Mwo Vs Mwll.. My Thoughts
#1
Posted 02 August 2015 - 11:41 PM
so after a long time i was able to play MWLL with a decent populated server for a couple of hours and based on that i am putting down my thoughts for the both games.
MWO: Fun game with good graphics, fast paced combat, feels more futurisitc due to the way you can get the information about the enemy (targeting them), smaller/ compact maps give more chaotic battles, once you commit yourself to a battle you either come out victorious or go down, the customization is something that i really like even though the meta loadouts rule but yet the customization is great element.
MWLL: gives immersion the game imo with the ability to select mechs, vehicles, air. a much more bigger inventory and bigger map sizes allows you to engage from many sides, flank and fall back if necessary. the earning C-bills to unlock better mechs and stuff is a good concept but can be frustrating if you are unable to dish out much damage or get kills. the bigger size of maps helps different roles to be played but can be less battle oriented at times.
so in conclusion its this.
MWO= Fast, arcady, quick and fun
MWLL: Immersion, simulation, slow and fun
So i have decided to play MWO during weekdays only and MWLL during weekend as servers are populated..
so thats my experience of the two games. whats yours?
#2
Posted 03 August 2015 - 12:24 AM
Those missiles are just so satisfying. SRMs and ATMs, specifically. Streaks are pretty devastating as well.
RACs are just fun, as is running 200 Kph with a HLL. Trying to turn that mech around at 200 Kph...not as fun. The mechs are more lumbering, not the Ballerinas MWO has.
The 40-50% efficiencies probably have something to do with that...
MWLL is certainly slower paced, but by no means boring. Some Solaris matches can get pretty heated, no matter the weight class (as you always start with Lights until you can afford heavier things).
On the other hand, sometimes using Ballerinas is what you want, something fast paced and quick. Matches are under 15 minutes in MWO, while MWLL can be an hour. Some people can't invest that time into a single match, and would never pilot the Assault mechs because there is no saved progression; you earn Cbills each match, nothing is saved in MWLL.
Both games do things pretty well. Generally, different things.
Edited by Mcgral18, 03 August 2015 - 12:25 AM.
#3
Posted 03 August 2015 - 12:41 AM
MWO is for those people who are looking for some quick inand out gameplay. with MWLL you need to put in more time, think more.
the earnings system in MWO comprehend well with the smaller round matches
#4
Posted 03 August 2015 - 12:56 AM
It indeed has a lot more immersion caused by the bigger maps on which you really fight for something.
Mechs at full speed turn really slow (or at a vey large radius) and this feels a bit more correct compared to MWO.
Aiming is a bit more complicated becasue terrain affects more shake to the crosshair, while in MWO its very dead on center always and not moving when you rumble over rocks.
Since PGI took over IGP many stuff has improved, maybe one day we can get a gamemode like these in MW:LL, it really feels nice.
#5
Posted 03 August 2015 - 12:57 AM
so its servers forbid legging, lol
zelbringen yeah!
#6
Posted 03 August 2015 - 01:01 AM
Edited by Bongo TauKat, 03 August 2015 - 01:05 AM.
#7
Posted 03 August 2015 - 01:04 AM
It's a mod, correct?
I'd totally give it a whirl if it were standalone, but every indication on their site seems to point to it being simply a massive mod to a pre-existing game.
#8
Posted 03 August 2015 - 01:06 AM
#9
Posted 03 August 2015 - 01:29 AM
#10
Posted 03 August 2015 - 01:36 AM
#11
Posted 03 August 2015 - 01:39 AM
#13
Posted 03 August 2015 - 01:43 AM
#14
Posted 03 August 2015 - 01:47 AM
bad arcade kitty, on 03 August 2015 - 01:43 AM, said:
While it is a nice feature, it is the root of all the balance problems of MWO with mechs now being able too swap assets in and out at free will with out any insight too how that mech was constructed for its reason too be on the field its gonna make balancing MWO very very hard if not impossible. It probably could of been avoided with a kind of certain restriction. The quirk system has kind of shifted it but there are still no draw backs too be putting a weapon in a slot it was never meant too field.
While MWLL never had a mech lab but was 95 % finished and ready for testing It too would of created balance problems. But they were going too go about it in a different manner rather looking into customizing a mech or tank but keeping it in its role. I.E restrictive.
But with the variant system in the game as now nothing is supreme or over powered. It has a rock, paper scissor effect.
Edited by Kh0rn, 03 August 2015 - 01:49 AM.
#17
Posted 03 August 2015 - 02:37 AM
Super Star Destroyer! (before SSDs were a thing, this is the only thing that would have come to my mind...I'm a geek....)
#18
Posted 03 August 2015 - 02:43 AM
If only we could get some of MWLL's leverage of lore and thoughtful gameplayaspects - especially information warfare - into MWO.
#19
Posted 03 August 2015 - 03:52 AM
#20
Posted 03 August 2015 - 04:04 AM
What we got... uhm... I think skirmish has more tactical flexibility and immersion.
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