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Mw5 Is Stealing Mwo Assets With Nothing In Return


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#1 Spheroid

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Posted 04 December 2017 - 11:24 PM

Posted Image

Why does MW5 pre-alpha have a fully functionally Union class dropship and MWO does not? There is no reason not to. They have dropship A.I. and turret A.I already modeled , nothing more is needed.

I thought that they were going actually try to include it one of these years,but it is sadly absent.

Assault is a joke. Incursion is a joke. What battlefield has two identical opposing assets within walking distance of each other? The answer is none. Capturing or destroying dropships is very real in Battletech and PGI still has not given us the asymmetrical attack mode we have requested for years.

It is very simple. I will describe it in a paragraph. Team A defends, Team B attacks. Odds of success are modified by items similar to fuel cells. I suggest an artillery strike that targets the dropzone and the dropship hitpoints and ECM jammer which jams dropship lurm fire which counters long range plinking. Both items promote movement around the map instead camping although the winning behavior can lie on a spectrum between brawling or sieging. The important thing is a dropship is too dangerous and powerful to zerg rush, which is how many incursion matches end in an unsatisfying manner.

You have the necessary game assets, use them PGI!

Edited by Spheroid, 05 December 2017 - 12:00 AM.


#2 UnofficialOperator

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Posted 04 December 2017 - 11:35 PM



Another fan fav



This is quite good too


Edited by UnofficialOperator, 04 December 2017 - 11:33 PM.


#3 Appogee

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Posted 04 December 2017 - 11:36 PM

I've always preferred the Union classes over the Leopard.

To answer your question... Because PGI are focusing their primary development resources and effort on MW5, not on MWO.

It's sad given how much we love this game. But it is what it is and there's nothing* we can do about it.

* Well actually, there is something we can do about it. But we've collectively shown over time that we won't. So PGI feels empowered to stay on its present course of slow/no feature delivery until its next major product is ready for sale.

Edited by Appogee, 04 December 2017 - 11:38 PM.


#4 Champion of Khorne Lord of Blood

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Posted 04 December 2017 - 11:40 PM

It could have something to do with MW5 being a totally different game engine than MWO that PGI is better at editing and that they have a different dev team on MW5 than MWO.

Just wait until MW5 is done and all of its features are finalized before wanting them to port a bunch of half baked assets over to MWO. Maybe they'll go ahead and change MWO's game engine too at some point.

#5 UnofficialOperator

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Posted 04 December 2017 - 11:51 PM

Wow what's the difference between an optimist and the clinically insane?

#6 Appogee

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Posted 04 December 2017 - 11:52 PM

View PostUnofficialOperator, on 04 December 2017 - 11:51 PM, said:

Wow what's the difference between an optimist and the clinically insane?

About $500 in Mech Packs.

Edited by Appogee, 04 December 2017 - 11:52 PM.


#7 MW Waldorf Statler

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Posted 04 December 2017 - 11:53 PM

Is the dropship an Asset frorm pgi ?many assets seeing mir like hbs Assets..like dropship als Tanks ...the cryencryengune has the Mist Dame Features like the ue4 als bring Models in is Not a problem

Edited by Old MW4 Ranger, 04 December 2017 - 11:54 PM.


#8 Wolfways

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Posted 04 December 2017 - 11:58 PM

View PostSpheroid, on 04 December 2017 - 11:24 PM, said:

Why does MW5 pre-alpha have a fully functionally Union class dropship and MWO does not?

Because MWO is just an MVP cash grab to make the game they actually wanted to in the first place?

#9 Kotzi

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Posted 05 December 2017 - 12:10 AM

Its another team working on MW5 as i recall. Probably people hired just for that job.

#10 MW Waldorf Statler

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Posted 05 December 2017 - 12:10 AM

Posted Image
5 minutes Work go bring my own Low Poly union in the cryengine SDK

#11 Spheroid

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Posted 05 December 2017 - 12:15 AM

@Kotzi, its not different people. The guy who did the training grounds was moved to MW5 which is why it has never been updated. Also Russ long ago during a town hall meeting said they had a finished dropship model. This is the visual proof of that claim. Why would they make duplicate dropship models? They are already using the mechs and smaller leopard class dropship verbatim.

Edited by Spheroid, 05 December 2017 - 12:15 AM.


#12 Tier5 Kerensky

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Posted 05 December 2017 - 12:15 AM

View PostSpheroid, on 04 December 2017 - 11:24 PM, said:

Assault is a joke. Incursion is a joke. What battlefield has two identical opposing assets within walking distance of each other? The answer is none. Capturing or destroying dropships is very real in Battletech and PGI still has not given us the asymmetrical attack mode we have requested for years.


We have escort and no one likes it. Most people don't play the objective when in escort mode. Most people on the losing team will say the mode sucks, because they play it like skirmish and ignore the objective completely, leaving the victory more to random roll of dice.

We got incursion and people don't attack the bases most ever. People play it like skirmish. I often end up about 600-800 meters from the base on many maps just like the majority of our team, then go attack the base because it's right there. If my team loses their skirmish they will then ridicule and bash me for playing the objective. I often play assults.

Skirmish and nascar-skirmish is what people play.

So vote escort everytime, there's your asymmetric mode right there.

#13 Spheroid

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Posted 05 December 2017 - 12:19 AM

@Teer: you will find zerg in FP. Linebacker or Assassin rush.

#14 Appogee

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Posted 05 December 2017 - 12:21 AM

View PostSpheroid, on 05 December 2017 - 12:19 AM, said:

@Teer: you will find zerg in FP. Linebacker or Assassin rush.

Not that often though. Haven't seen anyone other than the 228th second line teams do that for several months.

#15 Vellron2005

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Posted 05 December 2017 - 01:24 AM

View PostSpheroid, on 04 December 2017 - 11:24 PM, said:

Posted Image

Why does MW5 pre-alpha have a fully functionally Union class dropship and MWO does not? There is no reason not to. They have dropship A.I. and turret A.I already modeled , nothing more is needed.

I thought that they were going actually try to include it one of these years,but it is sadly absent.

Assault is a joke. Incursion is a joke. What battlefield has two identical opposing assets within walking distance of each other? The answer is none. Capturing or destroying dropships is very real in Battletech and PGI still has not given us the asymmetrical attack mode we have requested for years.

It is very simple. I will describe it in a paragraph. Team A defends, Team B attacks. Odds of success are modified by items similar to fuel cells. I suggest an artillery strike that targets the dropzone and the dropship hitpoints and ECM jammer which jams dropship lurm fire which counters long range plinking. Both items promote movement around the map instead camping although the winning behavior can lie on a spectrum between brawling or sieging. The important thing is a dropship is too dangerous and powerful to zerg rush, which is how many incursion matches end in an unsatisfying manner.

You have the necessary game assets, use them PGI!


Actually, an asymmetric Dropship attack mode would be a welcome refreshment!

Here's how I think it should be done..

1) Assign attackers and defenders like in the Escort game mode.

2) Mode objective is to defend / destroy the Union class dropship before it fuels up and takes off. The timer is 15 minutes for QP or 25-30 for FP.

3) The dropship has 4 "critical points" - ECM field generator (provides defenders with ECM in a 240 meter radius around the dropship until destroyed), Communications module, Command module (gives defenders same bonuses as Cyclops's tacticon until destroyed), and fuel cells module (accepts fuel cells like in incursion). Destroying each critical point is needed before the dropship itself can be destroyed. Fuel cell chargers are scattered around the map like in incursion. Placing a fuel cell in the dropship module shortens the game-time by 1 minute (out of the 15-30). The dropship itself has a huge amount of hitpoints (like twice the VIP's hitpoints), but it also defends itself by 12 ER Large lasers.(like the leopard dropship).

4) Union dropship is placed in random or obvious locations, depending on map.. For instance, in River City, it can be on the airfield, or in the water off the coast.. on Crimson, it could be on the island, or somewhere in the water also.. the point is that it should be somewhere where it has enough space to land, usually a wide open space, and the defenders must defend it as best they can. Some cover would be preferable, and the dropship should be smart enough to defend itself against sniper fire with it's ERLLs.. It's location should be random.

5) The attackers have the advantage of organization and avenues of approach, while the defenders have the dropship's abilities and the disability of wide open spaces.

6) Air strikes and artillary do not work against the dropship, but, the 12 ERLL mounts can be destroyed like turrets can.

7) When the timer reaches less than 1 minute, the fuel cells no longer decrease the timer since the dropship is fully fueled and everybody gets a "Dropship fully fueled" warning. 30 seconds before the timer runs out, the dropship's engines begin to fire, and the players get a warning. 10 seconds before the timer rouns out, the dropship begins to slowly lift into the air, but attackers can still damage it before it flies off too far.

8) in FP, Clan dropship is visually different than IS dropships. A random faction logo is displayed on each dropship. In QP, the dropship is randomly clan or IS, with a random faction insignia. (in the backend, PGI leaves itself the ability to precisely adjust whic faction's dropship is picked, so as to make future events more immersive).

9) If the dropship is destroyed, a massive explosion happens, (long Tom mechanics). The game is over, but those that were killed by the explosion get less cash for not surviving the match.

10) Killing all the defenders does not end the match, cose' the dropship can still defend itself and leave.

11) Winning by objective is a massive payout (150K minimum,. plus bonuses, since Union dropships are valuable A.F.). Destroying dropship critical components is 25K cbills, destroying dropship's ERLL components is 15K cbills. Fueling up a dropship is 25K cbills. Getting the dropship fully fueled rewards the defenders with 30K cbills. Killing the defender's fuel cell carrier is also 30K cbills.

12) As an alternative mode variant, the dropship can have variable random ammounts of damage for QP, depending on play testing..

So come on guys.. go make a new game mode! Posted Image

Edited by Vellron2005, 05 December 2017 - 01:37 AM.


#16 Tier5 Kerensky

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Posted 05 December 2017 - 02:12 AM

View PostAppogee, on 05 December 2017 - 12:21 AM, said:

Not that often though. Haven't seen anyone other than the 228th second line teams do that for several months.


Yes that's true, even few times I've been with casual pugs and someone has thrown the idea and then most of us go do with with mainly lights in first wave. Spesially Clan teams I'v seen it happen.

But I was talking about QP, there is so huge reluctance to attack the base when you have a good opoturnity.

I don't get it, you wouldn't even need to wreck the entire base, just start damaging it with serious force and the enemy team should start coming to defend. I get the part people want to play for cbills, but not the part when it's so easy to force the enemy to react instead of the slow peek a boo game.

#17 C E Dwyer

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Posted 05 December 2017 - 02:54 AM

View PostOld MW4 Ranger, on 05 December 2017 - 12:10 AM, said:

Posted Image
5 minutes Work go bring my own Low Poly union in the cryengine SDK


Much rougher but due to time and not your skills i'm sure, but even in it's current state about 400% better looking than the P.G.I butt p...*cough* union drop ship.

Hope you spend some time making a high res version and show us.

View PostSpheroid, on 04 December 2017 - 11:24 PM, said:

Posted Image

Why does MW5 pre-alpha have a fully functionally Union class dropship and MWO does not? There is no reason not to. They have dropship A.I. and turret A.I already modeled , nothing more is needed.

I thought that they were going actually try to include it one of these years,but it is sadly absent.

Assault is a joke. Incursion is a joke. What battlefield has two identical opposing assets within walking distance of each other? The answer is none. Capturing or destroying dropships is very real in Battletech and PGI still has not given us the asymmetrical attack mode we have requested for years.

It is very simple. I will describe it in a paragraph. Team A defends, Team B attacks. Odds of success are modified by items similar to fuel cells. I suggest an artillery strike that targets the dropzone and the dropship hitpoints and ECM jammer which jams dropship lurm fire which counters long range plinking. Both items promote movement around the map instead camping although the winning behavior can lie on a spectrum between brawling or sieging. The important thing is a dropship is too dangerous and powerful to zerg rush, which is how many incursion matches end in an unsatisfying manner.

You have the necessary game assets, use them PGI!

I don't care, it looks terrible

#18 sycocys

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Posted 05 December 2017 - 03:21 AM

I continually find it funny that people kept pushing for single player even well after the horrid ai PGI programmed and pushed to live. Also funny that people for whatever reason expect it to somehow be magically better than the product they know the studio is capable of delivering.

#19 Champion of Khorne Lord of Blood

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Posted 05 December 2017 - 03:28 AM

View Postsycocys, on 05 December 2017 - 03:21 AM, said:

I continually find it funny that people kept pushing for single player even well after the horrid ai PGI programmed and pushed to live. Also funny that people for whatever reason expect it to somehow be magically better than the product they know the studio is capable of delivering.


The only AI PGI even has in this game are some turrets, some bots in academy that function as turrets, and then the VIP. The VIP does its job of just following the randomly picked path for that match, even if its path is rather stupid. I'm curious to see what an actual AI bot that PGI codes would act like since no other case has needed it.

#20 Bud Crue

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Posted 05 December 2017 - 03:38 AM

View PostSpheroid, on 04 December 2017 - 11:24 PM, said:

Why does MW5 pre-alpha have a fully functionally Union class dropship and MWO does not? There is no reason not to. They have dropship A.I. and turret A.I already modeled , nothing more is needed.

I thought that they were going actually try to include it one of these years,but it is sadly absent.



The reason my friend that MWO lacks what MW5 has is because MW5 is the game where Russ has decided to give "players what they have always wanted" (see PCgamer article) and what "they've dreamed about" (see polygon article), whereas MWO was apparently some sort of lack luster effort where he gave us the game that he wanted and where he knows best (see April 2016 townhall).

So MWO is apparently Russ's game and in Russ's game their are no Union dropships. MW5 is, again in Russ's word the game "for MW fans" where he "must give MW fans what they've always dreamed about", and thus it will apparently have Union dropships. Hope that clears things up.





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