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Mwo Vs Mwll.. My Thoughts


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#41 Kh0rn

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Posted 03 August 2015 - 11:10 AM

Yea 2k damage too a Atlas CT also 13000 applies too the variants that don't carry a extra 2 tons of armor

It was noted for the skull head it had better protection then other assault heads.

Edited by Kh0rn, 03 August 2015 - 11:11 AM.


#42 Mister Blastman

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Posted 03 August 2015 - 11:25 AM

I wish more Americans (North Americans in general) played MW:LL. Hell, I wish North Americans played most of the games I like, but, sadly, I'm an alien on this continent, and love things nobody else here does.

Edited by Mister Blastman, 03 August 2015 - 11:30 AM.


#43 Thunder Child

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Posted 03 August 2015 - 12:55 PM

I'm definitely going to install it this weekend.

#44 HellJumper

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Posted 03 August 2015 - 09:05 PM

View PostThunder Child, on 03 August 2015 - 12:55 PM, said:

I'm definitely going to install it this weekend.


do it before the weekend.. the server is populated only on the weekends :P like 8 v 8 combat.

i dont think the learning curve is hard, took me less than an hour to figure it out.

Yes MWLL has outdated graphics but it compensates well enough for the gameplay. MWO is other way around.

Bigger maps of MWLL gives more tactical options.. see a death ball going on? well dont worry, simply go capture some other point and force the death ball to come to an end. both games have their own goods and bad.

mechs do feel strong in MWLL atleast to me.. i was able to put like 8 shots of 4X AC5 into an atlas and he did not died..i was angry of course but that thing felt a tough nut to crack.

I hope that MWO over the coming time makes much bigger maps with multiple objectives.. pretty much take the whole concept of MWLL and put it into MWO (maps, resapwn etc)... but with mechs only...now that will be a successful game i would say

#45 Thunder Child

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Posted 03 August 2015 - 09:53 PM

Installing it now. The thing I liked about MW:LL, is the way Info Warfare and Role Warfare works.
Even the combined arms they have. MWO needs some of that. But what MWO REALLY needs is some Big maps (Alpine+) with OBJECTIVES. That MATTER! Not this 15min cap/win ****. I've made a post once in feature suggestions, but a game type like the old Alterac Valley from Vanilla WoW would be EPIC for Community Warfare.

#46 Night Thastus

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Posted 03 August 2015 - 10:01 PM

I love almost everything about MWLL more than MWO...except something important. Not being able to custom-build 'Mechs. It's essentially my main draw to MWO right now. If MWO had a MWLL system where you have to choose between pre-built varients, I think I'd never have played, or quit long ago.

I like to craft something, see it fail, and rebuild. Keep it up until I learn what really works for me and how I like to play the game.

As well, while MWLL doesn't have pay2win crap or anything you can buy for real cash, it also lacks another feature that keeps me away from it - a sense of progression.

You can do pretty terribly and eventually work your way up to running assault 'Mechs in MWLL during a single match (mind you, they are long). But you don't keep them. Next match, you start all over again with no 'Mechs or money.

I never feel like I advance in that game. Sure, I get better, but I don't aquire a collection of 'Mechs and equipment, or skills like I do in MWO.

Without ownership and progression, MWLL just can't compete for me, despite it's better mechanics, better graphics, absurdly excellent maps, dedicated fans, cool technology and otherwise.

I feel bad saying that, but it's true.

Edited by Night Thastus, 03 August 2015 - 10:02 PM.


#47 Thunder Child

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Posted 03 August 2015 - 10:16 PM

It's alive! IT'S ALIIIIIIVVEEEEE!






Um.... now what....

#48 Kh0rn

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Posted 04 August 2015 - 01:21 AM

View PostNight Thastus, on 03 August 2015 - 10:01 PM, said:

I love almost everything about MWLL more than MWO...except something important. Not being able to custom-build 'Mechs. It's essentially my main draw to MWO right now. If MWO had a MWLL system where you have to choose between pre-built varients, I think I'd never have played, or quit long ago.

I like to craft something, see it fail, and rebuild. Keep it up until I learn what really works for me and how I like to play the game.

As well, while MWLL doesn't have pay2win crap or anything you can buy for real cash, it also lacks another feature that keeps me away from it - a sense of progression.

You can do pretty terribly and eventually work your way up to running assault 'Mechs in MWLL during a single match (mind you, they are long). But you don't keep them. Next match, you start all over again with no 'Mechs or money.

I never feel like I advance in that game. Sure, I get better, but I don't aquire a collection of 'Mechs and equipment, or skills like I do in MWO.

Without ownership and progression, MWLL just can't compete for me, despite it's better mechanics, better graphics, absurdly excellent maps, dedicated fans, cool technology and otherwise.

I feel bad saying that, but it's true.


Yes they were very close too releasing the mechlab but it was going too be rather restrictive as in keeping the role of each variant but still allowing you too customize certain things.

#49 Sky Legacy

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Posted 04 August 2015 - 05:02 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.


um yes Mechwarrior 3 had this. It's a feature the vast majority of people vocally decried and absolutely did not want in MWO

#50 Appogee

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Posted 04 August 2015 - 05:20 AM

View PostSky Legacy, on 04 August 2015 - 05:02 AM, said:

um yes Mechwarrior 3 had this. It's a feature the vast majority of people vocally decried and absolutely did not want in MWO

The "vast majority" wanted a lot of things. Pointless battles for worthless drill rig capture points wasn't one of them.

Edited by Appogee, 04 August 2015 - 05:21 AM.


#51 Hotthedd

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Posted 04 August 2015 - 06:22 AM

View PostAppogee, on 04 August 2015 - 05:20 AM, said:

The "vast majority" wanted a lot of things. Pointless battles for worthless drill rig capture points wasn't one of them.

True. But power-ups and mid-battle repairs are NOT BattleTech, and would have kept many founders away.

This, re-spawns, and no customization made MW:LL DOA for me. Heck, the reason I never play CW unless my unit needs me is mostly due to mid-battle re-spawns.

I DO wish PGI would adopt the slower paced, higher TTK, large tactical pace of MWLL though.

#52 Appogee

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Posted 04 August 2015 - 08:22 AM

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

...the bases could at least be re-arming points, and maybe weld back a bit of emergency armor.


View PostHotthedd, on 04 August 2015 - 06:22 AM, said:

But power-ups and mid-battle repairs are NOT BattleTech

What I suggested wasn't a powerup; it was at most re-arming and mild field repairs to damaged surface armor. Nothing major, but at least a reason to take and hold a capture point.

Edited by Appogee, 04 August 2015 - 08:27 AM.


#53 Hotthedd

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Posted 04 August 2015 - 08:32 AM

View PostAppogee, on 04 August 2015 - 08:22 AM, said:



What I suggested wasn't a powerup; it was at most re-arming and mild field repairs to damaged surface armor. Nothing major, but at least a reason to take and hold a capture point.

Call it what you want, but it is the same thing. Repairs and re-arming Battlemechs are things that take hours, even days, but not minutes or seconds.

#54 Mcgral18

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Posted 04 August 2015 - 08:36 AM

View PostHotthedd, on 04 August 2015 - 08:32 AM, said:

Call it what you want, but it is the same thing. Repairs and re-arming Battlemechs are things that take hours, even days, but not minutes or seconds.


Reloading ammo did take minutes; 15 in MM.

Replacing a ton of armour takes ~an hour and a half. Structures takes longer to repair than armour.

#55 Hotthedd

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Posted 04 August 2015 - 08:42 AM

View PostMcgral18, on 04 August 2015 - 08:36 AM, said:


Reloading ammo did take minutes; 15 in MM.

Replacing a ton of armour takes ~an hour and a half. Structures takes longer to repair than armour.

How long would it take on a hot battlefield? Assuming of course that you could find suicidal techs?

But I would be okay if mid-battle re-loading took a full 15 minutes at a rear firebase well outside of artillery range.

#56 Appogee

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Posted 04 August 2015 - 08:48 AM

View PostHotthedd, on 04 August 2015 - 08:32 AM, said:

Repairs and re-arming Battlemechs are things that take hours, even days, but not minutes or seconds.

15 minutes per point of armor, according to TT. But as we all (well, most of us) know, TT can't always apply to a real time version of BattleTech. Several MWO mechanics reflect real time differences to TT and fluff.

Feel free to suggest an alternative reason to capture and hold a point.

#57 MechWarrior5152251

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Posted 04 August 2015 - 09:40 AM

I played MWLL a couple of times. Didn't really develop skill at it, but one thing is clear. The skill level of the MWLL players was way way higher than MWO players. I got slaughtered repeatedly, barely scoring more than a hit or 2 before getting wrecked, while in MWO I get the high score on my team more often than not.

The repair mechanic in MW games was hugely unrealistic.

I would not be opposed to some level of regeneration of mechs with some kind of nanite self repairing ability for armor and maybe structure.

How about capturing a point hacks into some sensor grid giving your team in the area the equivalent of seismic sensor?

#58 MechWarrior5152251

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Posted 04 August 2015 - 09:52 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.


Yeah getting the mech to launch and firing weapons was about as far as I got. I couldn't hit crap and had a hell of a time even getting over a low hill....

#59 CtrlAltWheee

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Posted 04 August 2015 - 09:58 AM

*Just checking out mwll for the first time*

Those maps are great! I want to play that.

And the sense of scale is improved! The buildings look like actual buildings. I can see by the doors and windows how high up my cockpit is. Relatively how high up other mechs are. Even the streets look like actual streets instead of the weirdness they are in mwo. I'm loving this.

The cockpit shake also seems more "right" to me. MWO I love you and get your act together. This mwll does quite a few things better. That big open *real looking* map is where I want to fight a cw campaign, not the always canyon maps.

#60 Rebas Kradd

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Posted 04 August 2015 - 10:02 AM

I continue to hold that PGI actually played it smart by going with smaller maps and a quicker, instant-action pace. Just click and drop. Although MWLL has some great immersion and gameplay features, trying to crowdfund a game with that kind of pacing would have killed the game by now.

I am hoping, however, that Community Warfare will eventually start looking like MWLL. Larger maps, gamemodes to validate them, R&R, salvage, a wider variety of combined arms.





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