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Mw5 Mercs Dlc Update


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#21 My Lord and Saviour Jesus Christ

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Posted 17 April 2020 - 05:32 AM

So in this DLC the new content we get is:
  • A new biome
  • Some new missions
Amazing.

Edited by Hawker Siddeley, 17 April 2020 - 05:32 AM.


#22 LT. HARDCASE

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Posted 17 April 2020 - 05:53 AM

Those Mech Rifles should've been in MWO a long time ago.

Please give them to us.

#23 GaelicWolf

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Posted 17 April 2020 - 07:02 AM

[color=#030303]As stated above, alot of this content was promised as part of the base game, now they expect you to PAY for content that SHOULD have been given out with the first release. It's telling that the Modders have brought more content to the game in a shorter time than PGI's own developers have. Typical PGI........I was so hyped when they first started talking about Mechwarrior 5 coming out and looked forward to continuing the franchise that I have been with since the beginging. It's too bad that I continue to be disappointed by PGI's handeling of the Mechwarrior title. [/color]

#24 My Lord and Saviour Jesus Christ

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Posted 17 April 2020 - 07:53 AM

View PostLT. HARDCASE, on 17 April 2020 - 05:53 AM, said:

Those Mech Rifles should've been in MWO a long time ago.

Please give them to us.


Rifles in lore are absolutely garbage to use against anything with military grade armour.

#25 Le Bum

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Posted 17 April 2020 - 08:16 AM

I'm on my fourth playthrough and I still can't swap engines, this is a problem. Posted Image

#26 LT. HARDCASE

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Posted 17 April 2020 - 06:22 PM

View PostHawker Siddeley, on 17 April 2020 - 07:53 AM, said:

Rifles in lore are absolutely garbage to use against anything with military grade armour.

Machine Guns are even worse.

The TT damage/ton/range of the Rifles are pretty decent and would give lighter mechs more ballistic options.

#27 leony

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Posted 17 April 2020 - 06:53 PM

View PostBlaizerP, on 16 April 2020 - 05:42 PM, said:



Great! Let me know when these are brought into MWO and I'll gladly buy a mech pack!


Affirmative

#28 My Lord and Saviour Jesus Christ

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Posted 18 April 2020 - 12:47 AM

View PostLT. HARDCASE, on 17 April 2020 - 06:22 PM, said:

Machine Guns are even worse.

The TT damage/ton/range of the Rifles are pretty decent and would give lighter mechs more ballistic options.


Don't be fooled by how nice the damage looks for them, anything above BAR 7 is I think half damage?

#29 RBL Acehigh

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Posted 18 April 2020 - 06:06 AM

Nice ambitious dlc. Career mode sounds really interesting. Disappointed no mention of us "dirty clanners" yet.....we do have some nice toys ya know.......LOL Give me a cougar, shadow cat, timber wolf, summoner, and dire wolf and I'm set.

#30 Reno Blade

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Posted 18 April 2020 - 06:10 AM

I'm looking forward to the update/DLC and all the stated new stuff coming.

My top items:
1. The Quirk "blueprint" system. So we can finally use that to have some kind of skill/quirk builds and we don't have to add that as MOD ourselves.
2. The border changing "faction play" roleplay (hopefully able influence the border changes also from your actions)
3. New 360° LOS radar and ambient heat effects

Some comments/wishes:
Mechs + Weapon/Equip update is very welcome and expected obviously.
I hope you consider all the Weapon MODs out there as a possibility to include some of that natively (e.g. diferent companies having different effects on the same weapon type).

And i really wish for the update (mentioned 360° LOS radar) to make tracking/visibility/targeting more like the Info-Warfare PTS3 that we had years ago (different mechs having different sensor ranges and radar signatures) or at least support this for modding fully (maybe could even be an Campaign option).

Maybe add Heat Scale support/option (could even be a Campaign option).

#31 FupDup

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Posted 18 April 2020 - 05:09 PM

View PostLT. HARDCASE, on 17 April 2020 - 06:22 PM, said:

Machine Guns are even worse.

Machine Guns do full damage against modern armor. Mech Rifles suffer a damage penalty against modern armor. Thus, Machine Guns have superior penetration of the two.

View PostLT. HARDCASE, on 17 April 2020 - 06:22 PM, said:

The TT damage/ton/range of the Rifles are pretty decent and would give lighter mechs more ballistic options.

Light Rifle: 0 damage, 3 tons, 360m range
Medium Rifle: 3 damage, 5 tons, 450m range
Heavy Rifle: 6 damage, 8 tons, 540m range

Not really that compelling, assuming PGI preserves the damage penalty (and I'm okay if they don't, cuz corerule ignore). There are much stronger options like Light ACs, Protomech ACs, Magshots, and AP Gauss that are good out of the box without having to pray for the Balancing Overlords™ to bless them.

#32 Niko85

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Posted 19 April 2020 - 02:53 AM

nice new dlc's, i guess the game is fixed then?

#33 IshanDeston

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Posted 19 April 2020 - 09:38 AM

What are Mechrifles? And aren't Chemlasers Clan exclusive weapons?

#34 FupDup

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Posted 19 April 2020 - 10:05 AM

View PostIshanDeston, on 19 April 2020 - 09:38 AM, said:

What are Mechrifles? And aren't Chemlasers Clan exclusive weapons?

Mech Rifles are modern day tank cannons. The fluff difference is that they shoot one big shell instead of a series of shells like most ACs (in TT this provided no difference because ACs allocated their damage into a single hitbox anyways). In terms of game performance they suffered a damage penalty against armored targets and were otherwise less efficient than ACs in terms of heat, ammo, etc.

Chemical lasers are indeed supposed to be Clan only...

Edited by FupDup, 19 April 2020 - 10:06 AM.


#35 C E Dwyer

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Posted 20 April 2020 - 06:35 AM

View PostLe Bum, on 17 April 2020 - 08:16 AM, said:

I'm on my fourth playthrough and I still can't swap engines, this is a problem. Posted Image

No it isn't


Ever tried sticking an Abram's engine in a Volks wagon beetle..


didn't think so...

#36 mr8shot

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Posted 20 April 2020 - 10:44 AM

I like to see the thanatos make it in the list.

#37 CABAL - Nod Advanced Combat AI

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Posted 21 April 2020 - 08:44 AM

Please bring back the military foot-soldiers (and civilians) like you guys had in the trailers! It gives a better sense of scale and would be interesting to stomp ground-troops and have them deal (little) damage to the Mechs.

It would bring "life" into the areas like in the city if you have a bunch of civilians running away or when attacking a base there is a bunch of foot soldiers fighting along the turrets and tanks. The levels are too "lifeless" with just vehicles and buildings around. Make it seem like there is an actual Mech-Attack on a planet by having farmers evacuate their equipment, police and emergency crews getting dispatched to buildings that you knocked down or blew up, fire-crews trying to put out fires, etc.

You can do so much more to add depth and realism to the game by adding foot-troops / civilians. Like with factions that you're an enemy with, maybe the civilians fight back when you show up?

Edited by CABAL - Nod Advanced Combat AI, 21 April 2020 - 08:52 AM.


#38 Reno Blade

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Posted 21 April 2020 - 10:36 AM

I'm currently waiting for the latest version of the incredible MercTech mod that includes new Engine components and such.

check this out :)



#39 ENOVA

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Posted 22 April 2020 - 07:29 AM

WHAT IS Short Burst lasers? Sarna know nothing about this. Is this even a lore weapon? hey!

Edited by ENOVA, 22 April 2020 - 07:39 AM.


#40 FupDup

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Posted 22 April 2020 - 12:26 PM

View PostENOVA, on 22 April 2020 - 07:29 AM, said:

WHAT IS Short Burst lasers? Sarna know nothing about this. Is this even a lore weapon? hey!

It's not a lore weapon. It's a PGI invention.

As for what they actually do, I think the most obvious route is that they'll act like lasers in older MWO games by being fully frontloaded rather than having a duration. This might end up encroaching on the role of pulse lasers, however (does MW5 do pulse lasers just like MWO? Haven't played it or watched it).





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