagine if you liked the extreme disparity that existed between the weight-classes you might find yourself at odds with MWO but they've managed to make the old 'rush to the bigger mech' system present in all other MW titles to vanish, which is pretty damn cool. The controls for MWO are also hands-down the best in the series, though you won't be wanting to use a HOTAS or stick config for it. And as for the grind? its actually not bad all things considered, I've got the attention span of a gnat and I've amassed quite a few fully decked out mech(s). But then again I enjoy the gameplay, so I usually don't notice any 'grind' since I just amass credits whilst I play.
The only game in the Battletech line I have played is MechAssault 2 Lone Wolf. Probably drastically different from the mainstream Battletech.
Yesssssss! Love what HBS has done with Shadowrun, so this is exciting!
[QUOTE=elowin;48348084]i cant believe you're actually saying that like it's a good thing[/QUOTE] Consider the fact that you have 8 mechs you can play for free but cant change their loadouts , and in august 4th they will change the loadouts of those mechs to ones that the community made, in other words you get 8 Inner Sphere mechs to play for free that have [B]top tier metagame loadouts. In other words, after august 4th you eont ever have to buy a mech to be competitive.[/B] and if you want to buy a mech, they're all free. As far as the grind goes, I played Community Warfare with my unit for two days, four hours per day and had eniugh money to buy [I]four hunchbacks.[/I]I dont want to go on about this too much amd I apologize for even continuing the topic, but raksarmory has a really nice article comparing MWO's model and grind to World of Tanks, a much more popular game, and the former actually comes out on top .
Holy shit this is super relevant to my interests Maybe this will be the game that finally gets the battletech IP relevant again (fuck you MW:O) [editline]1st August 2015[/editline] [QUOTE=wewt!;48341321]Actually after PGI split from its publisher MWO got pretty damn good.[/QUOTE] Changes? (edit: nevermind, read above. sounds better at least) [editline]1st August 2015[/editline] [QUOTE=Saber15;48343951]They didn't get a C&D but it's in essence similar, it's just the fastest way of explaining the situation. Mattk50 is basically correct. Wandering Samurai Studios was told to stop development of MWLL. Even if PGI or IGP later reversed the decision, MWLL was fucked. The development SVN servers were offline, and the team was going their separate ways.[/QUOTE] Yeah. We didn't get a C&D but we got a "Please be kind and don't compete with us. Sincerely, the commercial studio that is actually making money using the engine that Crytek makes, who the founding members of MWLL work for". A professional courtesy to cease development if you will. We most certainly would have had our non-commercial license to use Battletech revoked and the founders would have felt some heat under them if we had said "no". On top of that the founders were so well established in their careers that they had already been off the project for a year-ish up to the shutdown, checking in here and there and offering expertise. So it just made sense to shut it down instead of continuing it under different leadership with a huge hit to relations. What's funny is that both the founders currently work on Star Citizen and all the old project leads are scattered about, either getting jobs in the industry or doing other things. So that old 'pressure' doesn't exist anymore, assuming Microsoft would still grant another non-commercial license. The real issue though is that it simply isn't worth doing all that for an 8 year old game engine, and for a project that the founders have very clearly moved on from. I have a very old 2012-ish copy of the SVN on my hard drive I don't have heart to delete (most for portfolio record keeping), but as far as I know the final 0.7.1 SVN build is totally wiped. There are a few team members I know of though that were involved till the very end who I'm pretty sure wouldn't have the heart to wipe it from their hard drives either. Someone out there I'm sure must have the full dev SVN of the most current version of the mod. [editline]1st August 2015[/editline] Also while MWLL is ceased development you can still play the mod right now, don't even need Crysis installed. [url]http://www.mechlivinglegends.net[/url] Usually still gets action on the weekends. Server satus: [url]http://stats.spikx.net/mwll.html[/url]
[QUOTE=KorJax;48349985]Holy shit this is super relevant to my interests Maybe this will be the game that finally gets the battletech IP relevant again (fuck you MW:O) [editline]1st August 2015[/editline] Changes?[/QUOTE] Oh man, it's a pretty ling list but I'll try to mention everything I remember off the top of my head, bear with me. Well, their community communication went totally transparent, up to the point where the playerbase created loadouts for the trial mechs and voted for which mechs should get rescaled. The netcode got better, they have events for free shit (items, MC, camo and even mechs) pretty much every weekend, they made Community Warfare happen, they reworked the mechlab and mech select screen, they went back to the old models (arent done with all yet) so that their hardpoints work dynamically, they're revamping all of the old maps (so far only river city is out), giving them a day night cycle, they added european servers and are about to add oceanic, they created new spectator tools for competitive esports, they are about to start a massive community regulated rebalancing which wont even be released till the community is happy with it, they made an entire mech pack (urbanmech) solely on the wishes of the community, they added an fov slider, new cockpit glass and a tag for the hearing impaired because of the demand for it and they have a completely accessible roadmap that they are sticking to fantastically, as well as daily instagram sneak peaks, they fixed jump jets and ppc's solely on the wishes of the community and have I mentioned they give away tons of free shit almost every weekend? Oh and they're coding AI for PvE and a new tutorial, as well as preparing for a steam release (hence the need for a new tutorial). Literally all of this stuff was off limits under their publisher as they found it far lower priority than continuing the monetization. Game still isn't perfect, CW wont be what it should be till beta phase 3, which is looking incredible, netcode is something they always work on and sometimes they just have to revert something because it didnt work. But holy shit, they're trying so hard now. PGI became one of my favorite devs (I used to despise the company) solely due to the sheer effort they're putting into the game. And after I read what really happened with MWLL (there was no cease and desist) via a MWLL blog post, I could hardly find a reason to hold a grudge, even if the post itself is false and PGI's publisher pulled the plug. It is noticeable now that they really do care, and I can appreciate that. The game itself though is still fun if you're into mechwarrior.
Well that sounds good at least. Sucks that it had such a shitty bumpy road to get there though that I can't help but feel MWO's reputation is far too tarnished to ever become relevant. At least this explains why all my old clan buddies on steam have been hopping onto MWO for the past few months. I just assumed their taste in games dropped dramatically :v:
The game got really good, I've never seen such a comeback. I hope they can fully redeem the game's reputation, as it has become a solid product (to me personally its one of my favorite games). HBS on the other hand has a fantastic rep, I can't wait to see their game.
The latest changes, with some contention, is the rescaling of some of the mechs including the Awesome(AKA the barndoor).
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