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Where Are Machine Guns?


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#1 super engineer

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Posted 18 May 2013 - 04:31 PM

I got a light mech and I tried to find machine guns for it, I onlyfound lasers and stuff,

also why does my mech look the same if I change its weapons?

#2 SUBZERO8K

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Posted 18 May 2013 - 04:37 PM

Which Mech are you trying to place them on? Depending on the chassis and variant, some Mech's are unable to mount certain types of weapons (ie. Ballistics). If it can mount them, you have to make sure you're on the right part of the Mech (arms or right/left torso) and then it should appear somewhere in the weapons list.

Not all Mech's currently change their appearance based off of what is mounted. Some do, and they are gradually adding it to older Mech's I believe.

#3 Blacke

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Posted 18 May 2013 - 04:47 PM

Machine Guns only mount on ballistic hard points. You need to make sure you pick a mech with the proper hardpoints and then go to the location for that hardpoint to select your ballistic weapons.

#4 super engineer

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Posted 18 May 2013 - 06:23 PM

nvm my mech was energy only,

#5 Phoenix Gray

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Posted 19 May 2013 - 08:36 PM

View Postsuper engineer, on 18 May 2013 - 04:31 PM, said:

I got a light mech and I tried to find machine guns for it, I onlyfound lasers and stuff,

also why does my mech look the same if I change its weapons?


Posted Image

#6 Koniving

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Posted 19 May 2013 - 09:02 PM

The game has just barely hit its one year in development mark (most games you wouldn't even hear of it just yet at this stage). Some mechs don't show the different weapon models yet when they are swapped out.

#7 Corison

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Posted 20 May 2013 - 05:28 AM

This game has been much more than a year in development, more like 4-5. ;) Its been released for about a year effectively, and was being worked on much longer than that. You can go back and look at when some of the first trailers were released to get an idea of what stage it was in when.

But yes, you need ballistic hard points to mount worthless MG's... They still haven't gotten a clue on how to implement them yet I am afraid.

Edited by Corison, 20 May 2013 - 05:30 AM.


#8 MechMarcus

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Posted 20 May 2013 - 07:58 AM

View PostCorison, on 20 May 2013 - 05:28 AM, said:

This game has been much more than a year in development, more like 4-5. :D Its been released for about a year effectively, and was being worked on much longer than that. You can go back and look at when some of the first trailers were released to get an idea of what stage it was in when.

But yes, you need ballistic hard points to mount worthless MG's... They still haven't gotten a clue on how to implement them yet I am afraid.



Can I assume that MGs are rubbish then? Shame!

#9 Corison

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Posted 20 May 2013 - 07:59 AM

Yes, MG's and Flamers are a joke at the moment. You can run them for style/giggles but that's about it. If you have nothing else to mount and have extra ballistic slots/tonnage you can throw them on, but in general your better with almost anything else.

#10 Koniving

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Posted 20 May 2013 - 10:01 AM

View PostCorison, on 20 May 2013 - 05:28 AM, said:

This game has been much more than a year in development, more like 4-5. :D Its been released for about a year effectively, and was being worked on much longer than that. You can go back and look at when some of the first trailers were released to get an idea of what stage it was in when.

But yes, you need ballistic hard points to mount worthless MG's... They still haven't gotten a clue on how to implement them yet I am afraid.


"MW 5" doesn't count as much of that content got dwindled down to an Xbox Arcade game with MechAssault-style gameplay, which nearly bankrupted the company. The irony? Subcontracting itself out to develop Duke Nukem 3D is what saved it long enough to get contacted by John (original owner of FASA) about having acquired the rights back from Microsoft and authorization for PGI to make it their way. Thus, MWO was born. That was in October 2011.

Going by the Devs themselves..
MWO in its current form...
  • Paper Concepts, design brainstorming: October, 2011.
  • Decision of game engine, first layer of groundwork: Janurary 2012.
  • First playable builds: March-April, 2012.
  • Closed Beta opens with 4 mechs, 2 to 4 variations each, one map: May/June 2012.
  • Open Beta; rushed due to financial emergencies: October, 2012.
  • Current date: Monday, May 20th, 2013.
  • Sources: Wikipedia Entry Bryan & Ross PGI. Dev Blog 0. Research on company history. (College term paper).
13 to 14 months after the very first playable builds. That pretty much says one year. A bit longer if you count paper concepts.


--------

Far as flamers go. Check out these, these and from there just scroll down the list for flamers and MGs that kick butt.

Some very recent flamer vids down below.
Spoiler

Edited by Koniving, 20 May 2013 - 10:07 AM.


#11 Corison

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Posted 20 May 2013 - 11:29 AM

Interesting timeline but not honest imo; this was in the works and announced by S/T & Piranha back in 2009. Two years after Jordan got the rights back. So at "best" the game is two years old at worst your looking at 4 years. Either of which you can argue, both are great than 1. :D You can argue specific depending on what you want to count, but the first trailer of Feb 2012 shows a bit of age.

#12 Corison

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Posted 20 May 2013 - 11:32 AM

Just a FYI not saying its a bad or stale game, and they have done a great job recently. Just pointing out that the project itself has been "in the works" for a fairly long time.

#13 Koniving

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Posted 20 May 2013 - 11:58 AM

View PostCorison, on 20 May 2013 - 11:29 AM, said:

Interesting timeline but not honest imo; this was in the works and announced by S/T & Piranha back in 2009. Two years after Jordan got the rights back. So at "best" the game is two years old at worst your looking at 4 years. Either of which you can argue, both are great than 1. :D You can argue specific depending on what you want to count, but the first trailer of Feb 2012 shows a bit of age.


That... is Mechwarrior 5. I already stated (quite honestly) that it doesn't count. It was a single player game, very different engine, slated for Xbox 360 only, Microsoft told them it HAD to be in Third Person, it HAD to play like Armored Core / MechAssault to "compete", and it dwindled down into a Xbox Arcade game for 10 dollars, and it never made it to the xbox arcade because even then it'd never make any money.

Its resources aside from 'concepts' were completely scrapped. All 3d models, much of the artwork, etc. all had to be scrapped due to the decision to change the timeline, the style, the engine, etc.

Russ / Bryan in Dev Blog 0 said that they scraped everything (related to the game engine, 3d models, etc.) when coming to the decision to make a free to play model. Concepts began October 2011. Stated On This Site.

Quote

In the winter months of 2011 we assessed the state of MechWarrior. Offers were coming in from all over the planet, especially to make or license a free-to-play MechWarrior game.

Because of the overwhelming interest, we decided to spend some time researching what a free-to-play (F2P) MechWarrior game would look like. We spent some design cycles adapting our previous concepts and quickly realized a synergy between F2P and the BattleTech universe. We worked hard through spring, negotiating, designing, and rejecting a few potential partners. As it turns out, we didn’t have to look very far.

After about 6 months of hard work together, funding had been secured, Infinity Game Publishing was born and development could begin.


Development could begin. Whether that's still in the winter months of 2011 or early 2012 is up for someone who cares to debate.

Anything before 2011 (the 2008 through 2009) was for mechwarrior 5 (a single player game for the xbox) and completely and utterly thrown into the trash. Different game, different engine, different artstyle.

Though actually if you want to see what that game's mechs are/were going to look like, check out www.mwtactics.com because the Atlas there is more or less the Atlas from that video with lower polygons. For the most part MWO started from scratch in 2011 with some exceptions in concepts and basic plan on how to address mech combat. New engine, new style, new models, new and old plans.

To count all of those abandoned resources is not that dissimilar to saying that Battlefield 4 has been in development since 1998, because it has the same developers and similar mechanics, ideas, etc. to Battlefield 1942 despite new vehicles, new timeline / era, new this, new that.. Sure it's the same basic idea. But does the old stuff 'count' when it generally doesn't even apply to the new one?

Edited by Koniving, 22 May 2013 - 09:58 AM.


#14 Derpinator

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Posted 20 May 2013 - 12:26 PM

and here I was thinking I'd read something about machine guns, surprises are everywhere.

#15 Corison

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Posted 20 May 2013 - 12:46 PM

I will concede the win in part, the specific assets used in this game are a little over a year old... But will hold that the game itself ahs been in the works a lot longer. ;) Games go through many iterations long before the engine and resources are locked down. If we want to hold to items like art/engine yes the game is much younger.

#16 MechMarcus

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Posted 21 May 2013 - 12:24 AM

View PostCorison, on 20 May 2013 - 12:46 PM, said:

I will concede the win in part, the specific assets used in this game are a little over a year old... But will hold that the game itself ahs been in the works a lot longer. :D Games go through many iterations long before the engine and resources are locked down. If we want to hold to items like art/engine yes the game is much younger.


I don't know what you mean when you keep saying 'the game itself' - the art and engine are the game! The idea for the game as a free 2 play online shooter came 'in the winter months of 2011' - so again about a 18 months ago. As far as I can tell, no part of this game, not the plans, not the art, not the engine is much more than 18 months old.

#17 Darius Deadeye

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Posted 21 May 2013 - 12:52 AM

View PostDerpinator, on 20 May 2013 - 12:26 PM, said:

and here I was thinking I'd read something about machine guns, surprises are everywhere.


I don't know if it's worth mentioning in relation to this thread, but as of the tomorrow's patch, MG's double in dmg and increased range.

That might, but don't quote me on this, make them worth their tonnage.

#18 MechMarcus

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Posted 21 May 2013 - 02:07 AM

View PostDarius Deadeye, on 21 May 2013 - 12:52 AM, said:


I don't know if it's worth mentioning in relation to this thread, but as of the tomorrow's patch, MG's double in dmg and increased range.

That might, but don't quote me on this, make them worth their tonnage.


Cool, are the patch notes out already?

#19 Adran

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Posted 21 May 2013 - 02:29 AM

Don't think so. But they should be out soon-ish. Maybe.

#20 Darius Deadeye

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Posted 21 May 2013 - 02:49 AM

View PostPenderyn, on 21 May 2013 - 02:07 AM, said:


Cool, are the patch notes out already?


http://mwomercs.com/...apon-balancing/

Paul Inoye writes (on may 2nd):

Machine Guns
MGs are getting their damage doubled to 0.08/shell.
MG range is going to be 120m and they will fall off to 0 damage at 240m.
MG Spread will remain unchanged for the moment.

Edited by Darius Deadeye, 21 May 2013 - 02:51 AM.






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