Edited by Kh0rn, 10 April 2015 - 05:51 AM.


#41
Posted 10 April 2015 - 05:33 AM
#42
Posted 10 April 2015 - 05:47 AM
#43
Posted 10 April 2015 - 05:52 AM
Edited by Kh0rn, 10 April 2015 - 05:54 AM.
#44
Posted 10 April 2015 - 05:58 AM
Kh0rn, on 10 April 2015 - 05:52 AM, said:
Yeah some of us Kong folks got into LL recently, if there's lots of us playing we use our server, if only a few guys are we go onto whichever one has people on it.
Honestly if they just stole a bunch of stuff from LL MWO would vastly improve.
Basic stuff like destructible trees and walls/cover, for example, or map design that isn't super armature hour.
#45
Posted 10 April 2015 - 06:30 AM
#47
Posted 11 April 2015 - 01:31 AM
#48
Posted 11 April 2015 - 01:47 AM
At the moment most of my weapons feel as accurate as LRMS at 800 meters.
Oh well...play now and then but .... yea can't understand how anybody could think of this as competitive Game.
Even a Poker game without cheating is less prone to luck than this game after years of 'development'.
Edit: Oh and i saw those sweet sweet SRM Animations of the Awsome in above vid

Oh and as the poor little hunchie died smoldering and glowing collapsing spilling internals all over the place...
and then those pescy little light scoundrels tripping over assault feet if they tried to close in too much...
Now the spider just pushes me away from a cliff I'm driving full throttel backwards in and shoots me in my back instead of just falling into the dust when pushed by an assault as it should be.
Edited by The Basilisk, 11 April 2015 - 02:02 AM.
#50
Posted 12 April 2015 - 03:09 AM
#51
Posted 12 April 2015 - 05:49 AM
but you know what hurts me the most in the graphics department...
Their excuse for "window glass" that we got.
I remember being one of the ones to lead the charge for cockpit glass... because I wanted what we had with Mechwarrior 3. Cockpit Glass that cracked when you took hits, even grazing ones, to the head. That audiable CRACK sound in MW3 was always terrifying to me. Seeing my cockpit glass splintered and spider cracked always sent a shiver down my spine as I fought my way across Huntress...
Then they added... grease smear...
It just looks SOOO BAD. and does nothing but tank framerate...
*sighs* Why couldn't they just copy MW3? I mean the damage models in MW3 alone make pgi's "I walked through fire" bull look sad and pathetic.
Sure the damage in MW3 was painted on in the same way... but at least it looked like DAMAGE. instead of charcoal.
#52
Posted 12 April 2015 - 10:54 AM
Not even kidding. Well, maybe minus the Clans.
Mech combat is in the best place it has ever been. There has always been a meta, and right now it seems to be in the most diverse place it has been since The Beginning. I don't know about you guys, but I remember the early closed beta ML laser boats, Gausscats, the Lurmpocalypse, PPC boats, PPC/AC5, PPC/Gauss and jump snipers. I remember when colored heat vision and longer weapon ranges used to allow you to snipe at 2km. It LOOKED cooler, but holy **** was it frustrating to play with every game having 3 gausscat snipers on the other team that could hit you from spawn if they had line of sight.
My only lament is that TTK has greatly decreased due to new weapons, quirks and modules that all focus on dealing damage faster. If they'd give me a blanket 25% reduction in all weapon damage I'd be so very happy.
Sure, I remember that mechs used to conform their feet to terrain and the damage effects were better. I also remember that most of that stuff never worked properly. Glow effects, knockdown animations. Some of it like the feet conforming to terrain suffered from it being a server-side game. (Hint: The reason we don't have it any more is not because PGI can't program stuff in a 10-year old PC game, it's because in order for anyone to SEE it, you need to send a whole lot more data back and forth to the server about where the mechs legs are. It's a problem inherent in a server-side game.) Between us, I'll confess I'd rather better hit registration.
I think eventually something will come of it, if the game survives long enough. The game's got enough mechs. Right now it seems like they need to focus on getting community warfare out of beta before they can devote resources to spit and polish type stuff. I know which one will keep more people playing.
#54
Posted 12 April 2015 - 11:43 AM
Catra Lanis, on 12 April 2015 - 11:40 AM, said:
I am a relative newcomer but the mechs even the Raven look "stompier". The live game looks and feels a lot more spastic and twitchy, is that jus me imagining things.
You're not imagining things.
Mechs weren't running at 150-160kph back then, if i recall correctly.
Not sure when it changed, i was probably ... on break then.
#55
Posted 12 April 2015 - 11:55 AM
Juodas Varnas, on 12 April 2015 - 11:43 AM, said:
Mechs weren't running at 150-160kph back then, if i recall correctly.
Not sure when it changed, i was probably ... on break then.
Seems like I missed something good then. I have repeatedly said that even a light mech weighs 25+ tons and shouldn't bounce along the canyon walls like a chipmunk on crack. My "solution" would be to either scale back top speed a bit, to around 140 kph or let them keep the speed but widen the turning radius.
#56
Posted 12 April 2015 - 12:07 PM
Not that I would mind, though. I'd love for them to go back and do it right instead of fast/easy. I'm just pretty sure it'll never happen.
And it's not only the implementation shortcuts, it's design mistakes that they did and must know by now were serious, deep mistakes; things like tripling fire rate without cutting damage/heat generation by the same ratio, things like keeping heat dissipation at TT rates with the increased firing rate of MWO. Things like opting for NOT implementing heat penalties.
I mean, come on. For a company that says it knows and loves BattleTech, cutting out heat penalties is rather a major design gaffe.
I could go on and on - and I have, for three years now - but the point is that we're never going to go back to "the good old days". PGI thinks the game is better now than back then; and in many ways they're correct. And it's their show.
I just wish... Man, I dream, that someone would smack Paul upside the head with at least the BattleTech QuickStart rules to make him see that a BattleTech game needs heat penalties that start quite a bit sooner than 100% heat.
#57
Posted 12 April 2015 - 01:26 PM
it does not feel like a big stompy mech game, it feels like CS with multiple hitbox squares.
#58
Posted 13 April 2015 - 09:09 AM
More (players) is not always better.
12v12 is way too many mechs for the map sizes we have. Even Tourmaline is too small for 12v12, yes I said it.
Tourmaline with 8v8 actually felt like we were in a combat zone trying to find and destroy the enemy. Maps now just feel like we've been dropped into a convenient little box with no way out to have a cockfight against the enemy team.
Edited by xeromynd, 13 April 2015 - 09:11 AM.
#59
Posted 13 April 2015 - 04:02 PM
xeromynd, on 13 April 2015 - 09:09 AM, said:
More (players) is not always better.
12v12 is way too many mechs for the map sizes we have. Even Tourmaline is too small for 12v12, yes I said it.
Tourmaline with 8v8 actually felt like we were in a combat zone trying to find and destroy the enemy. Maps now just feel like we've been dropped into a convenient little box with no way out to have a cockfight against the enemy team.
True, we had the other day an unexpected 4v4 split on the far south of alpine, was epic without being overboard, I doubt anyone was over 60 tons in that lil skirmish. all the biggies played on the hill.
Edited by Frosty Brand, 13 April 2015 - 04:02 PM.
#60
Posted 13 April 2015 - 04:42 PM
The sounds are the most memorable for me, I miss them.
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