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Mwo Vs Mwll.. My Thoughts


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#21 Kh0rn

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Posted 03 August 2015 - 04:43 AM

View PostAppogee, on 03 August 2015 - 02:43 AM, said:

I think the OP's summary is pretty much correct.

If only we could get some of MWLL's leverage of lore and thoughtful gameplayaspects - especially information warfare - into MWO.



Same here. Too be honest if the maps have usable capture points it would encourage battles too take place over the area instead of one location. Also feel the game MWO moves too fast I don't feel like I am piloting a large war machine. But it is matter of taste on that. But info warfare is something MWLL definitely got down pretty well.

#22 JustEvil

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Posted 03 August 2015 - 05:57 AM

Someone here said that some people don't have a hour to play a single match... But... They do have time to play 4, 15 minutes, matches? It's a hour here and hour here. I'm looking at some gameplay, and guy after 15 minutes has enough money to afford some heavier mechs and then an aircraft. After this time it seems only more and more awesome.

This is exactly how MWO should have been. Someone doesn't have 1 hour? Just 15 minutes and no more? Okay, we can have sessions with bumped up money so you could afford assault straight away.

Damn, didn't know it can be played for free now. Downloading it straight away. I hate the mech animations (yeah, MWO has better graphics after all), but it looks so awesome that I got to try it.

#23 Mechteric

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Posted 03 August 2015 - 06:02 AM

MWLL had some really, really good maps. Also the jump jets in the game were so much fun! Additionally, the "information warfare" aspect was better, since there was both GECM and Angel ECM as separate modules, plus all units had Active/Passive radar toggling capability.


IMO, MWO is only really missing these few things to make it at least near the quality MWLL achieved a year before MWO even released.

Edited by CapperDeluxe, 03 August 2015 - 06:03 AM.


#24 Sarlic

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Posted 03 August 2015 - 06:14 AM

In a nutshell:

MWO has poor sense of scaling. I don't feel like i am piloting a large heavy mech. Fast paced action gameplay. Very low on tactics.
MW:LL has great scale. Bigger maps which should have in C.W. and slower paced gameplay. Tactics and teamplay is much more critical.

Both have their pros and cons.

Edited by Sarlic, 03 August 2015 - 06:19 AM.


#25 Zypher

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Posted 03 August 2015 - 06:37 AM

Sadly MWLL wanted the game to have editable mechs, however, the balancing, and technical aspects caused the feature to get pushed back, so far so the mod ended before it ever happened.

But yes, while MWLL doesn't have the sound and graphical fidelity as MWO, it made up for it in extended game play.

MWO needs something similar to MWLL conquest mode in CW, the current CW system is just extended assault.

#26 Kh0rn

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Posted 03 August 2015 - 06:51 AM

Well there are some things you may not be aware of concerning play time.

People who enter a came can take light assets late game because of the Cbill boost for lighter weight classes taking heavier ones. So so I join and I hope into a Owens and find a battle damaged Timber wolf and destroy it I am gonna get more Cbills because I destroyed him in a light asset then if I engaged him with a mech of equal weight.

other thing is you can ask for Cash donations players can send you money too help you out with buying something

But I would have too say MWLL sound effects are better in terms of feeling. They even went too the point of adding individual foot steps for weight classes and start up sounds. Not too mention AC sound beastly. Some sounds MOW does better like the MWO PPC and machine guns but most of the MWLL sounds are better fitting.

And Sarlic this is one place where people will Fear your Atlas That thing is scary as hell when one shows up on the field. Mostly the one with 3 RAC-5's

There were lots of assets that actually were very close too finish. Infact the two new battle armor the Phalanx and Genome were done but just the flash for the buy menu was needed.

Kodiak , Alacorn , Xergze Gnome , Phalanx and a few others were in the 80 % finish region. But maps are still being made so there is that.

In total the game has 32 battle mechs each with 6-8 varaints. 13 ground combat vehicles also with 6-8 variants and 7 aerospace vehicles.

Edited by Kh0rn, 03 August 2015 - 06:54 AM.


#27 Appogee

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Posted 03 August 2015 - 06:54 AM

The other great thing in MWLL were the capturable Mech Repair and Manufacture hangars. There was a reason and a benefit to capture those objects, not just some notional ticker that changed from red to blue.

As MWO is based on no respawn, the bases could at least be re-arming points, and maybe weld back a bit of emergency armor.

Imagine how different MWO battles would be if Mechs could do some basic mild field repairs and re-arms at captured points.

#28 Kh0rn

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Posted 03 August 2015 - 07:00 AM

View PostAppogee, on 03 August 2015 - 06:54 AM, said:

The other great thing in MWLL were the capturable Mech Repair and Manufacture hangars. There was a reason and a benefit to capture those objects, not just some notional ticker that changed from red to blue.

As MWO is based on no respawn, the bases could at least be re-arming points, and maybe weld back a bit of emergency armor.

Imagine how different MWO battles would be if Mechs could do some basic mild field repairs and re-arms at captured points.


Its a good idea too get people too fight at various points around the map But maybe just changed too fit MWO it would help with battles raging over the maps.

MWLL has Battle armor bunkers , Powerstations , Airfields , tank factories , mech factories and rearm and repair outposts as well as some maps have turret control grids.

#29 SaltBeef

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Posted 03 August 2015 - 07:39 AM

MW2 jenner at 150kph had a wide turn rate also.....more realistic just like MW LL but they have flatter larger MAP with wide battle areas.

#30 Burktross

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Posted 03 August 2015 - 07:43 AM

MWLL has great maps and gamemodes, but thats it. It feels more like I'm piloting a boat in that game than a mech.

#31 Sarlic

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Posted 03 August 2015 - 07:59 AM

View PostBurktross, on 03 August 2015 - 07:43 AM, said:

MWLL has great maps and gamemodes, but thats it. It feels more like I'm piloting a boat in that game than a mech.


New River City is a good example of how it hits the sweet spot. Hoping to see thi both in C.W. and the solo que with more great maps.

Edited by Sarlic, 03 August 2015 - 07:59 AM.


#32 Garonis Buhallin

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Posted 03 August 2015 - 08:04 AM

The one thing I really enjoyed about LL was the information and role warfare side of the house. Otherwise I do appreciate MWO more.
If PGI could implement that, I would happily support this game far more than I have already!

#33 Aresye

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Posted 03 August 2015 - 08:22 AM

- Love the graphics and animations in MWO.
- Love the gameplay of MWLL.

I could play MWLL nonstop for hours, and legitimately lose track of the time. MWO if I play for more than 2hrs straight I'm just done. Just sick of waiting for matches and the same ol' s*** every match.

#34 Josef Koba

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Posted 03 August 2015 - 09:12 AM

I greatly wanted to try this MW:LL out after seeing a great video of it. Looked like a lot of fun. But the download time was something like 10 hours (probably had a crappy connection) and the instructions looked pretty complex. Could I do it? Yes. But I just didn't want to at that time. Just looked like a lot of hoops to jump through after waiting a day for the thing to download. I doubt I'd be able to do anything on the internet during it...

#35 Impossible Wasabi

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Posted 03 August 2015 - 09:34 AM

The Space Pope never really found MWLL that great, but with that being said he would be pleased to see certain things or rather ideas from MWLL used in MWO.

Things such as larger maps, vehicles other than mechs (even if AI), et cetera.

#36 RussianWolf

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Posted 03 August 2015 - 09:41 AM

one other thing not mentioned is the learning curve....

If you thought MWO was tough to learn, LL is a beast.

#37 Hit the Deck

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Posted 03 August 2015 - 09:45 AM

What makes MWLL's Atlai different from MWO's? How could Atlai be scarier there than here?

I saw that Kh0rn mentioned about one using triple RAC/5 - that means that particular Atlas has good long range capability and can trade fire with the enemies at range.

#38 AlexEss

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Posted 03 August 2015 - 09:55 AM

View PostRussianWolf, on 03 August 2015 - 09:41 AM, said:

one other thing not mentioned is the learning curve....

If you thought MWO was tough to learn, LL is a beast.



It is not a curve.... It is as close to a wall as one can get. =P

I do have to say that standing on the brink of death have improved the MW:LL community tho. Most of the surrats are gone and the few souls that are left are very keen on not fading out of existence. Still not sure i would classify it as a simulator... But then again i am very restrictive with what i call a simulator these days #thankyougoatsim.

#39 Kh0rn

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Posted 03 August 2015 - 10:17 AM

View PostHit the Deck, on 03 August 2015 - 09:45 AM, said:

What makes MWLL's Atlai different from MWO's? How could Atlai be scarier there than here?

I saw that Kh0rn mentioned about one using triple RAC/5 - that means that particular Atlas has good long range capability and can trade fire with the enemies at range.


Its hard too tell really It just does not want too die in MWLL I don't know if its because mechs are not as agile or weapons take longer too reload, the movement of the reticle since there is a bit of head bob or just the over all construction. But even other assault mechs like the Direwolf and Fafnir all can take serious serious amounts of damage. Like a Fafnir can easily if the pilot is good take on a few mediums and come out the victor. As for the Atlas well its the most heavily armored mech in the game. A lone Atlas can easily hold a base on its own too push enemies away until reinforcements arrive . You can lead charges with it cause it just sokes up every thing.

This is what the Atlas has

Prime : 1 Gauss, 2ERLL , 2MPL, 2 LRM-10 racks 2 tons extra ammo

A: GECM 3 RAC-5, 2 DSRM-4 packs 8 tons of reloads.

B: AECM 1 HGauss rifle, 2 PPC, 2 SRM-6 3 tons of reloads and 2 tons extra armor.

C: GECM Double LAM, 1 LBX-AC 20 4 MPL, 1 DSRM-4, 1 DSRM-6 3 tons of extra ammo an 2 tons of extra armor.

D: 4 ML , 1 AC20, 1 DSRM-6, 1 LRM-20 3 tons of reloads.

E: double LAMS GECM, BHP, C3, iNARC, 2 ERLL, 2 ML, 2 LRM-15 2 tons extra ammo.

( Just in case you don't know DSRM is dual SRM so its like 2 srm 4's )

Edited by Kh0rn, 03 August 2015 - 10:22 AM.


#40 Mcgral18

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Posted 03 August 2015 - 10:34 AM

View PostKh0rn, on 03 August 2015 - 10:17 AM, said:


Its hard too tell really It just does not want too die in MWLL I don't know if its because mechs are not as agile or weapons take longer too reload, the movement of the reticle since there is a bit of head bob or just the over all construction. But even other assault mechs like the Direwolf and Fafnir all can take serious serious amounts of damage. Like a Fafnir can easily if the pilot is good take on a few mediums and come out the victor. As for the Atlas well its the most heavily armored mech in the game. A lone Atlas can easily hold a base on its own too push enemies away until reinforcements arrive . You can lead charges with it cause it just sokes up every thing.


It's because they didn't stick to TT stats,


HGauss deals 2k damage at optimal range? Atlas CT has 13k armour on the CT, according to the potentially outdated Wiki.

http://wiki.mechlivi...php?title=Atlas


Atlas has a stonger CT, but weaker arms and STs. Head is strange, 4500 for the Atlas, 3000 for the Daishi.





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