Insidious Johnson, on 06 April 2012 - 09:59 AM, said:
Unreal. Wow. Those of you in favor of VOIP act as if a third party program cost millions of dollars and is impossible to install on the same machine that your supposed in game VOIP would run on. I have YET to see any 3rd party VOIP which is not FREE, downloaded in less than a minute and installed and working within 5 minutes.
The programs are free.
The servers are not. At least if you plan on more than 4 people connected to you without starting to lag horrendously, or go back to programs designed to run on dial-up.
DarkTreader, on 06 April 2012 - 10:30 AM, said:
Left 4 Dead: Used in-game VOIP. Why? Because it was there, because I was logging in to just kill some zeds, and because I was rolling solo. Would I have been just fine without having VOIP in game? Sure. Was it helpful? I suppose. Was it 100% necessary? Nope.
Anyone that says voice chat in L4D isn't necessary is not good at L4D. I'm sorry but this is just unavoidable. You could probably get through co-op alright (but hindered) but in Versus this reduces you to a bottom-tier player no matter how good at actual shooting you are.
Orzorn, on 06 April 2012 - 10:29 AM, said:
I understand this, but, back to Dota (again), some games have so much information that you can't expect each player to know, like what items people have, if you need a gank, etc. Some games don't require as much information as others do.
Perhaps I'm wrong. Perhaps MWO will be one of those games like you said, where people just know what to do. But I think, in the end, I would still like having the ability to communicate with other folks, not to mention not having to get a server. I'm a poor college student, literally every dollar counts at this point (seriously, I was just counting quarters!).
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My experiences with past MechWarrior games indicates MW is probably at the very top of my "must communicate at all times" franchises. This will be doubled in an environment where you are blind dropping with other players and aren't even familiar with their load outs. Is that guy's Cata packing LRM, Arrow, or SRM? How can I support him best? Etc.
Target calling, coordinated fall backs and repositioning (drop passive and go to grid X#!) are all absoultely vital to success in past installments. I see no reason that'll change with MWO.
One last thing - without voice chat, radial menu stuff tends to get entirely abused/ignored. If there's a command that is "Go, attack!" someone will be spamming "Go, Attack! Go, Attack! Go, Attack! Run away! Go, Attack! Go, Attack!" the whole time you're walking to target. Nobody ever,
ever takes these things seriously.
soulfire, on 06 April 2012 - 11:30 AM, said:
Left for dead, Dungeons and dragons Wow these are long drawn out affairs I use to play them We havent heard yet of coarse but I am betting the mech battles are single battles no respawn. Maybe 10 min.
Having played many, many 1-life no respawns MechWarrior games I can say your assessment and what you are picturing in your head is entirely wrong. 10 minutes is a "Holy crap something went wrong" drop.
Many matches I've played have lasted an hour or more, often ending
with surviving 'mechs still on the field. The reason is MechWarrior no-respawn play is heavily about positioning, recon, using terrain, etc.: There's lots of maneuvering and finding each other.
Lots. I'd say the typical match is 30-40 minutes minimum.
EDIT: And we have heard.. the two launch game types are 1-life, No Respawn and "Dropship" which lets you bring 3 'mechs to the battle, one dropping after your last is disabled.
Edited by Victor Morson, 06 April 2012 - 12:13 PM.