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Author Topic: Mechwarrior Online  (Read 108492 times)

BuriBuriZaemon

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Re: Mechwarrior Online
« Reply #285 on: February 01, 2013, 06:47:33 pm »

I have learned that I am terrible at this game!

The control is really hard to get into, you'll get used to it. Remember to use "X" to do decelerate to full stop if you need to reorient your mech's facing. It also helps you turn faster too. Treat is as you break pedal.
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nenjin

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Re: Mechwarrior Online
« Reply #286 on: March 03, 2013, 06:23:39 pm »

Having not really followed the game until recently, I just got done with about 15 hours of it over the weekend. I'll repaste my impressions that I wrote on another site.

Spoiler: Text Wall, engaged. (click to show/hide)

TLDR:
Pros- Visually spot on, good effects, proper mech handling and feeling. Fun, tactical combat. Mostly faithful table top adaptation, engrossing mech building, micro-transactions aren't game breaking, quick matches keep you playing.

Cons- Learning curve can be a little disheartening, can't modify controls in-game or setup some mech stuff out of game. Microtransactions and visual customization options like camo are priced kind of abusively. There's quite a bit of grinding. Levels could be better.

All in all I think it's pretty awesome. I can put up with most of the cons. If microtransactions had any more impact on game play I'd have a problem with it. They give you just enough non-gameplay customization that can be bought with c-bills that I can deal. For a game that's captured the essence of Mechwarrior this well, I can take some stupid stuff. When the game is out of beta and they start rolling out new content more regularly, it's going to get even better.

If people were scared off of it from earlier, I'd say check it out now. The balance on all the things that revolve around microtransactions is in a place where I can live with them, and the game is honestly FUN and the matches are quick, which makes the grinding a lot easier to tolerate. As an American, I had great ping...but I did see a lot of 200 ping players, which I'd assume are the Europeans. I noticed few if any bugs while I was playing.

If you do start, I'd advise playing the trial mechs for a good long while. They suck but you can still make kills with them if you are smart. You want a good understanding of the game AND some extra cash for new weapons and systems, before you spend your starter cash on your first mech.
« Last Edit: March 03, 2013, 07:18:14 pm by nenjin »
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forsaken1111

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Re: Mechwarrior Online
« Reply #287 on: March 04, 2013, 07:20:14 am »

If the micro transactions are limited to visual customization, how do they affect the game?
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Charmander

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Re: Mechwarrior Online
« Reply #288 on: March 04, 2013, 09:30:01 am »

I would have preferred straight tonnage math, because I find the hard points an unnecessary restriction designed for progression reasons (people would never want or need more than 4 mechs w/o hard point restrictions.)

This is part of the original tabletop game, and has been a feature in nigh on most prior mechwarrior games. If you want omnimechs, you pay for it in severely reduced customisation of everything else.
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Werdna

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Re: Mechwarrior Online
« Reply #289 on: March 04, 2013, 01:39:13 pm »

If the micro transactions are limited to visual customization, how do they affect the game?

You can also purchase mech bays to house more mechs, and the mechs themselves (which I hesitate to call a microtransaction; they're expensive!).  The mechs can be purchased with earned ingame cash, if you are patient enough.  One last microtransaction is the ability to convert Mech XP (used to unlock traits for a particular mech variant) into General XP (can be used to buy traits for any mech variant you own, OR unlock special modules, which you then purchase as equipment that can be added to any mech).  You earn General XP at a very slow rate by just playing, so technically this too does not require money.  So currently, the only things in the game that are $-only are mech storage bays, and 90% of the visual customizations (a few basic mech colors are available for ingame cash).

So to answer your question, IMHO they barely affect the game.  A large stable of mechs does not give much advantage since you enter matches blind to the actual map, and the game automatches opponents based on mech weight class.  The actual utility of camouflage is fairly negligible.  One could argue that newly introduced, potentially 'OP' mechs are purchased and used more quickly by the $ crowd, and used longer before they are nerfed, compared to those saving c-bills. However the mechs are announced well in advance and plenty of people simply save c-bills in anticipation of their release.  Also, MWO appears to be very slow to nerf/buff any mechs, at least in comparison to Blizzard with WoW.  IMHO most of the tuning and balance issues in this game are not mech but weapon-related, and weapons are not purchasable by $.  The only major mech-related balance issue I can think of is the ECM-capable mechs making the other variants of their class near obsolete.

My one 'economy' complaint is that the mech costs are too steep, and I am more inclined to grind out a new mech with ingame cash, than I am to purchase one outright.  If they lowered the price I would have probably bought quite a few by now.  I have far more complaints about the actual game mechanics than the economy, personally.  (btw, another reason for the mech hardpoint restrictions is that it gets players to buy more mechs, rather than using the same platform for every build)
« Last Edit: March 04, 2013, 01:40:47 pm by Werdna »
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Sir Ratburge

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Re: Mechwarrior Online
« Reply #290 on: March 04, 2013, 01:56:44 pm »

I don't like the Facebook game culture companies have adopted - play for 'free' ...but... with a subscription that adds exta xp, pay for 'special' in game credits that allows you to instantly buy overpowered vehicles and weapons that people who fight hard just cant attain.

for once I would like a game like this to come out where you just buy it and have the same chance as everyone else without having advertisements forced into your eyes every time you start the game. I know its called business, but it seems like dirty business to me. :-[
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forsaken1111

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Re: Mechwarrior Online
« Reply #291 on: March 04, 2013, 02:40:34 pm »

I don't like the Facebook game culture companies have adopted - play for 'free' ...but... with a subscription that adds exta xp, pay for 'special' in game credits that allows you to instantly buy overpowered vehicles and weapons that people who fight hard just cant attain.

for once I would like a game like this to come out where you just buy it and have the same chance as everyone else without having advertisements forced into your eyes every time you start the game. I know its called business, but it seems like dirty business to me. :-[
Maybe I'm misunderstanding you here, but it seems that you can either:

1. Play for free but at a disadvantage.
2. Pay for the advantage.

If you aren't satisfied with the 'free' play then you can pay. If you can't pay, well you're playing a game for free. Why should you be afforded perks on top of that? Have your fun. If its no longer fun, play something else for free.

As I said, maybe I just don't understand what you're trying to say here. There are plenty of games where you just 'buy it' and have the same chance as everyone else. I mean if you just buy guild wars 2, you can play as much as you like.
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nenjin

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Re: Mechwarrior Online
« Reply #292 on: March 04, 2013, 03:45:35 pm »

1. Play for free but at a disadvantage.
2. Pay for the advantage.

From what I've seen the hero mechs basically just have custom paint jobs. They don't get more hard points than other mechs or, for example, get ECM when no other mech in their class does (that I know of.) The only thing a membership really does for you is spare you some grinding so you can get new mechs faster. Everything else that can be bought with MC is visual customization related only.

I would have preferred straight tonnage math, because I find the hard points an unnecessary restriction designed for progression reasons (people would never want or need more than 4 mechs w/o hard point restrictions.)

This is part of the original tabletop game, and has been a feature in nigh on most prior mechwarrior games. If you want omnimechs, you pay for it in severely reduced customisation of everything else.

It's been a loooooonnnnggg time since I've played Battletech. The bulk of my memories about Mechwarrior now come from the first PC game.
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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

Charmander

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Re: Mechwarrior Online
« Reply #293 on: March 04, 2013, 06:57:22 pm »

They get a 30% c-bill bonus, too. Sometimes they'll have a slightly different config - I think the Yen-Lo-Wang removes the lower arm actuator so you can cram in an AC20. In the lore I believe it was also punchy.

I can't say anything about the first, but I know the fourth had hardpoints and slot sizes, but they also had fully custom omnis. That is a Bad Thing.
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Hanzoku

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Re: Mechwarrior Online
« Reply #294 on: March 05, 2013, 02:09:33 am »

How do you mean fully custom? Do you mean designs that were created specifically for the game? Otherwise I remember that MW4 used a slot system as well - laser/ballistic/missile/omni, which generally forced certain mechs into themes.  The last Mechwarrior I can remember having complete freedom of design was Mechwarrior II: Mercenaries.

For Mechwarrior Online, the only problem with the introduction of Omni-mechs is that I predict that it will cause all the Inner Sphere designs to (eventually) die out due to the innate superiority of clan technology. (smaller and lighter XL engine, FF armor and Endosteel skeleton, smaller, more punchy and longer range weapons of all types.)
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nenjin

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Re: Mechwarrior Online
« Reply #295 on: March 05, 2013, 10:18:28 am »

How do you mean fully custom? Do you mean designs that were created specifically for the game? Otherwise I remember that MW4 used a slot system as well - laser/ballistic/missile/omni, which generally forced certain mechs into themes.  The last Mechwarrior I can remember having complete freedom of design was Mechwarrior II: Mercenaries.

For Mechwarrior Online, the only problem with the introduction of Omni-mechs is that I predict that it will cause all the Inner Sphere designs to (eventually) die out due to the innate superiority of clan technology. (smaller and lighter XL engine, FF armor and Endosteel skeleton, smaller, more punchy and longer range weapons of all types.)

Correct me if I'm wrong, but half of that clan tech is already in-game. Which left me a little confused, if I'm honest.
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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

Jopax

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Re: Mechwarrior Online
« Reply #296 on: March 05, 2013, 10:28:55 am »

Actually no Clantech yet, it's due this year I think, or something, atleast none that I know of. We get the Jeagermech this month, not sure what comes afterwards.

Anyways, the game has greatly improved in the last six months, the netcode is pretty good now and they have really improved the performance, it's actually playable with decent FPS most of the time now :D
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nenjin

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Re: Mechwarrior Online
« Reply #297 on: March 05, 2013, 10:32:04 am »

But there's already FF armor, endosteel skeletons, ER and Pulse weapons and the like.
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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

Jopax

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Re: Mechwarrior Online
« Reply #298 on: March 05, 2013, 10:44:29 am »

None of that is actually Clantech, they're rare in the IS yes and usually expensive but they were developed before the Succession wars and stuck around in one form or another, the Clans didn't use the means of production and were able to improve on most of the designs while the IS forces had to rely on already existing components with production facilities either rare or not functional, as is the case with Endo steel.
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Sir Ratburge

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Re: Mechwarrior Online
« Reply #299 on: March 06, 2013, 06:08:54 am »

1. Play for free but at a disadvantage.
2. Pay for the advantage.

From what I've seen the hero mechs basically just have custom paint jobs. They don't get more hard points than other mechs or, for example, get ECM when no other mech in their class does (that I know of.) The only thing a membership really does for you is spare you some grinding so you can get new mechs faster. Everything else that can be bought with MC is visual customization related only.

I would have preferred straight tonnage math, because I find the hard points an unnecessary restriction designed for progression reasons (people would never want or need more than 4 mechs w/o hard point restrictions.)

This is part of the original tabletop game, and has been a feature in nigh on most prior mechwarrior games. If you want omnimechs, you pay for it in severely reduced customisation of everything else.

It's been a loooooonnnnggg time since I've played Battletech. The bulk of my memories about Mechwarrior now come from the first PC game.

You forgot to read the part about where i said 'I wish you could just pay once for it' <-- You know, a bit like Guild wars 2... its just that I am seeing so many good games  offering 'free to play' and buy addons but not a great option like OR pay a lump sum, buy the game and you get all the future updates free.
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