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MechWarrior Online (New) - Page 12

Forum Index > General Games
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rkffhk
Profile Blog Joined November 2010
474 Posts
Last Edited: 2012-06-30 02:34:44
June 30 2012 02:33 GMT
#221
If I were to give my money to anyone for a new Mechwarrior... it would be to the guys at Mechwarrior: Living Legends because they've worked so hard for like a decade to make a mod, but every step of the way some asshole comes along and fucks it up by announcing a new Mechwarrior game (like these guys) and taking all the money. Then after the thing gets released, everyone loses their shit about how disappointed they are. Meanwhile, the MW:LL guys are cool and everyone's happy.

But nobody ever gives the MW:LL guys any press because they're just a group making a mod, like DayZ and Arma II... except the MW:LL guys don't get noticed by the guys who do Crysis.
"Did not realize gold was such an important threshold for people, I guess I honestly take it for granted that if people practice / invest enough time into this game then they would make diamond in no time." ~Caihead
Belisarius
Profile Joined November 2010
Australia6233 Posts
June 30 2012 03:39 GMT
#222
On June 30 2012 10:32 r.Evo wrote:
Yesssss... I finally got MW4 to work <3

So much fun. That mektek thingy is really full of weird issues till you get it to run though. =S


Yeah their patcher thing is total balls. Glad you got it working in the end, though.


On June 30 2012 11:33 rkffhk wrote:But nobody ever gives the MW:LL guys any press because they're just a group making a mod, like DayZ and Arma II... except the MW:LL guys don't get noticed by the guys who do Crysis.


You'll find that a number of guys on MWLL's team got hired by Crytek, either during the mod's development or shortly after.
daemir
Profile Joined September 2010
Finland8662 Posts
June 30 2012 09:50 GMT
#223
Got MW3 working and configuring it was exactly as goddamn annoying as I recalled \o/ rebinding keys, you have to hammer the new key and it may or may not notice what you want, some key binds don't do anything at all (center torso to legs/legs to torso), but at least the game runs.

Ran in to a few bugs, but could so far avoid everything by replaying a mission, like once I fell below the world pane by bumbing into a corner in some cave.
Perscienter
Profile Joined June 2010
957 Posts
July 02 2012 17:50 GMT
#224
I didn't like a few deviations in MC2 from MC1 like 100% radar range during top speed. I didn't like the graphics either. MC2 is freely available under a shared source licence, though.

I couldn't finish MC1 because my num-pad stopped working in the last missions. I wasn't able to target specific modules any more. That's game over. It's one of the few titles, were timing matters a lot.

They really must sell this again.
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
July 02 2012 19:31 GMT
#225
On July 03 2012 02:50 Perscienter wrote:
I didn't like a few deviations in MC2 from MC1 like 100% radar range during top speed. I didn't like the graphics either. MC2 is freely available under a shared source licence, though.

I couldn't finish MC1 because my num-pad stopped working in the last missions. I wasn't able to target specific modules any more. That's game over. It's one of the few titles, were timing matters a lot.

They really must sell this again.


I never really used the numpad aimings because they always seemed to miss. I still beat the game, but that's probably because of mass long range ppc/gauss/lrms
OjKa OjKa OjKa!
Zorkmid
Profile Joined November 2008
4410 Posts
July 03 2012 00:31 GMT
#226
On June 28 2012 21:19 Belisarius wrote:
Show nested quote +
On June 28 2012 20:58 Zorkmid wrote:
Reading this thread but I can't really tell. Which version of the game that is currently out has the largest online player base?

I'd love to get back into this game. I had MW2 and 3 and played the tabletop game when I was younger.

There's nothing quite like successfully kicking a mech while you are one level above it, and rolling a 6.


MW4 has the largest playerbase. Use the link at the top of this page.


Just got it! Who wants to play!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 03 2012 00:36 GMT
#227
anyone else super giddy about this game? if it's thought that there will be a competitive scene for it too that'll make me super happy.
Perscienter
Profile Joined June 2010
957 Posts
July 03 2012 00:52 GMT
#228
On July 03 2012 04:31 ToT)OjKa( wrote:
Show nested quote +
On July 03 2012 02:50 Perscienter wrote:
I didn't like a few deviations in MC2 from MC1 like 100% radar range during top speed. I didn't like the graphics either. MC2 is freely available under a shared source licence, though.

I couldn't finish MC1 because my num-pad stopped working in the last missions. I wasn't able to target specific modules any more. That's game over. It's one of the few titles, were timing matters a lot.

They really must sell this again.


I never really used the numpad aimings because they always seemed to miss. I still beat the game, but that's probably because of mass long range ppc/gauss/lrms

I mostly aimed for the head. It really shortened the length of a melee.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 03 2012 00:53 GMT
#229
On July 03 2012 09:36 PrinceXizor wrote:
anyone else super giddy about this game? if it's thought that there will be a competitive scene for it too that'll make me super happy.


Yeah I'm pretty psyched because I'm hoping that it generates enough buzz to explode as an electronic sport.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 03 2012 01:02 GMT
#230
On July 03 2012 09:53 Xiphos wrote:
Show nested quote +
On July 03 2012 09:36 PrinceXizor wrote:
anyone else super giddy about this game? if it's thought that there will be a competitive scene for it too that'll make me super happy.


Yeah I'm pretty psyched because I'm hoping that it generates enough buzz to explode as an electronic sport.

Mechwarrior at MLG would be amazing. They'd just have to add a spectator client.
drivec
Profile Joined May 2009
United States354 Posts
July 03 2012 02:23 GMT
#231
what size match/game type do you think would best for comp play
starcraft is chess at warp speed
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2012-07-03 02:32:58
July 03 2012 02:28 GMT
#232
Competitive MW4 was usually 5-8 man teams in no-respawn TDM.

It's hard to know, but I'd like to see some kind of subtle objective mode for MWO, in which the main point is still to kill the other team, but you have ways to force them out of foxholes by capping etc. Camping was a big problem in organised MW4. Team sizes can be whatever teams feel able to put together, frankly. I'd probably say somewhere between 8 and 16 to a side.

Mechwarrior is actually a pretty boring spectator sport, though. It makes for great stories and highlight reels, but pretty crappy real-time streaming. Competitive play is surprisingly true to the 99% boredom 1% adrenaline cliche from real combat. A big chunk of our matches ended up being 50 minutes of positioning and posturing without a single kill, followed by a brief and brutal furball as one team saw an opening and took it.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 03 2012 02:30 GMT
#233
On July 03 2012 11:23 drivec wrote:
what size match/game type do you think would best for comp play

i'm not the best person to ask, but igrok is.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2012-07-03 02:32:19
July 03 2012 02:31 GMT
#234
On July 03 2012 11:28 Belisarius wrote:
Competitive MW4 was usually 5-8 man teams in no-respawn TDM.

It's hard to know, but I'd like to see some kind of subtle objective mode for MWO, in which the main point is still to kill the other team, but you have ways to force them out of foxholes by capping etc. Camping was a big problem in organised MW4. Team sizes can be whatever teams feel able to put together, frankly. I'd probably say somewhere between 8 and 16 to a side.

Mechwarrior is actually a pretty boring spectator sport, though. It makes for great stories and highlight reels, but pretty crappy real-time streaming. Competitive play is surprisingly true to the 99% boredom 1% adrenaline cliche from real combat. At least half our matches ended up being 50 minutes of positioning and posturing without a single kill, followed by a brief and brutal furball as one team saw an opening and took it.

i wouldn't know about that, only matches i played were 100 ton drop limits, so things went hard and fast

EDIT: this was supposed to be an edit of the previous post. ugh.
Belisarius
Profile Joined November 2010
Australia6233 Posts
July 03 2012 02:33 GMT
#235
100 ton per team, or per person?
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2012-07-03 02:58:52
July 03 2012 02:49 GMT
#236
On July 03 2012 11:33 Belisarius wrote:
100 ton per team, or per person?

team.
was 4v4's with scout mechs usually. or 3v3/3v4 depending on if people felt like bringing in a medium. It wasn't particularly balanced, but it was perfect for my group of friends who all liked scout mechs. lol
Archybaldie
Profile Joined June 2011
United Kingdom818 Posts
Last Edited: 2012-07-03 03:20:34
July 03 2012 03:14 GMT
#237
On July 03 2012 11:28 Belisarius wrote:
Competitive MW4 was usually 5-8 man teams in no-respawn TDM.

It's hard to know, but I'd like to see some kind of subtle objective mode for MWO, in which the main point is still to kill the other team, but you have ways to force them out of foxholes by capping etc. Camping was a big problem in organised MW4. Team sizes can be whatever teams feel able to put together, frankly. I'd probably say somewhere between 8 and 16 to a side.

Mechwarrior is actually a pretty boring spectator sport, though. It makes for great stories and highlight reels, but pretty crappy real-time streaming. Competitive play is surprisingly true to the 99% boredom 1% adrenaline cliche from real combat. A big chunk of our matches ended up being 50 minutes of positioning and posturing without a single kill, followed by a brief and brutal furball as one team saw an opening and took it.


Mind if i ask where you played MW4 competitively?

On mechwarrior leagues you had many different formats of competative matches. The most popular were in the team battle formats not destruction. Also when playing in the destruction formats respawn was turned on. But the 2 most popular formats were:
Brawler: Team Battle Where your weapons were restricted to 600m but you could bring any mech.
3 v 3: Team Battle. in this format you had your mechs limited to say 3 lights, 1 light 1 med 1 heavy, 2 lights 1 heavy etc

But around 2004-2005 the team battles were the most heavily attended games. Also in these competative matches specifically the brawler matches, the amount of people that could play was generally restrected to "equal teams" of atleast 5v5. So if both teams had 16 people show up then it could be a 16 vs 16 etc.

Now regarding it being boring, i dont know which timeframe you played mechwarrior 4 competatively but it was anything but boring. Brawler matches were incredibly fun 3v3 was also amazing. Rarely did it end up being focused entirely on positioning. If 1 side ended up taking up a position we would have our lights/mediums flush them out.


Heres an example of a 3v3 game which i was not a part of sadly :'( .

I also tried to find some of mechwarrior leagues radio casts of games but sadly i couldn't find them. But they were incredibly exciting and if only there was streaming back then!

Also in regards to duration, 50 minutes seems a bit steep. The mechwarrior leagues team formats were restricted to somthing like 15 to 30 minutes (my memorys a little fuzzy but it definetly wasnt over 30 minutes).
I'm in the bubblewrap league ... i just keep getting popped
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2012-07-03 04:38:49
July 03 2012 04:27 GMT
#238
I played planetary leagues. Myself, mostly in NBT. The community lineage goes back through places like VL and W!O. I was never heavily involved in MWL, because 3pv makes the game all kinds of stupid. 3v3 respawn on colosseum was fun for a shoot 'em up every now and then, but there's not much depth to it.

I don't particularly want to get into the ruleset debate other than to say that MWO is FFP/HLA/NR, which is the exact set the planetary leagues used. Those conditions do make for positional warfare.

I'm also not saying the positional aspect is a bad thing. Far from it, the game of chess between the FCs was amazing to be part of and by far the most interesting thing about FFP NR. It's the aspect I found lacking in 3pv/respawn, and the reason I played planetary leagues. It's just unfortunate that chess takes a long time, and rarely makes for riveting real-time viewing.
Perscienter
Profile Joined June 2010
957 Posts
Last Edited: 2012-07-08 00:40:00
July 07 2012 21:53 GMT
#239
MechCommander Gold is freely availabe!

[Edited out. Sorry, I've had a trojan warning and don't know where it came from. Shacknews is probaly clean, but you never know...]


MechCommander 2's source code was published many years ago without videos and some other stuff, which is missing.

http://www.microsoft.com/en-us/download/details.aspx?id=11457

There are also mods, who built upon it.

http://www.moddb.com/mods/mechcommander-omnitech
SCST
Profile Joined November 2011
Mexico1609 Posts
July 14 2012 05:35 GMT
#240
Just updated the OP with newer videos including:

- Gameplay + Developer Interview
- Frozen City Reveal with Beta Footage
- Artemis Razer System exclusively for Mechwarrior Online
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
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