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What Has Pgi Done Right?


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#21 Sean von Steinike

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Posted 30 March 2013 - 11:57 AM

I think the mech models have been done really well over all (aside from a few sizing issues). The sounds are decent. The maps are pretty good overall. Although there are some balancing issues among the weapons, it's relatively minor in nature compared to some games I have played. The mechbay continues to improve. We are starting to get a nice assortment of mechs.

#22 Team Leader

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Posted 30 March 2013 - 11:59 AM

Separated arms from torsos
Gave us cool art and redesigns
Provided a fairly fun shooting game that's fun and rewarding to play with a team

#23 Cik

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Posted 30 March 2013 - 12:00 PM

they made UAC/5s really good

#24 M0rpHeu5

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Posted 30 March 2013 - 12:02 PM

Everything but pricing and some balance till today

#25 Elyam

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Posted 30 March 2013 - 12:22 PM

First, I applaud PGI for trying to do MW and bringing it back to general attention.

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 qki

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Posted 30 March 2013 - 12:24 PM

I like the gameplay overall - making all weight classes viable.

#27 CharlesBronson

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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!

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 Quicksilver Aberration

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Posted 30 March 2013 - 12:50 PM

Art and sound, that's about it.

#29 keith

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Posted 30 March 2013 - 01:12 PM

they brought my clan back together, everything else needs work on.

#30 Rigiroth

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Posted 30 March 2013 - 01:20 PM

PGI's mechs look beautiful with lots of idiosyncrasies for each including firing-port location. The attention to detail is most evident from the multiple cannons on the Jager (One caveat: the UAC5 barrels don't spin in game. That would be an icing on the cake feature at some point)

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 General Taskeen

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Posted 30 March 2013 - 01:46 PM

Mech Lab

#32 slash b slash

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Posted 30 March 2013 - 01:46 PM

View PostMoonUnitBeta, on 30 March 2013 - 11:23 AM, said:

Brought back Mechwarrior and has kept me entertained for 9 months so far.


This.

#33 Valkaryie

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Posted 30 March 2013 - 01:53 PM

Bringing back mechwarrior Simply I bought a new computer just with this game in mind and have spent time and money on it and have not regretted it except when i see a Raven 3L but thats my fun legging u then melting you.

#34 Adridos

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Posted 30 March 2013 - 01:54 PM

View PostSteemship, on 30 March 2013 - 01:20 PM, said:

The attention to detail is most evident from the multiple cannons on the Jager (One caveat: the UAC5 barrels don't spin in game. That would be an icing on the cake feature at some point)

Imo, the UAC technology isn't about rotating barrels, but better feeding mechanism.

The only ACs "allowed" to spin are the RACs.

#35 Fishbulb333

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Posted 30 March 2013 - 01:58 PM

The game is freakin sweet...

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 Roadbeer

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Posted 30 March 2013 - 02:02 PM

Brought the community together with rage and cookies

#37 Rebas Kradd

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Posted 30 March 2013 - 02:03 PM

POSITIVES:

* 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 TehSBGX

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Posted 30 March 2013 - 02:07 PM

The Mechlab - it feels pretty intutive even though it could have a few more tweaks.

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 AlexEss

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Posted 30 March 2013 - 02:19 PM

They managed to make combat feel visceral and the mechs have some great sense of movement to them

Very much detail in sound design.

It is a MW game and i very fun one at that.

#40 Zerbob

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Posted 30 March 2013 - 02:39 PM

Simply put, the game is fun.

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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