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Mwo Vs Mwll.. My Thoughts


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#61 General Taskeen

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Posted 04 August 2015 - 12:58 PM

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.


Well people get what they pay for. In this case, a minimally viable product. There's a big difference between premium and freemium games; where the premium one feels like there is simply 'more' for a decent price all at once, and you own the product forever (uninstalled still yours on disc or digital or re-installed for replay at a different time). The freemium one, depending on its model, might have that nagging feeling of being way too grindy and wondering if a purchase was worth it since you are paying just to keep the server up (might not be able to install it ever again if it goes away, which has happened to other f2ps).
__

Anyways some other good points about MW:LL

- No pressure to grind, unless one counts how to obtain different Mechs throughout an hour battle (Tip: Its easy with an Owens with Tag/LRMs)
- k/d, w/l, score truly doesn't matter as its not recorded for an mlr or elo, no pressure to be "super esports", none of that, just classic Drop in/Drop Out gameplay
- Long TTK
- Large variety of Mechs and variants that you don't pay real cash for, some have canon loadouts, while some are 'custom' but at least try to make sense while using the same engine speed
- Excellent heat mechanics/ECM/Sensor balance
- Best Jump Jet programming/functionality since MW2

#62 Appogee

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Posted 04 August 2015 - 01:19 PM

View PostGeneral Taskeen, on 04 August 2015 - 12:58 PM, said:

Well people get what they pay for.

No, apparently they don't. In fact, the opposite has proven to be true.

Tens of thousands of Founders paid several hundred dollars each for MWO. I have personally paid more than $1500. But PGI haven't delivered anywhere near what they committed to produce, nor their customers paid them to produce.

MW:LL on the other hand was effectively free, once you paid someone (other than the developers) the $5 to buy a copy of Crysis Warhead. (I also slung a few bucks to Devs by way of appreciation.) And yet we received for this minimal investment a fully functional game which was better, more immersive and more polished in several respects, than MWO is right now.

Edited by Appogee, 04 August 2015 - 01:21 PM.


#63 JustEvil

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Posted 04 August 2015 - 02:03 PM

Damn it. I've played few hours today, I'm so bad at this, but it was so fun that I couldn't stop. All my moneyz for this kind of play in MWO!

#64 HellJumper

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Posted 04 August 2015 - 09:25 PM

View PostJustEvil, on 04 August 2015 - 02:03 PM, said:

Damn it. I've played few hours today, I'm so bad at this, but it was so fun that I couldn't stop. All my moneyz for this kind of play in MWO!


which wont happen unfortunately.. play that game over the weekend (get better till then)..and then you can make see what the fuzz is all about.

if by some miracle MWO brings MWLL maps and beauty for CW i am sure CW wont be a dead horse and it will actually fell a completely different game mode. hopefully in the long run this might happen (1 year from now maybe?)

#65 Hotthedd

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Posted 05 August 2015 - 06:45 AM

View PostAppogee, on 04 August 2015 - 08:48 AM, said:

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.

As far as repairs and reloading of battlemechs goes, TT rules CAN (and IMO should) apply.

But you are correct, let's be constructive. Some quick ideas:
1) Firebase: 1 or 2 points on the map control a firebase, which allows the controlling team to set up turrets at that base, and allows the use of any Artillery srtike modules equipped by that team.
2) Airfield: 1 or 2 points on the map control an airbase, which allows the controlling team to set up A.I. controlled helicopters at the base, and allows the use of any Airstrike modules equipped by that team.
3) HPG uplink: Allows the controlling team to move the Mobile Command Base.
4) Mobile Command Base: (one per team) Must be protected. Destruction of MCB would be one of multiple objectives. Can be moved if HPG uplink is established.
5) Spaceport: Allows the controlling team the ability to evacuate the battlefield. (Either due to completing primary objective, or as a means of escape denying the enemy of an objective)
6) Orbital Cannon: [Can be destroyed] Denies the use of the Spaceport to the enemy team.

You could even make it so that the larger the premade group, the more objectives would need to be met for victory and vice versa. A 12- man team vs. 12 PUGs would have several objectives, while the PUGs might only have one.

Additionally I would like to see each battle dependent on the outcome of the previous battle, and only between engagements could you choose another mech from your dropdeck, if desired.

#66 Appogee

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Posted 05 August 2015 - 06:47 AM

View PostHotthedd, on 05 August 2015 - 06:45 AM, said:

Some quick ideas:
1) Firebase: 1 or 2 points on the map control a firebase, which allows the controlling team to set up turrets at that base, and allows the use of any Artillery srtike modules equipped by that team.
2) Airfield: 1 or 2 points on the map control an airbase, which allows the controlling team to set up A.I. controlled helicopters at the base, and allows the use of any Airstrike modules equipped by that team.
3) HPG uplink: Allows the controlling team to move the Mobile Command Base.
4) Mobile Command Base: (one per team) Must be protected. Destruction of MCB would be one of multiple objectives. Can be moved if HPG uplink is established.
5) Spaceport: Allows the controlling team the ability to evacuate the battlefield. (Either due to completing primary objective, or as a means of escape denying the enemy of an objective)
6) Orbital Cannon: [Can be destroyed] Denies the use of the Spaceport to the enemy team.

These are excellent ideas.

#67 HellJumper

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Posted 05 August 2015 - 09:18 PM

View PostAppogee, on 05 August 2015 - 06:47 AM, said:

These are excellent ideas.


which wont be in MWO... i think the devs of MWO can learn a lot from the way MWLL was made and implement it here along with the ideas by the community...

#68 Slepnir

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Posted 05 August 2015 - 09:47 PM

Well I installed MWLL last night and spent the rest of the night playing the capture ground mode.

THIS is what MWO was sold as and should be. the graphics may be lower than MWO but the maps are fantastic, what 3 times larger than alpine?

the weapons are right, the damage models are right without the crutch of ghost heat or quirks.
The immersion of combined arms, it makes me sad when I look at what MWO could have been.

I see myself spending alot less time playing MWO in favor of MWLL.

#69 HellJumper

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Posted 05 August 2015 - 10:20 PM

View PostSlepnir, on 05 August 2015 - 09:47 PM, said:

Well I installed MWLL last night and spent the rest of the night playing the capture ground mode.

THIS is what MWO was sold as and should be. the graphics may be lower than MWO but the maps are fantastic, what 3 times larger than alpine?

the weapons are right, the damage models are right without the crutch of ghost heat or quirks.
The immersion of combined arms, it makes me sad when I look at what MWO could have been.

I see myself spending alot less time playing MWO in favor of MWLL.


how many players?? weekends is when the servers are populated enough for a combine mech, air and vehicle combat.

lack of custimization is the only down side in the game (along with gfx) but i can live with them. i really hope you go up against an Atlas and then see what a beast that thing is..

compare that to MWO atlas.. you will cry

#70 Kh0rn

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Posted 06 August 2015 - 01:54 AM

Well on behalf of the MWLL community team we thank you all for your interest in the game. We know it lacks here and there but we still hope you enjoy the game regardless. Also just as a little bonus we have 8 new maps in the works 1 being a re creation of the Mechwarrior 4 City map. which will add too our total of 146 maps.

We hope too see you on the frontlines some time. Also if you want too see posts about assets there is a thread in the off topics which is updated every day with assets , pictures or other information.

#71 Slepnir

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Posted 06 August 2015 - 03:02 PM

HELLJUMPER

we had a slow start but more people started coming in as the night progressed. thats with me playing in the middle of the night during off peak hours.

As far as modification goes, I think it is better to force players into stock mechs, it makes them use different chassis based on play styles and terrain thus avoiding the balance issues MWO suffers from.
There is no "meta" In MWLL.

#72 Josef Koba

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Posted 06 August 2015 - 03:26 PM

Finally got it downloaded and installed. That's one of its weaknesses; I'm far less willing to do all sorts of random things to get a game to work than I used to be. Now I just want to install and play at the push of a button. Not quite so with MWLL. That said...

The game is just as phenomenal from a gameplay perspective as I thought it might from watching some videos. I'm incredibly impressed and had a blast joining in with one or two guys and shooting at each other. I felt like a rookie again, since I had no idea what to do. TTK is awesome. Weapons feel awesome. Mechs are far less agile, but that's not necessarily a bad thing. I loved being able to drop in mechs I'll probably never see in MWO. Heck, mechs I don't remember hearing of when I used to play TT. And running around in Powered Armor. Awesome. Vehicles. Awesome.

I did have a few issues. I hated that I started with no money and no mechs; though hate is maybe a strong word. Different. I'm not sure I'll get good enough to ever pilot an Atlas (my first love in MWO) or a Daishi. So far out of reach.

The button mapping is a bit wonky. You can change everything easily, but that doesn't mean it'll do what you want it to. Map weapon to button one? Check. Fire button one...other weapons fire. What? Fire button two...weapons on button one fire. I couldn't get buttons three or four to work at all. So I ended up having a bunch of weapons with differing profiles on the same button. Worse is the fact that you have to exit the game in order to remap buttons. I never bothered doing it because I was worried that I'd end up losing the lobby I was in, but still...not as "user friendly" as I'd like in that regard.

Those negatives do not in any way outweigh the awesomeness of the game, however. I love MWO. I'll always love doing what I do in MWO. But MWLL is a nice addition to my BT fetish and dreams of being reborn a MechWarrior.

#73 Aresye

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Posted 06 August 2015 - 03:49 PM

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


By "vast majority" do you mean the small but very vocal group of hardcore tabletop fans that initially tried to make MWO the closest MW game to tabletop and thus turning away the majority of gamers and setting the overall development of the game back by confusing the devs on how they should design their game?

Or to put it a different way, yes, they avoided adding repair facilities. Good thing they didn't implement those too, otherwise we might have ended up with a small player base.

Btw, I am being extremely sarcastic.

Edited by Aresye Kerensky, 06 August 2015 - 03:52 PM.


#74 Hotthedd

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Posted 06 August 2015 - 05:21 PM

C

View PostAresye Kerensky, on 06 August 2015 - 03:49 PM, said:


By "vast majority" do you mean the small but very vocal group of hardcore tabletop fans that initially tried to make MWO the closest MW game to tabletop and thus turning away the majority of gamers and setting the overall development of the game back by confusing the devs on how they should design their game?

Or to put it a different way, yes, they avoided adding repair facilities. Good thing they didn't implement those too, otherwise we might have ended up with a small player base.

Btw, I am being extremely sarcastic.

I am pretty sure he means the Battletech fans that actually put up the initial money to fund this game. There are a million other shooters with power-ups that the COD kiddies "gamers" can go and enjoy.

#75 HellJumper

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Posted 06 August 2015 - 09:42 PM

@Khorn.

Looking forward to it.

@josef.

ya that is a pain i agree with as well.. last night i had a full round to play.. it was in the last 15 minutes i was able to get assaults out and last 2 minute when i got an atlas :( .. the way MWLL is working is that you have a single round where you grind from scratch and by the end of the round you can bring out the heavy hitters :D

Asthetically i am super pleased with MWLL and i hope MWO bring stuff from it..e.g the map last night i was playing had a meteor shower going on.. a freaking meteor shower.. they were hitting the surface all over the place and when you look at the sky you could see them.. these kind of asthetic things can give MWO some really nice immersion.

#76 CMDR Sunset Shimmer

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Posted 06 August 2015 - 09:59 PM

Mechwarrior: Living Legends, is what got me hyped for MWO frankly.

And MWO is slowly, very slowly, starting to match my expectations thanks to a fan mod.

But I've still never had matches in MWO like I have in MWLL, I've had soo many close calls, so many times where scouting in a light mech was viable, so many moments of pure awesome in LL, that MWO just never seem's to quite catch.

#77 Setun

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Posted 06 August 2015 - 10:36 PM

MW:LL has a lot of stuff that I really like (massive maps, roles for various weight classes actually mean something, etc) but I HATE how the mechs look when they're moving. They just look so....odd.

If MWO ever implements some of the features MW:LL has in terms of mech movement affecting crosshair shake / higher top speeds make for wider turns and so on MWO would be a much better game for it. Overall though I think I like MWO more though.

#78 Kh0rn

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Posted 07 August 2015 - 12:38 AM

View PostSetun, on 06 August 2015 - 10:36 PM, said:

MW:LL has a lot of stuff that I really like (massive maps, roles for various weight classes actually mean something, etc) but I HATE how the mechs look when they're moving. They just look so....odd.

If MWO ever implements some of the features MW:LL has in terms of mech movement affecting crosshair shake / higher top speeds make for wider turns and so on MWO would be a much better game for it. Overall though I think I like MWO more though.



The reason it looks so bad was there was no mech code in Cryengine 2 so what you are seeing is actually a tank code with legs. Its all they had too work with.

#79 Kh0rn

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Posted 07 August 2015 - 12:45 AM

What I would love too see MWO adopt is the combat system , the mech agility, Scale and maps. I think those are the things they should take from it.

#80 Kissamies

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Posted 07 August 2015 - 01:09 AM

I would really like to try this. Couldn't get it to work. Got "modified files" error with two different installs. There didn't seem to be a way for hosting a non-dedicated LAN for just looking around either.





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