IGN vids,why?
#21
Posted 10 May 2012 - 04:00 AM
That said, they just showed a SINGLE map. So I mean, come on, isn't it obvious that you are jumping the gun a little bit too fast? Obviously they are going to have a few maps with vastly varying terrain. Not to say, varying objectives, sooner or later.
I kid you not, if the video is about an open terrain where both teams try to utilise long-range weaponry you will hear the exact opposite complaint "OMG ITS JUST A SNIPE FEST IS THIS HAO MWO IS GONNA BE LOL".
#22
Posted 10 May 2012 - 04:05 AM
rollermint, on 10 May 2012 - 04:00 AM, said:
And that's the sad truth.
#23
Posted 10 May 2012 - 04:22 AM
Mr Styx, on 10 May 2012 - 01:28 AM, said:
its just a who stays up wins,
well from the extremely short range brawls ive seen,thats includeing the long(ranged)weapons
looks like tribes on ultra slow than mechs to be fair
@Mr Styx:This isnt LL, this is MWO...
This game is sticking as close as possible to cannon and its great like that.
IGN are using IS Weapon Stats for the IS Weapons, think it make sens ?!?
BT has been using the same [REDACTED] setting for over 30 years now,[Edited] before whining against something thats been around and SUCCESSFULL for longer than you...
I really dont know *** is wrong with all those dumb ppl pulluting the Forum about the range issue when 1) MWO isnt out yet and 2) Range sticks to Cannon ?!?
I dont even come read the Forums anymore cause im getting sick of all the BS...
Anyway, once-*******-more, BT:MW Rules are available to download for free as Torrent fr anyone that cares enough about the game to educate himself/herself/ITself with the Range/Damage/Heat of the IS Weapons available in 3049...
P.S.: I am wondering if some companies wouldnt want MWO to get out and are actually paying ppl to play [REDACTED] on the Forum...
#24
Posted 10 May 2012 - 04:24 AM
Plus, its still beta, nothing more. No one is going to the FIFA and complaining about to much sand around the yet-to-be-built-stadiums in Qutar, right?
#25
Posted 10 May 2012 - 04:26 AM
#26
Posted 10 May 2012 - 05:00 AM
Consider the Mech chassis you see most in the videos: Atlas, Hunchback, and Jenner with a few Cat sightings and a Dragon. The first three of those are short range engagement mechs, what do you expect? Furthermore who needs a magic zoom button in a short range mech, that the previous MW titles made it a standard feature was just lame. I want to work hard for that CT torso coring, lame mode not allowed.
#27
Posted 10 May 2012 - 05:34 AM
In short: How can people ***** about something they've never played or expereinced.
This isn't Table Top, this isn't any previous MechWarrior game. This is MechWarrior: Online...
#28
Posted 10 May 2012 - 05:37 AM
For all we know that was just a small map made to show off the game.
Let's at LEAST wait until open beta before we start criticizing.
#29
Posted 10 May 2012 - 05:45 AM
Jason Phoenix, on 10 May 2012 - 04:22 AM, said:
This game is sticking as close as possible to cannon and its great like that.
IGN are using IS Weapon Stats for the IS Weapons, think it make sens ?!?
BT has been using the same [REDACTED] setting for over 30 years now,[Edited] before whining against something thats been around and SUCCESSFULL for longer than you...
I really dont know *** is wrong with all those dumb ppl pulluting the Forum about the range issue when 1) MWO isnt out yet and 2) Range sticks to Cannon ?!?
I dont even come read the Forums anymore cause im getting sick of all the BS...
Anyway, once-*******-more, BT:MW Rules are available to download for free as Torrent fr anyone that cares enough about the game to educate himself/herself/ITself with the Range/Damage/Heat of the IS Weapons available in 3049...
P.S.: I am wondering if some companies wouldnt want MWO to get out and are actually paying ppl to play [REDACTED] on the Forum...
Which is cool and people like it like that and all.
I think the point was, that TT does not always translate to video game in the best way and people have concerns that the range aspect is one of those parts, testing will determine that and im sure changes will be made in places where it does not.
Edited by DV^McKenna, 10 May 2012 - 05:46 AM.
#30
Posted 10 May 2012 - 05:56 AM
Reading more than what is in any presentation format is simply a waste of time. It is, what it is. No more no less. Just enjoy the preview... and hope they provide us more. Especially after having to listen to "ALL the MAKE NO" the armchair critics generate....
Edited by MaddMaxx, 10 May 2012 - 05:58 AM.
#31
Posted 10 May 2012 - 06:00 AM
The Forest Colony map features a variety of terrain and tactics. The inlet (ocean), is wide open. You can shoot from one end of the map to the other using lasers (albeit the effectiveness dies out beyond max range.). The middle road, which is featured heavily in the videos, is semi open, with LOS ranges equivalent to approximately 50-60% of the map. And the high route, which is tight, narrow and has a cave.
Two months ago, 100% of the combat took place in the wide open inlet. Then we added indirect fire LRMS and people needed to avoid being spotted, so gameplay shifted. Then we added bases, and people started to hang back and defend. With every addition, gameplay becomes more complex and more tactics are introduced. This will be ongoing forever, since MWO is constantly evolving.
Zoom is being worked on and integrated into an upcoming FNF beta patch. This will significantly improve targeting for sniper mechs. The command wheel, battlegrid, and modules and other role features are all being integrated to further layer in tactical depth.
#32
Posted 10 May 2012 - 06:03 AM
Cool your jets people, this is all gonna work out fine. Just try to wait until you've actually PLAYED the game you're calling foul on before going off the deep end...
#33
Posted 10 May 2012 - 06:03 AM
#34
Posted 10 May 2012 - 06:08 AM
Edited by Spiralcrisis, 10 May 2012 - 06:10 AM.
#35
Posted 10 May 2012 - 06:08 AM
pursang, on 10 May 2012 - 06:03 AM, said:
Definitely. When you get 12 v 12, it's congested, making tactics very important, you can count on getting creamed if you're the first into the fray. It can become quite the chess match, where a rushing team gets caught in enemy crossfire, loosing 2-4 mechs quickly. The team's DPS suffers a major hit and they have to quickly regroup and try to even out the playing field to pull off a win from behind.
That's one of many scenarios we're seeing play out in our weekly play tests.
#36
Posted 10 May 2012 - 06:10 AM
Bryan Ekman, on 10 May 2012 - 06:00 AM, said:
The Forest Colony map features a variety of terrain and tactics. The inlet (ocean), is wide open. You can shoot from one end of the map to the other using lasers (albeit the effectiveness dies out beyond max range.). The middle road, which is featured heavily in the videos, is semi open, with LOS ranges equivalent to approximately 50-60% of the map. And the high route, which is tight, narrow and has a cave.
Two months ago, 100% of the combat took place in the wide open inlet. Then we added indirect fire LRMS and people needed to avoid being spotted, so gameplay shifted. Then we added bases, and people started to hang back and defend. With every addition, gameplay becomes more complex and more tactics are introduced. This will be ongoing forever, since MWO is constantly evolving.
Zoom is being worked on and integrated into an upcoming FNF beta patch. This will significantly improve targeting for sniper mechs. The command wheel, battlegrid, and modules and other role features are all being integrated to further layer in tactical depth.
Nice reply.
It will be interesting to see though, if it has gone too far the other way and removed long range from play, time will tell.
I think the main concern at least from LRM users is that their current range, puts them into a dangerously close position to the main battle, they will be easily reachable and perhaps too much so, that there is simply not enough ground between LRM range and Laser/AC 10+ Range which significantly disadvantages LRM's.
But its always nice to hear the thoughts behind the actions.
Edited by DV^McKenna, 10 May 2012 - 06:11 AM.
#37
Posted 10 May 2012 - 06:11 AM
#38
Posted 10 May 2012 - 06:17 AM
#39
Posted 10 May 2012 - 06:28 AM
Mr Styx, on 10 May 2012 - 01:28 AM, said:
its just a who stays up wins,
well from the extremely short range brawls ive seen,thats includeing the long(ranged)weapons
looks like tribes on ultra slow than mechs to be fair
Welcome to real Battletech, where the ranges are short, the fights are brutal, and you have to play smart if you want to survive.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users