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Feels Diffrent From Older Games


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#1 dingofire

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Posted 19 May 2013 - 12:32 PM

First off I grew up playing mechwarriors at age 4 I played pirates moon and realized that this was a great series. Now im not here to complain and whine but question. The game play has changed its different not good not bad but different faster is one way to describe it. Although I do have some dislikes such as not knowing if im damaging my enemies. There is no hit marker that says Iv hit my target. Also the game seems to lend its self to rapid lemming type game play. Thanks for your replies and input

#2 Blackfang

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Posted 19 May 2013 - 12:44 PM

Actually there is a hit indicator, your cross-hairs turn red if you hit your opponent. And as PGI so eloquently put it at the very beginning "This isn't your father's Mechwarrior", so expect game play to be similar in lots of respects but also different enough to be an original design based on an epic intellectual property. Frankly I think they're doing a sterling job and I look forward to launch day in September with full Community Warfare implemented and proper factions.

For less lemming like gameplay I'd suggest trying any of the teams that currently reside in game or a house unit. You'll find the teamplay increases enormously and tactics become interesting.

Edited by Blackfang, 19 May 2013 - 12:45 PM.


#3 Stokes52

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Posted 19 May 2013 - 01:04 PM

There are two features that, imo, change the feel of this game tremendously for the better.

1) Torso twist being controlled by mouse, rather than keyboard

2) Arm weapons unlinked with torso weapons.


These two changes alone make a world of difference. Mouse-controlled torso twisting gives you much better control than I've seen in previous MW PC titles. The ability to move arms independently of the torso also allows for much more fine-tuned weapon usage and it makes weapon placement something to actually think about. In this game I finally feel like I'm piloting a mech, not just a glorified WW2 tank.

#4 Novakaine

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Posted 19 May 2013 - 02:19 PM

1. Ejection seats would make this game perfect.
2. Damage from exploding fusion powered mechs nuff said.
3. A radar system that actually works.

#5 Nicholas Carlyle

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Posted 19 May 2013 - 03:12 PM

Why do so many people clamor to have an Eject feature? It would never be good to do and always hurt the team.

#6 Screech

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Posted 19 May 2013 - 03:23 PM

View Postdingofire, on 19 May 2013 - 12:32 PM, said:

Although I do have some dislikes such as not knowing if im damaging my enemies. There is no hit marker that says Iv hit my target.


Type "R" when over an enemy target. Will then get a readout of the enemy mech which will show his armor and can see hits registered there and where on the mech. This can be negated by ECM however, you will need to look that up to get the whole scoop there on its effects.

#7 hammerreborn

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Posted 19 May 2013 - 03:25 PM

View PostNicholas Carlyle, on 19 May 2013 - 03:12 PM, said:

Why do so many people clamor to have an Eject feature? It would never be good to do and always hurt the team.


Not to mention at the extreme heat levels of some maps you would be instantly incinerated >.>

#8 Nauht

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Posted 19 May 2013 - 03:42 PM

View Posthammerreborn, on 19 May 2013 - 03:25 PM, said:


Not to mention at the extreme heat levels of some maps you would be instantly incinerated >.>

If not incinerated by my lasers as you eject.

#9 Belorion

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Posted 19 May 2013 - 04:08 PM

Can't really eject on Tourmaline...

#10 pencilboom

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Posted 20 May 2013 - 02:13 AM

Yeah.. I would rather die when my mech gets cored.. Instead of ejecting and roasted in 97 degree environment.. ;)
Bur yeah.. I kinda like the idea of ejecting in terms of cosmetic..

#11 Lupin

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Posted 20 May 2013 - 08:13 AM

If I had to say 1 thing that feels different, it's time spent playing, time doing battle. Over to quickly.

Edited by Lupin, 20 May 2013 - 08:14 AM.


#12 Syllogy

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Posted 20 May 2013 - 08:20 AM

Oh! Brilliant Idea!

Auto-ejection! You cannot prematurely eject, but when your mech gets destroyed, your pilot ejects like a Bonus Target for the enemy!

If they hit him, +100 brownie points. :D

#13 Fate 6

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Posted 20 May 2013 - 08:26 AM

View PostNovakaine, on 19 May 2013 - 02:19 PM, said:

1. Ejection seats would make this game perfect.
2. Damage from exploding fusion powered mechs nuff said.
3. A radar system that actually works.

We need radar. I think that's one of the biggest issues with this game. We can't detect anything that's 100m away over a hill. Why?? Line of sight is important and all that, but even scouts can't do much in this game because they can only show us 1 enemy at a time. Why?? Scouting is pointless if you can't give locations of the whole enemy team.

#14 KingCobra

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Posted 20 May 2013 - 08:39 AM

View Postdingofire, on 19 May 2013 - 12:32 PM, said:

First off I grew up playing mechwarriors at age 4 I played pirates moon and realized that this was a great series. Now im not here to complain and whine but question. The game play has changed its different not good not bad but different faster is one way to describe it. Although I do have some dislikes such as not knowing if im damaging my enemies. There is no hit marker that says Iv hit my target. Also the game seems to lend its self to rapid lemming type game play. Thanks for your replies and input
Well I know what you mean MWO has some very good things going for it Graphics-Sound-Map Graphics-Animations-Details that previous MechWarrior games did not have. Then in many ways it still has not caught up to the older MechWarrior games in options as far as map selections- Savable mechlab configurations-Private matches-Live Chat lobbys- A larger Mech selection. But hopefully over time it will get the needed options to make it better as in CW and private matches. For me MechWarrior 4 mech movement and speeds were just right MWO to me fells like a 100 ton school bus im trying to park in a 10x10 parking spot or a 100 ton covered wagon surrounded by screaming light Indians waiting for the kill. But each player has there own likes and dislikes in this game you can tell by the opinionated posts and topics.

#15 Levi Porphyrogenitus

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Posted 20 May 2013 - 11:21 AM

View PostFate 6, on 20 May 2013 - 08:26 AM, said:

We need radar. I think that's one of the biggest issues with this game. We can't detect anything that's 100m away over a hill. Why?? Line of sight is important and all that, but even scouts can't do much in this game because they can only show us 1 enemy at a time. Why?? Scouting is pointless if you can't give locations of the whole enemy team.


PGI has mentioned that they plan to add a multi-targeting module eventually. It was a key component to their role-warfare concept. I have no idea if it's still planned, but would certainly be handy for a scout to have.

BAP really ought to give detection regardless of LOS insides its "detect shutdown mechs" radius. I am pretty sure the seismic sensor module will be LOS-independent when it comes out, so long as the enemy mech is moving.





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