Ok so I went right into it. Using the light, medium and heavy mechs, avoiding the Atlas for now. There are a number of things that urked me, its beta, we’re working on it, so here is my constructive criticism.
AC10/20 fire:
when I click to fire, there is a very noticeable delay in the actual shot. I thought it was “lag” or delay, so I stopped and fired successive shots and they all responded the same way. Is that deleberate or is it a known issue?
Lasers:
four (4) Medium lasers on a standard Catapult chassis. One shot makes 39-40% heat in an artic environment and took approximately 25 some odd seconds to cool down. I didn’t get specific into this as I came under fire too quickly both times. This was the same in and out of water. I remember playing Mech Warrior, yes the Dos version, with my good old Jenner and not having to worry about its 4 ML over heating that fast.
Laser Physics:
I hate, HATE HATE MW3. That game has fused my mind to think what a Laser and Pulse laser should fire like. A normal laser is a .5 second burst that is there and gone, quick and done. A pulse laser is a Pulsing continual stream, not a Gatling or multi burst. I can hold down a pulse laser attack until the energy drains then I have to wait for it to recharge or just fire short beaming bursts if a target moves off. Not one Mech warrior game keeps the laser physics the same and is a staple weapon in MW. The lasers here at MWO seem to be a cross between the two. You fire a laser and it keeps firing uncontrollably. If your mech’s foot hits a drop off your 300 meter target gets a laser hit from head to toe. The “pulse” laser in MWO is like a burst laser. It seems to emit faster and in quicker increments. The amount of realism is the issue. If I took my pen laser pointer and walked in a straight line, the dot is going all over the place. I would be more comfortable with a quicker laser “flash” than a uncontrollable 2-3 second attack. I would love the physics of the MW3 pulse laser, but yea.
Missiles:
I still don’t know how to use them in MWO. In MW3 and MW4 I selected the weapon group that the Missiles were on, hovered my crosshair over the target and in 2-5 seconds I got a lock and fired. I remember, “hoping I selected weapons group 3” on the catapult and hovered over a target 700m or so away for a long time. Definition of a long time: I was on the top of a hill and ran to the edge of the water until I was in range of his alpha strike and it then decided to lock on. This is with a Stock mech so I don’t know if an ARTIMIS system will help, as I can’t adjust anything on the trial mechs.
Weapon groups:
I went back to play MW4 and the way I got used to the weapon groups was firing with one button and selecting with another. I tried this in MWO to find there is no “select next weapon’s group” option, just to fire the selected groups. I also don’t see group fire or, what is it called, chain fire? When over heating was an issue, chain fire saved my bacon and burned theirs. Again, not an option I can find.
Targeting:
Again, I’m sorry but I haven’t looked too much into this, but auto targeting. This may be my problem with missile lock ons to just hitting targets in general. I remember someone saying that locking on or just targeting an enemy mech gets your weapons to hold their lock even if you get railed with weapons fire. This may be a key problem I’m running into hitting targets. Though watching other mech warriors when I’m dead, I see the same results in their targeting.
Additional question:
Is the static trial mechs to reduce server load time or because this is beta? I see the logic with keeping every aspect of the trial mechs the same to best trouble shoot graphic, sound, and weapon issues, but was this deliberate? (unable to alter weapon groups in the mech lab and changing trial mech weapons)
What was used as a basis off the mechs, the stats? Did you used old battletech manuals or something else?
Edited by Fox Fire, 15 November 2012 - 02:43 PM.