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Mechwarrior: Living Legends Is Not Dead...


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#281 Kh0rn

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Posted 10 July 2015 - 07:48 AM

Their new River city is a step in the right direction 100 times better then the old River ******.

#282 TheSilken

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Posted 10 July 2015 - 08:22 AM

Yea I know it's highly unlikely but it would be nice. Bigger and nicer maps and they get made much faster than PGI with MWO.

#283 Cupid and Psyche _

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Posted 10 July 2015 - 08:49 AM

New Avalon looks very nice! I can't wait to play it.

In regards to MWO, I'm more hopeful than I was a month ago... The new River City is a step in the right direction, and I imagine that if they keep going this way the game will become much, much better.

#284 IraqiWalker

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Posted 10 July 2015 - 10:54 AM

I can't wait to see what they'll do with Forest Colony (that's the next map to get worked on, right?)

#285 Heffay

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Posted 10 July 2015 - 10:58 AM

View PostIraqiWalker, on 10 July 2015 - 10:54 AM, said:

I can't wait to see what they'll do with Forest Colony (that's the next map to get worked on, right?)


Yup. And honestly, none of the MW:LL maps hold even the tiniest candle to the new River City. That's a complete /micdrop moment for PGI. Alpine is next after Forest Colony.

#286 Kh0rn

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Posted 10 July 2015 - 11:41 AM

View PostHeffay, on 10 July 2015 - 10:58 AM, said:


Yup. And honestly, none of the MW:LL maps hold even the tiniest candle to the new River City. That's a complete /micdrop moment for PGI. Alpine is next after Forest Colony.


If you think so But this thread is for MWLL so let us enjoy the one thread we have. Those people who like it can play it and we are getting a good more of them.

Edited by Kh0rn, 10 July 2015 - 11:46 AM.


#287 Gremlich Johns

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Posted 10 July 2015 - 02:14 PM

View PostHeffay, on 10 July 2015 - 10:58 AM, said:


Yup. And honestly, none of the MW:LL maps hold even the tiniest candle to the new River City. That's a complete /micdrop moment for PGI. Alpine is next after Forest Colony.

look how long it took PGI to get there. That is unforgivable. But then again, MWO is still ostensibly a Beta product.

#288 Raven IIC

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Posted 10 July 2015 - 03:08 PM

Here's a cool video showcasing the new map TC_NewAvalon:



#289 Vic Viper V1

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Posted 10 July 2015 - 04:27 PM

View PostHeffay, on 10 July 2015 - 10:58 AM, said:


Yup. And honestly, none of the MW:LL maps hold even the tiniest candle to the new River City. That's a complete /micdrop moment for PGI. Alpine is next after Forest Colony.


Your a funny little dude, If MWO was so amazing then why are you putting so much effort in trying to defend it all the time instead of just playing it?

#290 Heffay

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Posted 10 July 2015 - 06:28 PM

View PostVic Viper V1, on 10 July 2015 - 04:27 PM, said:


Your a funny little dude, If MWO was so amazing then why are you putting so much effort in trying to defend it all the time instead of just playing it?


I don't need to defend it at all. It does just fine on its own.

MWO won the mech wars. Winners don't need defending. I'm just playing it.

#291 Kh0rn

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Posted 11 July 2015 - 01:58 AM

View PostHeffay, on 10 July 2015 - 06:28 PM, said:


I don't need to defend it at all. It does just fine on its own.

MWO won the mech wars. Winners don't need defending. I'm just playing it.


MWO wish it could of Won the mech game we all wanted but we won't if it really won We wouldn't be seeing a large influx of disgruntled Mwo players coming over so carry on White knighting we know you just here too try and troll.

Pic of the day Posted Image Clan assault force ready too leave the hanger.

#292 Rebas Kradd

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Posted 11 July 2015 - 08:55 AM

View PostHeffay, on 10 July 2015 - 10:58 AM, said:


Yup. And honestly, none of the MW:LL maps hold even the tiniest candle to the new River City. That's a complete /micdrop moment for PGI.


I've never really agreed there. It's good, but MWLL was an award-winning game for a reason.

#293 TheSilken

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Posted 11 July 2015 - 09:05 AM

MWLL maps **** on MWO ones. River City is close but honestly is not as good. A ton more variety with MWLL and they get made faster.

#294 Vic Viper V1

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Posted 11 July 2015 - 09:51 AM

Well, the difference is that MWLL maps are created by the Fans and thats why they are more fun "Better" and they consistently change to improve. MWO if they wanted to match up should support custom maps

#295 Kh0rn

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Posted 12 July 2015 - 01:06 AM

Pic of the day. Posted Image Strike force on the move across TC_NewAvalon

#296 B0oN

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Posted 12 July 2015 - 01:53 AM

Heff ?
Wrong forum, mate, general discussion is somewhere entirely else, go be your "generally buzzing swarm of mosquitoes" there, kthxbyebuddy ;)

#297 Kh0rn

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Posted 12 July 2015 - 08:45 AM

MWLL data center

ID = Owens light battle mech.
Posted Image

The Owens is probably the best starting light mech in Terrain control games. The Owens is a very flexible light mech able too perform a variety or roles in the early game. Variants range from brawling too long range support. Some Owens variants have advance tech such as GECM , MASC , C3 , TAG and more a very sturdy light chassis that can hold its own against other lights and even some mediums.

Weapons load out.

Prime: The prime is armed with 2 LRM 15's that can be fired from a long range too provide support too allied units. Added with a TAG laser giving the prime the option of tagging and guiding allied missiles towards designated targets on the field. For battlearmor support the prime is armed with 2 Machine guns for light ba defense. However it is noted that the prime is a long range and if spotted should fall back too allied forces.

A: The A variant is very similar too that of the prime trading 10 missiles for Extended range ELRM-10's this allows the Owens too fire further too about 1500m, The mg's have been upgraded too two ERSL for light defense but the same rule applies if spotted by enemy forces. For helping with targeting at longer range the A is equipped with BHP extending its radar cover too 1400m.

B: The B variant trades the long range for brawling \ hit and fade the mech is armed with 2 Streak Srm 6 packs for engaging at close range backed up by a pair of 2 SBL. With the added equipment of MASC and C3 It allows the B variant too not only provide data too allied forces but also too made dangerous hit and fade attacks with its MASC system.

C:The C variant maintains its brawling role but this time trades away missiles for more energy. This variant is armed with 3 SBL and 4MBL lasers allowing this Owens too operate for extended periods with out resupply fitted with MASC , BAP and C3 it provides a lot of data sharing and scouting for allied forces as a added bonus it is also buffed by a half ton of extra armor.

D: The best starting light mech in Terrain control. The Owens D is armed too hit hard again and again. Armed with 2 SRM 6 packs and 3 SPL the D variant can make short work of any thing it comes across. Fitted with MASC it can also finish any thing that may attempt too flee from its grasp. BAP extends its radar too 1200m. It can also be loaded up with 2 tons extra ammo.

E: The E variant is a powerhouse Armed with 2 MRM-20 packs this Owens is a perfect late game choice for those joining a late game, the MRM missiles are extremely powerful can had the punch too bring down larger mechs. However due too the difficult nature of aiming the missiles it takes quiet a bit of skill too strike the target but when so dishes out devastating damage. However pilots must keep a eye on their ammo levels as it is a pure ammo dependent variant as well as the MRM's minimum range where its missiles will do no damage.

F: The F variant is a like a mix between the B and C variants it is armed with a single SSRM 6 pack 3 SPL and 2 MPL it is a very well balanced mech but very rarely seen. It provides great hit and fade cause it is has a build in GECM too mask its approach.

G: The G variant is the only Owens too mount ballistic weapons. The G is armed with 2 LBX-5AC and 2 ERML Providing the G with great medium and short range firepower but in order too mount this good array of weapons it is had a full ton of armor removed from it making it a little less protected then other Owens variants but with its fast firing weapons it makes up for this weakness.

Edited by Kh0rn, 12 July 2015 - 08:48 AM.


#298 Upchuk

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Posted 12 July 2015 - 09:54 AM

View PostKh0rn, on 11 July 2015 - 01:58 AM, said:


Posted Image


I remember that, Im the battlearmor near the Puma. Good times!

#299 JudgeDeathCZ

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Posted 12 July 2015 - 07:24 PM

Just off topic.I think Kh0n have lil' problem with difference between words "to" and "too" :D .
Anyway I like MWLL and I rly wish we have terrain control instead of conquest in mwo.I would take Mirage over Tourmaline any day.I also miss Solaris...

Edited by JudgeDeathCZ, 12 July 2015 - 07:27 PM.


#300 Kh0rn

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Posted 13 July 2015 - 12:09 AM

MWLL data center

ID = Solitaire light battle mech.

Posted Image

The Solitaire is the fastest light mech in the game with the ability too clock out at 211KPH under MASC. The mech however is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then with its great speed out run any thing before it has a change too really fight back. The Solitaire is build like a hunchback 1 large weapon mounted in its large gun torso followed by smaller weapons backing it up. However due too a large increase of armor in this section of the mech it is rather well protected. This mech is the only light mech too not make any use of any missiles weapons relying purely on Ballistic and energy based weapons.

Prime: The prime variant backs a lot of firepower for such a small mech. Its weapons are a shoulder mounted Clan heavy larger laser that can deal a lot of damage out too about 700m this is backed up by 3 heavy small lasers. While this variant packs one hell of a punch for a light mech it does require the mech too face its enemy as the heavy lasers have a long burn time. However when struck the mech will punch a whole in pretty much any thing light and medium who does not see it coming.

A: The A variant keeps a similar roll but now can perform its hit and fade a lot better due too the shorter burn time of its weapons. The A is armed with a ERLL able too strike targets up too 900m back up this weapon are 4 ERSML and a single ERML. A variant can perform decent at any range, while lacking the damage of the prime it can hit quicker.

B:The B variant is probably the most interesting out of the lot. the B is build for harassment and scorch earth tactics. It is armed with a single LBX-5AC for long range fire but when it closes the distance the B can bring too bear 5 flamers that can over heat any one stupid enough too overlook it as a cheap threat. With the ability too keep an enemy unit from returning fire and or causing the mech too over heat and explode its a mech not too be underestimated. Fitted with MASC it can either hunt down any thing that runs or pull out when need be. However apart from that it lacks any other role on the field.

C: The C variant is a jack of all trades master of none. Armed with a single UAC-5 for long range an 3 CHSML the C variant is not ideal for any thing else other then hit and fade operations.

D: The D variant earning its nickname as the Javelin is a force too be reckon with but at a steep price. The D variant mounts a massive LBX-20 cannon it in its shoulder port this weapon along can tear apart light assets with no problem. Backing up the LBX- 20 are 4 Machine guns for light BA defence. However in order too mount the massive AC too the shoulder this variant has had an entire ton of armor stripped making a weak mech even weaker. the D also only has a single ton of LBX ammo ( 12 shots ) making pilots choose when too fire and making every round count. The D non the less is a dangerous hit and fade mech using its speed and heavy LBX punch too put holes in enemy units and darting away before any chance of return fire.

E: The E variant is a long range hard hitter in early game. Armed with a CERPPC mounted in its shoulder cannon, backed up by 3 CERSML and 2 machine guns the E variant works from a far using the long range of its CERPPC and jump jets too play havoc with enemy forces. However pilots must be aware of the heavy heat build up for the CERPPC and should not Jump snipe too often too avoid critical damage too the mech.

F: AKA " Twinkle toes" Another pure energy variant Solitaire. the F variant is armed with 3 CSPL and 2 CMPL these fast firing weapons allow the F variant too keep up a constant barrage of light blasts which over time can cause some serious damage too units dealing with it. With no need for ammo it also gives the F variant battlefield longtivity only returning too base or an outpost too repair. Build in with MASC this mech can easily escape the clutches of any enemy ground asset.

G: The G variant is a rare sight but still seen from time too time. The G variant makes use of a CUAC-10 cannon fitted in its shoulder backed up by 2 CERSML in its arms. While some think its a down graded D variant the rapid firing CUAC-10 can quickly put the damage away. But its lack of extra ammo makes it so every shot must count.

Edited by Kh0rn, 14 July 2015 - 10:43 AM.






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