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Mw5 Impressions


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#41 Chados

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Posted 27 November 2019 - 04:04 AM

View PostStone Wall, on 26 November 2019 - 07:08 PM, said:

The BeeF said it's a casual game.


Not a surprise there. Min-maxers and comp players won’t like it. It’ll be too easy for them. There is a difficulty slider somewhere in the options but it’s greyed out. No clue what it does.

#42 caseysrevenge

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Posted 27 November 2019 - 04:31 AM

I have a lot of fun with this Beta till now only one crash for the rest stable.After playing a couple of hours.
Mechs feel good can set my keyboard to the same settings i have in MWO.
All by all money good spend.Toppie Posted Image Posted Image Posted Image

#43 Biomechtric

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Posted 27 November 2019 - 04:32 AM

I am also having input issues. I am trying to use a Thrustmaster t1600m to control my legs & the mouse for the aiming etc, the problem is that the game seems to ONLY allow for the joystick to control what seems to be 'free look'. There is no way to change this, there is no way to unbind what has been set by PGI that I can find.
If I try to bind, say, turn legs left the game just does not recognize the input from my joystick & doesn't change(yes my stick is working with everything else)
Does anyone have any ideas on how to fix this in game or with the .ini files ?

Edit.
I have emailed PGI's MW5 tech support with my problems. If I get a fix I will post it here.

Edited by Biomechtric, 27 November 2019 - 04:58 AM.


#44 Kotzi

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Posted 27 November 2019 - 05:13 AM

Well it looks good but looks aint everything, i am much more interested about campaign design, procedural generated missions, maps and longivity. Battletech had the problem with its "endgame" aka Assault > everything. Still spend couple of hundred hours and still doing now with new dlc. But if difficulty is just throwing massive tonnage at you it can be stale later on. Guess we will have to wait for people to shed some light on that later on.

#45 Daggett

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Posted 27 November 2019 - 05:27 AM

View Post5th Fedcom Rat, on 27 November 2019 - 12:04 AM, said:


I'm not sure if he said that or not, but if he did, the BeeF needs to try and beat every mission with a single light mech which is a significant challenge for even a hardened MWO veteran. People nowdays don't seem to understand that it's incumbent on the player in a single player game to challenge themselves rather than just relentlessly exploiting the easiest meta configuration and every advantage available (e.g. consumables) which MWO has unfortunately taught our playerbase to do.

If there is a player who thinks outside the box and loves to challenge himself i guess it's the B33F.

But regardless how you play a game, you can still tell if it target's a casual or hardcore audience (or tries to cater both). And from what i've played so far, i'd say too that by default MW5 feels more on the casual side. Which is okay, previous MW games have been rather casual too, at least when compared to real simulators of their time.

Edited by Daggett, 27 November 2019 - 05:43 AM.


#46 Mighty Spike

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Posted 27 November 2019 - 05:44 AM

Like it so far,the sound of the uAC5 is absolutly ...mmmmhPosted Imagewoow
But the Target hud and reticle colour is not good,for people with bad eys like me very hard to see correctly.Alos the Letters and numbers in the Mechlab(for the armor increase -decrease very small.
Have so far no issues with performance or crashes..
Would really like to have that sound from the UAC5 in MWO that boom boom boom boom is going to make meadictive for itPosted Image

#47 Ilfi

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Posted 27 November 2019 - 06:04 AM

My biggest gripe has to be the piss poor AI and lack of difficulty. I don't expect much from vehicles, planes and turrets, but watching "Extreme AI" Mechs lumber slowly toward me in straight lines without twisting, weaving or utilizing terrain is utterly disappointing. Between the brain damaged piloting and the massive head hitboxes, it's genuinely harder to kill stationary Mechs in the MWO Training Ground -- at least there, the Mechs aren't deliberately presenting their massive watermelon heads towards me begging to be slaughtered.

Having an easy game designed for 50 year old grandpas using a joystick and throttle is fine conceptually, but to have the game remain a cakewalk on the hardest difficulty is shameful and inexcusable.

#48 memorandum

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Posted 27 November 2019 - 06:13 AM

1. everything on max running smooth, but i can't find raytracing options anywhere
2. i would have liked the minimap at the bottom, with speed and heat on either side of it and some indication at the reticle when weapons are rdy again after firing, like 6 small boxes, red/green
3. i don't like how the mech chassis are constricted, fx. warhammer 6r, can't put 2 ac10's in there, what's up with that ?
4. i've been shot in the back like alot by my own lance mates, lance ai's don't care if your in their line of fire, and since they r almost always behind you, well.

#49 General Solo

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Posted 27 November 2019 - 06:34 AM

PGI if you read this,
Please add support for the following CH Products
Fighter Stick http://www.chproduct...13-p-181.html#4
Combat Stick http://www.chproduct...13-p-187.html#4
Flight Stick Pro http://www.chproduct...13-p-188.html#4
Pro Pedals http://www.chproduct...13-p-179.html#2
Pro throttle http://www.chproduct...13-p-186.html#3

CH Products have been doing HOTA$$ for decades and needs your support

MW5 need some HOTA$$ support badly

Also support for TrackIR https://www.naturalpoint.com/trackir/ is essential, its the 21st century version of a neuro helmet aka must have.

Also steering wheel support should be included for those who find the AI too easy Posted Image

The ability to remap controller axis is needed for this casual sim to support more sim minded people who will modd the crap out of this game to make it a sim sim.


Thank you

Edited by OZHomerOZ, 27 November 2019 - 06:42 AM.


#50 myhorseisamaz1ng

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Posted 27 November 2019 - 07:17 AM

Is there possibility to buy cd-key directly from pirahnas and enter it in steam when game will be delivered there?[

Edited by myhorseisamaz1ng, 27 November 2019 - 07:19 AM.


#51 Aidan Crenshaw

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Posted 27 November 2019 - 07:25 AM

that's to be seen once the exclusivity period is over. If it goes live on steam, I doubt there'll be a separate buy from PG available, though.

#52 Mister Blastman

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Posted 27 November 2019 - 10:15 AM

View Post5th Fedcom Rat, on 27 November 2019 - 12:04 AM, said:


I'm not sure if he said that or not, but if he did, the BeeF needs to try and beat every mission with a single light mech which is a significant challenge for even a hardened MWO veteran. People nowdays don't seem to understand that it's incumbent on the player in a single player game to challenge themselves rather than just relentlessly exploiting the easiest meta configuration and every advantage available (e.g. consumables) which MWO has unfortunately taught our playerbase to do.


lol

No.

It is not up to the player to challenge themselves in a single player game. The game should do that for us! Imagine if we were standing in an arcade in 1982 next to a Defender arcade cabinet, which happened to be significantly easier than the true game was... and you said the same thing.

"It's up to you to create your own challenge, not the game."

Please.

Good game designers know how to set the game up to challenge the player, regardless of their level of skill. To flip the score over in any of the great classics such as Defender, Asteroids, Donkey Kong, Mrs. Pac Man, Robotron 2084 or others took tremendous skill, beyond that of the average player and pushed them to think abstractly and creatively in order to survive.

It was not up to "us" to make the game challenging.

What a ridiculous excuse.

There's a reason I only play real time strategy games online versus other humans such as Supreme Commander and StarCraft--because the AI is so easily exploited and that is not my fault that I, as a human, figure out how to exploit an AI programmed by other humans. That is the failing of the developers to produce competent AI that can scale and compete with me.

That said, MW 5 looks pretty awesome, aside from the AI. So if they can fix the AI... Let's hope, right?

Edited by Mister Blastman, 27 November 2019 - 10:16 AM.


#53 Lightfoot

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Posted 27 November 2019 - 10:43 AM

Runs fine gameplay-wise.

Game does not see the Throttle axis of my Thrustmaster T16000M FSC joystick. Some joysticks have the throttle axis set as the P-axis and I think this is the case with the T16000M.

Also if I run the TARGET joystick configuration software for the T16000M the game doesn't detect any joystick at all. Sometimes TARGET can provide a work around like setting the throttle to 1,2,3,4,5,6,7,8,9,0, brackets instead.

For now I run the throttle with the Hat switch, but not very satisfying for control during fights.

But, on the bright side the mechs do feel big. You feel like you are in a mech cockpit.Posted Image

#54 Nesutizale

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Posted 27 November 2019 - 10:46 AM

Old Arcades where designed to be hard to beat so you would drop coin after coin into the machine. Then we had the generation of games that where made to be played through as fast as possible so you buy the next game. Now we have, again, games that want you do keep playing and drop a coin again and again.

So how difficulte a game is depends pretty much on the goal of the designer. Also people challangeing themself when the default difficulty wasn't enough is a pretty common thing to do. There is an entire genre called speedruns that is not how devs designed the game to be played but with challanges set by the players themself.

Does it excuse a bad Ai or bad gameplay? Now surely not but there is a differance between bad by design or designed to be easy, for example.
For example what annoys me about the Ai in MW5 is that they don't try to move out of my way when I shoot. They just stand still sometimes, letting me hit them where I want to hit them.
They are also not trying to get away when the situation is hopeless like when I have a 4:1 advantage.

I don't aspect or want the Ai to be human level like players because you won't stand a snowballs chance in hell with the numbers they throw against you if the Ai would be MWO top player like.

#55 MischiefSC

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Posted 27 November 2019 - 11:13 AM

Making AI 'hard' is super easy. You can make it instantly read player inputs, see through all walls and structures and never miss. Have all enemy mechs focus fire and headshot the player every time he pokes his head out.

So how 'good' do you make the AI. Making AI act like a person is hard because people make unpredictable and often stupid choices that turn into lucky situations and they make predictive choices which are CPU intensive. So what we have is pretty much industry standard for a few reasons. Players are going to find ways to exploit AI decision making regardless of what you do or how good you make it so focus on overall performance.

Yeah, it's up to the player if they want the game challenging to stay within the bounds of the 'game' and not try to find meta exploits to make it super easy - unless that's what they want. Some people do.

Majority if MW4 play was heat and ammo off. One of the first mods for MW5 will undoubtedly be unlocking hardpoints so you can put Gauss on every ballistic and PPCs in every energy hardpoint.

In general though AI is always going to be mediocre because A: that's a good fit for majority of players who want an enemy they can beat and that you can throw at them in quantity and B: making AI behave incredibly well is resource intensive and it just means players will work out a more limited range of ways to exploit the AI to win anyway.

#56 Mister Blastman

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Posted 27 November 2019 - 11:27 AM

AI is mediocre only if the developers want their players to be mediocre people. If they want us to excel, they will give us the challenging AI we deserve. Those who can't handle the AI will suffer, and we'll like it.

#57 MW Waldorf Statler

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Posted 27 November 2019 - 11:31 AM

have Problems with the Keybord Controls , clear all ,and new Bindings not worked in all ways (Key is used) ...not can give my Mousewheel the Zoomfunction , not can give the Weapons to the Numfield right.

own ColorCamo Combinations im not can find to save for use for other mechs in my Lance , only the Default colorcombinations

After a Handfull games ,now the Game crashed by Mission loading with Low Level fatal error and the Unreal Engine has lost the 3D3 Device?!
seeing this..a Old problem from the great UE engine with Nividia Drivers since Years by many games

https://answers.unre...-being-l-8.html

Edited by MW Waldorf Statler, 27 November 2019 - 11:45 AM.


#58 Kaeb Odellas

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Posted 27 November 2019 - 01:03 PM

View PostLordNothing, on 26 November 2019 - 08:31 PM, said:


i already have my own workarounds. pgi meanwhile are tight lipped. as for bad attitudes, the "let someone else fix it" is also insane.


It's not "let someone else fix it." It's "tell the people whose job it is to fix things that there is a problem so that they can try to fix it." It's fine to have your own workaround, but a workaround is a temporary solution to a problem

Worse yet, it's a solution that only you have. Tell PGI what the problem is so that they can fix it for everyone.

And PGI are not being tight-lipped about this. They announced on the Discord that those were the only 3 HOTAS systems currently supported. Perhaps they could have announced it elsewhere, but they were by no means trying to hide it.

#59 Jyi

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Posted 27 November 2019 - 01:30 PM

View Post5th Fedcom Rat, on 27 November 2019 - 12:04 AM, said:


I'm not sure if he said that or not, but if he did, the BeeF needs to try and beat every mission with a single light mech which is a significant challenge for even a hardened MWO veteran. People nowdays don't seem to understand that it's incumbent on the player in a single player game to challenge themselves rather than just relentlessly exploiting the easiest meta configuration and every advantage available (e.g. consumables) which MWO has unfortunately taught our playerbase to do.

I'm not sure if I've ever seen such a ridicilous argument. Yea, doing every mission currently in the demo with a single light mech might get a bit challenging. I did the assassination with a light, though, and I'm not even a hardened veteran.

The thing is: you don't NEED to exploit the easiest meta or any advantage for MW5 to be easy. I have literally stood in place and facetanked all damage in a somewhat armored (changed like 6 armor from back to front), stock weaponed heavy mech without any teammates and succesfully completed the assassination mission. Some of the other missions get a little bit harder because the game just throws so much stuff at you at the same time. But even then, some of them can still be completed with a single assault by simply standing still, facetanking the enemy and aiming at their CT. I bet just about anyone could manage to do some of those missions with one hand after a couple tries.

I mean, how much LESS exploity can I get than taking a stock Highlander, jumpjetting on one of the most visible places on the map and slowly shooting at targets that have every advantage on me?

And to be honest, it's not the player's responsibility to find the entertainment in a poorly and lazily made game. That's pretty much the same argument that was used to justify a game like Fallout 76 being a piece of unfinished, buggy garbage. "Oh, but OTHER PLAYERS will CREATE the entertainment. It's not MEANT to be played alone! That's why there's no NPC's."

In the same way, it seems now PGI is saying "Oh, but MODDERS will fix the LOW HANGING FRUIT while we concentrate on other things.". I'm sorry, but to most of us players, AI is not a low hanging fruit. It's in the absolute core of what makes or breaks a good game. The rest of this stuff is fluff. It's meaningless how good the graphics are if the game FEELS hollow. It's irrelevant if PGI has created the coolest "random planet map generator thingie" ever, if those maps don't feel believeable in any way. It doesn't matter how cool mechs I can salvage, if there's no challenge in salvaging them.

We are NOT supposed to finish the game for the developer - not by modding or in our heads by pretending it's better than it is. We are the ones paying for it, they are supposed to deliver.

#60 A1Ste4kSauce

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Posted 27 November 2019 - 01:46 PM

Watched some beta gameplay, I'm buying it as soon as it comes out. I've waited too long for another MW to come out. You can only replay the MW4 series for so long. All this whining about the AI, honestly, if its just as good as a MW4 game or even a bit better, that's all I want. Did people forget about MW4 mercs missions? You'd take a lance of 8 mechs and tear through multiple lances and vehicles. It was tons of fun. At the end of it, you were orange and red all over! From the looks of it, PGI has replicated this, albeit with better graphics and co-op! I can't wait to play with my wife since MWO was not friendly to small groups (dropping in group que against premades, my wife never wanted to play again and we went back to GTAV, SC2, and Halo Reach).

What PGI did was ******, but honestly, if it was the deciding factor in MW5 ending up the way it looks as of the beta, then the Epic deal was worth it. I feel sorry for the people who were baited and I think Russ is a shady pos, but the MW5 team did a damn good job. I was hellbent on waiting a year, but it looks good and I want to see more. I never expected AAA polish (I mostly play indie games anyways) and am happy with how it looks and plays. I of course think it could use polish in some areas and can see that some corners were cut, but the main package is there. Back in the early MW4 days, the modding scene was essentially nonexistent, you only got disk dlcs from EB games like stores. The only place you could get mods was ModDB ( remember that site guys?). With all the ease of access to modding tools and tech today, MW5 with mods will be even more of a blast to play.





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