

What Has Pgi Done Right?
#21
Posted 30 March 2013 - 11:57 AM
#22
Posted 30 March 2013 - 11:59 AM
Gave us cool art and redesigns
Provided a fairly fun shooting game that's fun and rewarding to play with a team
#23
Posted 30 March 2013 - 12:00 PM
#24
Posted 30 March 2013 - 12:02 PM
#25
Posted 30 March 2013 - 12:22 PM
They've done a nice job visually on most mechs, enhanced some models, and most recently the decision to blend the Jager with its spiritual but lost brother, the Rifleman, was superb. Attention to detail on many mechs is terrific.
Weapon appearance and effects are solid.
Overall audio (that present so far anyway, since environmentals aren't really there yet like weather and animal sounds) in the game is strong, such as differences in background mobility noises made by each chassis.
Interface feels good in action for the player.
Betty's voice is good, messages are appropriate (what few are present)
Map design and appearance are strong.
Actual play does deliver what is mostly a decent Battletech experience. If I were to expand on this, the meat of the production, this is where my most serious criticism's reside.
Edited by Elyam, 30 March 2013 - 01:05 PM.
#26
Posted 30 March 2013 - 12:24 PM
#27
Posted 30 March 2013 - 12:41 PM
Love the mechanics for the lasers vs. pulse lasers. For the first time for me in a mw game they feel like truly different strategic options. The DOT effects of the lasers make them feel different from all the other weapon types as well. This is my favorite thing that pgi has done... YET!
#28
Posted 30 March 2013 - 12:50 PM
#29
Posted 30 March 2013 - 01:12 PM
#30
Posted 30 March 2013 - 01:20 PM
The maps are beautifully designed and getting better.
The pricing is done well albeit expensive.
Community interaction is done fairly well.
Improving the hit detection is good.
Wow...as I thought about this, I realized lots of things that are done well, but could be done better so I have refrained from saying most of them.
#31
Posted 30 March 2013 - 01:46 PM
#33
Posted 30 March 2013 - 01:53 PM
#34
Posted 30 March 2013 - 01:54 PM
Steemship, on 30 March 2013 - 01:20 PM, said:
Imo, the UAC technology isn't about rotating barrels, but better feeding mechanism.
The only ACs "allowed" to spin are the RACs.
#35
Posted 30 March 2013 - 01:58 PM
Sure, there's stuff we all want that's not in game yet, and maybe some stuff coming that people don't want, but it's not finished yet, and what's there so far is great...
#36
Posted 30 March 2013 - 02:02 PM
#37
Posted 30 March 2013 - 02:03 PM
* Gorgeous art, sound, and environmental design
* Realistic-looking, convincing 'Mechs with individually rendered cockpits
* Immersive, psychologically effective combat experience
* Fast, easy launch
* Robust, balanced role-warfare system spawning several distinct, viable combat roles, leading to a rock-paper-scissors experience with most 'Mechs and weapons getting viable battle time
* Balanced maps that insistently force teamwork and strategy
* Quick pace of new content in 'Mechs, maps, and features
* Steady improvement in netcode and game stability
* Generous events lineup, including those without real financial benefit to them
* Responsiveness and involvement with community to a higher degree than other MMO's I've played
* Ability to push through hotfixes after late-night experimentation and jump quickly upon severely game-breaking dynamics
* Willingness to adjust to community feedback on the fly and alter plans even in the face of financial loss (see: coolant flush)
* Consistent adherence to balance, design pillars and experience optimization, i.e. everyone getting what they want without stepping on each other (see: 3PV)
...yeah, I'm not sure what the problem is, except for beta.
Edited by Rebas Kradd, 30 March 2013 - 02:06 PM.
#38
Posted 30 March 2013 - 02:07 PM
Mech Design - The mechs do look really good, despite the scaling being a little odd.
They listened about Splash damage being borked.
Can't think of anything else though :/
#39
Posted 30 March 2013 - 02:19 PM
Very much detail in sound design.
It is a MW game and i very fun one at that.
#40
Posted 30 March 2013 - 02:39 PM
When my closed beta application was accepted and I first loaded up the game I wasn't sure what to expect. I had a bit of MechWarrior/Battletech experience but far less than some of the other guys here.
MWO blew me away in the first few games. Few games that feature you in a big stompy robot feel like you're in a big stompy robot. MechWarrior online does. The difference between piloting say a Commando and an Atlas is huge and I loved how they nailed the different feelings of piloting each class of 'Mech.
The MC prices while a bit high, I think are alright. For one thing, most 'Mechs people are going to be using CBIlls for. I think I bought 2-3 'Mechs with my Founders MC because I wanted a few options to play with when Open Beta launched. Other than that they've gone into 'Mech bays and aesthetics (UrbanMech bobblehead ftw).
The combat is superb and feels like Battletech/MechWarrior should. 'Mechs don't die in quick engagements, but instead are brutal duels as you blow each other to pieces. There are few games which have given me that great thrill of a good match (Halo, EVE Online and Super Smash Bros Melee are the only that come to mind) between 2 skilled players.
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