Wondering, on a scale from 1 to 10, what do people rate MecWarriorsOnline?
#61
Posted 26 October 2012 - 09:55 AM
#62
Posted 26 October 2012 - 10:09 AM
#63
Posted 26 October 2012 - 10:11 AM
9.5/10 for potential, maybe even 10/10. When you just dig in and play the game, it is awesome.
#64
Posted 26 October 2012 - 10:17 AM
Logix, on 25 October 2012 - 08:59 PM, said:
LOL, I hope your trolling... you can't one shot a mech, and the MC mechs give you no advantage in combat.
EDIT: I forgot my vote. I would say 7/10. The potential for this game is out of this world.
Edited by Corpse Grinder, 26 October 2012 - 10:18 AM.
#65
Posted 26 October 2012 - 10:30 AM
after the recent patch I got my hands on my 1st Atlas and played a couple of matches with it
I found a med-rage build that works for me, but even with 140ms ping the ballistic weapons behave random
I shot the gauss at a enemy mech that was below me, not by much, but he was below, and my shot went up in the air (!)
I can't stress enough the importance of having servers for the EU players
the map design and game modes need a complete rethinking
right now it's who get faster most mechs to other's base
Edited by zmeul, 26 October 2012 - 10:56 AM.
#66
Posted 26 October 2012 - 10:36 AM
There is work to be done, and no one is saying otherwise, this is an old school beta feel to it for sure.
However with that said, even if this was the final product and all we had coming was a couple more maps and a mech every couple of months I would rate it a 9.5
Solid 10 if they do more.
Why?
Because this game is much less arcade style than the xbox mech games, and not as empty as mw3 (map wise).
It looks great, is easy for new people (such as a few friends of mine that I got playing) to jump into with no prior mech world experience (tutorials helped) and is fairly bug free.
By that I mean that most matches I dont have any issues, only 1-10 / 1-15 that I see any actual bugs.
Matches are also quick, 5-12 min, which is great if you are a parent or have a busy life and dont have the time to sit for hours at a time like WoW requires / etc. to have fun.
Dont let those on here fool you, there are lots of people playing the game that are having tons of fun, you just dont always see them on the forms (they would rather spend their time playing the game, like me, which is why I dont post much).
Best thing is, its free to play.
A free to play mech game that is a ton of fun.
Once you are in, the company also communicates very well, under beta forums go to 'beta announcements' and they give us pretty good updates to why they did what they did, and when they hope to add feature xyz, etc. Which is rare for most games today.
Hop in, have fun, if you dont like it, the only thing wasted is a few minutes of your time.
#67
Posted 26 October 2012 - 10:41 AM
john shadow, on 26 October 2012 - 10:09 AM, said:
On a side note, I found that almost all of my lag was computer based. Switched to a system with the following specs and I have very little lag anymore at all:
Intel core i5-2430 - 2.4ghz (4cpu)
8gb ram
AMD Radeon hd 6800M
Display 1600x900 native,
Running the game at 1200x(something or other) full screen on medium settings.
#68
Posted 26 October 2012 - 10:42 AM
Beta progress? 5 to 6. Nothing major there, just bugs, undocumented changes, etc. Par for the course in many beta tests; but till not "good."
Silly money-grubbing decisions? 3. At most.
#69
Posted 26 October 2012 - 10:48 AM
Lots of potential, but more content, and alot more polish is needed to achieve the quality that the gaming public expects from such a classic title as MechWarrior.
Not all of us are so easilly pleased that we would give the current build a score much higher than this. As good and as fun as it is, the game has to be better.
#70
Posted 26 October 2012 - 11:28 AM
*Gameplay options are SEVERELY LACKING- So far we've got team deathmatch with capture the base. There are so many creative ways we could be playing this game.
I'd like to see:
FFA Deathmatch - Self explanatory.
Base Assault - Defend your destructible base. Try to destroy the enemies base.
VIP - Protect or kill the VIP mech.
Capture the Flag - Game starts with a flag in the middle of the map. Grab the flag. Try to stay alive the longest with the flag or bring the flag back to your base. Delayed respawns. 15-20 minute matches.
Battle Royal - In bold for awesomeness. A FFA and Team version of this would be great. Starfleet Command PC games used to have this multiplayer option if anyone is old enough to remember it and played it. I'll explain how MWO could do it. Basically you must already own at least 3 or 4 mechs of varying weight classes in your mech bay. Let's say there are 3 weight classes for Battle Royal. You'll be limited to 40 tons, 65 tons, and 100 tons for each weight class. When the game starts everyone spawns with their 40 ton class mech. Once that mech is killed you spawn back at your spawn point in your 65 ton class mech. When that dies you spawn back at the spawn point in your 100 ton class mech. Last team or player standing wins.
*Matchmaking needs to be random vs random (Quick Match) AND include a lobby based system for group games- It's very easy for pugs to get raped by even 3 or 4 experienced players all on mics. I see a lot of 0-10 kills rotflmao stomps every night and it just keeps getting worse. There needs to be the option for randoms vs randoms matches and premades vs premades matches. There really, really needs to be matchmaking done by lobbies (similar to Left 4 Dead 2) where the lobby can pick the gameplay mode they want to play (see above) and organize/pick teams.
*Maps are very limited/unimaginative and seem to follow the same formula - Use the old mechwarrior games for inspiration. We need night maps badly. We need big city/downtown fight maps. Tall sky scrapers. Large interstates. Parking garages light mechs could enter/hide in. Lava world maps. So many ideas out there, use them.
*Some of the weapons are still wonky and/or need tweaking.
All in all a lot of potential, but everything except available mechs and the mechlab feels like it's really lacking and minimally produced so far.
Edited by Bitey001, 26 October 2012 - 11:31 AM.
#71
Posted 26 October 2012 - 01:52 PM
Defend / Capture the drop zone. Escort / Kill the mobile command unit. Destroy / Defend the Artillery emplacements.
I want the matches to feel like I am engaging in a Battletech scenario; not playing a team deathmatch video game
#72
Posted 26 October 2012 - 02:12 PM
I regret spending what I did on this game. I allowed my hope for this game to overwhelm my better judgement, and ever since, it's gone downhill.
It has nothing of what drew me in to the other Mechwarrior games.
#73
Posted 26 October 2012 - 02:16 PM
#74
Posted 26 October 2012 - 09:16 PM
netcode is a shambles
graphics issues
matchmaking poor
only 4 maps ( not very big ones)
minor problems put aside to add new features ( um of the foundation is bad the building no matter HOW PRETTY will fall)
#76
Posted 26 October 2012 - 09:23 PM
0 for the rubbish MOD of the Crytech (cryrubbish) engine.
Edited by Metatron, 26 October 2012 - 09:24 PM.
#77
Posted 26 October 2012 - 09:30 PM
Fix Netcode +1
Fix Grouping +1
Add a lobby +1
Add competitive play +1
Neglect the community -1
Is it fun? Sure. But it could be a whole bunch better.
#78
Posted 27 October 2012 - 07:11 AM
shameless, on 26 October 2012 - 02:12 PM, said:
I regret spending what I did on this game. I allowed my hope for this game to overwhelm my better judgement, and ever since, it's gone downhill.
It has nothing of what drew me in to the other Mechwarrior games.
Completely agree with this. 2/10 and that's being generous.
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