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It's The Little Details In Mw5


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#1 Jackal Noble

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Posted 13 December 2019 - 02:29 PM

Like how the repair arms adjust and position themselves dependent on what mech is in the bay
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Or that the weapons will be different manufacturers based on what level of quality they are. That's cool as hell. The weapon models are a new and fantastic addition to the franchise.
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Mech lore is very welcome! So glad to see this made it in to the game.
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Every mission has a generated story, not to mention occasional missions where you can change sides
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The open map of the Inner-Sphere, hell ya
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The Pilot Barracks of an industrial sector. Pilots have background descriptions. WOOT. I like how pilots are skills are capped and different between each and some have higher max total skill pool.
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Last and very important.
Top left of the screen - the Help section
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This needs more credit, as I think it's very well done and thought out.
Included is an entire repository of how to use the game and play it, complete with video elements on every subject. I'm very familiar with how to use the game, but it is a wonderful addition for new-comers or players that get confused on elements.

Edited by Jackal Noble, 13 December 2019 - 03:42 PM.


#2 Thorn Hallis

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Posted 13 December 2019 - 02:34 PM

Though there are also small details that are missing. Like no matter which house unit you are facing, they all have the same faction camo.

#3 Jackal Noble

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Posted 13 December 2019 - 02:47 PM

View PostThorn Hallis, on 13 December 2019 - 02:34 PM, said:

Though there are also small details that are missing. Like no matter which house unit you are facing, they all have the same faction camo.

That is something that will be awesome to see if anyone ever gets around to doing something like that. One can imagine.

#4 Jackal Noble

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Posted 13 December 2019 - 02:55 PM

Food for thought.

The reason why there are the # of mechs in the game, is that PGI had to re-design the entire weapon system for MW5. That includes the models and the firing etc. Also had to re-design hard-points, and again after they announced the small medium large crossover compatibility (putting a small weapon into a large slot). Follow up with QC and making sure that weapons fit properly, etc etc. Not to mention the slew of additonal assets, vehicles , buildings - (3 levels of destruction) All of that adds up, especially when the dev window is much shorter.
I'd imagine that rigging up those weapon systems for each and every mech would for a one time release window prove to be quite the endeavor vs the old MWO mechpack a month where it's just one mech (and multiples before that)

Edited by Jackal Noble, 13 December 2019 - 03:09 PM.


#5 Unleashed3k

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Posted 13 December 2019 - 03:26 PM

View PostJackal Noble, on 13 December 2019 - 02:55 PM, said:

Food for thought.

The reason why there are the # of mechs in the game, is that PGI had to re-design the entire weapon system for MW5. That includes the models and the firing etc. Also had to re-design hard-points, and again after they announced the small medium large crossover compatibility (putting a small weapon into a large slot). Follow up with QC and making sure that weapons fit properly, etc etc. Not to mention the slew of additonal assets, vehicles , buildings - (3 levels of destruction) All of that adds up, especially when the dev window is much shorter.
I'd imagine that rigging up those weapon systems for each and every mech would for a one time release window prove to be quite the endeavor vs the old MWO mechpack a month where it's just one mech (and multiples before that)

Only things that I miss so far is an adv. zoom and that everyone in coop could change the loadout of his mech, if the host allows it.

If they could add this to coop, it would be a lot smoother, instead of telling your friend what you need and what can be thrown out.

Oh and please let the clients in coop see the starmap, that would be very helpful!

Edited by Unleashed3k, 13 December 2019 - 03:26 PM.


#6 Jackal Noble

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Posted 13 December 2019 - 03:44 PM

That was more of a commentary of acknowledging that there is a lot of quality content in the game.

#7 Jackal Noble

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Posted 13 December 2019 - 04:15 PM

Close up on the Warrior VTOL, a quite small model in game.

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#8 Button man

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Posted 13 December 2019 - 04:30 PM

playing through like the rest of you i get used to certain things, one of the things bugging me right now..is when there is a really good mech in salvage that i want..i just happen to NOT have enough salvage points..every time..hunchbacks, shadowhawks..im always a couple of points less than what i need..even though my points are maxed it is still not enough..that bugs me

#9 Jackal Noble

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Posted 13 December 2019 - 04:38 PM

You understand why that is like that, right?
It's a soft-wall mechanic. What point of the economic system in place if you can literally get the best stuff. That's the way negotiations work in Battletech - you have to really grease elbows to be able to get the best scrap. This is not new.

I could go on. That is a good system and you have to take it into consideration the bigger picture of how it ties into the economy of the game.

Edited by Jackal Noble, 13 December 2019 - 04:39 PM.


#10 Koniving

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Posted 13 December 2019 - 04:47 PM

View PostJackal Noble, on 13 December 2019 - 04:15 PM, said:

Close up on the Warrior VTOL, a quite small model in game.

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One thing I will admit, is they did the SRM-4s the same way I would have for the Warrior; split into 2 tubes per wing.
Slightly perturbed that no consideration went into how they reload.

Sadly, they got a single shot AC/2 and very, very slow firing rate.
Sarlon MaxiCannon is a low-caliber spam-fest AC/2, which works great for VTOL as the low recoil is handy, and the fast operational speeds well in excess of 100 kph which we never see happening in MW5 would make them very effective harassers.

Side note -- does this one have a laser?

Edited by Koniving, 13 December 2019 - 04:49 PM.


#11 Jackal Noble

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Posted 13 December 2019 - 04:57 PM

You're referring to the Igor VTOL. It's pretty awesome when a couple of them show up and you're already in a brawl with 3 other mechs. Esp the 2 dual AC10 var.

Edited by Jackal Noble, 13 December 2019 - 04:57 PM.


#12 Jackal Noble

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Posted 13 December 2019 - 05:26 PM

Checking to see if those big *** shells travel ~1700 m. sure enough.

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#13 Koniving

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Posted 13 December 2019 - 05:42 PM

View PostJackal Noble, on 13 December 2019 - 04:57 PM, said:

You're referring to the Igor VTOL. It's pretty awesome when a couple of them show up and you're already in a brawl with 3 other mechs. Esp the 2 dual AC10 var.


I'm referring to the canonical Warrior..
1x Autocannon/2
1x SRM-4

https://www.sarna.ne...(Combat_Vehicle)
But PGI failed me here too.

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#14 Koniving

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Posted 13 December 2019 - 05:52 PM

On a side note, if an Igor's sporting twin AC/10s...
https://www.sarna.net/wiki/VTOL
(35 ton max limit).
I guess this means it probably isn't actually a VTOL and may be an Aerospace fighter.

...Maybe I'll find some interesting uses for it afterall.

#15 Jackal Noble

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Posted 13 December 2019 - 07:57 PM

I'll always take a free mech, even if it's a vindi. might be fun.
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Oh man, it's terrible.

Edited by Jackal Noble, 13 December 2019 - 07:56 PM.


#16 Prototelis

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Posted 13 December 2019 - 08:04 PM

^Yeah it is.

Forced bracket build, not even an upgrade over the 1AA because it has the same bad hardpoints.

Most of the medium mechs are that bad, only a couple of strong outliers.

"balanced" huh?

#17 Jackal Noble

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Posted 13 December 2019 - 08:05 PM

As good of a place as any for this. A really fun run in a Kintaro.


#18 Jackal Noble

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Posted 13 December 2019 - 08:12 PM

View PostPrototelis, on 13 December 2019 - 08:04 PM, said:

^Yeah it is.

Forced bracket build, not even an upgrade over the 1AA because it has the same bad hardpoints.

Most of the medium mechs are that bad, only a couple of strong outliers.

"balanced" huh?

The KTO is pretty devastating, but so hot with SHS.

#19 RickySpanish

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Posted 13 December 2019 - 10:45 PM

Issue I'm currently having is how bad the AI is, my lancemates trash their 'Mechs each and every mission because they ignore my orders to fall into formation. Sometimes I have had a friendly on the other side of the map getting owned by who knows what because they didn't follow my orders. So frustrating.

#20 Monkey Lover

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Posted 13 December 2019 - 11:17 PM

They can do this little things but npcs don't move and they can't even look at you....
It's classic pgi they do 60% of job really well then they stop.






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