Mw: Ll
#41
Posted 13 April 2015 - 03:03 PM
#42
Posted 13 April 2015 - 03:04 PM
#43
Posted 13 April 2015 - 03:10 PM
Fact: the next MWLL patches were supposed to introduce the Kodiak, Marauder, Hunchback IIC and the Shrek PPC carrier Tank. Of course that ain't gonna happen anymore.
#44
Posted 13 April 2015 - 03:26 PM
player #227 logout
#45
Posted 13 April 2015 - 03:52 PM
#46
Posted 13 April 2015 - 03:54 PM
MWO arena shooter with small maps and solo/group queues.
MWLL arena shooter with large maps and servers instead of queues.
Personally I would have rather had Russ and Co. develop from living legends, take it over and add a mechlab.
Edited by Xetelian, 13 April 2015 - 05:16 PM.
#47
Posted 13 April 2015 - 04:27 PM
Now remember that it was getting a MechLab, going through a control overhaul to be smoother and more like MW:O, and it's not hard to imagine that a finished MWLL could have been everything MW:O was and better.
To me the only downsides of the game was the relatively small playerbase and amateur graphics work in the models and animations.
But really, anybody curious should come check it out. It's very easy to install and set up with the servers, and there's still people playing it. I jumped in the other day and found a server that quickly grew into a 6v6, and that was on a Wednesday. There's no reason you can't enjoy both games.
#48
Posted 13 April 2015 - 07:13 PM
Its funny, before I found MWO and started playing almost two years ago, I found MWLL first and played it first for several months before the news got out about no further development being done to it. Its been a long time, but I enjoyed the game for sure. See some of you on the battle field on there maybe.
#49
Posted 14 April 2015 - 01:52 AM
things that make MWLL > MWO:
omg the maps - they are environments, not arenas (even the intentional arena maps feel like environments)
electronic warfare - its superior, intuitive, and makes sense
gameplay - more emphasis on gameplay, no squabbling over meager rewards.
game modes - more of them, and better
things that make MWO > MWLL:
mechs - they are prettier, more of them, and configurable
controls - mappable in game rather than that annoying action mapper, trackir support, better joystick support
persistant player experience - you can come back and pick up where you left off, mwll always had you start at the bottom each game
i posted a bigger list of pros and cons elsewhere, but no point digging it up. mwll is dead as far as im concerned, not because of anything they did or that i dont like it (i liked it a lot), simply the fact that it is impossible to play it because of its miniscule player base.
Edited by LordNothing, 14 April 2015 - 02:09 AM.
#51
Posted 14 April 2015 - 02:16 AM
Kh0rn. <--- our latest chaos march event where The inner sphere defended their planet against the clans. more videos in the list and soon too come with new videos , screen shots and events.
#52
Posted 14 April 2015 - 02:23 AM
I don't see why a battletech fan can't play both MWLL and MWO. They are different game with different approaches and can both can be enjoyed.
[unless you are a damned fanb0y, then you are basically and idiot by definition cause you have the openness of a brick.]
The only thing I envy is the map design, I would like to see bigger and more diversified maps in MWO. In fact, here maps are basically arenas, and the role warfare suffers greatly because of that.
#53
Posted 14 April 2015 - 02:45 AM
MWO needs to stick with smaller maps (and reduce player count for each round) or add a similar game mode (no, conquest doesn't do).
#54
Posted 14 April 2015 - 02:51 AM
red devil2, on 14 April 2015 - 02:23 AM, said:
I don't see why a battletech fan can't play both MWLL and MWO. They are different game with different approaches and can both can be enjoyed.
[unless you are a damned fanb0y, then you are basically and idiot by definition cause you have the openness of a brick.]
The only thing I envy is the map design, I would like to see bigger and more diversified maps in MWO. In fact, here maps are basically arenas, and the role warfare suffers greatly because of that.
Problem is some guy in the playerbase of Mwll doesn't consider MWO has a Battletech game...
Damn this maps... The chaos march.
You NEED to try it, I've always said than MWO was the chance of revival for MWLL.
Because MWLL can bring so much to MWO!
#55
Posted 14 April 2015 - 03:47 AM
EvilCow, on 14 April 2015 - 02:02 AM, said:
It is not like we have great animations in MWO too, especially latest releases, mechs seem to float on the ground.
Earlier mechs (except for the Stalker; it still moves way too quickly for my taste) are especially good. But yes, I agree 100% with you, and I believe the dev staff at PGI does as well. I remember one dev mentioning that he regretted some of the rushed animations that went along with the large mech-pack business model currently in use.
#56
Posted 14 April 2015 - 04:02 AM
there was a workaround for that to still join but it was hard.
Can we join servers like we used to again now?
#57
Posted 14 April 2015 - 04:16 AM
mark v92, on 14 April 2015 - 04:02 AM, said:
there was a workaround for that to still join but it was hard.
Can we join servers like we used to again now?
Yup, tere still a manip to do.
#58
Posted 14 April 2015 - 04:51 AM
mark v92, on 14 April 2015 - 04:02 AM, said:
there was a workaround for that to still join but it was hard.
Can we join servers like we used to again now?
Yes you can come find me on na1.mech-connect.net And I shall help you and too all others who want too play.
I hope for not too drive people away from MWO that is not our goal its just for those who want a different style of mechwarrior like old school. I hope maybe even PGI could take the project upon them self and carry on or at least take a look at the game play of MWLL.
Note the game dose "NOT" need crysis or wars as it is now a stand alone build into the installer.
for those wondering about how information warfare works.
GECM = protects only your mech.
AECM = protects mechs around you but not yourself.
Radar system = If you spot a enemy and he shows up on your radar only you will see him. If you mech or tank had a C3, that data can then be transmitted too friendly units.
there is active and passive radar settings.
TAG = Can highlight enemy targets and can guide missiles while in flight towards the target.
BAP and BHP work the same. Only that BHP has 1500 meter radar as oppose too the BAP giving 1200.
When a lock is gained and missiles are fired the missiles will continue too track the target even when you loose lock.
Once the large assault assets enter the field light battle mechs and vehicles come back too being viable as now there advance electronics , speed and small size allow for raiding outposts , performing hit and run and, gathering info on enemy movements and helping Aerospace fighters and Artillery lock their targets.
Terrain control = A large map where two teams spawn in different hangers far away ( no ability too spawn attack) each based is protected by Calliope turrets so getting in is hard. On the map will be various capture points unlike MWO these points can be any thing from a simple outpost , repair and rearm facility , Battle armor bunkers , Tank factories , Mech factories and airfields. capturing these not only expands your control but gives you the ability too bring in more forces closer too the field or repair and rearm, and depend on the size of the factory different size assets can be deployed. Maps can go from 3 capture points too some having like 8-10.
the tech takes place in 3060-3070 so new weapons such as , MRM , ATM , Heavy laser , rotary AC,s and heavy gauss rifles exist.
Edited by Kh0rn, 14 April 2015 - 05:25 AM.
#60
Posted 14 April 2015 - 02:09 PM
I know it never got finished , got polished and had all its fixes and bugs addressed but I feel in its state its still my fav mech game.
Edited by Kh0rn, 14 April 2015 - 02:17 PM.
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