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A Mech Pilot From A Different Game Enters The Battlefield

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#21 HlynkaCG

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Posted 20 December 2014 - 03:20 AM

View PostMoarginplz, on 20 December 2014 - 02:27 AM, said:

Play a medium. Shadowhawks, Centurions, and Hunchbacks are all good choices for a beginner. I'd stay away from the clan stuff for a while...


View PostTahribator, on 20 December 2014 - 02:53 AM, said:

Don't forget to check out Kanajashi's excellent beginner tutorials for a 25 minute jump-start.


I second both of these suggestions.

Most of what I would say has already been said by others so i'll leep it short and sweet.

Welcome to the forum ;) If you have team-speak installed and are looking for some friendly games/general advice click the banner in my sig. Even of you don't sign on with us, we're always happy to help new players and expand the community.

Merry Christmas

Edited by HlynkaCG, 20 December 2014 - 03:21 AM.


#22 Nightshade24

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Posted 20 December 2014 - 04:06 AM

View Posthijinks the turtle, on 19 December 2014 - 04:14 PM, said:


1) I know this feels like a pretty vague question, but which playstyle is each mech type/class good for?

2)What's the deal with this 'choosing faction' thing?

3) In general, which mech type/class is well suited for beginners?

4) I, personally, like stealth; is there something similar to cloaking in MWO?

EDIT: I think that'll be my last post for today. Already reaching the limit.



1) Vague question gets a vague answer. Anyway the cannonical / TT 'roles' are along the lines of this...
  • Scout
  • Striker
  • Skirmisher
  • Brawler
  • Juggernaut
  • Missile Boat
  • Sniper


Scout - Fast mech, usually light on weapons but high in speed. This also uses certain equipment to make it peform it's role. which can range from ECM, BAP, TAG, NARC, etc. (No idea what those are? I will list them on the bottom of my post)

Common weight classes: Light, Medium.


Striker - Usually a fast mech that is often there to haras the enemy and to attack the enemy when it's distracted (often when the enemy is firing on larger mechs). It's similar to a scout but focuses more on firepower, 2nd to Scouts in speed

Common weight classes: Light, Medium.


Skirmisher - This mech is designed to be a jack off all trades, master of none. It is designed to have short, medium, and long range weapons to do virtually an equal amount do damage output at each range, while having decent speed. It often out guns what it can't out run. It can't go toe to toe with a mech class that specializes at there range but can serve as a decent asset to the team as it's not useless at any situation.

Common weight classes: Medium, Heavy.


Brawler- This is a decently fast mech with quite a lot of firepower devoted to short range combat while also having more armour them a skirmisher of equal weight tonnage typically. It has sometimes a backup weapon for range combat but it focuses on short range. It is one of the best mechs at close range combat.

Common weight classes: Heavy.

Juggernaut - Master of short range combat, these mechs have high armour and high short range weapons and are often very slow, They often have a very heavy hitting weapon like an AC/20, it can take virtually any mech on at short range combat and often see's combat with other mechs of a simular class.

Common weight classes: Assault.

Missile Boat - This mech is typically a slow mech that specializes in indirect combat. These are very good support mechs and often favour Long Range Missiles (LRM), they are often slow and hide back near other ranged mechs. They often have mediocre damage at close range so they are easy kills for most roles up close.

Common weight classes: (Clan) Light, Medium, Heavy, Assault.

Sniper - this mech class often focuses on long range direct combat, these can range from Particle Projection Cannons (PPC), Auto Cannon 2's and 5's. (AC), Gauss rifle, and other ranged weapons. These are often slow and are not always the best in close range combat.

Common weight classes: All


NOTE:

"Common weight classes:" these are determined by lore, TT, and stock load outs. This excludes out liars, ie the "Charger", an assault mech that is a scout. Or the Victor, Which is a brawler assault mech instead of the common juggernaut.

In MW: O this can be a bit more different but this is the general idea.



In MW: O these are (by the new people, who just make it up on the spot half the time and stuck to it and use terms losely) condensed these roles into these.

"Brawler"
  • Scout
  • Brawler
  • Skirmisher
  • Juggernaut
  • Striker
"Sniper"
  • Sniper, Skirmisher.
"Missile/LRM Boat"
  • Skirmisher
  • Scout(?)
  • Missile Boat

It does annoy me when someone calls a 40 kph assault mech with 2 AC 20's and a few medium lasers as a brawler because that kinda implies it goes 60 kph + and has say a long range weapon. However the thing is these classes are deffined by fuzzy edges. There is no determined statistic really to call something a skirmisher when it's a juggernaut or a scout being a harasser.



Now... how this relates to MW: O? Well there is 'flavours' off each role.
I will not get into the details as it involves lots of technical stuff that involves you to know the game pretty well but in a short example. "Missile boats"

A)You can be a missile boat going on the verge off 100 KPH or faster. (Light/ Mediums)
B)Or a well rounded 50-70 kph LRM boat that has better short range weapons and decent speed and armour. (Mediums/ Heavies)
C)or a slower 40-50 kph LRM boat with lots of armour, more then okay close range weapons or a large weapon besides LRM's. And lots of armour. (Heavy/ Assault)

Even then, there is more defined flavours for these. ie B. Are your LRM load out just there to harras the enemy or put on fire supresion? (Catpault A1, Mad Dog B. with ie 6 x LRM 5) or are you there to put more off a burst or a large pounding? (Catapult C4, with ie 2 x LRM 20) ? Or having lower ammo or less missiles nad have it just to pick the enemy appart before rushing in and firing LRM's barely out of min range (Mad dog, catapult C1, timberwolf. etc)

(mech variants are just an example, as other stated you can customize mechs a lot)

Each mech also can convey a different 'flavour' of a role and even make it finer by the variants.

There are something called quirks as well. which can say make you fire faster. make less heat, longer range, etc. This can make certain mechs shine for a role or flavour.

"What mechs are good for what roles?"

Technically speaking you can do anything you want if you are not restricted (ie engine cap, armour cap, weapon hardpoints, tonnage, etc) However the above "Common weight classes" show the good majority off where you can do certain things.


2) It's mainly for Community warfare and involves a bit off lore (go here http://www.sarna.net/wiki/Main_Page to learn a good part of BT lore and finding stuff out!). Pretty much you are fighting a war and you have to be on a side.

You need someone to supply you and stuff to fight.

Also you can't really go out into a middle of a battlefield between people [A] and and fight them for no reason. (if that's so, why you fighting a war that isn't yours? xD)


[b]3)
can't really say roles but I could say medium and heavy weight class mechs are good for beginners...
Sniping, LRM boating, scouting, Jaggarnauting, etc take quite a bit of skill and idea of the game and maps to be good in.

4) yes... ish.

"ECM" and the module "Radar deprivation"

ECM makes it harder for you to be detected and you can't be detected beyond like 270 meters and you can't get locked on by guided weapons (which atm is only missile weapons). this ECM has like a bubble, and friendlies inside it get the similar abilities while people outside it don't. simular to enemies but in a negative way, enemies inside the bubble can detect you but can't lock on you or send your position info to other friendless.

ECM can only go on certain mechs though.

Radar dep is a module that means when you get out of line of sight with an enemy they lose lock and your location virtually instantly.




BAP can counter ECM, BAP increases the max sensor range of a mech and counters ECM within a similar distance.

NARC is a projectile (missile) that is fired and latches to a mech, it can counter an enemy ECM but doesn't detect mechs withen a friendly ECM bubble. it helps lock on speed as well for missile mechs. it stays on the mech for awhile.

TAG is similar but it's a constant beam, however it doesn't counter the ecm mech, it just detects them and slowly gets you the ability to lock on. it doesn't work when your inside the enemy ecm bubble.

UAV is a consumable module that goes above an area and detects all mechs there and give target info and stuff and gives locks. mechs in ECM and such take longer to lock on but they still can be. see missiles raining while no one see's you? look up, there may be a UAV. You can shoot down a UAV, they are fragile but very small.

in lore there is 'Stealth armour" that is combined with ECM and other stuff that practically makes you undetectable however in game timeline it isn't here yet and we do not know if it'll ever come.

#23 Rogue Jedi

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Posted 20 December 2014 - 05:41 AM

when it comes time to chose your first Mech try to decide if you would prefer IS or Clan. in community warfare you will only be able to use Mechs belonging to the relevent faction.

as it does not sound like you know much about battletech/mechwarrior history I am guessing you do not have any emotional attachment to any specific faction so as far as you are concerned the major factors for this decision are:

Inner Sphere have a lot more Mechs than Clan
weapons tend to be heavier in weight and have shorter range
weapons usualy do not need to be held on target for as long
no fixed equipment, e.g. you can remove the engine (engines can cost upto 6.5 million) and share it between multiple Mechs meaning IS Mechs usualy work out significantly cheaper than Clan Mechs.
because you will likely want to modify the structure, engine, heat sinks and change weapons the listed price for IS Mechs is not usualy close to the cost of getting it combat ready, in some cases you can buy an IS Mech for 2 million but will need to spend another 5 million+ to get it outfitted, as a rule the lighter the Mech the more expensive it will be to get it outfitted, with all lights needing upgraded heatsinks, structure, armor and an XL engine (the most expensive part of any mech, half the weight of a standard but makes the Mech die if you loose a side torso), while most assualts will just need a standard engine (far less expensive than an XL) and double heatsinks
design Mechs on http://mwo.smurfy-net.de/mechlab before buying them so you do not get any unexpected costs.

The Clans have less Mechs, but have the best Medium, Heavy and arguably the best assault
Clan Mechs have fixed , structure type, armor type, heatsink type, engines, jumpjets and some other items
Clan Mechs can swop body parts allowing you a lot of choice when it comes to putting weapons on the Mech.
weapons almost always need to be held on target for an extended period to do full damage
as you cannot change equipment or structure the total cost of making a Clan Mech combat ready is much closer to base Mech cost than with most IS Mechs, however as all Clan Mechs come with an XL engine and Double Heat Sinks (an upgrade almost all IS Mechs need, costing 1,500,000) the Clan Mechs tend to be a lot more expensive to purchase

#24 Josef Nader

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Posted 20 December 2014 - 06:27 AM

View PostMoarginplz, on 20 December 2014 - 02:27 AM, said:


Play a medium. Shadowhawks, Centurions, and Hunchbacks are all good choices for a beginner. I'd stay away from the clan stuff for a while. Their lasers and autocannons aren't as good as the Inner Sphere stuff, you have to hold over the target longer to get the full damage, and there's a lot of heat. Clan missiles are pretty good though. Personally, I'd probably go with the Hunchbacks. They teach you the importance of torso twisting, and there's a variant suited for every weapon system. Plus, they're pretty mobile, reasonably durable, but not so durable that you get cocky.

ECM is the closest thing to stealth, you're not invisible, but you don't show up on radar. The Atlas D-DC and Raven 3L are your best bet for Inner Sphere, but the ECM spider is pretty hard to kill as well. I think the Cicadas are too easy to hit, and the Commando isn't very forgiving. Getting into ECM mechs is a bit expensive though, I'd start with the Hunchbacks, learn the game a bit, and then think about ECM.


Quoting for truth. Hunchbacks are my go-to trainer chassis for new players in this game. Yes, they have the downside of their big, vulnerable hunch. Other than that, they're fantastic. They handle extremely well, they're often ignored in favor of "better" mechs (the one thing nobody tells you about jumping in to a Stormcrow/Timber Wolf is that you will be drawing 100% of enemy fire as soon as you expose yourself -because- these mechs are so good. This is not that much fun for a new player trying to get their feet under them), and there is a Hunchback variant that specializes in all the different kind of builds you can imagine. There's a big ballistics boat (4G), a smaller ballistic with more backup weapons (4H), an energy boat (4P), an SRM brawler (4SP), and an LRM boat (4J). There's even a really awesome sniper hero mech (Grid Iron) that has some fantastic Gauss rifle perks if you wanted to pay real money for the game. The Hunchback has a number of big advantages as a learning platform:

1) It's actually going to teach you, without being a painful experience. Most mechs have a "weapons" side, and learning to identify and destroy a mech's primary weapon side is a vital skill in this game. Inversely, recognizing that your mech has a dominant side and learning to protect that side is a very important skill. The Hunchback will teach you the latter very well. Their hunches recently got some armor and internal structure boosts, which makes them more forgiving, but you will need to learn how to effectively twist defensively in order for you to get the most out of them. Furthermore, all of the hunchbacks have really great quirks, and they're very good at taking a small, focused weapons loadout and doing great things with it. A skilled pilot in a 4G, 4P, or 4SP can outbrawl mechs significantly heavier than them with ease. The 4J, 4H, and Grid Iron all do fantastic as second line support mechs, focusing on indirect fire support, midrange skirmishing, and sniping respectively. All in all, you can learn how to play every role in this game on a single mech, which is important, as you need 3 variants of the same mech to level up your skills, and that is important.

2) Hunchbacks are cheap. All good hunchback builds use standard engines and low-cost Inner Sphere tech. You can outfit a Hunchback for half the cost of outfitting a light mech, clan mech, or fast medium, as in general you don't need to change the base weapons loadout on the mech. Usually, you can get away with adding DHS and Endo Steel, upping the armor and heat sinks, and then adding more ammo for your primary weapon. As far as upgrades go, that's pretty darn cheap. Once you save up a little more, you can often upgrade the engine to a 225 or 250, giving you some extra speed and maneuverability without sacrificing a lot of your firepower. All in all, their affordability makes them very friendly to new players.

3) You can grow into them. Despite being the most friendly entry-level mech in the game in my experience, the Hunchback is a serious competitive force. You often saw a Hunchback or two in competitive tournaments even before the recent quirk changes, and after the quirks they've become a lot more prolific. They got some fantastic bonuses to some very good weapons, and they've really been bumped up a notch in their usability. Yes, they still have their big glowing weak spot, but that's literally their only down side. Their primary weapons are seated high on the shoulder, meaning they can easily fire over and around obstacles. They have a fairly small frontal profile compared to other medium mechs, meaning you're harder to hit at long ranges. They have the best torso/arm twist in the game, bar none, meaning you can almost always hit a target and you're terrifying to face in turning battles. Finally, outside of the massive hunch, your hitboxes are fantastic. and the Hunchback has some of the best geometry in the game. It's tiny, compact, with strong weapons placement and great handling characteristics. It's an underdog, sure, but it's the king of the underdogs.

Finally, not relating to Hunchbacks, but everyone recommending light mechs to you is insane. Light mechs are terrifying in experienced hands, being used by people who understand the terrain well and who are masters of positioning. For a new player coming fresh into this game and trying to figure out how to independently manage their arms and torsos, jumping into the cockpit of a Firestarter is a masochistic experience. Yes, you're fast, jumpy, and reasonably tough, but a single good hit will obliterate you and if you're still trying to figure out how the levels are laid out you're going to spend most of your match spectating other people. The Hunchback might be slower, bigger, and lack the jumping capability, but it's an infinitely more friendly mech to jump in to. The slower speeds means it's more manageable to people who haven't mastered the control scheme of this game yet, and it encourages you to stick with your team and avoid ranging out on your own (something you'll be tempted to do with the Firestarter or any other light mech). Never underestimate a good light mech, as little David makes a living on smashing Goliath in the genitals. It's just not a good way to get your feet under you.

#25 HlynkaCG

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Posted 20 December 2014 - 06:27 AM

Hit this thread here if you're looking for a newbies guide to what each faction represents.

#26 orcrist86

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Posted 20 December 2014 - 07:56 AM

My one piece of advice. Do not quite the match when you die. Stick around and see what others do. Defeats are as informative as wins.

#27 TripleEhBeef

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Posted 20 December 2014 - 09:29 AM

I'll just add a few easy tips to the more detailed guides above.

1. Disable 3rd person view. Cockpit view is far superior since you can move your arms in it.

2. But to do that, you first have to disable arm lock.

3. Buy DOUBLE HEAT SINKS! They are a mandatory upgrade on any mech to be competitive. Clan mechs come with DHS already fitted.

4. Buy ENDO STEEL first instead of FERRO FIBROUS ARMOUR. FF armour does NOT increase your armour hitpoints, it merely makes your armour weigh less for the cost of 14 critical slots. Endo Steel cost the same in slots, but gives you more free tonnage. Buy FF only if you need it to make a specific build work.

5. Visit this thread to learn how to change your default field of view (which is horrendously inadequate on most mechs).

6. Before spending your hard earned Cbills on a mech and build, GO HERE to mock it up to see if it fits properly and how much it will cost.

7. Buy three variants to unlock elite efficiencies. Completing elite efficiencies also doubles the bonus provided by the basic ones. On a lot of mechs, getting this makes a night and day difference in how they perform.

+1 on the Hunchback being the ultimate trainer mech.

Edited by TripleEhBeef, 20 December 2014 - 09:37 AM.


#28 hijinks the turtle

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Posted 20 December 2014 - 01:06 PM

Thank you all so much! If you have anymore tips; I'll probably be lurking around a bit and most likely see it. Now a few things of note:

-I know this game makes use of teamspeak very well, and I sadly don't have that lying around.

-I can't wait to see how this game will go, I'm cautiously optimistic especially if any of you have been following up on what has been happening to Hawken. :c

Gotta download the game and stuff now, thanks again for convincing me!

See you all on the battlefield,

-Hijinks

Edited by hijinks the turtle, 20 December 2014 - 01:06 PM.


#29 Koniving

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Posted 20 December 2014 - 01:35 PM

Sadly unlike Hawken, the tutorial is very basic. Basic controls and that's essentially it.

So, at the main menu after you log in (and do that tutorial), click "Home" and then "Testing Grounds." Whatever mech you have selected (through Mech Select or the more detailed Mechlab), you can bring with you into the testing grounds. So it's a good way to get a feel for them.

#30 hijinks the turtle

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Posted 21 December 2014 - 09:34 AM

Alright, I went through my first match yesterday. Boy it was a blast, I stayed with my teammates and pewpew'd my lasers at enemies while ducking in cover and staying close to the mountains/hills (hillhumping as some of you refer it to?).

I used the trial Hunchback where everything was lasers, what's the range of the lasers on it? The menu UI is not user-friendly as I'd want it to be. Lol!

I did not do much damage to help my team as I didn't know most of my lasers weren't hitting, though the gameplay so far isn't bad some would put it out to be.

View PostKoniving, on 20 December 2014 - 01:35 PM, said:

Sadly unlike Hawken, the tutorial is very basic. Basic controls and that's essentially it.


Nah, the Hawken tutorial skipped out on things like Radar and marking things for your team. Though it was a decent tutorial.

#31 Koniving

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Posted 21 December 2014 - 09:51 AM

Green lasers tend to go out to 270 meters, however different mechs have quirks that can change this.

Here's the hud.
Posted ImageBottom right: Weapons assortment, groupings, ranges, status, etc.

Shown: Twin AC/10s + Large Laser. All 3 weapons have an optimal range of 450 (best damage). You can double this to get zero damage, so stay within 900 meters with the shown weapons.
The "46" represents the number of rounds I have remaining. On some cockpits you can find the ammo count per ton of ammo, too. But this is sort of broken at the moment.

"Black" weapons are out of range/ineffective. Yellow weapons are reduced damage at the range you're pointing at. Green is optimum damage. Red weapons are destroyed / out of ammo / Non-Functional.

On the bottom left is my health.
Outlines represent armor. Fillings represent structure (skeleton).
You can see my 'head' is exposed, the armor is gone and all that's left is the frame as a last layer of protection, which is yellow so lightly damaged.
The armor is mostly moderately to strongly damaged. Cherry red means you're gonna lose it, and black means its dead.

Click the "youtube" button on this, then full screen it. Watch the upper right, I find or make weak points and then hit them hard to make several back to back kills.


#32 Koniving

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Posted 21 December 2014 - 09:58 AM

On a side note, I think the Hunchback trial mech sucks horribly. Here's the same Hunchback variant (minus the experience bonus) with a different loadout and armor configuration, using stock engine and armor (but reconfigured armor placement).

Starts with loadout, conversation, etc.
Action begins just before 4 minutes.

#33 Koniving

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Posted 21 December 2014 - 10:28 AM

Far as lasers, the big thing to note is that you need to keep them on target. Pick a body part, hit that body part, and drill into it.

Think of them less like bullets and more like the sun + a magnifying glass. You have to focus the beam and drill it into one spot to do the damage. A bunch of them can do great damage, but you have to hold it on. A glance with a laser won't do much. But dig your beam into their soul and they will feel it.

#34 hijinks the turtle

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Posted 21 December 2014 - 10:41 AM

View PostKoniving, on 21 December 2014 - 10:28 AM, said:

Far as lasers, the big thing to note is that you need to keep them on target. Pick a body part, hit that body part, and drill into it.

Think of them less like bullets and more like the sun + a magnifying glass. You have to focus the beam and drill it into one spot to do the damage. A bunch of them can do great damage, but you have to hold it on. A glance with a laser won't do much. But dig your beam into their soul and they will feel it.


That's a lot of help man thanks! Is PGI thinking of simplifying the menu UI? I bet everyone had some trouble trying to figure things out. I'll keep on practicing, the turn cap here is a lot stronger than it was in Hawken, my shots aren't very accurate.

Edited by hijinks the turtle, 21 December 2014 - 10:42 AM.


#35 Koniving

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Posted 21 December 2014 - 11:12 AM

The nice thing about lasers is even if you don't get the entire beam on target you still get something on target, where missiles and bullets when they miss...they simply miss and you get nothing.

I wouldn't expect the UI to get simplified... but honestly I found it easier to navigate than Hawken's (yes I do play it). It would be nice however -- and I have suggested this before Hawken had it [I can almost swear they read it and took the idea] -- to have a sort of helper technician, commander or pilot to tell you about how to use the menus.

To help, here's some menus you will not need.

"Mech Select." This is pretty pointless. It's fast, sure, but lacks any meaningful information. Instead use Mechlab to select your mechs.

"Store"
I'm serious. You can buy mechs and anything worth your money from the Mechlab. Just change the filter from 'Owned' to 'Purchasable'.
Posted Image

There are some things I really miss from the old UI that I hope they reintroduce. One of which was a far more simplified chart for buying a mech, where you could hover the mouse on an aspect and it'd identify where they are on the mech (example)
Posted Image
Free slots or
where the energy hardpoints are located.
Posted Image

For now, Mechlab is all you really need. That and the Play button, and the little arrow next to the play button that will let you choose priorities for Conquest, Assault and Skirmish.

Btw for now you will probably want to focus on Conquest -- it is a little 'less' about killing everyone and more about 'grabbing areas on the map and killing everyone'. This means fewer 'death balls' and a more one-on-one chance.

---

Far as making mechs and such, Spike Brave has very good videos on that which I'll dig out when your recruit tag is gone (as by then you'll have all the cash you're gonna get injected to get on your feet with any mech you can afford).

The UI will grow on you. It's just convoluted. I find it simpler than War Thunder's to figure out but... where WT has one way of doing anything, MWO is convoluted in that there's about 3 different ways to do any single thing.

#36 DrSlamastika

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Posted 21 December 2014 - 11:22 AM

Hi and welcome? Can I have a question? Why you switch from Hawken to MWO?

#37 hijinks the turtle

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Posted 21 December 2014 - 11:22 AM

View PostKoniving, on 21 December 2014 - 11:12 AM, said:

The UI will grow on you. It's just convoluted. I find it simpler than War Thunder's to figure out but... where WT has one way of doing anything, MWO is convoluted in that there's about 3 different ways to do any single thing.


Thanks for the info, but this very sentence means that PGI definitely needs to simplify the menu UI. Ah well, I'll try to figure my way out.

View PostDrSlamastika, on 21 December 2014 - 11:22 AM, said:

Hi and welcome? Can I have a question? Why you switch from Hawken to MWO?


Hi there! This will be a longer answer if you really wanna know. A lot of factors played into this, and many have different answers, but this is how I saw it.

Hawken is an extremely fun game, the community there is one of the best I've seen... Well, that was until certain things started happening. As some of you know, the Hawken and MWO communities have butted heads with each other at who would be the better mech game (Simulator vs FPS Arena Shooter). Hawken during 2012-mid 2013 had a huge following, everything was great. Things were working fine, TTK was great, it was a faster and more competitive game (in terms of arena FPS combat) than MWO back before radical changes happened. Suddenly there was no communication for a month or so, but everyone was excited because Adhesive Games (the devs) said there was a major patch coming in. That was Ascension:



Unfortunately, Ascension brought many changes that weren't wanted. It's too much to explain, but in a nutshell, it along with the Technician mech and a few other mechanic changes brought it's downfall. Many community members were split up and left. Before the Technician, people played more safely (as the only way to heal was through killing another mech or hiding away and repairing your mech), but after (think of the Tech like the Doctor guy in TF2, and had questionable methods of repairing other mechs) it changed everything. Soon all matches became death balls and 'spam all the guns' for the most part. Fast forward a couple months and you have the Steam patch. Adhesive tried to bring it back to it's earlier roots, but they left in the Technician mech (with a few balance changes to balance it out) but it was too late. For now Hawken seems to be in a comatose state, I still hold a little hope it will get better.

I'm sorta skipping over a few details and such, but as of now Hawken's community isn't doing so well. I won't say anything more, but lots of questionable moves by the community members themselves lead to infighting. For now, it's kinda stable, but the community is smaller than ever, and the devs have been inactive for awhile now.

It's still a great game, and the gameplay is solid. However, things got stale when the devs started going inactive for a long time (about 3-4ish months, but this is a really rough guesstimate).

Edited by hijinks the turtle, 21 December 2014 - 11:45 AM.


#38 Nightshade24

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Posted 21 December 2014 - 04:17 PM

I swear I amde another huge post about the lore about the game, good sources, and good videos to learn the lore and stuff but I think I forgot to hit post xD.

Anyway, if you need help I am always there in game if you need me. If you have any other questions when you start playing the game just ask away.


In terms of community for MW: O, In general it's always there and stuff, it's just very toxic at times and some people cry and exaggerate about unnecessary things. (ie LRMs). But in the past while it has been pretty good.

PGI did the unthinkable, Normally they are late on there ideas and such ie "Launch this feature" "fix that" "adding this". While some stuff is on time. They did the unthinkable recently and actually released the features that were keep getting pushed for later and on top of that added the other scheduled things early!

#39 hijinks the turtle

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Posted 21 December 2014 - 04:19 PM

View PostNightshade24, on 21 December 2014 - 04:17 PM, said:

PGI did the unthinkable, Normally they are late on there ideas and such ie "Launch this feature" "fix that" "adding this". While some stuff is on time. They did the unthinkable recently and actually released the features that were keep getting pushed for later and on top of that added the other scheduled things early!

This is why I hold cautious optimism for this game. I thank you for the offer. I'll try to ask more questions whenever I can. :D

Edited by hijinks the turtle, 21 December 2014 - 04:20 PM.


#40 TheCaptainJZ

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Posted 21 December 2014 - 04:38 PM

Last year was a bad year for this game in terms of community vs the devs. This year has been a lot better, especially since PGI split from their publisher in August. There is also a lot less hate on the forums. There have still been some specific instances, but nothing like last year, and especially coming to a head around Christmas time last year.





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