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Vellron's Mw5:mercenaries Review


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#21 FRAGTAST1C

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Posted 30 November 2019 - 07:36 PM

View PostTordin, on 30 November 2019 - 02:20 PM, said:


Really? But the MW5 specs are below mine. Dosent make much sense.

Well between medium and high in my experience, but Im not computer wizard. All I know is that my graphic card are the third highest on most used/ best whatever on the steam charts, oh well.


Trust me. On my older system, I have the GTX 1050ti. It was good for its time but for newer games, it isn't. I remember one of the AMA sessions where one question was about system requirements and the answer was that if you can play MWO on max, you can play MW5 on medium settings or something like that. That card will struggle to run graphics mods @ 1080p on games like FO4 and Skyrim and by graphics mods, I mean tons of HD textures, ENB, weather mods that suddenly throw a lot of particle effects at you, etc.,

#22 Tordin

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Posted 01 December 2019 - 02:27 PM

Okay. Explain to me that no matter the settings for graphics are, the graphics on mech in mech lab, flicker a little, stay kinda hi res but then after say, switching to a new paint job, the graphs turns totally low res. Then in the mechbay where you select mech and pilot its kinda stays sharp. Then low res again in- mission. Didnt act like this a day or two ago...

#23 MischiefSC

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Posted 01 December 2019 - 02:28 PM

LRMs and SRMs both in MW5 are visually uninspiring. Too big - just big glowing balls. I miss the visuals for missiles of MWO.

I took a team full of splat builds on the defense mission and nearly lost it - base was at 18% at the end so I'd say SRMs are not that accurate but a good bang for the buck. Just that maps are good sized and PPFLD is, well, PPFLD so peeps and AC10s are in general just better. So is Gauss, obviously.

While the AI comments when you make headshots are fun (there's a female teammate that's entertaining if a bit creepy) shrinking head hitboxes will likely be an early mod.

#24 Jyi

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Posted 01 December 2019 - 03:15 PM

View PostMischiefSC, on 01 December 2019 - 02:28 PM, said:

LRMs and SRMs both in MW5 are visually uninspiring. Too big - just big glowing balls. I miss the visuals for missiles of MWO.

I took a team full of splat builds on the defense mission and nearly lost it - base was at 18% at the end so I'd say SRMs are not that accurate but a good bang for the buck. Just that maps are good sized and PPFLD is, well, PPFLD so peeps and AC10s are in general just better. So is Gauss, obviously.

While the AI comments when you make headshots are fun (there's a female teammate that's entertaining if a bit creepy) shrinking head hitboxes will likely be an early mod.

AI has no clue how to use splat builds. As a player, though, it feels overpowered. SRM recycle rate feels extremely short, heat isn't that high, weight isn't that high and you can just run into an enemy mech, splat it in the face and 1-2 shot it. Especially heavies and assaults, because they are so slow and have a higher tencendy to sit still.

#25 Vellron2005

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Posted 02 December 2019 - 12:39 AM

View PostIlfi, on 30 November 2019 - 02:33 PM, said:

How do you feel about LRMs in MW5?


I tried a few LRM mechs and I found them satisfying and useful. Particularity useful against vehicles and flying pests.

I like how they look, and like how they behave for the most part. I noticed you can't lock them if you, or one of your teammates, has no line of sight to the target, and I guess that works for a single player game. I am a bit saddened that they only shoot in an arc, and not directly like in MWO, but have yet to have a need for them to direct-fire.

I'm generally happy with LRMs in MW5.. I have yet to test dedicated LRM boats though..

The 2xLRM20 seems to be the cap so far, and that's waaaay less than the LRM70 I'm used to from MWO..

Edited by Vellron2005, 02 December 2019 - 12:45 AM.


#26 FRAGTAST1C

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Posted 02 December 2019 - 01:11 AM

View PostVellron2005, on 02 December 2019 - 12:39 AM, said:

The 2xLRM20 seems to be the cap so far, and that's waaaay less than the LRM70 I'm used to from MWO..


One of the Stalkers can boat close to LRM60. I like the Streak LRMs. They look like the C-LRMs.

#27 Nesutizale

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Posted 02 December 2019 - 01:45 AM

I think its stream not streak and yes its C-LRMs. Beside that I have the feeling that they land more closer to each other while the normal LRM hits a wider area. So I liked to use the LRM against light targets as at least some hit while a stream is either hit or miss with lights and stream LRM work like a charm against heavys or assaults.

#28 FRAGTAST1C

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Posted 02 December 2019 - 02:02 AM

View PostNesutizale, on 02 December 2019 - 01:45 AM, said:

I think its stream not streak and yes its C-LRMs.


Yeah, that. My bad.

I like those LRMs. I've tried a Catapult LRM boat in the Raid and I was light on ammo for that mission but was very fun to play. I should try a Stalker.

#29 Tordin

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Posted 02 December 2019 - 03:21 PM

Stream LRM seems more accurate. However as in MWO I suspect they are a TAD bit more vulnerable to AMS.

#30 Nesutizale

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Posted 02 December 2019 - 03:41 PM

Luckly AMS isn't reintroduced to the IS until 3040, so it will be some years until you have to worry about it and even then I think it will be a rare sight at first.

#31 Vellron2005

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Posted 03 December 2019 - 03:11 AM

View PostFRAGTAST1C, on 02 December 2019 - 01:11 AM, said:


One of the Stalkers can boat close to LRM60. I like the Streak LRMs. They look like the C-LRMs.


....really? Posted Image

View PostNesutizale, on 02 December 2019 - 03:41 PM, said:

Luckly AMS isn't reintroduced to the IS until 3040, so it will be some years until you have to worry about it and even then I think it will be a rare sight at first.


...there's... there's no AMS?

Ok, I have cyber wood now Posted Image

Edited by Vellron2005, 03 December 2019 - 03:11 AM.


#32 Nesutizale

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Posted 03 December 2019 - 03:26 AM

No AMS, no ECM, no stealth armor...except for hiding or killing an LRM boat fast there is little to defend against LRMs.
Oh and minimal range and that you run out of ammo or don't have enough heatsinks. Last time I played with LRMs was using a stock Archer with the 2LRM20 and 4 med lasers....that thing gets hot realy fast.

Still LRMs seam to have a good spread so while it works well to soften up targets you will most likely not hit the locations you want to gain some good salvage or to kill the enemy fast enough. Rember that in this game its not just enough to kill a target, you also want to kill it in a particular way sometimes.

#33 Vellron2005

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Posted 03 December 2019 - 04:09 AM

View PostNesutizale, on 03 December 2019 - 03:26 AM, said:

No AMS, no ECM, no stealth armor...except for hiding or killing an LRM boat fast there is little to defend against LRMs.
Oh and minimal range and that you run out of ammo or don't have enough heatsinks. Last time I played with LRMs was using a stock Archer with the 2LRM20 and 4 med lasers....that thing gets hot realy fast.

Still LRMs seam to have a good spread so while it works well to soften up targets you will most likely not hit the locations you want to gain some good salvage or to kill the enemy fast enough. Rember that in this game its not just enough to kill a target, you also want to kill it in a particular way sometimes.


I particularly, like that the game doesn't even let you fire your LRMs if they are withing minimum range.. it's like "dude, the guy is 30 ft away, don't spray it with useless ammo ya dummy!" :D

And yes, LRMs finally feel like a real threat again.. for the enemy as well as the player.

#34 Nesutizale

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Posted 03 December 2019 - 05:12 AM

While it could be argued that people should learn when to LRM and when not to, I think the minimal range firing preventation is a good addition to the game. Also it would be better if aiming would be harder with LRMs at close range or that the spread increases the closer a target comes. That would be even better.

#35 FRAGTAST1C

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Posted 03 December 2019 - 07:12 PM

View PostNesutizale, on 02 December 2019 - 03:41 PM, said:

Luckly AMS isn't reintroduced to the IS until 3040, so it will be some years until you have to worry about it and even then I think it will be a rare sight at first.


Some mech variants in the demo have AMS. I haven't used those but I remember seeing a couple of them.

#36 Nesutizale

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Posted 04 December 2019 - 04:44 AM

Yes the Demo includes all the mechs the game will have regardless of their introduction date and tech.
During the story mission you will only find the tech and mechs that where avaible during that time. As time goes by new mechs and new tech will be introduced.

So IIRC the game starts in 3015 so you shouldn't see AMS equiped mechs for 25 years. Question is how long is that in ingame time. We have seen in the walkthrough that travels to the next contract can take up to a year? So in the extreme case it could be 25 mission before AMS appears?

Edited by Nesutizale, 04 December 2019 - 04:44 AM.


#37 East Indy

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Posted 04 December 2019 - 10:05 AM

View PostY E O N N E, on 29 November 2019 - 11:38 AM, said:

You do not want to be fighting enemies competent enough to drill your CT from 900 meters. You don't want enemies capable of taking advantage of your lack of agility or arm weapons so it can shove SRMs up your arse. You don't want enemies capable of reading your build and knowing you run hot so they can push on you. The reason you don't want this is because you and your lance are 4 'Mechs and you will be facing successive waves of more than 4 enemies at a time. If the AI were GOOD, then you would be boned after the first engagement.

That's the thing: we might want it. As it stands, this looks like a game better positioned for Robotech, where a small number of Veritechs fight through wave after wave of Zentraedi -- I mean, heck, already got the Glaug and battloid, so toss in a regular battlepod, speed everything up and it's 3/4s there. BattleTech, though, is something different.

#38 Nesutizale

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Posted 04 December 2019 - 03:12 PM

Yes Battletech is something different, Mechwarrior is not. All Mechwarrior games had more enemys thrown your way then you would survive in Battletech.

#39 FRAGTAST1C

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Posted 04 December 2019 - 07:12 PM

View PostEast Indy, on 04 December 2019 - 10:05 AM, said:

That's the thing: we might want it.


Mods.

#40 Daggett

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Posted 05 December 2019 - 02:34 AM

View PostHazeclaw, on 29 November 2019 - 09:02 AM, said:

I find it rather alarming how much fun a lot of people are having tearing down cities full of civilians. It's a game, but still. It practically seems like the main play feature of this game

When COD ran the no russian mission, it was in all the news for weeks about the horror of video games. When PGI makes you level entire cities.....just fun gameplay Posted Image

As far as i remember there is no indication that there are civilians in those buildings (or did i miss some radio shatter about civilian casualties?). For instance no one is running on the streets or such things, all bases/cities look very deserted.
So you can easily imagine that everyone evacuated as soon as they realized that there is an enemy dropship full with deadly mechs on route.

In my opinion that's pretty harmless compared to the CoD mission you mentioned where you actually see and kill panicked civilians.

Edit: Looks like i indeed missed some comms clearly stating that you are actively killing civilians. Which could make sense if we are playing a story mission where we told otherwise by our contractors and are then given the option to stop killing and switch sides.
But for an instant-action mission without context like in the demo i can see your point.
I see no sense in forcing the player to commit mass murder here.

Edited by Daggett, 05 December 2019 - 04:18 AM.






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