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Mw:ll


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#21 Mcgral18

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Posted 07 December 2016 - 04:40 PM

Use this link for download information, as well as server information

http://stats.spikx.net/mwll.html

#22 Aetes Nakatomi

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Posted 07 December 2016 - 04:40 PM

I tried MW:LL about a year ago.

My review would be as follows, annoying to buy Mechs mid game, awesome to drive tanks, maps looked pretty and felt big, everyone I met was a douchelord.

I have space in my gaming rotation for another MW/BT game, but MW:LL isn't it for me, just because the people I bumped into were so unlikeable. Perhaps it was because I am British and my timezone did not mesh with the 'groovy dudes' LL players bang on about.

#23 Valdarion Silarius

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Posted 07 December 2016 - 05:41 PM

View PostDarko, on 07 December 2016 - 03:37 PM, said:


The current "base" version is 0.8.0, the patch is 0.8.1. The game can be downloaded from here: https://clanjadewolf.net/mwll/



You are right. These were the versions I was initially referring to. Thanks for clarifying that to everyone.

View PostDarko, on 07 December 2016 - 03:37 PM, said:


Why did u like the Fafnir and Novacat variants u mentioned so much? Because they were good? And why exactly? Probably because they were strong due to boating. So the devs had the option to go the way they did or go down the way MWO went - and we know where that led.

The old forum is still in use by the current community. U can find it here: http://forum.mechlivinglegends.net/ The community build is discussed in "General Discussion".
The games are great, everyone is super friendly and u might get a chance to voice ur concerns. Posted Image



It wasn't because they were strong, it was because they were more overall fun. All the variants besides the prime ones feel the same to me. Why is it the Huit B the only tank variant that supports 4 clan large pulse lasers now, while there are no clan mechs that can do that? The old mechs were overall more fun to pilot not because they boated the same weapons on one variant, but because it was more traditional to real Battletech loadouts.

I looked at the forums and one of the most recent threads was by another user voicing the same concerns. One dev stated that they would "consider" adding some of the old variants again while another dev dismissed the idea entirely. Further reading, the thread was later derailed by "salty mwo players and cantankerous greybeards" as someone stated earlier.

I'd rather not waste my time and voice my concerns if the current devs are going to overlook them. The forums seem rather cancerous as well judging by what others have posted.

Edited by Arnold The Governator, 07 December 2016 - 08:49 PM.


#24 MauttyKoray

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Posted 07 December 2016 - 08:18 PM

View PostKonrad, on 07 December 2016 - 08:51 AM, said:

So I tried out the new community patch. Nice easy all in one installer now. Was curious if anyone else has given it a try recently.

Thoughts? Likes, dislikes?



3 things in that video make me want to play.

1. Jump Jets that do something.

2. A 'Radar', not a minimap.

3. Going critical if you're 'overkilled' enough.

lol

#25 Snowbluff

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Posted 07 December 2016 - 09:45 PM

View PostMauttyKoray, on 07 December 2016 - 08:18 PM, said:

2. A 'Radar', not a minimap.

It's not a radar, it's a RWR, which happens to share an on button with a transmitter.

Also, haven't you heard of sensor fusion? No one should need a dedicated radar display.

#26 Goober Gabber v2

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Posted 08 December 2016 - 04:47 AM

I'm surely going to give this a try.

This is exactly the type of game I wanted. I haven't tried MW:LL ever before, because I've never heard about the MW/BT series before my friend introduced me to MWO.



#27 Karl Streiger

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Posted 08 December 2016 - 04:52 AM

things to learn from MWLL
  • information and electronic warfare
  • indirect LRMs
  • weapon balancing (size and damage of a weapon)
  • hitbox dependent armor
  • game modes


#28 QuantumButler

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Posted 08 December 2016 - 04:58 AM

View PostKarl Streiger, on 08 December 2016 - 04:52 AM, said:

things to learn from MWLL
  • information and electronic warfare
  • indirect LRMs
  • weapon balancing (size and damage of a weapon)
  • hitbox dependent armor
  • game modes


Aslo: actual JUMP Jets.

#29 Konrad

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Posted 08 December 2016 - 10:42 AM

Played a fair amount last night. Name is Konrad as well there. I loooooooooooove the JJ's so fun.

View PostKarl Streiger, on 08 December 2016 - 04:52 AM, said:

things to learn from MWLL
  • information and electronic warfare
  • indirect LRMs
  • weapon balancing (size and damage of a weapon)
  • hitbox dependent armor
  • game modes


^all that!

#30 General Taskeen

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Posted 08 December 2016 - 05:08 PM

View PostHunka Junk, on 07 December 2016 - 09:04 AM, said:

Can you briefly explain what it is?


Yes: It's Actual Mech Warrior multiplayer without the extra b.s. time-sinks of grinding, skill-trees, mech-packs, and other f2p gimmicks. Just pure nostalgic-like MW-lite multiplayer on drop-in/drop-out dedicated servers.

#31 LordNothing

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Posted 08 December 2016 - 06:03 PM

View PostKarl Streiger, on 08 December 2016 - 04:52 AM, said:

things to learn from MWLL
  • information and electronic warfare
  • indirect LRMs
  • weapon balancing (size and damage of a weapon)
  • hitbox dependent armor
  • game modes





you left out pace. its much slower (more appropriate for a mech game) and allows you to put more thought into positioning and piloting. if you think ttk is too short in mwo, you should really give living legends a shot.

Edited by LordNothing, 08 December 2016 - 06:05 PM.


#32 draiocht

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Posted 08 December 2016 - 06:30 PM

[mod]As this topic already has a thread elsewhere,
this thread is now closed.

Please move discussion to
Mechwarrior: Living Legends Revived By Players[/mod]





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