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Mpbt 3025 Vs Mwo


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#1 Jun Watarase

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Posted 09 December 2013 - 10:10 AM

I just remembered EA's MPBT 3025 and i find it really strange that even the beta of it was a way better game than MWO (barring the ammo explosion bug)....

MPBT 3025 had....

-Had community warfare from the very beginning, with player ranks, planets to be fought over and a map of the IS. It was very simplistic (just a map, some planets, points and rewards from fighting on them, but it worked). Factions actually meant something due to community warfare.

-A working lobby system, with lance on lance fights. If the lances were unbalanced, you were in no way obligated to launch and could go somewhere else. So if some losers (it was mostly davions that did this) decided to stack teams with an unfair numbers/weight advantage, you could just tell them to F off and leave. You cant do that in MWO, where the matchmaker consistently puts teams of high ELO players vs newbies with very unfair tonnage values.

-Most planets had restricted weight classes, which allowed newbies to fight on an even level with their lights and mediums. Lights/mediums were frequently used rather than having the heavy/assault dominated games in MWO.

-The lack of mech customization was both good and bad. It gave a lot of mechs a use in the game (such as Centurions, which no sane person uses in MWO) and prevented ******** configs like the dual AC20 jagermech. On the other hand a lot of stock loadouts are notoriously bad, such as the quickdraw ones, and since med lasers were OP, most people went for the javelin/black jack with 4 med lasers. Newbies were also able to compete since everyone was limited to stock loadouts and you didnt have a veteran with XL engines and elite efficiencies taking on multiple newbies in trial mechs with ease.

-You couldnt "stun lock" someone by chain firing ACs or missles in MPBT 3025.

-MPBT 3025 had lag compensation, if your crosshair was over an enemy and fired, you were guaranteed to hit. There is no discernible lag compensation in MWO (lights easily survive more firepower than a lance of Atlases)

-Weapon balance was a lot better. Med lasers were king, but most other weapons were still useful. A medium mech with a AC20 was not a terrible choice, since getting hit by it really hurt (rather than MWO where mediums can shrug off multiple AC20 shots easily). LRMs were one of the longest ranged weapons in the game and packed a respectable punch. You couldn't shoot past max range either so instead of firing med lasers at 400 meters you were forced to get closer, or fire back with longer ranged weapons.

-MPBT 3025 matches weren't dominated by PPC/Ballistic sniper spam with two teams hiding behind terrain. A definate plus.

-Shooting while jumping was extremly difficult in MPBT 3025, unlike in MWO where any ***** can pop tart. Yes, i've done it in MWO. It is ridiculously easy. Which is why every match has more than 50% poptarts.

-There was no ******** "run in circles with light mechs and avoid the enemy to win" game modes.

-There was no OP ECM in MPBT 3025 that made you immune to LRMs/Streaks and prevented enemies from targetting your weak spots. Still have no idea what PGI was thinking with this one, the fact that every tournament held so far has resulted in ECM spam with no LRMs says a lot.

-The grind in MPBT 3025 was a lot worse, but you couldnt customize mechs anyway and it was somewhat "realistic" in that most people were limited to one mech, instead of having a hangar full of mechs.

The only real advantage in terms of gameplay (ignoring things like better graphics) is that MWO had a much better reward system (which is still broken, considering you get more money from "assists" rather than doing 700+ damage and carrying the team....).

To sum up :

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