Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23 24 ... 56

Author Topic: Mechwarrior Online  (Read 108487 times)

Iosyn

  • Bay Watcher
  • KAKAKA
    • View Profile
Re: Mechwarrior Online
« Reply #315 on: March 07, 2013, 04:53:47 pm »

There's much, much worse offenders out there. I mean what does their ingame cash currency get you? a few hero mechs? of course, you could buy other mechs with it, but you get cash fast enough just for fighting that you can buy any mechs you want. As I hear it the cash currency is vastly overpriced right now anyway.

the only part I don't like-- which I think we all agree on-- is the 4 mech limit (and unlocking elite skills means you need to play 3 mechs of a single type) but garage slots are in world of tanks too (and god knows I've got some in there lol.)

Then again, I've been in WoT so long and they usually give out free special tank versions now and then-- with a free garage slot too.


As it's still a beta I'm not going to spend money on this game yet, but when we're out of beta I'll be tempted.
Logged

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Mechwarrior Online
« Reply #316 on: March 07, 2013, 04:56:30 pm »

I'm still waiting for them to rethink their exchange rate. ~$30 for a piece of digital property is fucking absurd, and that's just the tip of the iceberg. At least new mech bays are cheap (I think it's about $1.69 for one?.) I can't ever conceive of spending real money on this, for camo, cockpit doodads or hero mechs, until they come up with a pricing plan that makes sense to me. Seriously, I'm not going to spend on a single mech what I could get a whole game or several indie games for.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: Mechwarrior Online
« Reply #317 on: March 07, 2013, 05:46:14 pm »

Yes, its outrageous, extra Mech bays start at a whopping $1.20 and go as high as $1.67, depending on the $/MC rate you buy at.  /eyeroll 

I just don't understand how so many Other Gamers can afford, play, and comment on nearly every purchasable game under the sun; yet when it comes to a F2P game suddenly the knives are out and its a goddamn financial outrage if anything in the game forces them to even consider paying a dirty dime during the hours of free game play that they get out of it.

I'm still waiting for them to rethink their exchange rate. ~$30 for a piece of digital property is fucking absurd

This I totally agree with.  The mech prices are just obnoxious, its just easier to earn c-bills and pay that way.  I just don't get their thinking.

Just for full disclosure - I have the $60 Founder's package (the mid-priced one).  I currently have almost exactly 10,000 MC (~$40) of the original 20,000 MC the Founder's package gave me; I think I have 5 days left on my Premium time.  So to me I've already 'bought' the game, and already have gotten as many hours of enjoyment out of it as I normally get out of a good $60 AAA title, and still have not tired of the game.  That has made it a bargain, even as a 'beta' product, and the fact that it is F2P to me means that I can continue to look forward to much more content. 
« Last Edit: March 07, 2013, 06:06:28 pm by Werdna »
Logged
ProvingGrounds was merely a setback.

Zyxl

  • Bay Watcher
    • View Profile
Re: Mechwarrior Online
« Reply #318 on: March 07, 2013, 06:33:45 pm »

Anyone think MWO will go the way of Tribes Ascend and release a "purchasable" package version?

I keep thinking I'd like to try MWO, but then lag shields, c-bills, grind-2-unlock, etc. I've heard varied opinions about how bad the pay-2-win is regarding how long it takes to grind useful credit, to how intentionally useless starting unlocks are. Reading a bit through this thread, it sounds like it's better than it was?

Then I think, oh! I'll reinstall MW4 Mercs and do some quick matches with a few of my Steam friends I used to play with- oh right. MekTek dropped MW4 to beg for money to revive some other Mech series, then removed all MW4 downloads and support. Not a huge loss, given their proprietary client sucked, but the all-in-one patches and content was nice.

Is the beta close enough to a released product regarding issues/balance that I should consider getting into it, or are there still significant enough things that you'd recommend I hold off until later? I feel like I'm going to regret not enjoying the game before consumables. Purchasable cooling and artillery/air strikes. Really?
Logged

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Mechwarrior Online
« Reply #319 on: March 07, 2013, 06:51:39 pm »

Quote
Is the beta close enough to a released product regarding issues/balance that I should consider getting into it...

I'd say so. For me, if the game weren't fun to play, period, everything else that detracts from it would have made me swear it off. But it's fun, even on the shitty trial mechs. (Which aren't all actually shitty. As I said above, when you know what you're doing, you can easily make kills in the trial mechs, assuming you're not going up against a fully decked out premium player who has been there since alpha.) If the game weren't fun to play, even when losing, the grinding c-bills, the premium perks, the nickel and diming....would all be intolerable to me. But the game is fun, and quick!, which makes all the grinding and failure less irritating/galling.

I'm not looking forward to what consumables will do to the game, but I feel it's probably, in the end, going to be fairly minor. I don't doubt you'll run into a pre-made that will just loltillery you to death before you can do anything...but they'll probably be the exception.

It's really the coolant flush I object to the most. Heat management has always been a core part of your strategy in MW. To be able to buy a consumable that lets you ignore the heat rules when it's convenient for you is a bridge too far. Especially if that coolant flush is the thing that makes the difference between having a fair fight and getting completely destroyed by another mech.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Kanil

  • Bay Watcher
  • [T_WORD:PILLAR:kanil]
    • View Profile
Re: Mechwarrior Online
« Reply #320 on: March 07, 2013, 07:00:26 pm »

Further amplified by how awful the existing heat system is.

*still waiting for them to unnerf SPLs*
Logged
Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Mechwarrior Online
« Reply #321 on: March 07, 2013, 07:42:55 pm »

On the topic of Coolant Flush, here's a dude on the MWO math'ing it. I didn't check his math: http://mwomercs.com/forums/topic/102848-some-math-on-coolant-flush/

As he sees it, Coolant Flush will give you, at best, 1 extra alpha strike in a 60 second period without overheating. When you factor in everything else going on, it's not a huge advantage. If the impact is that minimal, I can live with some goob paying good money for an advantage like that.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Gamerboy4life

  • Bay Watcher
  • Helicopegasus
    • View Profile
Re: Mechwarrior Online
« Reply #322 on: March 07, 2013, 09:03:41 pm »

This is still alive? As in, the game itself?


Personally, I'm a fan of the mechwarrior series, and I'm begging for a MW4: Mercenaries remake or the like, and I bought one of the founders packages.

Really disappointed with this game, though. But it seems like I didn't miss much not playing it for nigh on 6~ months.
Logged
I need to put something interesting here.

Iosyn

  • Bay Watcher
  • KAKAKA
    • View Profile
Re: Mechwarrior Online
« Reply #323 on: March 08, 2013, 12:18:35 pm »

lol, Analogue. Nice avatar, man-- I love that game. Hyun-ae is adorable.

As for MWO The Elite perks aren't that gamebreaking, just lets you squeeze a bit more performance out of your mech. Coolant flush for example, one extra alpha per 60s isn't much-- then again, it all depends on what you're currently running as a setup. As I've said before, that COM-2D setup has no need for heatsinks (although I did manage to overheat it once firing nothing but SSRMs, which was a laugh. Half of the time the game is so laggy I can't even get a lock as it is lol.)

Speed Tweak is very, very nice though. Again, depending on what engine you're running you can even get heavy mechs up to ridiculous speeds.
Logged

Charmander

  • Bay Watcher
  • [!!TAIL!!]
    • View Profile
Re: Mechwarrior Online
« Reply #324 on: March 09, 2013, 08:48:22 am »

On the topic of Coolant Flush, here's a dude on the MWO math'ing it. I didn't check his math: http://mwomercs.com/forums/topic/102848-some-math-on-coolant-flush/

As he sees it, Coolant Flush will give you, at best, 1 extra alpha strike in a 60 second period without overheating. When you factor in everything else going on, it's not a huge advantage. If the impact is that minimal, I can live with some goob paying good money for an advantage like that.

The issue a lot of people have is that a) the dev team basically said, "we're not putting in coolant flush" and b) it paves the way to do shit like golden AC ammo or UAC ammo that magically doesn't jam or something. People don't want that.

They have made massive, massive improvements in the last six months - hell, without the announcement the implementation of the first half of host state rewind is fairly fucking big, and has done a lot to remove lagshield vs. lasers as I understand.
Logged

SquatchHammer

  • Bay Watcher
  • A bit drafty
    • View Profile
Re: Mechwarrior Online
« Reply #325 on: March 15, 2013, 10:17:42 pm »

I decry there should be a Bay 12 Clan/Merc Company when they give the option. So first off I do play it some what regularly and love it. My first entry in the Battletech universe was the Battletech pods in Denver. Loved it the whole time and now being able to play this is even better.

SO off to the idea of a Merc/Clan of Bay 12 we will need a leader (IM NOT A LEADER JUST A SENTIENT BEING THAT CARRIES HEAVY WEAPONS!!) and there probably will be a choice on the two if they are trying to stay within the story. So I want to be part of the Bay 12 Mercs because I'm an -fing freeborn and I like it!!! Also we need a teamspeak channel for this because it would be fun to bring the magma and the weaponization of the hula girls...
Logged
That's technically an action, not a speech... Well it was only a matter of time before I had to write another scene of utter and horrifying perversion.

King of Candy Island.

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: Mechwarrior Online
« Reply #326 on: August 16, 2013, 04:24:23 pm »

Update on current state of the game for folks that might've been on the fence:

They've finally introduced 12v12 combat.  IMHO, it's fun as hell, but YMMV.  Some folks feel its too crazy on the smaller maps, but personally I'll take nonstop action over trudging 3 minutes before seeing your first mech.  Some folks on lower end machines reported lag with 12, but after recent patches I've heard less.  Pre-mades can drop as 2-4, or 12.  12v12 has not eliminated the problem of pubbies playing premades, but it has diluted it somewhat.  The ELO system seems to be fairly effective, most of the time.  However, the nature of a game with no respawning means that the first team to lose mechs is generally going to snowball into a bad defeat, and 12v12 makes it more noticeable.  But hey, quicker matches just mean more matches, and it makes the close matches all the sweeter.

Launch/main UI is largely unchanged.  Still the same clunky Ready/Launch interface, the same crappy chat interface, the easy to miss 'invite' notification.  If you hated it then you'll hate it now.  The mech lab itself is improved but still clunky.  In-game UI however I think is pretty decent with some nice improvements.

Weapon balance is probably at its best point.  PPC stacking now leads to huge heat penalties.  LRM's and SRM's seem to be at a sweet spot where each are deadly under certain conditions, but smart piloting can reduce their effectiveness.  Even MG's are a fair use of tonnage.  The laser family are probably weakest at the moment, and PGI has acknowledged it.

ECM has been rightfully nerfed.  Beagle and TAG are now effective counters to the nastier features of ECM.  It's still a worthwhile edge, but with the various counters it no longer overwhelms matches.

Mech balance is pretty decent, while some mechs are favored more than others you'll still see virtually all of them over a series of games.  If there are any complaints about mech balance, it is a usually question of mech classes - assaults are still predominant (but larger maps are shifting this dynamic towards heavies), lights still seem to have a little bit of a magical lag shield around them (but much less so than in prior versions).

Slope changes were introduced, to generally negative reaction.  You slow down and even stop on the steeper map slopes, which makes sense but plays in a frustrating way.  Expect lots of sliding around trying to find the magical angle to get up a steep slope that you previously had no issue with.  (on a personal note, this change only entrenched my dedication to jump-capable mechs)

New maps are a bit disappointing.  The latest, the Terra Therma volcano map, is beautiful but frankly the worst multiplayer map I can recall in a game in a long time.  It is obnoxiously large, so large that 12 mechs can easily pass the other 12 mechs on their way to each others bases, and never see each other.  Despite the size, the map feels heavily constricted, forcing mechs through narrow chokepoints, so when you do encounter the other team you'll spend a lot of it firing into your teammates' back or vice versa.  The other recent maps, Tourmaline and Arctic Bigass Map (name escapes me), are much better off for 12v12 action, but only Tourmaline really feels much fun to play.  It has the right blend of openness plus cover, IMHO.  Likewise for Canyon, but Canyon suffers from the new slope changes.  If any map makes you grumble why you didn't go for JJ's in your mech, it's that one.

Game modes are still the same with nothing new planned any time soon.  They've greatly increased cap times, which has greatly reduced the "back-capping" phenomenon that ruins the game, but at the same time makes capping a little bit tedious leading to 'Stand still at a base for one minute, or go hunt mechs?' decisions.  Overall I like the change, but would prefer to see nodes fought over at the center of maps instead of in the rear.

Economy still needs work.  Consumables seem to be a bust - I never see consumables used, at least in public play.  With 12v12 matches you earn less c-bills now than in 8v8, however, so the grind has gotten longer.  Lots of complaints there, it's possible they may tune that up.  However, there is still little evidence of P2W taking over.  My biggest complaint on that front is the extremely expensive modules that require GXP to unlock (free players must play a ridiculous amount to build the 5000-15000 GXP needed for just one) and mucho c-bills to purchase (~6million).  Modules give players a decent edge - particularly the newest one, Seismic, which was practically a wall-hack in usefulness until it got nerfed.  Even in its nerfed state, it's an indispensable module to have.  Hero mechs ($$) remain pretty balanced with their 'free' counterparts.

Speaking of Seismic, and the map Terra Therma: these were such horrible implementations that I really worry about how the dev team vets new ideas.  Basic play-testing should have revealed Terra Therma's problems with size and constriction.  Basic play-testing should have revealed Seismic to be ridiculously more useful and powerful than any other module.  While PGI has demonstrated a decent track record at balancing problems, the fix schedule has proven to be pretty glacial.  ECM took forever to balance, Seismic went months before tuning.  Terra Therma is so bad that for the first time, I wished for the option to exclude maps to launch into.

Stability - I play with 3 others regularly.  One buddy and I never crash.  One buddy crashes out once every three matches or so.  The last guy on rare occasions disconnects at match start (he has a dodgy connection) and we haven't seen that issue in a few patches.

Overall though the game is still a lot of fun.  I'm often surprised at the disparity between this thread and Planetside 2, which I think is just as flawed (and fun) as this one.

Anyway, hope this summary of changes was helpful.  Happy hunting.
« Last Edit: August 16, 2013, 04:33:07 pm by Werdna »
Logged
ProvingGrounds was merely a setback.

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Mechwarrior Online
« Reply #327 on: August 16, 2013, 04:34:18 pm »

Excellent overview--all of what you've said is spot on. The only thing I would add for those who are "on the fence" is the launch/main UI that many players have issues with is going to undergo a complete overhaul in the near future, and will be aimed at streamlining everything as well as making it easier on newer players. The new design has taken cues from the player input, and there are mockups and discussion on the forums. That's another thing to consider.

I'd comment more, but you said it all!
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

BuriBuriZaemon

  • Bay Watcher
    • View Profile
Re: Mechwarrior Online
« Reply #328 on: August 16, 2013, 04:40:21 pm »

Have they fixed the netcode yet? Us Oceanic players had really high ping; it's nearly impossible to hit fast moving mechs.
Logged
Napalm is great if you enjoy hot and spicy foods. I personally enjoy some liquid nitrogen.

Steam profile: Elsior
Friend Code: 2938 - 7181 - 3815 (Elsior/Elle Ciel)

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Mechwarrior Online
« Reply #329 on: August 16, 2013, 04:45:03 pm »

Pretty much fixed, yeah. I'm in Asia with 200-300 ms and it works amazingly well--very noticeable improvements for all weapons and targets. They claim the state rewinding system works with up to 450 ms lag, and it now applies to all weapon types (they rolled it out in phases to different types of weapons).
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
Pages: 1 ... 20 21 [22] 23 24 ... 56