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Mechwarrior: Living Legends Is Not Dead...


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#581 Kargush

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Posted 05 April 2016 - 10:48 PM

There was also the not insignificant factor that the IP was now being used commercially. Even it they'd done as you suggest, there'd most likely have been a C&D, at which point we'd be back to square 1.

#582 MechWarrior414712

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Posted 05 April 2016 - 11:24 PM

RIP, all the servers are empty or max 2 players 24/7. And no, I don't want to be involved with the Gay Parade March, that takes away everything which made MWLL great (such as eco, territory control, Grand Theft Robot etc.).

#583 DeimosEvotec

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Posted 06 April 2016 - 09:11 AM

View PostThe Mech Daddy, on 05 April 2016 - 11:24 PM, said:

RIP, all the servers are empty or max 2 players 24/7. And no, I don't want to be involved with the Gay Parade March, that takes away everything which made MWLL great (such as eco, territory control, Grand Theft Robot etc.).

Shut up with your false propaganda, get http://stats.spikx.net/mwll.html or bruno's tool to check when people are online.
Like right now 8 people on and it's just a weekday. What timezone are you in? Check the servers at around 20:00GMT.
And nobody forces you to play chaos march but carefully balanced teams are nice for a change compared to most pub games.

Edited by DeimosEvotec, 06 April 2016 - 09:13 AM.


#584 Kh0rn

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Posted 06 April 2016 - 10:44 AM

Chaos march is purely for those who want to do organized play, if its not up your alley you don't need to play but personally I would love for more people to come on the regular servers its just trying to get more people , they usually turned off by something as simple as no mech lab we open it to any one who wants to bring friends, because at the end of the day its up to each person to take part to generate more interest you can't rely on one person to fund and push the whole thing.

#585 Kh0rn

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Posted 07 April 2016 - 07:16 AM

MWLL data center.

ID = Atlas Assault mech.

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The Atlas is a large 100 ton assault mech and one of the most iconic on the field, marked by its distinct skull shaped head the Atlas is a powerful weapon and even more so in capable hands, having some of the if not the most armor in the game the Atlas is build for assaulting bases where its massive armor and firepower can be brought to bear, Armed with an array of various weapons and electronics the Atlas can perform various roles on the field short of scout. The size of the Atlas and its lean look compared to other 100 tonners makes it harder to take out components. However the Atlas has a slow top speed of 54 and turns like a house making it easy for smaller units and air units to perform strikes against it. The Atlas also does not carry as much firepower as the Fafnir or Dire wolf but makes up for this with more varied load outs and electronics, despite its flaws like other assault mechs the Atlas can easily assault a enemy position and take out various smaller targets with a good pilot at the helm.

Prime: The prime variant is build to engage targets at long range. Its long range weapons include 2 LRM-10 , 2 ER large lasers and a single Gauss rifle, this load out alone can hit hard at long ranges against any thing it may run up against , for added firepower at close range the prime is armed with 2 medium pulse lasers. The prime carries no electronics other then a single AMS system. The prime is a good long range asset and can hold its own up close.

A: The A is a damage over time variant armed with rapid fire weapons this load out suits the atlas as it can withstand lots of face time damage. The A is armed with 3 RAC-5 which can melt through armor of any thing it may run up against , back them up are 2 DSRM-4 racks adding to its punch, to help keep the A in the field longer the A carries 8 extra tons of ammo and a GECM package.

B: A long to medium range heavy hitter the B has one of the most powerful alpha strikes in the game, The B is armed with 2 PPC's and a heavy Gauss rifle as its main weapons delivering a nasty punch to any thing in range. Supporting them is a pair of SRM-6 to further up the damage. 3 extra tons allow the B to either keep the SRM's or Gauss loaded to fire longer. The B mounts a AECM package allowing it cover allied forces as they move making it dangerous threat.

C: AKA the big bully. The C is purely devoted to fighting up close and lacks any kind of long range firepower. Armed with a LBX- AC20 , 4 medium pulse lasers a single DSRM-4 and a single DSRM-6 this Atlas punches hard at close range more then enough to crush its enemy target, What makes the C even more dangerous is the fact that it mounts not one of but two AMS allowing it to provide anti missile support added to the fact it has GECM package. To add to its armor this variant mounts 2 extra tons of armor and has 3 tons free for ammo.

D: A replica of the AS7-D model, the D is the cheapest of the Atlases because it uses older tech , yet in the right hands it can still be a formidable weapon, Armed with a LRM-20 for long range the LRM-20 alone is enough to put assets heads down behind cover, as the D moves in closer a array of 4 Medium lasers , 1 DSRM-6 and a AC-20 come into play, while the AC - 20 is old tech it has a faster fire rate then the LBX-20 and its impact rocking effect on the enemy makes it hard for return fire , it comes with 3 tons extra ammo and no electronics.

E: AKA master and commander the E is a walking command center, it is the single most eletronically advanced Assault mech in the field and does a great job at being a information and important asset, Armed with 2 LRM-15's 2 ER large lasers and 2 medium lasers it can still put out some damage but its strength is in its eletronics, the E carries a BHP probe , GECM , enhanced optics , a C3 radar, a iNARC and 2 AMS systems making it extremely versatile and a key weapon on the field as it can not only remain off radar it can share target info with allies , detect targets further out and Narc targets for missile fireteams as well as providing anti missile support.

#586 Kh0rn

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Posted 11 April 2016 - 01:24 AM

One of the closest matches in MWLL to date. The battle was won by a mere 1 point for the Inner Sphere.

#587 Kh0rn

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Posted 01 May 2016 - 01:27 PM

Chaos march is live https://www.twitch.tv/wedgemantilles

Follow our site. http://mekmaster.com/ For my info.

Edited by Kh0rn, 01 May 2016 - 01:28 PM.


#588 DeimosEvotec

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Posted 02 June 2016 - 04:48 AM

Hey Kh0rn it has been quite a while since your last post, how is the battle armor data center write-up going?

Edited by DeimosEvotec, 02 June 2016 - 04:49 AM.


#589 MW Waldorf Statler

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Posted 07 July 2016 - 11:14 AM

Time to going back to MWLL :D

#590 b0bgeld0f

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Posted 20 August 2016 - 10:47 AM

This week has seen some excellent pub matches in the MWLL... If any of you havent tried it yet I urge you to DL and give it a shot.

We still have a community teamspeak server up and running at:

mwll.mwmaster.com

The weekend will see another pair of teams fighting in the Chaos march, one of the longest running organized events ever to be played on LL.

Chaos march:

Teams fight for control of a star system of planets within the Inner Sphere, each planet offers strategic influence on the coming battles.

Drop lists are carefully complied with strict rules governing total weight and there is a battle value system where every single asset is assigned a value based on overall combat effectiveness. Last team standing wins the battle, best of 5 battles takes the planet.

Drop lists are compiled on a good old fashioned spreadsheet, the match can be won or lost with the decisions taken while compiling the list.

The march is open to all, we only ask that you are connected to the community teamspeak so you can hear orders and react accordingly, a mic is preferred but not essential.

We've recently implemented a new game mode called a raid, a 30 minute match with respawn where players all start with the same cash and you earn money to upgrade by inflicting damage to your opponent or capturing control points (depending on the game mode TSA = just fight, TC = fight for control of bases on the map) The winner is decided by total ticket loss after the time is up. Faction leaders call for raids, and there is a restriction on the number that can be called for on each planet.

Consider raids to be "normal" game play on LL

There's more to cover but frankly, I've already taken up too much of your time. Just consider it, that's all i ask Posted Image

#591 Cupid and Psyche _

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Posted 20 August 2016 - 06:27 PM

I can definitely second this! I play this game off and on.

There are always good fights to be had!

The game definitely has a great feel to it

Edited by Devious Dog, 20 August 2016 - 06:27 PM.


#592 b0bgeld0f

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Posted 21 August 2016 - 09:50 AM

Thanks Devious, I loath double posts and i need to clarify the ticket loss in raids:

For every asset lost the team loses tickets based on the weight of said asset. The more powerful an asset the greater the ticket loss.

Yesterday saw a glorious battle on Northwinds with one team fielding nothing but black lanners to their success, your friend and mine took the time to capture these little beauties:

http://imgur.com/a/5NtRe

And for your viewing pleasure, a raid fought in the stormy world of Zoetemeer:


Edited by b0bgeld0f, 21 August 2016 - 09:59 AM.


#593 benben10

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Posted 27 August 2016 - 06:20 PM

i dont know what we are talking about but i felt like posting in here.

catch me on teamspeak and i will try to help anyone that needs it. i think the wiki has been getting good updates and should give some good info for starting off after you have installed.

#594 b0bgeld0f

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Posted 29 August 2016 - 04:42 AM

Pah, don't listen to Ben, he'll just be sitting in the afk channel pulling bogeys out of his eyes ;)
(JK love you ben!)

Had another great match on TSA Sandblasted last week:



(Thanks for the upload Django)


This weekend we even managed an 11 vs 11 (kinda sad that I get so excited over 22 total players but w/e) The game still lives on and is as much fun as ever! I'll share the video if/when I can find it.

Stop thinking about it and install it already, you're missing out on all this fun :)

#595 Kh0rn

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Posted 30 August 2016 - 09:10 AM

Account reestablished and with out further to do.

Posted Image

A close encounter and miss as a battle raged across Northwinds.

#596 DeimosEvotec

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Posted 30 August 2016 - 02:11 PM

View PostKh0rn, on 30 August 2016 - 09:10 AM, said:

Account reestablished and with out further to do.

View PostDeimosEvotec, on 02 June 2016 - 04:48 AM, said:

Hey Kh0rn it has been quite a while since your last post, how is the battle armor data center write-up going?


#597 Kh0rn

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Posted 31 August 2016 - 01:36 AM

MWLL Armory

ID = Elemental and Longinus battle armor

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The Longinus and Elemental are two battle armor that feature in MWLL both function identical to each other for the sake of game balance. The battle armor are quick nimble ground troops in exo based armor, their small size joined up with versatile jump packs makes them extremely mobile and able to get to places even mechs can not reach, BA usually fulfil the roll as dedicate infantry, support and harassment. The BA has the ability to move almost unseen even in close proximity to some mechs as the radar detection for a BA is dramatically small, allowing BA to move rather freely, BA start to become a threat when a multiple of them show up, a well co-ordinated team of BA could be enough to bring down even an assault mech.

BA can also be fitted with various weapons , charges and gear for different roles on the battlefield, these are listed below.

* Bear Auto cannon : The Bear Auto cannon is a 6 barrel minigun style weapon that is the default weapon for all BA personal on the field, it is also the only weapon in the BA arsenal that can be carried in other assets such as mechs, tanks and Aerospace. it fires a constant stream of lead but requires a small wind up cycle, perfect for dealing with other BA threats but nothing much else.

* Small laser: The small laser is as it says a small laser capable of moderate damage, short duration time and quick recycle time often lead it to be a very versatile weapon for BA players as its short duration allows the BA to expose him self for a limited time and deal relative damage for its size.

* Flamer: The flamer is a BA flame thrower that is not very effective on its own but works well in conjunction with other flamers by BA and the BA's incendiary charge. Other from that the weapon is usually used as a psychological weapon.

* Bear AC2: The AC2 for BA is a toned down version of that mounted on mechs, it fires a constant stream of AC rounds which are lethal to BA and can pose some damage to lighter vehicles and mechs, However the immense recoil generated by the weapon stops it from being a viable weapon in long range fights as BA pilots need to control fire it in order to be effective.

* Micro heavy laser: The micro heavy laser is one of the most dangerous weapons a BA can use, the laser fires a steady yellow beam that eats away at armor over a period of time, it is considered a powerful weapon by the sheer damage it can do for a BA, however the Micro laser has a very long burn time and thus results in extended exposure to enemy fire to get the best damage out of the weapon.

* Man pack PPC: The man pack is a scaled down PPC designed for BA forces, it is a power weapon that is regarded as the top weapon for the BA, delivering a bunch at up to 500m the MP PPC is a dangerous weapon more so if their are multiple BA units with it, with its small profile a hit from a BA often leaves enemy vehicle's and mech pilots confused where it came from, some times even enough to scare off larger units. The PPC does have its draw backs it can be prone to self harm the pilot if the weapon is discharged near its user, it also has a fairly long recycle time. The punch of the recoil is enough to throw a BA backwards

* SRM-2: The SRM 2 fitted to the back of the BA can fire guided or dumb fired SRM's at the target, these missiles are in unlimited supply to the BA and gives the BA a little more respected firepower against larger units, they are generally ineffective at combating BA unless it is a well placed shot as they can cause splash damage, this splash can cause severe damage to the operator.

* Tag laser: The tag laser is a versatile and important piece of hardware for the BA mixed with the BA small size it is often that BA are deployed with this gear to either designate targets, or guide allied missiles onto a enemy threat, with the BA small size it is very difficult to pin point where the TAG is coming from, however a experienced pilot may use the light amplification system to spot the infrared beam of the BA, BA with Tag lasers can move nimbly from location to location and become a serious issue if not dealt with quickly.

* C8 blaster block charge: The C8 is a explosive charge carried by the BA which can be thrown down and attached vehicles upon which it explodes dealing a lot of damage, however getting the C8 to stick is a real art and can be extremely tricky but the pay off is extreme damage done to the enemy unit.

* Inferno charge: The Inferno charge is a short fuse flame grenade that explodes showering a small area with fire, perfect for clearing out a complex where BA are hidden in or even against assets to raise its heat.

*NARC grenades: " These small devices can be stuck to enemy units to allow allied missiles guidance to the threat, however like before getting them to stick and the danger of having to getting in so close means they are rarely used.

BA may use the APC as a mobile re spawn point and can equip them self with ammo and weapons from the vehicle. You are also able to carry all types of weapons inside the vehicle.

Edited by Kh0rn, 31 August 2016 - 08:57 AM.


#598 b0bgeld0f

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Posted 31 August 2016 - 09:09 AM

Found this:



Thought you might get the same sort of kick out of it that I did :)

#599 Kh0rn

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Posted 01 September 2016 - 01:07 AM

Pic of the day.
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Early morning Awesome on the move.

#600 Kh0rn

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Posted 02 September 2016 - 03:46 AM

This picture of the day will be running with the in progress graphical enhanced mod for the game.
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K2 Catapult watching for the enemy.





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