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Mechwarrior: Living Legends Is Not Dead...


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#561 Kh0rn

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Posted 05 March 2016 - 12:20 PM

Pic of the day. Posted Image Bloody explosion.

#562 KuroNyra

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Posted 05 March 2016 - 01:38 PM

How's the community? Still firmly insulting every guy coming from MWO?

#563 Kh0rn

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Posted 06 March 2016 - 01:27 AM

We don't insult people playing MWO we welcome to play any mechwarrior they wish.

#564 Kh0rn

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Posted 07 March 2016 - 10:51 AM

Large battle on the latest new map from one of our map creators called Valley Forge.

#565 Thunderbird Anthares

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Posted 08 March 2016 - 12:54 AM

that was a harsh match, no clue where to go on a brand new map, and i lost my entire missile armament halfway through
but even worse was the tie breaker after this one Posted Image

ahhh, good stuff Posted Image

#566 Kh0rn

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Posted 09 March 2016 - 10:32 AM



#567 Kh0rn

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Posted 11 March 2016 - 02:43 AM

Map of the month Posted Image

Posted Image

Posted Image

Valley Forge is the recent and newest map to MWLL. It is a large 4 by 4 kilometer map with rolling hills , bridge ways over water and a large military outpost situated in the bottom of the valley. The map was created by our own map Dev Ivaan. Lots of detail has gone into it and has already proven to be a dangerous battlefield. As forces on both sides can use the many trench like roads to move forces unseen as well as many back routes and well defending areas.

http://imgur.com/a/QkZVO rest of the pictures here.

#568 Kh0rn

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Posted 13 March 2016 - 03:21 AM



#569 Kh0rn

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Posted 15 March 2016 - 02:46 AM

MWLL data center

ID = BloodAsp assault mech.

Posted Image

The Blood Asp is a fairly fast and dangerous mech in game. The Blood Asp centers around powerful versatile load outs with some being build for specific range fighting. The Blood Asps most powerful weapons are situated into the top torso mounted guns allowing the Asp to expose only a bit of it self to fire its most powerful weapons. Moving fairly fast the bloodasp is a quick assault mech that can deal a lot of damage in a short space of time. However the Blood Asp does suffer from some short comings. The first is the lack of electronics suffered in most of the variant load outs, the second being weak armor. While a Blood Asp can deal a lot of damage it does not have the ability to take so pilots must be careful about enemy movements and other heavier units. The Blood Asp is a good support mech along side other forces.

Prime: The prime variant is armed with weapons to engage at all ranges. For long range stopping power the Prime carries a pair of Clan Gauss rifles onto its top high torso guns. This gives the prime excellent long range punch as well as using them up close. Backing up the Gauss rifles are 4 clan heavy medium lasers and 2 clan medium pulse lasers, This burst of energy can deal a lot of damage in medium to close range however the heavy lasers will over heat very quickly. Rounding off the weapons is a single clan SRM-4 pack for adding a little extra punch for the mech. The mech carries no other electronics except enhanced optics.

A: The A variant goes for all energy load out. The A is armed with 2 Clan ERPPC's mounted into its top high torso guns. This gives a similar damage profile to that of the Gauss. However fired frequently can cause heating issues. Backing up the long range punch is a pair of Clan ER Large lasers. These greatly add to the punch of the ERPPC's. For medium range fighting and firepower boosting the A carries 4 Clan ER medium lasers as back ups. While this variant can operate much longer then others due to all energy it is ill suited to brawling as its slow firing weapon and high heat output means even a medium can beat this variant at close range. The only electronic carried is Enhanced optics.

B: The B goes for the all range arsenal once again. The B is armed with a clan LRM-15 rack that can lock targets out to 1000m and can be dumb fired out to 1500m. As the B closes in to its target twin LBX-10AC cannons supported by 6 Clan ER medium lasers come into work offering some extra punch. If need be the pilot may use the LRM's as a close quarter weapon by getting even closer. To help the mech get into range of most of its weapons the B carries a GECM package.

C: The C is another close range hitter. The C is armed with 2 Clan ER Large lasers as its only long range weapon. For coming down further into contact the C deploys two high torso mounted Clan UAC-10's That can rapidly put the damage out. Backing up the UAC's is a single clan SRM-4 and 6 Clan ER small lasers. This variant carries no other electronics but enhanced optics.

D: The D variant is a mixed bag of sorts, with various different weapon types and different ranges. For long range the D variant carries a Clan Gauss rifle paired up with a Clan ERPPC. Both weapons have the same range making them ideal to fire together. When coming into medium to close range the D has a extensive arsenal of weapons to boost its firepower. Armed with 4 Clan ER medium lasers and 4 Clan ER small lasers, this adds greatly to the firepower carried by the D. Finally round it off it is armed with a Clan SRM-6 in the center. The D is fitted with GECM to mask its location as well as a single AMS defense system.

E: A simple but hard hitting variant. The E foregoes ample weaponry for a select few. for long range the E is armed with twin Clan Gauss rifles on its high mounts. Backing up the Gauss are a pair of Clan Heavy large lasers, which do a ton of damage but also generate a lot of heat. Finally for BA defense the E is armed with a pair of machine guns. This variant has no other electronics other then enhanced optics.

F: The F variant is geared towards damage over time load out. For long range the F mounts two clan UAC-5 in the top mounts giving it a respectable range and high fire rate. Adding to this is a pair of Clan large pulse lasers, able to do a lot of damage quickly. Finally backing up these weapons are 4 Clan ER medium lasers. The F variant is fitted with GECM to help it along and mask its movements

G: A power house brawler. The G is configured purely for close range fighting. Its primary weapons are two large Clan LBX-20 cannons into its high torso mounts these weapons alone can cripple lighter assets with out to much effort. Backing up the LBX are 6 clan heavy small lasers and a single Clan SRM-6. The G is also the only variant to mount MASC giving it a great speed boost to close the range to brawling distance.

Edited by Kh0rn, 15 March 2016 - 02:47 AM.


#570 Kh0rn

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Posted 22 March 2016 - 07:57 AM

MWLL Data center

ID = Mauler assault mech.

Posted Image

The Mauler is a 90 ton heavily armed battle mech designed to throw in as much firepower as quickly as possible. For this reason along the Mauler is one of the best armed mechs in the game sporting all kinds of weapons from long range builds to up close an personal. The Mauler can operate in pretty much any situation given and has been known to even totally destroy and outgun other assault mechs with higher tonnage. However the Mauler does suffer draw backs the first being armor. The Mauler devotes most of its mass to firepower leaving weak armor protection , even on the variants with addtional armor added it is still not enough to take on a mech such as a Atlas in a battle of armor. The other feature is that most of its variants lack electronics again favoring firepower. Regardless the Mauler is a dangerous weapon when its pilot can get the machine in range to fire all its weapon.

Prime: The prime variant goes for a all range load out. Armed with 4 UAC-2 cannons backed up by 2 ER large lasers in the arms and finally a pair of LRM-15 in the top racks. This gives the prime great long range damage potential, Pilots must avoid confined zones and brawling distance as it does not have the heavy hitting weapons over other variants tied with its weak armor. However at range the prime is able to cripple mechs and tanks alike.

A: A super long range hitter the A variant mounts some of the longest range weapons in the game and is designed to out range any thing that may wonder into its weapons. Armed with a pair of light Gauss rifles that alone out ranges most units. Backing up these are a pair of E-LRM-15 racks, Able to hit targets out to 1500m they have the ability to shoot even further then the Gauss rifles and can cause serious damage. Finally for BA defense the A mounts 4 machine guns in the chest. This variant is ill suited to urban and close range fighting as its only damaging weapon is the light Gauss, another draw back to the A is it is totally dependent on ammo so the A can not operate far from supply lines for long periods of time. To help in in finding its targets far out the A is fitted with a BHP.

B: The B variant again goes for all long range firepower, but carries more weapons to deal with threats closer then the A. Armed with 2 ERPPC's 4 AC-2 and 2 LRM-20 racks the B can put the hurt out faster and over a long distance. However unlike the A the B can hold its own at close range as the ERPPC's and AC-2's can still deal reasonable damage. However it is still advised to not move to engage targets at close range. helping it find targets further out the B carries a BAP.

C: AKA the gunslinger. The C packs devastating close range fire and is build purely to brawl with its targets. The C is armed with twin UAC-20 in its arms these weapons alone are enough to reduce most targets to scrap rapidly. Backing up the UAC-20 are a pair of DSRM-4 missiles in the torso racks as well as 4 small lasers located in the lower torsos, the addition of GECM allows it to move freely and close with unsuspecting targets.

D: The D variant packs of the most firepower of any Mauler on the field. This Mauler is build to engage threats at multi ranges and when it hits it hits hard. Armed with a pair of ERPPC's as its primary long range weapon located in the lower torsos are 4 small x pulse lasers that have a very high rate of fire, but its largest and most dangerous weapon is the pair of MRM-40 racks it carries. These MRM-40's can cripple a heavy mech in 1 good salvo and are often a huge deterrent to larger units as the amount of damage is enough to also cripple assault mechs. However despite its awesome array of weapons the D suffers massively from heat issues and usually one salvo of missiles prevents the mech from continues fire.

E: Another up close and personal the E goes in for all short range weapons and packs one hell of a punch. Armed with twin LBX-20's which alone can cripple heavy and light mechs in one shot. Following up on this it carries a pair of streak SRM-6 packs and 4 small pulse lasers. However with out any electronics pilots must be careful about their movements.

F: AKA the great fox. The F variant looks much the same as the prime but has a slightly different load out. Armed with 4 UAC-5 which is a upgrade over the Prime this quad pair rapid fire can easily put the damage out just on its own. Backing up them are 2 LRM-10's and 2 Large lasers, while both are down grades of the prime they still offer great damage output. Again pilot should refrain from close quarters fighting.

G: The G is the rarest of all the variants hardly ever seen. The G is build for medium range combat, it is armed with a pair of MRM-10 racks backed up by 4 ER medium lasers and 2 UAC-10 , all the weapons are geared towards medium range fighting and together can mount of some good damage especially the MRM racks. provided the pilot is skilled enough to land a hit.

#571 Kh0rn

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Posted 27 March 2016 - 02:58 AM

MWLL data center

ID Direwolf assault mech

Posted Image

The Direwolf is a heavy hitting large and the most powerful clan mech option in the game, boasting thick armor and a large array of weapons Direwolfs can bring a rein of destruction to even the most well defended positions, with good pilots able to take on multiple other units at the same time and even coming out as the victor, Direwolfs are geared generally towards varied load outs allowing them to engage at all ranges, Direwolfs however do have there own draw backs, there slow land speed make them ill suited for hit and fade operations against out laying bases, there slowly moving and turning speeds make them vulnerable to smaller units and due to its flat hood on top of its cockpit makes it a danger to Battle armor who can land ontop of it and begin to eat away at its armor rendering the pilot helpless, Another common issue is that heat generation is a problem for the direwolf but in the hands of a skilled pilot they can avoid this issue. Never the less the Direwolf is a scary and dangerous unit to face and can generally out gun most units in the game.

Prime: Multi range weapons platform the prime uses weapons to engage targets at all ranges, for long range the prime carries 2 clan ER large lasers backed up by a Clan LRM-10 rack this gives the prime respectable long range damage, as the target continues to close 2 Clan UAC-5's come into play followed up by 4 clan ER medium lasers, This load out gives the prime the ability to engage at all ranges, This variant is not fitted with any electronic packages other then enhanced optics.

A: More of a medium range fighter the A's only long range weapon is a Clan Gauss rifle striking up to 900m, When the targets moving closer 3 Clan large pulse lasers followed up by 2 Clan ER medium lasers deliver a nasty punch Finally at close range the A can bring to bear 2 Clan SRM-6 packs located in its rack, This variant has not electronics other then 1 AMS and enhanced optics.

B: Another heavy hitting multi range variant the B makes use of a pair of CLAN ERPPC's as its main long range weapon dealing a lot of damage at range, when closing the distance the B employs 4 Clan ER medium lasers 4 Clan ER small lasers and a large CUAC-20 delivering a massive punch at closer rangers The B employs a anti missile system , enhanced optics and a GECM package.

C: A interesting and rare variant the C is usually deployed as a fire support mech, For long range missile support the C carries a clan ArrowIV missile on its top rack, The missile distance is 3k meaning with the use of tag and NARC the C can launch volleys of Arrows at distant targets, For added long range punch the C carries a pair of Clan ERPPC's and 4 Clan UAC-2's adding to its punch, This variant is ill suited for brawling. The C mounts enhanced optics , AMS and a GECM package.

D: rapid fire long range variant the D carries a simple yet effective build , armed with 5 UAC-5 cannons and 5 Clan ER medium lasers this variant can whether down enemy units with its rapid fire cannons 5 extra tons of ammo allow it to stay in the field longer. The D also carries a GECM package to hide its movements.

E: The E is a long range support variant, it is designed to engage targets at max range, Armed with 2 Clan LRM-10's and a single Clan LRM-15 this provides the E with good missile support for allied forces, To help out at long range the E also carries a pair of Clan ER large lasers and for a good medium range punch the E is fitted with 5 Clan heavy medium lasers, this variant is fitted with AMS , Enhanced optics and a GECM package.

F: Dedicated long range direct fire support the F carries a devastating arsenal for long range, It is armed with 3 Clan ER large lasers backed up by 2 Clan ATM-9 missiles packs and a Clan Gauss giving it deadly long range power for Light defense at close range it carries 4 Clan ER small lasers, This variants does not have GECM and only enhanced optics.

G: The most common Variant deployed the G is a pure close range fighting and extremely dangerous at its roll armed with 2 Clan UAC-10 and a Single Clan UAC -20 those weapons alone are enough to make any other asset think twice. backing up this firepower are 3 Clan DSRM-4's which only further increase its massive punch, lastly for BA defense it carries 4 machine guns, To help the G close into weapons range the G carries a GECM package.

#572 Heavyarms76

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Posted 28 March 2016 - 12:23 AM

where can i go to download mwll?

#573 DeimosEvotec

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Posted 28 March 2016 - 02:05 AM

for the install: https://www.reddit.c.../guides/install
and because we still have some problems with the service that replaces gamespy:
https://www.reddit.c...ing_connection/

#574 Kh0rn

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Posted 28 March 2016 - 02:07 AM

https://www.reddit.c...roubleshooting/ There is a torrent there that contains every thing you need, WE are still working on resolving the gamespy issue, So in the mean time

http://brunodemetrio...uncher-0.8.0.7z

^ Brunos tool can be used to play

or you can use the direct IP connect in the menu to do so.

If you have any issues. our teamspeak is wwll.mwmaster.com.

#575 Kh0rn

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Posted 28 March 2016 - 03:16 AM

MWLL data center

ID Fafnir Assault mech.

Posted Image

The Fafnir assault mech is one of the largest and most dangerous mechs in the game, The Fafnir can both take and dish out massive amounts of damage and is armed with two of some of the most damaging direct fire weapons in the game, The Fafnir variants can go from pure long range , short range and multi range and some down right insane variants all in one, This makes the Fafnir versatile allowing players to pick their play style, The massive weapons and armor come at a price however, The Fafnir turns like a house and its profile is huge making it a easy target for enemy forces, Its flat hood has the same issue as a Direwolf meaning Battle armor pose a serious threat, properly supported the Fafnir can lay waste to any ground threat it runs across.

Prime: Centered around long to medium range fighting the primary carries 2 Heavy Gauss rifles which alone can melt and crush heavy mechs in one salvo making it a dangerous hitting in the first salvo, to back up these weapons the prime carries 2 ER medium lasers backed up by medium pulse laser. A whopping 8 tons of extra ammo allow the prime to be on the field for a long long time, the added bonus of enhanced optics and GECM package make that much more threatening.

A: A long to medium range variant but simple load out, the A can deliver a massive almost knock out punch in its first salvo, For long range the A carries a pair of ERPPC's which can strike targets out at a good distance, coming in closer the A mounts the same 2 Heavy Gauss to add to its firepower, 2 free tons allow for single reloads, This variant can one shot some mediums in some cases, However due to its limited weapons it is not suited against agile targets. only package it carries is enhanced optics.

B: The B version is a alternate like version of its prime counter part. The B carries a pair of Improve heavy Gauss, while the Improved heavy Gauss do slightly less damage they do up the range of the Gauss rifle up to about 800m, However the further the target is away the less damage it will do still in optimal range the IHeavy Gauss is still a terrifying weapon, These are backed up by 2 Medium X pulse lasers for continues fire on a enemy target, finally for BA defense it mounts a pair of machine guns, 4 free tons keep the Gauss rifles firing for longer, this variant carries no other electronics except enhanced optics.

C: Similar to that of the A. The A makes some changes it swaps out its ERPPC's for 2 ER large lasers this reduce in tonnage upgrades the regular Heavy Gauss to improved Heavy Gauss. The change is not to dramatic but does change its role slightly, 4 tons of ammo round it off with Enhanced optics.

D: Long range fire support version. The D does away with the Heavy Gauss rifles and downgrades them to regular Gauss rifles, this does reduce damage but increase range of engagement a lot to help it at long range the D also carries a pair of ER large lasers allowing to contribute to the fight better, to boost its firepower some more at medium range a pair of ER medium lasers are fitted to it, the D also works great as anti missile platform as it carries twin AMS systems, finally 4 extra tons of ammo keep the rifles firing and the enhanced optics help it fire at distant targets.

E: The E variant is a very dangerous rapid firing version which can melt enemy units in mere seconds from its firepower, The E is armed with 4 RAC-5's Which is its main weapon these machine gun like AC5 cannons can wreck any thing provided the guns stay on target, They are extremely effective against tank units and are more then enough match to reduce enemy mechs to scrap in short space of time, backing up this array of weapons are 2 medium lasers. The E also carries dual AMS making it a effective anti missile platform, 12 extra tons of ammo keep the RAC's firing but even that can run dry if the pilot does not have trigger discipline Its only package is enhanced optics.

F: Probably the single most insane mech in the game, the F variant is a pure brawling weapon of terror, It is armed with 2 UAC-20 cannons which along can cripple any thing given the time, these are backed up by 10 flamers, These weapons are super short range and do not deal alot of damage but its the heat that is the main breaker here, When a F closes in to its target it can destroy its target in mere seconds just from the heat generation it can put out, Any mech trapped against the F has no chance of fighting it as it will most likely either be to hot to return fire and explode from the heat out put. the F also carries MASC to allow it to close in quicker to its target, 2 extra tons of ammo keep the UAC-20's firing for longer.

G: The G variant is one type of weapon and only one type but it has 4 of them and in one punch can break the back of any mech it hits, the G is armed only with 4 LBXAC- 20's one salvo from these cannons is enough to cripple even assault mechs and tanks a like, they also make great anti BA weapons because of the spread, This variant is extremely dangerous at close range. However with out any spare ammo shots need to be placed carefully, to allow it to get close to its target the G mounts a GECM package.

#576 Heavyarms76

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Posted 28 March 2016 - 10:18 PM

Awesome thanks Kh0rn! ill get to installing and try to get back into some MW:LL

#577 Zulu Cobra

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Posted 04 April 2016 - 07:46 PM

What is stopping this game from being developed further? Specifically?

Edited by Zulu Cobra, 04 April 2016 - 07:46 PM.


#578 GonaDie

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Posted 05 April 2016 - 06:32 AM

View PostZulu Cobra, on 04 April 2016 - 07:46 PM, said:

What is stopping this game from being developed further? Specifically?

I believe it was PGI.

#579 Kargush

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Posted 05 April 2016 - 11:18 AM

As I understood it, the people who made MWLL are (were?) involved with CryTek. PGI is (was?) a customer of CryTek, so to continue to develop MWLL would lead to a conflict of interest. And thus they decided to pull the plug on further development.

From the MWLL forums:

Quote

There really is no one to "blame" though in a "THEY DID THIS, THEY PULLED THE PLUG" kind of way

We made a mod on a pre-existing IP that at the time wasn't being used, and we did it through legal channels.

Fast forward to the current day, and the IP is now being used. Not only that, but the users of the IP are using the engine/technology that the founders of this project (Kami+Crim) now work for. Seeing as both of the mod founders work for Crytek on Cryengine 3, and PGI (who's using the IP in a higher up position) is using Cryengine 3, this creates an awkward situation where they basically had a mod project that competing with a commercial project using the same engine, and you work at the company that is letting this happen.

You could say PGI is to blame, but it's more or less the fact that the IP itself is now being used for commercial purposes in general. It doesn't really matter who would have taken the IP - Crytek, PGI, Smith+Tinker, Epic Games, whatever - the existence of someone doing a commercial project with the very same IP that you founded a mod on creates an awkward situation, especially if there is any concern shown about that fact either by the users of the IP, you as a founder, or the company you work for.

Edited by Kargush, 05 April 2016 - 11:19 AM.


#580 DeimosEvotec

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Posted 05 April 2016 - 02:26 PM

View PostKargush, on 05 April 2016 - 11:18 AM, said:

As I understood it, the people who made MWLL are (were?) involved with CryTek. PGI is (was?) a customer of CryTek, so to continue to develop MWLL would lead to a conflict of interest. And thus they decided to pull the plug on further development.

From the MWLL forums:
...


I can't belive that's all there was to it, because if that really was everything then it could have been solved more reasonable:
Crim and Kami resign as lead devs and hand mwll over to someone not affiliated with crytek,
rename the mod to Battletech: Living Legends and
enforce the restrictions of no new mechs and no mechlab on it.

There would have been no conflict of interest any more, the mod never competed with mwo when it came to playerbase anyway and with those restrictions you would remove the only competing mechanics. Not with PGI selling mechs and they have stated themselves that they are never adding any other controlable assets. They would have their mechlab and mwll the prebuilt variants, and the gameplay is completly different aswell with the short mech only teamdeathmatch vs drawn out combined arms terrain control.





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