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Author Topic: Mechwarrior Online  (Read 102792 times)

TheBronzePickle

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Re: Mechwarrior Online
« Reply #255 on: October 24, 2012, 08:31:40 pm »

A good light mech pilot is, while not the most dangerous thing in the world, ridiculously annoying and the really good ones can take on much bigger mechs and win easily.
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ukulele

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Re: Mechwarrior Online
« Reply #256 on: October 24, 2012, 08:51:38 pm »

In my opinion Light mechs are a little overpowered right now, but thats not the biggest issue. Somehow the thing i find most irritating its the variants, i prefer the freedom to do whatever i want with my tonnelage. But thats me im not a MW harcore fun, but i really loved MW3 and MW4.
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sluissa

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Re: Mechwarrior Online
« Reply #257 on: October 25, 2012, 12:14:07 am »

With the way the game plays for me, a circle strafing light is the most dangerous thing in the world for me. My frame rate sucks and I get terrible lag. This combination means that while I might be able to get a decent hit on a heavier mech, light mechs jump all over the screen for me. For now, I've simply mounted a ER-Large Laser on my commando and I've taken to harrasment sniping and spotting.

If I"m in a light, I don't stand a chance against another light. If I'm in a medium, I usually get my ass kicked, but depending on load out or terrain I might be able to chase a light away. Large and assault, I can usually chase lights away, taking more damage to myself than I probably should, but I've never gotten a kill on a light that wasn't simply a lucky last hit from someone else's battle.

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Hanzoku

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Re: Mechwarrior Online
« Reply #258 on: October 25, 2012, 01:15:10 am »

So what era is MWO set in now? I hear a lot of people mentioning ER-Lasers, but I though the game was supposed to be set prior to the Clan invasion.
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TwilightWalker

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Re: Mechwarrior Online
« Reply #259 on: October 25, 2012, 01:20:36 am »

So what era is MWO set in now? I hear a lot of people mentioning ER-Lasers, but I though the game was supposed to be set prior to the Clan invasion.

Prior to the Clan invasion, but after the dispersal of the Star Core by the GDL IIRC.
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Hanzoku

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Re: Mechwarrior Online
« Reply #260 on: October 25, 2012, 07:34:46 am »

Huh, I read most of the fiction before the latest reboot, and I had always thought that the release of the GDL core was causing a general tech renaissance, but little in the way of advanced military technology. Thus, the Inner Sphere only really started producing ER lasers after getting their hands on a few clan ones courtesy of salvage or the Wolf's Dragoons.
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Kyzrati

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Re: Mechwarrior Online
« Reply #261 on: October 31, 2012, 11:15:06 pm »

Hm, wonder how many Bay 12'ers are actually playing this game? Maybe Bay 12 could eventually have enough players to start a semi-regular clan? I'll probably rarely get to play with anyone because of time zone differences, but maybe there'll be enough people to occasionally form a lance. MW is so much more fun with an organized group. Repeatedly getting pounded by organized teams is annoying...

I actually like what they're doing with the game, though the development hasn't been as fast as it probably should be considering they've already gone open beta yet are lacking features that will keep people around like planned factional battles and more game modes/maps. (That and they introduce new mechs way too slowly.) At least they've finally added ES, FF, DHS.
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BuriBuriZaemon

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Re: Mechwarrior Online
« Reply #262 on: December 21, 2012, 04:27:52 am »

I just got back into this game and have been enjoying it. The high level of loadout customisations offers a lot of variety to the players.

Just wondering if anyone is in Closed Beta? Just a reminder that there are no more wipes, so whatever you earn now, you get to keep. Talk about early start.

Anyway the best newbie friendly mech is Hunchback HBK-4PS, packing 5 energy slots, 2 missiles, and 1 AMS. Out of 5 energy slots, four are on the arms making this mech very articulated when it comes to aiming.

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Jopax

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Re: Mechwarrior Online
« Reply #263 on: December 21, 2012, 04:36:50 am »

I've been thinking of going back, but I'm unsure if they've fixed the horrible lag. The grind has been lessend it seems with everyone getting 8 million creds after their twentieth battle, enough to buy most mechs.
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BuriBuriZaemon

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Re: Mechwarrior Online
« Reply #264 on: December 21, 2012, 06:37:01 am »

You will get Cadet Bonus for the first 25 games. I got 12mil C-bills myself thanks to this.

I feel the lag is not as bad as before.
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Werdna

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Re: Mechwarrior Online
« Reply #265 on: December 21, 2012, 10:51:13 am »

The only horrible 'lag' I've seen is after 8 or so games, my video seems to stutter and I get a slide show whenever mechs are in my field of view (even behind terrain).  I'm hoping the latest NVidia drivers will fix that.  The random crash to desktop seems to be gone since this last patch, or at least greatly lessened.

I haven't seen any actual network lag while playing MWO, other than the general 'netcode' complaint about the difficulties of trying to hit light mechs zipping around.  Personally I think that's easily solved by putting the complainer into a light mech for a few matches to see for themselves just how fragile the things actually are.  I know it shut me up pretty fast.   :D

Burl, its Open Beta now.  Closed Beta ended at end of October. 
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Rez

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Re: Mechwarrior Online
« Reply #266 on: December 22, 2012, 12:38:39 am »

There are a few big things that need to happen to make this game good. 

It needs better netcode.  I shouldn't have to lagshoot in a modern game.  I play warthunder on Russian servers regularly (I'm in the US) and have to lead less.  It's pure guesswork hitting a mechs legs when it's running, even with hitscan weapons.  Proper netcode fixes many of the problems most people have with lights.  The broad issue has never been 'lag' or latency.  The issue has always been that the game handles processing player positions and fire really badly, which is demonstrated by the fun clipping around you do if you run into someone or sort of get on top of a building.

Better scenarios.  Seriously.  Is TDM so hard to implement without a mechanic that rewards camping?  And the latest mode is nothing but assault with more squares.  I'M SICK OF RED SQUARES!  You could have escort missions, scenarios where you actually have to assault a base with defenses and facilities.  They could have even done MOBA with mechs and it would be better.  They have so much to work with, but they've done so little.

Weapon rebalancing.  Ballistics suck.  The MG should deal the same average damage as an ac2.  It doesn't.  AC20's are basically garbage, even in an alpha build.  Every pulse laser is terrible.  More heat, more weight, more crit slots, comparable damage.  LPL actually make PPC's look good.  Except that you can't use PPC's within 90m.  Unless you use ERPPC's, which makes sense.  TAG doesn't do anything against ECM. 

DHS are either triple heat sinks or ~4/3 heat sinks, depending on how you want to figure it.

P2win stuff that everyone will dismiss.  Hero mechs provide substantial cbill and xp bonuses.  You have 4 mechbay slots, maximum, unless you pay $1.60 a pop.  For a slot to put a mech in.  Actually buying a mech using MC could cost more than 20 dollars.  It gets better;  to master a variant, you'll need to own 3 other variants of that mech.  with your 4 mech limit.

But it's the only game, other than mwll which is pretty dead, where I can play as a stompy robot.
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BuriBuriZaemon

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Re: Mechwarrior Online
« Reply #267 on: December 22, 2012, 12:55:37 am »

I agree about netcode, ballistic is pretty much useless for an Oceanic player with 260ms ping like myself. Sticking with energy and missile weapons for now.

The game is still in beta, so balancing is a work in progress. After beta testing multiple MMOs, I can live with it now.

Re mech slots, yes that's kinda bummer that you need to have three variants to unlock masteries, but $1.60 a slot is nothing and it encourages people to specialise, which I kinda of like, because it makes the decision in choosing a mech that you want to master meaningful. YMMV.

I am interested in Jenner, Hunchback, and Stalker myself. However it seems that everyone and their mother is using Stalker despite it being less versatile than Atlas. -_-a
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Kyzrati

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Re: Mechwarrior Online
« Reply #268 on: December 22, 2012, 01:44:29 am »

The game just went open beta before it should've. Lots of things weren't even open beta-worthy. It's already come a *long* way from where it was months ago--at least it's fun to play now! (Despite all its shortcomings...)

However it seems that everyone and their mother is using Stalker despite it being less versatile than Atlas. -_-a
Everyone knows MW games aren't about versatility, they're about boating! ;p And the Stalker is definitely good at boating...
Of course if it was more canon, less game, mechs would be a lot more versatile, but PGI's at least done a fairly good job there by using hardpoints to limit loadout. A lot less boating than MW4.

The game is totally not P2W. Just join a clan, consistently win every match (which you generally will, being organized), and you'll start making tons of c-bills and XP. I've earned like 10 mechs in just 6 weeks or so, many mastered, and that's only playing a few days a week. I've only spent MC on mech bays to store them all (though really you don't need that many mech bays, since you can sell off the ones you don't like once you've gained your pilot skills). Perhaps making money used to be easier before when you actually had to repair your mech (which they just removed); it was nice since you could make a ton more money when you didn't get shot up much if you were working with your team.
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BuriBuriZaemon

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Re: Mechwarrior Online
« Reply #269 on: December 22, 2012, 02:04:14 am »

I'd love to join a clan. Any recommendation?

I like playing agile mech, using HBK-4SP with brawling setup right now. Would love a Stalker LRM spammer one day.
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Napalm is great if you enjoy hot and spicy foods. I personally enjoy some liquid nitrogen.

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