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MechWarrior Online (New) - Page 27

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banatboy
Profile Joined December 2012
120 Posts
December 02 2012 03:36 GMT
#521
I played Mechwarrior in the 90's and that was freaking awesome! i can't wait to try this out. Wonder if it will live up to what i remember it to be :D
CuLane
Profile Joined October 2010
United States160 Posts
December 04 2012 13:43 GMT
#522
It's free to play, give it a try!! But seriously get in one of the Team Speak servers listed in the new players forum, they're free, friendly, and helpful. You'll have a much better experience with a pick up group in team speak than a purely random group in game.
woody60707
Profile Joined November 2010
United States1863 Posts
December 08 2012 19:17 GMT
#523


This guy put a cool video up.
Zorkmid
Profile Joined November 2008
4410 Posts
December 18 2012 13:49 GMT
#524
Downloading now, anyone wanna play with me in an hour or so?

I actually painted these little guys when I was a tweener.

I could roll 12's like nobody's business.
Zorkmid
Profile Joined November 2008
4410 Posts
Last Edited: 2012-12-30 17:17:08
December 30 2012 17:16 GMT
#525
Are the current game modes all that this game is going to be, or are they going to add campaign like modes or clan-based stuff? It's basically an FPS right now, CoD style.
Belisarius
Profile Joined November 2010
Australia6230 Posts
Last Edited: 2012-12-30 23:24:46
December 30 2012 23:23 GMT
#526
Nobody really knows what they're doing with the game modes.

The great savior is supposed to be a "community warfare" system, which is basically a massive, persistent planet-capture/logistics system underpinning the game. That would be amazing, but i have serious doubts about their ability to pull it off.

The game modes probably won't change too much, but having each random TDM affect the control of planets on a starmap would actually make a big difference. I wouldn't hold your breath for complicated base assaults and turrets and ai enemies and stuff, but that's not a big deal to me. In a coordinated team situation, mechwarrior games have enormous potential for depth even in a straight DM. MWO just needs more maps and a better matchmaker... and possibly some weapon tweaks.

Oh, and netcode that wasn't written by a twelve-year-old.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
January 04 2013 04:33 GMT
#527
Been a battletech fan-boy since age 2, 26 years later I'm not let down by the MWO addition to the franchise. To the contrary, it snake-eyes, box-car'd my engine straight to hell, and I have been coring Atlas' and Stalkers' rear torsos ever since. Who cares that there is only 2 game modes and only a handful of chassis available when I can perk-up my pilot in a jenner-F with 6 medium lasers. Its a heart-pumping ride at 150kph through a city littered with assault and heavy chassis, and most of my attempts end with me as a 35ish ton of molten slag. The attempts that end with me slicing through ranks of mechs' at top speed in and out of buildings leave me desperate for more.

The fact that this game is only in beta still is encouraging, because the complaints about the netcode are justified... the game is more temper-mental than my fiancee on her period, and crashes often. The fact that i tolerate the bugs and laggy Europeans (who desperately need their own server, nothing against my friends across the pond) is a testament to just HOW *@#@ING FUN this game actually is. I converted 6 of my friends to play this game with almost no effort, simply because of how addictive and fun the gameplay is.

A note on the games detractors: Currently some people complain about balance in the game in a similar manner to the way we dissect Starcraft races. The big difference here is that this game should be designed to have the imbalances inherent to the universe in which they were berthed. Currently my only "balance" gripe is on ECM, and only because of its effect on streak SRMs. You cannot lock on when being counter-measured, and you can't shoot streaks unless they are locked on, thus turning off the streaks. I should at least be able to fire the streaks as standard SRMs when being jammed, or Beagle probes should allow me to lock on to my target while under the effect of ECM. It really ruins my fun when I know my 2 streak srms are completely out of the fight and my opponents are working like normal, at the cost of a mesely 2 tons and 400k cbills. I would run that too, but its banned on my chassis. I complete my whining here and continue to praise this game and all its glory.


tl:dr: It's like playing LoL if instead of it being 3rd person its first person, and instead playing a retarded troll, you play as the most bad ass war machine ever to strut onto the battlefield.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
CuLane
Profile Joined October 2010
United States160 Posts
January 07 2013 03:08 GMT
#528
Zoltan, Good point on being able to "dumb-fire" streaks while under the effect of ECM, or better yet streaks auto-dumb-fire while affected by ECM.
I have to disagree with Zork about it being an FPS like CoD, it has elements of an FPS because it is a first-person mech-piloting simulator, which arguably predates "FPS" games by 3 years. Good troll attempt though.
Bellorion's right in that we do not know what game modes are in the pipe but the dropship mode coupled with some point system for drop values ought to be a VERY entertaining and addictive game. Consider dropship waves similar to the new NHL salary system, you have 500 team points per wave, varied by like plus/minus 70 or something so you have a particularly fast wave and a particularly heavy wave, but not ALL front or rear loaded. Community Warfare will never be what everyone hopes it will be, but that's true of anything with such diverse interests. However Bellorion is right even adding some over-arching area-control attribute to the aggregate outcome of the current team-deathmatch games will be a boost.
Zorkmid
Profile Joined November 2008
4410 Posts
January 07 2013 03:35 GMT
#529
On January 07 2013 12:08 CuLane wrote:
Zoltan, Good point on being able to "dumb-fire" streaks while under the effect of ECM, or better yet streaks auto-dumb-fire while affected by ECM.
I have to disagree with Zork about it being an FPS like CoD, it has elements of an FPS because it is a first-person mech-piloting simulator, which arguably predates "FPS" games by 3 years. Good troll attempt though.
Bellorion's right in that we do not know what game modes are in the pipe but the dropship mode coupled with some point system for drop values ought to be a VERY entertaining and addictive game. Consider dropship waves similar to the new NHL salary system, you have 500 team points per wave, varied by like plus/minus 70 or something so you have a particularly fast wave and a particularly heavy wave, but not ALL front or rear loaded. Community Warfare will never be what everyone hopes it will be, but that's true of anything with such diverse interests. However Bellorion is right even adding some over-arching area-control attribute to the aggregate outcome of the current team-deathmatch games will be a boost.


Wasn't trolling. When all you have is quick deathmatches, it plays like a slow paced, high HP COD with torso twists.

I think the roleplaying elements are what make MW good.
woody60707
Profile Joined November 2010
United States1863 Posts
January 07 2013 04:15 GMT
#530
it a light mech, it plays much faster then COD.
CuLane
Profile Joined October 2010
United States160 Posts
January 08 2013 11:34 GMT
#531
+ Show Spoiler +

On January 07 2013 12:35 Zorkmid wrote:
Show nested quote +
On January 07 2013 12:08 CuLane wrote:
Zoltan, Good point on being able to "dumb-fire" streaks while under the effect of ECM, or better yet streaks auto-dumb-fire while affected by ECM.
I have to disagree with Zork about it being an FPS like CoD, it has elements of an FPS because it is a first-person mech-piloting simulator, which arguably predates "FPS" games by 3 years. Good troll attempt though.
Bellorion's right in that we do not know what game modes are in the pipe but the dropship mode coupled with some point system for drop values ought to be a VERY entertaining and addictive game. Consider dropship waves similar to the new NHL salary system, you have 500 team points per wave, varied by like plus/minus 70 or something so you have a particularly fast wave and a particularly heavy wave, but not ALL front or rear loaded. Community Warfare will never be what everyone hopes it will be, but that's true of anything with such diverse interests. However Bellorion is right even adding some over-arching area-control attribute to the aggregate outcome of the current team-deathmatch games will be a boost.


Wasn't trolling. When all you have is quick deathmatches, it plays like a slow paced, high HP COD with torso twists.

I think the roleplaying elements are what make MW good.

If you say so, I find legging lights more effective than headshots, side torsos' on many mechs better than headshots (if only because it's so much more reliable), and I find team work much more useful than in CoD. Furthermore I always found min-maxing my loadout for different playstyles (even my take-all-comer Atlai builds) to be the most fun of MechWarrior, with RP elements thrown into that.
SamsungStar
Profile Blog Joined January 2013
United States912 Posts
Last Edited: 2013-01-14 08:11:23
January 14 2013 08:10 GMT
#532
I got 4 other friends to start playing this with me a few days ago. SUPER fun. I have a question though. How do you use ECM and AMS? I bought a Catapult today, which said it came with an AMS. But I can't seem to find it anywhere, or where to buy it. I checked Loadout, Modules, and Upgrades, still a no go . Any help would be greatly appreciated!

Also, is there anywhere I can find a chart of the actual DPS/reload time/accuracy rate of weapons? The in-game tooltips are really nebulous.
Belisarius
Profile Joined November 2010
Australia6230 Posts
Last Edited: 2013-01-14 08:33:53
January 14 2013 08:30 GMT
#533
If AMS is on the 'mech, it will show up in game as one of your weapons.

Most 'mechs come with at least one AMS slot, but not the actual piece of equipment, so you'll need to buy that and equip it. It counts as a weapon, and has a unique "AMS" hardpoint which will be somewhere on your 'mech, usually in one of the torsos. Click through your 'mech's locations until you find the hardpoint, and AMS should appear in the loadout panel ready to be added. AMS also needs ammo, which will show up for purchase once you've got the unit equipped.

ECM is similar, but it's a lot rarer. There's only a handful of 'mechs which come with the ECM slot, so you need to own one of those if you want to use it.

Regarding weapon stats, these threads on the MWO forum should get you started.
http://mwomercs.com/forums/topic/75141-up2date-stats-and-online-mechlab-12172/
http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

There's no substitute for trying weapons out, though. Some of them behave very differently to what their stats suggest, due to lag or spread or susceptibility to stuff like ECM.

HTH.
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-01-14 10:21:26
January 14 2013 10:20 GMT
#534
So I downloaded this yesterday (surprisingly lean dl package!) and played a few hours, at first was getting some sort of bonus money so I thought hey won't be long till I get to try out an assault of my own, only to have it fade after a couple a million c-bills and then everything came to a grinding halt.

What puzzles the hell out of me is that I just can't seem to kill much anything. I get it, I suck a lot, but even when I'm like 1v1 vs light vs light, I maxed out armor and keep shooting things on him as much as heat allows, he comes out the fight with at most 1 orange armor part and I'm cored :x I just don't get it, I keep running the same way he is, turning torsos, but it feels like I do nothing. Maybe it's because I don't have ECM and was using lasers. ECM seems like a big "lol fuck you" piece of equipment. If your side has less, you lose.

Another thing left me wondering, when I'm just like all on myself, hit the play button, am I playing against others who are plain solo hitting play, or am I queued vs (partial) teams?

I first bought myself a Jenner, but I think I got a variant that can't have ECM, so I'm kinda boned there. If I can't ECM, then anything heavier than me kills me with streaks. Any light with ECM kills with streaks. If I make the error of loading streaks, they are dead weight. Sigh.
Then I bought a variant of Hunchback, the one with lasers and double SRM6. Well they all good at least I can hit something like an assault with some missiles every now and then. Shame even with full armor (and no XL engine) I feel like fucking paper against anything and lights seem just run circles around me and streak me to death since I don't have that bloody ECM again. I'm starting to hate ECM right about now.


On the bright side, game looks awesome. Those little explosions and laser effects when they hit your mech look fantastic from the cockpit. Guess core explosions aren't in the game though as I haven't seen a single one. Shame, them are the funstuff.
SamsungStar
Profile Blog Joined January 2013
United States912 Posts
January 14 2013 10:34 GMT
#535
Thank you very much Belisarius! That was exactly what I was looking for. And you're totally right about it being no substitute for real combat. The PPCs look great on paper. But in action, I vastly prefer the large lasers. The PPCs just don't seem to pack as much punch to me. Haven't tried pulse lasers yet though.

To Daemir: To me, your problem sounds like you're not utilizing cover enough. ECM is not all that important imo. When I am target locked by missiles, I usually dodge around buildings and cliffs and the missiles just crash harmlessly into cover. If you walk out into no-man's land and they've got 4 catapults waiting on the ridge all with stacks of LRM20s, yes you're going to get horribly drilled. It's best to stick with your team and hug cover constantly. You really can't just stack armor and run out there trying to brute force things. Even an assault mech will quickly get sliced apart.

Same with the light mech problem. 1 on 1 a light mech is going to run circles around you and needle you to death because of their huge speed advantage. But a light mech walking into a formation of four med/heavies is going to get torn apart by ballistics/SRMs. So yeah, I'd definitely utilize the battle grid and focus a lot on learning the terrain, because that's going to keep you alive waaaay longer than any kind of module or load out on your mech.

I currently run the 4 energy 2 ballistic catapult variant and have it loaded out with large lasers and a ton of heatsinks. No ECM, no AMS, no jump jets, mediocre armor, and a max move speed of 64 kph. But I am often 2nd or 3rd in damage score and score high on kills or assists. It's mostly just move constantly and intelligently, wait for them to focus on another mech and pounce from the flanks, and don't ever try to penetrate into an enemy formation.
daemir
Profile Joined September 2010
Finland8662 Posts
January 14 2013 11:32 GMT
#536
It's not LRMs that are the problem, it's streaks. They have ECM and streaks, you don't have ECM, you lose. They have ECM you don't, but you have streaks, you lose, your streaks will never fire. Not to mention having ECM means you can't be target shared from distance. Maybe it's a pug thing, but when a streak light gets to the back lines, it'll just slowly rip the heavies/assaults to pieces, because the counter to 150mph zig zagging light for them is streaks, but ECM hard counters it. I know I can't hit those super speed light ECMs with SRMs, the fire lag is too much, and with lasers I had no way to keep up on their turn rate to keep the beam on them. I just watched in spectator after dying how a commando with ECM went against 2 heavies and a medium the enemy team had left and killed the heavies before the medium got him. A commando.

He had ECM, he had I believe 2x2streak 2ML. They couldn't keep turning to match his speed, their lockons could never fire, so they were left with trying to score lucky beam hits. He cored the 2 heavies by streaking their backs, but lost a leg and the medium finally caught up with him. None of the enemy dudes had ECM to counter his ofc.
SamsungStar
Profile Blog Joined January 2013
United States912 Posts
Last Edited: 2013-01-14 11:56:35
January 14 2013 11:55 GMT
#537
On January 14 2013 20:32 daemir wrote:
It's not LRMs that are the problem, it's streaks. They have ECM and streaks, you don't have ECM, you lose. They have ECM you don't, but you have streaks, you lose, your streaks will never fire. Not to mention having ECM means you can't be target shared from distance. Maybe it's a pug thing, but when a streak light gets to the back lines, it'll just slowly rip the heavies/assaults to pieces, because the counter to 150mph zig zagging light for them is streaks, but ECM hard counters it. I know I can't hit those super speed light ECMs with SRMs, the fire lag is too much, and with lasers I had no way to keep up on their turn rate to keep the beam on them. I just watched in spectator after dying how a commando with ECM went against 2 heavies and a medium the enemy team had left and killed the heavies before the medium got him. A commando.

He had ECM, he had I believe 2x2streak 2ML. They couldn't keep turning to match his speed, their lockons could never fire, so they were left with trying to score lucky beam hits. He cored the 2 heavies by streaking their backs, but lost a leg and the medium finally caught up with him. None of the enemy dudes had ECM to counter his ofc.


Hmm that sounds a bit odd to me. 3 v 1, the three should have hit reverse, fanned out to cover each other in lines of fire, and shredded the light with ballistics. Probably just a coincidence of really bad load outs. If SRMs aren't working, ballistics can still catch light mechs. LB10-X, Machine gun, and Ultra AC all work pretty well.

Also, streaks are homing, but they still get blocked if you're juking through cover and put a building between you and the other guy when he fires off a volley. And they're not an issue at all if you're not the guy getting targetted. I usually just peek around corners to fire at a guy then duck back again. Or I'm weaving through buildings and squirt off a quick burst and run out of the guy's vision again. I try never to just be face to face or looking across open ground at an enemy mech. And I rarely find myself in a 1 on 1 situation.

Then again, I played from the start with friends, and we all have a lot of hours experience in world of tanks, which is a somewhat similar game. Plus, all 3 of my friends are former US Army infantry and served in Afghanistan, so they have a very strong understanding of these kinds of tactics/warfare.
daemir
Profile Joined September 2010
Finland8662 Posts
January 14 2013 11:59 GMT
#538
Yea well, queueing in pugs is what you'd expect, I'm sure I'm no different in their eyes, and what so far has hit me most is how op ECM is. It is my understanding that one ECM nullifies 1 enemy ECM, so the side with +1 ECM gets all benefits. That's downright disgusting, especially in the hot join where you have 0 control what loadouts will be present. So it's a dice roll if your sensors, LRMs and streaks will be worthless or not.

If I persists long enough to get enough c-bills for a new chassis, it's defo gonna be one that can fit ECM. Sadly, the rate I get is like 40-100k per fight, more on the 40k side. Maybe I should just start a new account and save myself trouble..
SamsungStar
Profile Blog Joined January 2013
United States912 Posts
January 14 2013 12:05 GMT
#539
On January 14 2013 20:59 daemir wrote:
Yea well, queueing in pugs is what you'd expect, I'm sure I'm no different in their eyes, and what so far has hit me most is how op ECM is. It is my understanding that one ECM nullifies 1 enemy ECM, so the side with +1 ECM gets all benefits. That's downright disgusting, especially in the hot join where you have 0 control what loadouts will be present. So it's a dice roll if your sensors, LRMs and streaks will be worthless or not.

If I persists long enough to get enough c-bills for a new chassis, it's defo gonna be one that can fit ECM. Sadly, the rate I get is like 40-100k per fight, more on the 40k side. Maybe I should just start a new account and save myself trouble..


Why not just use lasers and ballistics and make a brawler mech for close up combat? I really don't understand the obsession with missiles. Maybe I'm a total noob, but I've had no problem dishing out the hurt with lasers/ACs. I haven't run into this issue of streaks just tearing me to pieces in 40 games or so. I've died to missiles before for sure, but only when I've been caught out of position or played stupid in some way and I would have died to any other weapon in that situation.
daemir
Profile Joined September 2010
Finland8662 Posts
January 14 2013 12:07 GMT
#540
I can't seem to turn fast enough to hit the lights with ballistics/energy, especially given my ping to the servers which I assume is in the US and I'm from northern EU is over 160.
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