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.
MechWarrior Online (New) - Page 12
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rkffhk
474 Posts
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. | ||
Belisarius
Australia6230 Posts
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
Finland8662 Posts
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
957 Posts
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(
Korea (South)2437 Posts
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 | ||
Zorkmid
4410 Posts
On June 28 2012 21:19 Belisarius wrote: MW4 has the largest playerbase. Use the link at the top of this page. Just got it! Who wants to play! | ||
PrinceXizor
United States17713 Posts
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Perscienter
957 Posts
On July 03 2012 04:31 ToT)OjKa( wrote: 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
Canada7507 Posts
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. | ||
PrinceXizor
United States17713 Posts
On July 03 2012 09:53 Xiphos wrote: 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
United States354 Posts
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Belisarius
Australia6230 Posts
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
United States17713 Posts
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
United States17713 Posts
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
Australia6230 Posts
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PrinceXizor
United States17713 Posts
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
United Kingdom818 Posts
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). | ||
Belisarius
Australia6230 Posts
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
957 Posts
[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 | ||
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SCST
Mexico1609 Posts
- Gameplay + Developer Interview - Frozen City Reveal with Beta Footage - Artemis Razer System exclusively for Mechwarrior Online | ||
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