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MechWarrior Academy Public Test!


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#81 Dracol

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Posted 27 August 2015 - 08:08 PM

Very impressed with the tutorial. Having never gotten into a game during its development, it has been interesting seeing the polish being applied.

Hopefully, the load screen info screens are remembered. It always catches my eye when I read the card about XL engines causing death when a side torso is destroyed and wonder if it will ever mention the Clan XL benefit

Edited by Dracol, 27 August 2015 - 08:09 PM.


#82 Sigilum Sanctum

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Posted 27 August 2015 - 08:10 PM

If PVE ends up being Horde Mode/Wave based, they should bring Adams back for it.

#83 Lily from animove

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Posted 27 August 2015 - 11:07 PM

sounds very great, can't wait to test this.

#84 Vellron2005

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Posted 27 August 2015 - 11:37 PM

Waaaaait a minute... waves of enemies?

WAVES OF ENEMIES?!? :o :o :o

PVE!!!!!

WOHOOOOOOOO!!! :D :wub: :D

They better not be turrets... <_<

#85 Kobzarrr

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Posted 27 August 2015 - 11:59 PM

I hope you will find a way to force new players to pass tutorial :huh: , cause usual new players don't even try it <_<

#86 Widowmaker1981

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Posted 28 August 2015 - 12:05 AM

View PostWintersdark, on 27 August 2015 - 01:04 PM, said:

Also: bots, without Artificial Stupidity, would utterly destroy the best players in the game. Just like in other FPS's, people mock bots but only because they don't understand that the challenge of action game AI bots isn't making them good enough, its making them bad enough to be fair.


Well no, not really. The challenge is making them good by making them 'intelligent' (sensible positioning / route finding, etc) rather than making them good by giving them godlike accuracy and reaction speed...

Kinda like the difference between F.E.A.R. bots (highly intelligent seeming, squad tactics, use of cover and supressing fire to allow teammates to advance, etc) and Godlike Unreal Tournament bots (fairly stupid, but never, ever, miss or hesitate)

#87 hargneux

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Posted 28 August 2015 - 02:24 AM

View PostVellron2005, on 27 August 2015 - 11:37 PM, said:

Waaaaait a minute... waves of enemies?

WAVES OF ENEMIES?!? :o :o :o

PVE!!!!!

WOHOOOOOOOO!!! :D :wub: :D

They better not be turrets... <_<


Don't get your hopes up, they're basically turrets that alpha you and overheat instantly.

Still, it's a step in the right direction, PVE is definitely coming.

#88 Christopher Hamilton

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Posted 28 August 2015 - 04:00 AM

Hell Yeah, you guys ROCK.

... but you still spell Hatchetman wrong, like the Dawnstealer says.


Loving the Little guys. Please get Infantry in there. And some Infernos and finally... Flamers that work if you carry more the one.

If you guys need a voice for Cpt Adams - ask theB33f - he does a lot of tutorials, likes a White Atlas and has the necessary sarcasm :)

B33f for instructor !

#89 AdamBaines

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Posted 28 August 2015 - 04:46 AM

Wow. Im really impressed. Yes there are quite a few issues, but I was not expecting something so robust and immersive into what Btech is. I really liked the transition scene from mech to mech as it really gave perspective to how big the mechs are. I am looking forward to the updates that you will make, and of course the bug fixes (lots of floating Atli). This will be very helpful to newbes. Lets keep the progress up! :-)

#90 The Boneshaman

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Posted 28 August 2015 - 04:58 AM

be great if this could be implemented in to the testing grounds, so you can test your builds on AI instead of shooting stationary targets. right now it feels like all it test is how hot your mech gets before it shuts down and how fast you can take down a mech with your build.

#91 xengk

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Posted 28 August 2015 - 05:32 AM

View PostMaaxxx, on 27 August 2015 - 12:49 PM, said:

Mechwarrior Academy? That sounds so erotic anime :lol: :lol:


Spoiler


#92 Markoxford

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Posted 28 August 2015 - 06:37 AM

Absolutely great - well done !!! Very clear and concise training.

Point - the challenges are a bit tough for new players, (A took me three attempts to get gold and I can pilot a mech !!)

Point - Maybe state at the end that the game is PvP so the new pilot will need to step it up as the other pilots won't go easy, 9or something to that effect).

#93 G SE7EN7

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Posted 28 August 2015 - 06:50 AM

Will this fix CW???

#94 Grayson Sortek

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Posted 28 August 2015 - 07:24 AM

View PostYaKillinMeSmalls, on 27 August 2015 - 11:51 AM, said:

Does it come with a sarcastic drill instructor?




Wow I miss this game! I remember trying to get it to run recently to no avail. I really want to just play though all of them from start to finish. Awesome post, thank you for that!

#95 Odanan

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Posted 28 August 2015 - 08:08 AM

View PostMaaxxx, on 27 August 2015 - 12:49 PM, said:

Mechwarrior Academy? That sounds so erotic anime :lol: :lol:

Someone has been playing too much Eroge games... :ph34r:

#96 Odanan

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Posted 28 August 2015 - 08:25 AM

View PostAlexander Garden, on 27 August 2015 - 02:56 PM, said:

Dropping into the Tutorial section

Posted Image

Little people. <3

#97 GreyNovember

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Posted 28 August 2015 - 08:38 AM

I. I was actually wondering whether this was the right game.

For all the flak people give PGI, this is one of the first things I'm duly impressed with. Okay. Wow. This works.


Next I suppose would be a kind of Q&A Database kind of thing in the home screen.

A list of topics describing the things you can find in the mech lab, along with how those items tend to be used.

i.e.

What a PPC is, and what kind of mechs tend to run them well. Or why clan XL Engines don't die if an ST is destroyed. Why Single heat sinks even exist, and why it costs so much to switch to during 3050. Ideally this would be voice acted as well; but I'm not too keen on a massive patch full of audio files myself.

#98 zzoxx

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Posted 28 August 2015 - 08:49 AM

Awesome. Just seen Kanajashi's video. When swapping mechs and you stand below your mech? See it from that FPS perspective for that short amount of time? This is so great. Would be so immersive (for the new maps, sometimes, maybe?) if there was something like that for the drop sequences. Imagine, you're in the dropship, first person /FPS view- like, and instead of already being in the cockpit starting up, you walk up to your mech, board the elevator and slowly get up there *shivers* :-) Could even be on rails, i would like it so much. For the academy, such a huge improvement for new mechwarriors.

#99 Rogue Jedi

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Posted 28 August 2015 - 09:35 AM

I agree with the general opinion, I tried the tutorial last night, and thought it was pretty good, I did find a few issues which I added to the feedback thread (the first one, it seems there are several by now)

the biggest issue was that alpha strike did not work, it was supposed to be on the \ key and key mappings said it was but on my UK layout keyboard it did not work. I had to remap it (something not mentioned in the tutorials, and the speed required for the double click is likely to be hard to figure out for some), after remapping it showed as I think "oemkey102", but that is where \ always is on a UK keyboard (next to left shift and z, above start and ctrl, below a and caps lock. The UK layout has never posed a problem in the past.

#100 Odanan

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Posted 28 August 2015 - 10:36 AM

This is very good stuff!

PvE must become PGI's priority from now on.
PvE is very important for both new (so they can learn the game before being stomped by more experienced players), old (who want a break from the repetitive PvP system) and casual players (who want to play a quick or easier match without deep commitment in time or attention). Not to mention PvE can be the salvation of CW.

Now let's hope PGI will continue to develop this feature. The "survive wave after wave of enemy mechs" mode is very promising. I believe that, if well implemented, PvE will be the main "game mode" for a lot of people (specially if there is a co-op support for it).


PS: Sometime ago I posted this wishlist. I see PGI is much closer to make the dreams come true than I expected. :)





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