

#41
Posted 05 January 2022 - 09:48 AM
#43
Posted 05 January 2022 - 10:24 AM
#45
Posted 07 January 2022 - 05:20 AM
***Terrible AI, and i mean terrible. Even the best work of modders which try to improve it doesnt really work. Too many times the AI lancemates just refuse to shoot at targets. I dont mind it being chance based hits (AI rolls whether they hit or dont with modifiers based on distance and speed), but the most rage inducing thing is ordering your lance to shoot something and they just sit there even with builds that are very low heat generating like pure dakka.
***Very repetitive after youve played the entire game 2-3 times. Its just that the enemys tactics are fairly consistent, and the mechs you face are very limited variants. I know they tried to make it closer to lore, but id love to see a greater variety in builds that the AI sends after you since seeing a stalker you pretty much know exactly what weapons it has b4 you even get sensor lock (all the builds are very similar even between variants, ect). If there was a way to make the mech loadouts procedural (obviously limited by weight), it would go a long way to making the game less stale after youve went through the campaign a few times. Even if some of the builds were genuinely trash, id rather see something truly derp like 1MG 1AC2 1PPC 1LL 2SL rifleman then the same exact build every single time i encounter it.
If those 2 things could be rectified, MW5 would really be a good game, and the 2nd one can be partially rectified by the right mods. There are a few ones that add more mechlab customize options and add more variants of mech that can be encountered, but even with those mods id really love to see truly procedural loadouts on at least some percentage of mechs making them feel more like someone grabbed whatever weapons was sitting around and stuck it in a mech.
A few minor points, id love to see more mission types. Theres a nice mod i forget the name of that adds more mission types, but that mod is a bit buggy here and there and doesnt feel polished like the stock missions. It would also be nice to have some way to make the game actually harder for players to challenge themselves more once they get better at it. Even with the scary tanks mod and the missions pack that adds some much harder missions, i find that the game is just a bit too easy unless i limit myself to pure lore builds (which makes the game just boring as half the fun for me is tweaking mechs and trying new things with em). If there was some difficulty slider it would really help out (even if all it did was change the probability the enemy would hit your mech). Right now i have to add craptons of mods to even begin to challenge myself without playing what id call masochist mode; 100% stock lore loadouts, salvage only, and only using mechs i get from completing missions. Thats a genuine challenge, but such limitations make the game feel more stale then normal so i dont really do that.
But yeah, MWO is a much better game imo, since fighting live players (and the occasional potatos) with all its downsides keeps the game playable long term since no 2 games are identical (and there is way more mechs to play with if i get bored with the usual mets hellbringer/bloodasps i normally like to run).
#46
Posted 07 January 2022 - 07:20 AM
panzer1b, on 07 January 2022 - 05:20 AM, said:
Check out some of Baradul's videos where he addresses this. He illustrates that part of the problem is weapon groups. The AI pilot will always attempt to fire weapon group 1 first. So if your Dual AC/5's are on weapon group 2 while the small lasers are on weapon group 1, the AI pilot will skip the AC/5's and try to get into small laser range. To get the most out of your AI pilots (and that still isn't saying much), the weapon groups need to be set to super-derp mode.
This needs to be a tool tip.
#47
Posted 07 January 2022 - 08:00 PM
Would be much better if it was smaller numbers of more dangerous enemies\heavier mechs
#48
Posted 07 January 2022 - 10:03 PM
LordBraxton, on 07 January 2022 - 08:00 PM, said:
Would be much better if it was smaller numbers of more dangerous enemies\heavier mechs
Yeah, that's my biggest beef with it too. Battletech is rarely about waves of enemies, but in MW5 its every single fight.
#49
Posted 08 January 2022 - 01:50 AM
LordBraxton, on 07 January 2022 - 08:00 PM, said:
Would be much better if it was smaller numbers of more dangerous enemiesheavier mechs
Merctech and other modes enable you to increase the endurance of tanks/vehicles/vtols.
Especially Merctech has a whole range of options/settings to tailor the game the direction you want it.
Combined with mission mods it should be possible to have less of this swarming missions and more "real" Mechwarrior gameplay.
I have not looked into them entirely but i belive i had seen some that remove tanks for mechs or change the spawning etc.
Coyotes Missions adds a whole bunch of different types of missions.
That is the big beauty of MW5 - you can mod it to your hearts content and it will be still there when MWO is burried.
And honestly the combat is the best in all of the Mechwarrior series - its the lackluster AI and the tank/vtol swarming that is a detriment - yes, the story could be told more elegantly but its workable and none of the other games comes close to the in principle very good and fun combat model.
In the end they market it to much to insiders and get not awareness of outsiders toward the games existence and at a certain point a games becomes "old" and MW5 is out since 2 years plus so...hard to sell it as new even its "new" on a certain hardware when the first reviews date from 2019...
Battletech at whole was never a really good for longevity/growth managed franchise.
Jordan W. makes money starting and hyping things up, rake in from the boom and sell off b4 the bust bcs no one ever manages his franchises in any good way after its sold.
Its allways marketed toward niche gamers that shell out whale money for their niche games and he/they never think of a way to make it into the mass market yet at least Battletech should have enough potential to be a multigenre multimedia game universe with unlimited growth potential as it has all of it, the interesting characters, the interesting setting, the insane tech, the also insane tech discrepancies that allow for the human factor to still play a role, it could be anything if it was not limited to be an arcade mech armsrace actionsim.
You need to start this franchise by catching the outside gamers not with redundant Mechs but unique memorable yet believeable characters and there are a bunch of them in the BT universe!
Edited by Thorqemada, 08 January 2022 - 01:52 AM.
#50
Posted 09 January 2022 - 03:28 PM
Edited by r4plez, 09 January 2022 - 03:29 PM.
#51
Posted 09 January 2022 - 04:09 PM
CMDR Sunset Shimmer, on 06 October 2020 - 08:07 AM, said:
They could have mitigated a huge portion of that if they made CW an actually interesting mode for those types of players instead of dumping 3 or 6 months into creating meaningless meta-game map, and making the play mode the same exact mode they got rid of after leaving beta because you could put xl300s in jenners.
#52
Posted 10 January 2022 - 12:14 AM
#53
Posted 12 January 2022 - 02:31 AM
https://www.reddit.c...rrior_5_as_pgi/
https://www.reddit.c...arrior_content/
Edited by MW Waldorf Statler, 12 January 2022 - 02:39 AM.
#54
Posted 12 January 2022 - 05:26 AM

I'm actually one of those who prefer PvE (play against computer)!
#55
Posted 12 January 2022 - 06:44 AM
w0qj, on 12 January 2022 - 05:26 AM, said:

I'm actually one of those who prefer PvE (play against computer)!
Sure there is, but it takes effort to do 3D files. The modding community will get to it, I'm sure, especially now that they've essentially been told that PGI won't be delivering them. For now, I see equipment packs and things on NexusMods.
Edited by ScrapIron Prime, 12 January 2022 - 06:45 AM.
#56
Posted 12 January 2022 - 06:49 AM
Kanil, on 10 January 2022 - 12:14 AM, said:
Yeah the hunchback in Mech5 only goes like 65kph.
#57
Posted 12 January 2022 - 07:41 AM
Kanil, on 10 January 2022 - 12:14 AM, said:
It's supposed to feel more like BattleTech. PGI basically threw the BattleTech rulebook out for MWO, so it feels more like an FPS shooter.
#58
Posted 12 January 2022 - 08:38 AM
feeWAIVER, on 12 January 2022 - 06:49 AM, said:
That's because a 50 ton mech with a 200 rated engine moves at 64.8 kph according to lore and the board game from whence it came.
VaudeVillain, on 12 January 2022 - 07:41 AM, said:
It _is_ a first person shooter, _based_ on BattleTech. The first thing to go was the idea of rolling 2d6 to see whether you hit, followed by rolling 2d6 to see where on the target you hit. Then they doubled the armor carried so that mechs wouldn't die so fast without random hit numbers and hit locations, then limited the sheer volume of weapons you could fire at once for the same reasons, etc, etc.
All necessary and reasonable changes for playing in first person view.
#59
Posted 13 January 2022 - 08:53 PM
VaudeVillain, on 12 January 2022 - 07:41 AM, said:
I mean, in BattleTech 'mechs are generally assumed to be constantly maneuvering around in their 30m hex, which is why standing still doesn't give a to-hit penalty, but being shut down does. In MWO, people are pretty constantly maneuvering around, twisting and turning, peeking and poking, humping their hills and what-not. I'm not sure that's "not BattleTech", honestly.
All MW5's nerfed agility "feels like" to me is just boring.
Edited by Kanil, 13 January 2022 - 08:56 PM.
#60
Posted 14 January 2022 - 12:06 AM
Kanil, on 13 January 2022 - 08:53 PM, said:
I mean, in BattleTech 'mechs are generally assumed to be constantly maneuvering around in their 30m hex, which is why standing still doesn't give a to-hit penalty, but being shut down does. In MWO, people are pretty constantly maneuvering around, twisting and turning, peeking and poking, humping their hills and what-not. I'm not sure that's "not BattleTech", honestly.
All MW5's nerfed agility "feels like" to me is just boring.
This is exactly true.
In actual BattleTech stationary mechs, even 100 tonners, are extremely fragile and just about guaranteed to die under focused fire in one round. What keeps most mechs alive for several rounds is the to-hit penalties from mobility, describing how mechs are constantly doing evasive manouvers, using terrain to their advantage and moving from cover to cover.
People who think old mechwarrior games or MW5 are more true to BattleTech are simply wrong. MW5 with its undertuned weapons and crippled agility, designed to meet Chris's MechWarrior nostalgia, is especially egregious. MWO is a better representation, since in MWO you need to keep moving and use cover or you will die, especially with the MASSIVE number of 12 whole BattleMechs that might shoot back at you if you make a bad move. Thats a lot of mechs to be wary of, tho in MWO you can sometimes survive it. In BattleTech you could not.
Edited by Gagis, 14 January 2022 - 12:08 AM.
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