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Couple Weeks Back - Review


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#1 sycocys

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Posted 02 March 2015 - 12:34 PM

Well after about a year hiatus and hearing that the leadership was on a much better path I decided to come back to MWO. The long and short of it is that I still enjoy the game, but am kind of disappointed that it's still not advanced past the "every match is an assault".

More detailed review parts:

Mechs/weapons/balancing-

Glad more new mechs have been added and seeing quite a few hero variants as well as the champion versions of some of the more popular of each mech. The quirks are a pretty neat addidtion but there's at least a few mechs that seem like total afterthoughts or only have what appears to be negative quirks on already mid-low range mechs while others have a list of a dozen or more modifiers to allow some cool flexibility.

I haven't played outside the trial clans yet, but they are fun to play against at least and offer some cool new variation to the game - to me it does appear they tend to be way over slotted for weapons compared to most of the IS mechs.

Have to say that I'm quite disappointed that there doesn't seem to be much if any new variants of the pre-Trebuchet (I left shortly before it arrived) mechs. Personally I would have like to have seen quite a few new options with a variety of different hard point selections to test out on the earlier model mechs.

Really dig the addition of the models adapting to the weapons - really a great touch!

Shouldn't we have more weapons to choose from by now though? I'm not a huge canon guy, but I'd sure think the IS has more weapons to offer than the few selections we've got.

Balancing - still appears to be the ditch to ditch method, mostly I just hear this from my teammates but why hasn't this game found a central point to start slowly adjusting from?

Maps/CW:

New maps - cool! Still totally lacking a proper city map though. Really no complaints about the new maps other than the space station one might be a bit too grey for my tastes.

CW..... I was really looking forward to this when it was announced and unfortunately have to say that I'm extremely disappointed that its nothing more than another assault match with longer wait times to join.

Seriously, why aren't there lance missions? Goals along the way to progress/hinder the attacks Stuff with actual warfare flavor other than blob up and attack the other team? You know things for people to do that encourage a variety of mechs, builds and players.

I just don't get it, this mode could have offered an extreme amount of depth to the game play but turned out to be another version of the same thing. For me this is a total miss, I really hope you have something better in the works for it.

Visually the game looks a lot better, just really disappointed with CW and have mostly just went back to playing solo drops despite my friends repeated requests to run CW matches.

UI 2.0 -

Looks nice, but the functionality sucks. My number one problem is that you have to go to 2-3 places to find out the different information about each mech.... Tonnage isn't listed anywhere but in the mechbay. Perks are listed at the start of the mechbay, so if you are loading it out you have to back all the way out to look at the perks again. The store is about useless for providing any useful information on any of the mechs other than hero mech's color.

Loading out a mech, specifically upgrades - has exactly no information about what FF or Endo actually do which is terrible for new players or someone coming back after an extended break.

Had to ask around to figure out how to sell things because for some reason you decided to hide that under another menu altogether than keep it in the mechbay.

Teamspeak/ voip should have been added within 6 months of going to live. There's really nothing more to add to it than that other than I'm astounded it took this long.

Events - I like that they are finally around and offering some additional bonus for playing but they seem heavily geared towards creating a toxic play environment rather than rewarding good play for each role.

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Overall though I do still enjoy the game, kind of let down that it hasn't broken out of the shell of assault mode or assault mode or assault mode, or new assault mode that takes longer to queue. I will be online more often now, here's to hoping you guys can pull through and take this game forward with some good and real progress over the year.

#2 orcrist86

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Posted 02 March 2015 - 12:56 PM

Almost all of this will be addressed in the next 6 months. Watch the last 3 town halls.

#3 Duncan Jr Fischer

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Posted 02 March 2015 - 01:16 PM

View Postorcrist86, on 02 March 2015 - 12:56 PM, said:

Almost all of this will be addressed in the next 6 months. Watch the last 3 town halls.

Oh will it? I prefer when PGI says something in perfect tense, not the future infinitive.

#4 DjPush

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Posted 02 March 2015 - 01:55 PM

Well PGI just got the creative rights to the game. They have been working hard and producing a ton of additional content. CW is in beta at the moment. I believe they are focusing on only a couple of things right now.

1.) Developing a larger roster of clan mechs.
2.) Producing CW maps (I think Russ wants around 20 different maps)
3.) Keeping up with the never ending complaints.

The game still has a few bugs and issues and whenever a new patch comes a new one pops up. You kinda have to take the game for what it is, relax and just enjoy yourself. I think a lot of players are forgetting that.

Anyway, I hope you stick around and if you need anyone to play with just send me a PM!

#5 DjPush

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Posted 02 March 2015 - 01:58 PM

Also, I think they are waiting to introduce different game modes until they have a larger collection of maps for CW. I'm no programmer but i imagine its easier to implement something that already exists that players can play immediately than have to engineer something from scratch and make them wait.

Edited by DjPush, 02 March 2015 - 01:59 PM.


#6 Scyther

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Posted 02 March 2015 - 03:06 PM

A few small points:

- You can see tonnage anywhere you can get the Mech Details screen, it is under the little diamond-diagram on the middle right.

- There aren't 'more variants' of most mechs in the original BT game, hence the lack of them here. Same for weapons, at this timeline in-game.

(agree with virtually all your post BTW, just pointing out these couple things fyi)

#7 sycocys

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Posted 02 March 2015 - 03:16 PM

I don't really have the patience to sit and watch the town halls, but I get the general filler from my mates most of the time.

A question I would have is why would CW get 20(ish) maps when there's only like 6 for the regular portion of the game? I could maybe if they were going to just use cross sections of the new maps for the normal game maybe but to me investing a ton of time into maps for a mode with no interesting mechanics seems like a waste.

My disappointment with CW isn't just that its the same assault mode - at the end of the day that's what all matches need to be to some degree. The problem I have is they never took the time to develop mechanics and content for the mode to make it more than just another assault mode.

Lance objectives where it actively splits the teams up as different things need to be accomplished in the allotted time.

Manually setting turrets. Closing the gates before the enemy breaches through. Taking a radar/communications tower. Rescuing hostages mid match. Escorting a line of artillery to assist. Being able to re-close the gates and force the enemy to take a different path or take a large amount of time permanently blowing the door open.

You know all the things that make the first 4 Mechwarrior games awesome, even if they kept the mechanics generally simple as go to point A - capture/hold the point for x seconds - gain buff/assist/mechanic or reward. It's just a bunch of little things that could/should have been added even if they worked off of the technical mechanics already in the game that would add so insanely much depth to the game.

More alternative 'win/loss' conditions in EACH match so that spreading out and acting as lances is vastly more valuable than the blob mentality. Or even a possibility of split decisions where each lances success or failure determines the overall outcome of the match. Just something with more flavor than kill everyone or capture their base.

I guess I just had really, really high hopes for CW given the amount of time they were taking on it that it would really bring back that feel of the early MW games and put it into a true pvp format.

Overall I do still enjoy the game as much as before, and the game itself isn't what drove me away it was the publisher admins trolling the community that did more than anything else. I still have fun with it just kind of had hopes they'd have gotten more accomplished in a year than it appears they did. Maybe with the split and with what one would assume is more creative control they can get over that hump and really make this into a super engaging game that will hold people's attention for many years.

#8 sycocys

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Posted 02 March 2015 - 03:19 PM

View PostMadBadger, on 02 March 2015 - 03:06 PM, said:

A few small points:

- You can see tonnage anywhere you can get the Mech Details screen, it is under the little diamond-diagram on the middle right.

- There aren't 'more variants' of most mechs in the original BT game, hence the lack of them here. Same for weapons, at this timeline in-game.

(agree with virtually all your post BTW, just pointing out these couple things fyi)


Odd, I would have assumed there was at the least a lot more variants given the way they attach the call signs to them (3M, 4SP, 5P and so forth). I can understand the weapons thing I guess if it is out of timeline, but for both I'm really not up to speed on any of the lore to know one way or the other for either aspect.





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