• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.
Status
Not open for further replies.

Remmy2112

Member
Nov 5, 2017
1,142
Well I just found this ugly bastard for sale.

s9jvoI5.jpg


It has 2x large/medium/small lasers and two anti-missile systems so I might try to make it work, after I repaint it.
 

BrutalInsane

Banned
Nov 2, 2017
2,080
I've noticed that the enemy AI switches to long range in case they're equipped with LRMs - like Locusts with LRMs will try to hold distance to fire LRMs at you. I could imagine they could transpose that AI to your lancemates. We'll know more tomorrow, but I expect that it'll take at least 3-6 months for the game to mature in terms of bug fixes, patches, and so on.

It'll get there, game has a fantastic base as it is. It's repetitive as hell, but man its a ton of fun. Not much you can do with mechs anyways besides stompy-stompy, shooty-shooty. And that's ok!
 

Kharnete

Has Hecht’s Number
Member
Oct 25, 2017
1,952
Well I just found this ugly bastard for sale.

s9jvoI5.jpg


It has 2x large/medium/small lasers and two anti-missile systems so I might try to make it work, after I repaint it.

Don't you dare to touch Jester's camo. Don't become a bad person.

Can the engine be changed on MW5? There were some great builds for this lad while running at 80-90 km/h. Although I guess it will already come with a pretty engine, being the hero version and so.
 

Shake Appeal

Member
Oct 27, 2017
3,889
The big mechs in this are glorious. I have an Awesome-8V and a Warhammer now.

In HBS Battletech I start to get burned-out when the Assaults come online, in Career mode at least, but in this the slower pace and huge guns feel better.
 

flyinj

Member
Oct 25, 2017
11,010
Reposting this here :

I have a Pinnacle Game Profiler question. Unfortunately their forums have been down for like a year, so I don't really know where else I could ask this.

Is it possible to set up a hotkey to enable/disable a profile entirely?

Basically, with Mechwarrior 5, there is no controller support for the menus. I want to set up a hotkey that enables the a profile when I am between missions in the menus so that my controller stick moves the mouse cursor and buttons emulate right and left mouse. However, I need to disable this when an actual mission starts.
 

Giolon

One Winged Slayer
Member
Oct 25, 2017
3,124
Stream is starting right now.



Edit: Stream over. Replaced embed w/ recording. See below for notes.
 
Last edited:

Remmy2112

Member
Nov 5, 2017
1,142
Don't you dare to touch Jester's camo. Don't become a bad person.

Can the engine be changed on MW5? There were some great builds for this lad while running at 80-90 km/h. Although I guess it will already come with a pretty engine, being the hero version and so.

It doesn't seem like you can change the engine, no. You also can't change the armor type, at least where I am in the campaign, which is reputation level 10 or 11, so I have a couple assaults and a number of heavies. Some rare mechs and hero mechs you occasionally find in markets clearly have ferro-fibrous armor, though it doesn't say so. They couldn't have the armor value they have, with the armament they have, otherwise. The Catapult Jester is one example, along with the Cicada X5. There's also other lostech on these mechs like double heatsinks or other things.
 

Samiya

Alt Account
Banned
Nov 30, 2019
4,811
Some notes from the dev update:

- MW5's critical reception was best case scenario for PGI. Their internal reviews knew that some would get that it's an old-school PC sim and give it 8's, while the 'generalist reviewers' would be more off-put and give it a 7 or so.
- There wasn't a core narrative until a year ago. Only 6 months ago they used the Epic Exclusive money to, among other things, hire a narrative designer to tighten things up
- Late January for a sizeable patch that will include the Nvidia graphics pack
- Later on: DLC approach later with a combination of free content via updates
- They didn't crunch too much at the end, only with a couple of extra hours
- Surprised at how many people are playing co-op, they have in test right now that clients in co-op can edit the mech loadouts and paints with permission from the host. They can't promise that it'll be out before Christmas though.
- Looking into small fixes for the lancemate AI, but nothing major. Avoid walking into bases they're supposed to defend and that they don't use Jump Jets yet
- Mod tools tomorrow, just waiting on EULA approval by Epic
- They're thinking about star map metagame and expanding on quests, but it sounds to me like a far-out thing
- They talked a little about escort missions, but not sure if as a joke or not. They have the systems in place for it, so who knows
- Secondary objectives were excluded from the final game, they might return to it as a game design
- Thinking about doing a career mode where factions adjust better to higher reputation levels. PGI is not sure if what an Iron Man mode would entail

Can't do anymore notes, gotta go.
 
Notes from developer stream

Giolon

One Winged Slayer
Member
Oct 25, 2017
3,124
I took notes during the stream:

The only spawn fix in this week's patch was to dramatically decrease the likelihood of enemies spawning right behind you. More improvements will come in future patches. They said it's hard b/c of multiplayer since you can have 4 people all looking in different directions.

Expectation is for the next substantial patch to be around the end of January.

Plans forming for both free updates and for potential DLC.

Ability for co-op players to be able to access the mechlab w/ host permission is currently in testing.

Ability to bring your own mech to a co-op game sounded like it's not impossible but if it were done it would be decently far off and might end up as a feature of a DLC.

Next sort of "hot fix" patch has:
Fix for getting damaged during the exit fade out.
Fix for "Exit Mission" saves not having proper salvage rewards.

Selling from cold storage is something they'll look at.

Regarding AI improvements:
Focused on "egregious problems" atm
Lancemates walking through buildings during defense caused by lancemates trying to stay in formation
During development, didn't really have time to spend the time on jumpjets + AI to make them really good. AI will only use jumpjets to follow the player at the moment. The systems for the AI to use JJs is present and is a high priority for Russ in terms of AI things to look at.

Mod Tools are ready to go. Waiting on Epic to get the EULA up and ready on EGS. Plan is to release it tomorrow, but there is a chance that it could be delayed to January b/c of the holidays, but PGI says they're basically ready to release it as soon as Epic is ready.

More mission types and more quests are low hanging fruit for DLC.

Co-op does increase the difficulty.

Difficulty slider is tough b/c of the how the AI, pilot skills, and the level generator work.

Thinking about Ironman Mode. Thinking about Career Mode, so you could have appropriate difficulties on all the faction areas (or in your faction area of choice, e.g. Steiner instead of Davion)

Lack of Repair & Replace Button: Intentional choice b/c it brings a lot of complications on how players want to handle missing equipment, buying replacements from market, choosing rarities, etc. Can revisit.

"Repair All" button to apply the current non-replacement repair to all damaged mechs is something they can do.

Clans not in b/c they don't want to do them half-assed (re: just put them in Instant Action!). Feels like they aren't just add-on material, that they're their own game. Game had a possibility for Clan sightings at end of the game, but decided that it wouldn't be doing the Clans justice. They'd want them to have unique behaviors, unique hud, etc. "Read the tea leaves" - at the least a major DLC pack or greater. Interpret as you will. Be patient. Modders will do what they will. That's great. They believe people will come back for an official release.

Please keep reporting bugs on Discord.

Will continue to look for opportunities for performance improvements.

RTX is still actively being worked on and is coming Soon™.

VR support will be considered after Christmas. No answers now. Biggest challenge is getting enough performance per eye, would likely need medium settings on an RTX-grade computer. They wouldn't redo the entire game front end UIs, interfaces, etc. just for VR. It would be something like freelook in combat and an immersive cockpit.

Corsair was planned for MW5, but "something happened in development" so those missions weren't completed, which is why it was in the beta but not the final game. Hopefully DLC.

Looking at finding ways to get some missing equipment (BAP, ECM, etc.).

If there is an IS mech that's missing from the game, but it's in timeline, and it's in MWO, 90% of the time it's because a piece of equipment isn't implemented.

"No plans to abandon MWO" were all hands on deck for the MW5 release. New year is time to take a fresh look at what plans for MWO should be.
 

Kaffeemann

Member
Oct 26, 2017
1,344
Germany
Good to hear that the game is a success.
I'm still waiting for a couple more updates (and I'm broke anyway) but I'm looking forward to giving it a try at some point.
 

CampFreddie

A King's Landing
Member
Oct 25, 2017
2,982
I reckon I'll get this once a few patches have gone in, after I've pruned my backlog.

Watching some videos and I have to ask, what the fuck is with Major Campbell's accent? She switches between a bunch of stereotypical working-class Northern accents and a generic middle class non-regional accent with every other word. Choose a set of vowel sounds and stick to them please.
I know Northumberland, Lancashire, Yorkshire and Surrey (probably) don't exist in Mechwarrior, but it's really odd-sounding.
 
Last edited:

Kaffeemann

Member
Oct 26, 2017
1,344
Germany
Welp, decided to buy it with the coupon.
I hope I won't regret it. Still worried about mod support once the Steam version is out.
 

Studge

Member
Oct 25, 2017
1,073
What is the exact benefit of putting a heat sink in the "Engine Heatsink" slot? Not all mechs have this slot so I'm confused as to what it's for.
 

Kharnete

Has Hecht’s Number
Member
Oct 25, 2017
1,952
What is the exact benefit of putting a heat sink in the "Engine Heatsink" slot? Not all mechs have this slot so I'm confused as to what it's for.

In engines from certain size upwards, you can fit in one (or several, if it's big enough) extra heat sinks inside it, freeing space in the 'Mech itself for other equipment.
 

Samiya

Alt Account
Banned
Nov 30, 2019
4,811
New patch is out that lets co-op people do mech loadouts
It also fixes the bugs with auto-savegame after completing a mission and the extract time with the lancemates
 

Studge

Member
Oct 25, 2017
1,073
In engines from certain size upwards, you can fit in one (or several, if it's big enough) extra heat sinks inside it, freeing space in the 'Mech itself for other equipment.
Ok, thanks. I'm just starting to get into the 70+ ton range of mechs and I've never had a shortage of equipment slots to work with so a single extra slot for an engine heat sink seems very minor. A minor bonus is still a bonus though I guess.
 

Phil me in

Member
Nov 22, 2018
1,292
I am enjoying the game for what it is, but the game just feels so unpolished outside of mech combat and even then the pathetic excuse for a radar and enemies spawning wherever really annoy me.

I feel like the same is 6 months of patches away from being complete.


cant get over how bad the performance is considering the games graphics look 5 years old.
 

Samiya

Alt Account
Banned
Nov 30, 2019
4,811
I don't understand the graphic complaints (outside the NPCs in the dropship). This is still an indie game and it looks miles better than, say, Battletech from last year, and many other indie games made in Unity. The lighting effects, the weapons, the material on the mechs, some of the environments - they all look very high-end for what is basically a self-published game by a small studio using UE4.

Only small thing that needs fixing is the dithering filter and the LOD values.
 

Remmy2112

Member
Nov 5, 2017
1,142
Ok, thanks. I'm just starting to get into the 70+ ton range of mechs and I've never had a shortage of equipment slots to work with so a single extra slot for an engine heat sink seems very minor. A minor bonus is still a bonus though I guess.

If it works like MechWarrior Online then a double heatsink placed in an engine slot, if this game allows it, will also dissipate more heat than one placed outside of the engine. This only applies to double heatsinks.
 

Monster Zero

Member
Nov 5, 2017
5,612
Southern California
I don't understand the graphic complaints (outside the NPCs in the dropship). This is still an indie game and it looks miles better than, say, Battletech from last year, and many other indie games made in Unity. The lighting effects, the weapons, the material on the mechs, some of the environments - they all look very high-end for what is basically a self-published game by a small studio using UE4.

Only small thing that needs fixing is the dithering filter and the LOD values.

Plus it still hasn't received its RTX features(Reflections, AO, Shadows) which will come in January.
 

Giolon

One Winged Slayer
Member
Oct 25, 2017
3,124
I don't understand the graphic complaints (outside the NPCs in the dropship). This is still an indie game and it looks miles better than, say, Battletech from last year, and many other indie games made in Unity. The lighting effects, the weapons, the material on the mechs, some of the environments - they all look very high-end for what is basically a self-published game by a small studio using UE4.

Only small thing that needs fixing is the dithering filter and the LOD values.
I think people forget that this came from an indie studio. People's memories of Mechwarrior are of it being this huge thing that had games published by Activision and Microsoft back in the day! They forget that it's been gone and nearly dead for 17 years, which is why a small developer was able to license the IP from Microsoft. And yeah, Mechwarrior Online hasn't been perfect, and neither is this, but seriously if you want more Mechwarrior games not supporting this one and acknowledging what's good about it is not going to help. PGI has already acknowledged that the NPCs and story got less development resources than perfecting the core "Mercenary loop", and I think that shows. The mech gameplay is great, the graphics are good even if not amazing (though I certainly have had really impressive looking moments), the management aspects are competent and balanced in a more interesting way than HBS Battletech IMO, and overall it's generally a lot of fun to play. Wrinkles will hopefully get smoothed out over time, but what's there is a great base IMO and well worth supporting.
Plus it still hasn't received its RTX features(Reflections, AO, Shadows) which will come in January.
I recall that the only thing they promised RTX for was the mech hangar, so I wouldn't pin too many hopes on an RTX overhaul for the whole game.
If it works like MechWarrior Online then a double heatsink placed in an engine slot, if this game allows it, will also dissipate more heat than one placed outside of the engine. This only applies to double heatsinks.
I don't believe that it does. MW5 is not MWO and the balance is very different. (In MWO a Double Heatsink in an engine slot never dissipated more heat anyway. On a mech that has been upgraded to Double Heatsinks, the up to 10 heatsinks built into an engine dissipated more than add-on heatsinks regardless of where you plased it). However, the manual states that you can place Double Heatsinks into engines with space for them just like Single Heatsinks. Also, MW5 allows a mixture of single and double heatsinks to be placed on a mech.
 

Samiya

Alt Account
Banned
Nov 30, 2019
4,811
I think people forget that this came from an indie studio. People's memories of Mechwarrior are of it being this huge thing that had games published by Activision and Microsoft back in the day! They forget that it's been gone and nearly dead for 17 years, which is why a small developer was able to license the IP from Microsoft. And yeah, Mechwarrior Online hasn't been perfect, and neither is this, but seriously if you want more Mechwarrior games not supporting this one and acknowledging what's good about it is not going to help. PGI has already acknowledged that the NPCs and story got less development resources than perfecting the core "Mercenary loop", and I think that shows. The mech gameplay is great, the graphics are good even if not amazing (though I certainly have had really impressive looking moments), the management aspects are competent and balanced in a more interesting way than HBS Battletech IMO, and overall it's generally a lot of fun to play. Wrinkles will hopefully get smoothed out over time, but what's there is a great base IMO and well worth supporting.

I recall that the only thing they promised RTX for was the mech hangar, so I wouldn't pin too many hopes on an RTX overhaul for the whole game.

I don't believe that it does. MW5 is not MWO and the balance is very different. (In MWO a Double Heatsink in an engine slot never dissipated more heat anyway. On a mech that has been upgraded to Double Heatsinks, the up to 10 heatsinks built into an engine dissipated more than add-on heatsinks regardless of where you plased it). However, the manual states that you can place Double Heatsinks into engines with space for them just like Single Heatsinks. Also, MW5 allows a mixture of single and double heatsinks to be placed on a mech.

This is a pretty good summary of how I feel about the game. The future is bright. Do you know if they've made any comments on how the sales of the game have been? Did the PGI CEO mention that yesterday?

But I do wonder - why is it that so many people, including professional reviewers, completely forgot or overlooked the fact that this was more of an indie game than a major AAA title?
 

Mupod

Member
Oct 25, 2017
5,906
My friend and I are itching to co-op this but when I heard about how it was handled it was a huge downer. But from what I'm reading in the latest hotfix if I host the game I can let him set up his own mechs?

It might still be a while before we get it but I'll be watching and waiting.
 

Studge

Member
Oct 25, 2017
1,073
Man, I'm on a seriously hard quest mission now that I've had to restart 4 times and still no luck. There are 4 base locations and the goal is to destroy 2 buildings at each one for a total of 8 buildings. They aren't like simple towers or something that you can take out in one shot, they are warehouses with multiple floors and sections that each take a decent amount of damage to destroy. If you get within 600ish meters of one of them the whole base activates and sends a ton of shit at me.

You start up on a ridge with the bases down below and on my first attempt I ran down to them to try and attack at close range. This activated all 4 bases and the battle field was filled with dozens of enemies and towers. So I opted to try and stay out of their activation range and destroy the buildings with PPCs from 800+ meters away, which feels like cheesing but it has to be intended because the tonnage for this is only 230. I'm in a 70 ton Grasshopper and my lancemates are all 50 tons and we got shredded within minutes when we tried the head on approach.

The main problem with this is that it is SLLLOOOOOOW. I can hit the buildings with my PPCs but each building has about 15-20 sections that take 1 or 2 PPC shots each to be destroyed before the building fully goes down and since I'm so far away they don't show up as targets so I have to just judge visually if it's at a point the game will consider fully destroyed. When I start firing the base is like soft-activated and sends some light mechs and vehicles at us which then presents a problem of keeping my lancemates up on the ridge so they don't activate everything. These can usually be taken out pretty quick but there are a good number of Urbanmechs. They go down easy but not before getting at least one AC20 shot off and those add up fast. There is also a scripted moment I think were an Orion and another heavy looking thing are dropped in and sent at us as well as some crazy tank with 4 AC5s and some lasers that took me 6-8 PPC shots to kill.

I'm thinking the only winning strat here is to leave my lance way back on the ridge, get just barely within a base's range, and then pull whatever spawns back to my group and kill them MMO style, which doesn't feel very mechwarrior to me.
 

Remmy2112

Member
Nov 5, 2017
1,142
Man, I'm on a seriously hard quest mission now that I've had to restart 4 times and still no luck. There are 4 base locations and the goal is to destroy 2 buildings at each one for a total of 8 buildings. They aren't like simple towers or something that you can take out in one shot, they are warehouses with multiple floors and sections that each take a decent amount of damage to destroy. If you get within 600ish meters of one of them the whole base activates and sends a ton of shit at me.

You start up on a ridge with the bases down below and on my first attempt I ran down to them to try and attack at close range. This activated all 4 bases and the battle field was filled with dozens of enemies and towers. So I opted to try and stay out of their activation range and destroy the buildings with PPCs from 800+ meters away, which feels like cheesing but it has to be intended because the tonnage for this is only 230. I'm in a 70 ton Grasshopper and my lancemates are all 50 tons and we got shredded within minutes when we tried the head on approach.

The main problem with this is that it is SLLLOOOOOOW. I can hit the buildings with my PPCs but each building has about 15-20 sections that take 1 or 2 PPC shots each to be destroyed before the building fully goes down and since I'm so far away they don't show up as targets so I have to just judge visually if it's at a point the game will consider fully destroyed. When I start firing the base is like soft-activated and sends some light mechs and vehicles at us which then presents a problem of keeping my lancemates up on the ridge so they don't activate everything. These can usually be taken out pretty quick but there are a good number of Urbanmechs. They go down easy but not before getting at least one AC20 shot off and those add up fast. There is also a scripted moment I think were an Orion and another heavy looking thing are dropped in and sent at us as well as some crazy tank with 4 AC5s and some lasers that took me 6-8 PPC shots to kill.

I'm thinking the only winning strat here is to leave my lance way back on the ridge, get just barely within a base's range, and then pull whatever spawns back to my group and kill them MMO style, which doesn't feel very mechwarrior to me.

With those Urbanmechs don't try to go for kills, simply focus fire on their right arm as that is the heavy one. Urbanmechs with AC20's have a max range of something like 245-315 meters and at max range they're inaccurate and have damage falloff. Urbanmechs are also really slow. Lure them and backpedal while focusing on their gun arm with your PPCs and you'll be able to take out each in 2-5 shots. Once the big gun arm is down you can ignore them as they continue to be slow as shit and only sport small lasers, usually.

With the other, larger enemies that pop in use a similar strategy. Identify the most dangerous armaments on them and focus fire your attacks on that arm or side torso piece to greatly reduce their effectiveness. Degrading the enemy's ability to harm you so you can do the same to a number of others in quick succession can often be more prudent than going for kills.

Another strategy that might be helpful is to get a missile boat mech for one of your lancemates and order them to move to a specific position you feel won't be overrun if you push out ahead. As long as your lance has visual on the enemies and your missile boat is between 176-900 meters they'll rain down missiles. If they're packing 1-2 LRM 10-20's that'll be a lot of damage, though spread out. If you can find some stream LRMs they'll focus the hell out of a specific part. I have found the Archer 70 ton mech to be awesome for this, it has put in more work for my lance than almost any other AI mech. The Stalker assault mech is also good for it, though Stalkers suffer from the fact that their LRMs are on the arms rather than the torso so they are the first thing shot.

As for it not feeling very Mechwarrior-y, don't worry about it. You're a mercenary group just throwing a single lance into battle against forces that can reach up to ten times your size. Luring gungho enemies into ambushes is A-OK.
 

Avitus

Member
Oct 25, 2017
12,946
Shame friendly AI has no idea how to use flamers, the hero firestarter is neat.

I just skip defense contracts at the moment. Too big of a chance you'll get a shitty map.

I also hate how sensors work in this compared to MW4, makes fights around cities a pain in the ass.
 

Banderdash

Chicken Chaser
Member
Nov 16, 2017
2,495
Australia
Possibly not the topic for this... but, does anyone remember a mod for MechWarrior 2: Mercs that added an employable aerofighter?
 

kvetcha

Banned
Oct 27, 2017
7,835
Man, I'm on a seriously hard quest mission now that I've had to restart 4 times and still no luck. There are 4 base locations and the goal is to destroy 2 buildings at each one for a total of 8 buildings. They aren't like simple towers or something that you can take out in one shot, they are warehouses with multiple floors and sections that each take a decent amount of damage to destroy. If you get within 600ish meters of one of them the whole base activates and sends a ton of shit at me.

You start up on a ridge with the bases down below and on my first attempt I ran down to them to try and attack at close range. This activated all 4 bases and the battle field was filled with dozens of enemies and towers. So I opted to try and stay out of their activation range and destroy the buildings with PPCs from 800+ meters away, which feels like cheesing but it has to be intended because the tonnage for this is only 230. I'm in a 70 ton Grasshopper and my lancemates are all 50 tons and we got shredded within minutes when we tried the head on approach.

The main problem with this is that it is SLLLOOOOOOW. I can hit the buildings with my PPCs but each building has about 15-20 sections that take 1 or 2 PPC shots each to be destroyed before the building fully goes down and since I'm so far away they don't show up as targets so I have to just judge visually if it's at a point the game will consider fully destroyed. When I start firing the base is like soft-activated and sends some light mechs and vehicles at us which then presents a problem of keeping my lancemates up on the ridge so they don't activate everything. These can usually be taken out pretty quick but there are a good number of Urbanmechs. They go down easy but not before getting at least one AC20 shot off and those add up fast. There is also a scripted moment I think were an Orion and another heavy looking thing are dropped in and sent at us as well as some crazy tank with 4 AC5s and some lasers that took me 6-8 PPC shots to kill.

I'm thinking the only winning strat here is to leave my lance way back on the ridge, get just barely within a base's range, and then pull whatever spawns back to my group and kill them MMO style, which doesn't feel very mechwarrior to me.

A mobile light with JJs is your best friend here. Have your lance hang back and offer suppressive fire while you sprint between the bases, hit the targets, and run straight to the dropship for pickup.

You could also have someone here drop into a co-op game and help out!
 

Remmy2112

Member
Nov 5, 2017
1,142
^ What that man said. A light mech with machine guns is also pretty much the best thing for demolition missions. Demolition missions have endless enemy reinforcements so you have to smash and run and machine guns are, by far, the best thing for wrecking buildings. They do absurd damage to each piece of a building, more than any other weapon and fire continuously.
 

Phil me in

Member
Nov 22, 2018
1,292
I don't understand the graphic complaints (outside the NPCs in the dropship). This is still an indie game and it looks miles better than, say, Battletech from last year, and many other indie games made in Unity. The lighting effects, the weapons, the material on the mechs, some of the environments - they all look very high-end for what is basically a self-published game by a small studio using UE4.

Only small thing that needs fixing is the dithering filter and the LOD values.

I don't care if they're supposed to be an indie team. They're Charging £40 for a pc game I expect it to at least run good for subpar graphics.

the game runs like crap in big fights for the graphics, terrain and effects that are used.
 

BrutalInsane

Banned
Nov 2, 2017
2,080
So uhhhhh . . . Anyone want to set up an MWO crew? I'm willing to open a new account to start fresh with a group of players. I'm away for the holidays, but will be back next week, and will set up a thread if no one else wants to.

I kinda played my share of MW5 the last few days, and want to pick it up again end of Jan when the next patch / mods start rolling in.
 

low-G

Member
Oct 25, 2017
8,144
I've played a whole lot of missions of this now. It's fun to progress, and the actual moment to moment combat / gameplay is good, but the random mission design really doesn't provide too much of interest.

Very similar problems to Rebel Galaxy Outlaw. With 70-something solid hand-designed missions both games would be all-stars.
 

kvetcha

Banned
Oct 27, 2017
7,835
I'm so tempted to get this with the EGS sale going on right now.

You should! It's fun!

I've played a whole lot of missions of this now. It's fun to progress, and the actual moment to moment combat / gameplay is good, but the random mission design really doesn't provide too much of interest.

Very similar problems to Rebel Galaxy Outlaw. With 70-something solid hand-designed missions both games would be all-stars.

They're planning on introducing new mission types, and I imagine that with mods will come fan campaigns.
 

Kharnete

Has Hecht’s Number
Member
Oct 25, 2017
1,952
I'm so tempted to get this with the EGS sale going on right now.

Same case here, and I'm a bit baffled I'm even tempted on getting it. I mean, it's a PGI product with the expected janky stuff, I should not even think to get my hands on it until several months and big patches have passed (plus the EGS exclusive stuff, but let's just ignore that part). And still, here I am.
 

BrutalInsane

Banned
Nov 2, 2017
2,080
Same case here, and I'm a bit baffled I'm even tempted on getting it. I mean, it's a PGI product with the expected janky stuff, I should not even think to get my hands on it until several months and big patches have passed (plus the EGS exclusive stuff, but let's just ignore that part). And still, here I am.

As someone who sold his soul (I hate what EGS is doing to PC gaming), I recommend it. I wanted to support Mechwarrior, not Epic or PGI since they got moneyhats.

It's the first and last game I'll buy on EGS, I don't even take up their free games and make sure the launcher doesn't auto start with my PC, but as someone who's first BT game was Crescent Hawks Revenge, I had to get it.
 

kvetcha

Banned
Oct 27, 2017
7,835
Same case here, and I'm a bit baffled I'm even tempted on getting it. I mean, it's a PGI product with the expected janky stuff, I should not even think to get my hands on it until several months and big patches have passed (plus the EGS exclusive stuff, but let's just ignore that part). And still, here I am.

My perspective is that I want to support the franchise and demonstrate that there's still a market for these games, so I'll buy it on EGS even if it's not my favorite.
 

Kharnete

Has Hecht’s Number
Member
Oct 25, 2017
1,952
RIP me, I've got it.

Played half a dozen missions and for now is pretty much what I was expecting: solid 'Mech combat with PGI jankiness everywhere. The gameplay feels a bit different from MWO's, although I'm not sure why. I really despise some of the UI changes, especially the torso-legs indicator. Too small, and moving the map from down-center to the upper-left doesn't help at all when it comes to move your lad around. I *loved* to play lights and maneuvering/jumping around in MWO, but here is much more difficult to do the same just due that bad info.

Also, I love to remap the keys as I'm used (I'm a ESDF person instead of WASD since the first Rainbow Six) only to still need to use WASD when I'm out the 'Mech. FFS PGI.
 

Giolon

One Winged Slayer
Member
Oct 25, 2017
3,124
Of course I already did, but my perspective is it's absolutely worth picking up now. PGI has already patched the most egregious bad spawning issues. I haven't encountered much in the way of serious bugs on either of the computers I run it on, and it runs pretty damn well on both (one a desktop with a 1080, the other a laptop with 1070 Max-Q).

$40 practically at launch is a good deal.

So uhhhhh . . . Anyone want to set up an MWO crew? I'm willing to open a new account to start fresh with a group of players. I'm away for the holidays, but will be back next week, and will set up a thread if no one else wants to.

I kinda played my share of MW5 the last few days, and want to pick it up again end of Jan when the next patch / mods start rolling in.
MWO? I hopped back in there the other day and man is it a night and day difference than MW5 (at least in Tier 2). Meta-builds, deathball NASCAR, all that civil war tech, clan tech, etc. It doesn't take too much to persuade me to play some, but man is it rough out there after PvE AI stomping for a few weeks XD

RIP me, I've got it.

Played half a dozen missions and for now is pretty much what I was expecting: solid 'Mech combat with PGI jankiness everywhere. The gameplay feels a bit different from MWO's, although I'm not sure why. I really despise some of the UI changes, especially the torso-legs indicator. Too small, and moving the map from down-center to the upper-left doesn't help at all when it comes to move your lad around. I *loved* to play lights and maneuvering/jumping around in MWO, but here is much more difficult to do the same just due that bad info.

Also, I love to remap the keys as I'm used (I'm a ESDF person instead of WASD since the first Rainbow Six) only to still need to use WASD when I'm out the 'Mech. FFS PGI.

lt took me a few days to acclimate to the differences compared to MWO. While familiar, there's enough there to throw you off for a little bit. I was annoyed by the different placement of the minimap initially too, but realized it was in the upper left so they can grow it there without blocking the center of your entire view. Options are a thing that would be nice, though and I'd expect once the mod tools release we'll be seeing different UIs. I actually find lights more realistically effective here than I hve in MWO for a long time due to the slower speeds of larger mechs, lower/stock armor values, and proper balancing for the AI not being able to hit small, fast moving targets as well. I posted a video taking lights on a raid a few pages back. Check it out!

Bummer about the remapping in the hangar, but fortunately, except for the few times where they explicitly ask you to talk to Ryana or Fahad, you can just hit tab to get to the menu of all the things you can do in your ship. You should send an e-mail to PGI asking them to fix the hangar movement keybindings, or request it in the official Discord Feedback channel (or bug even!).
 

BrutalInsane

Banned
Nov 2, 2017
2,080
MWO? I hopped back in there the other day and man is it a night and day difference than MW5 (at least in Tier 2). Meta-builds, deathball NASCAR, all that civil war tech, clan tech, etc. It doesn't take too much to persuade me to play some, but man is it rough out there after PvE AI stomping for a few weeks XD
[/QUOTE]

Ha yeah, but regardless, it's fun as hell tho. I'm thinking we all just start fresh accounts for our ERA squad and go from there.
 

Kharnete

Has Hecht’s Number
Member
Oct 25, 2017
1,952
I reinstalled MWO some weeks ago, just to try to kill MW5 bug, and I ran away when I saw what they did with the skill trees. I'm sure that they make sense once you decipher them, but that's not something I felt compelled to try XD

lt took me a few days to acclimate to the differences compared to MWO. While familiar, there's enough there to throw you off for a little bit. I was annoyed by the different placement of the minimap initially too, but realized it was in the upper left so they can grow it there without blocking the center of your entire view. Options are a thing that would be nice, though and I'd expect once the mod tools release we'll be seeing different UIs. I actually find lights more realistically effective here than I hve in MWO for a long time due to the slower speeds of larger mechs, lower/stock armor values, and proper balancing for the AI not being able to hit small, fast moving targets as well. I posted a video taking lights on a raid a few pages back. Check it out!

Yeah, I saw it. I really need to try some missions with the Jenner (my MWO favourite 'Mech by light years) now that I have one, but on the first few missions I had to use the Javelin I felt clumsy as hell moving around. Hell, even with the Centurion I have problems sometimes to move as I want while shooting things. And I think most of that is as I have no good indicator of where is facing each thing without moving my eyes from the center. Yeah, there's an actual indicator below the aim reticle, but it sucks :P, and the map doesn't help anymore in MWO was key for this. Quick example, random MWO match on a Jenner and a couple friends some years ago (pre-clans, but I never stopped playing this lad):



All those "jump/maneuvering around - rotate in the air while shooting at someone - landing in the exact direction I want to go next" were only possible thanks to the big map indicator, visible even if you don't look at it. On MW5 I can't do this, as the torso-legs indicator is so small I need to focus on it (and the map is too much to the side to be helpful). I'll keep trying, tho :P
 
Last edited:

Giolon

One Winged Slayer
Member
Oct 25, 2017
3,124
I hit some sort of inflection point over the past few days. Previously, Rank 9 missions were absolutely destroying me (Diff ~60), leaving my mechs entirely busted and ginormous repair bills that caused me to barely beat breaking even. IDK I'd it's my mech selection, the fact that I've recruited a stable of solid 0+ pilots, or better tactics to exploit the AI, but I'm coming back from most missions with only armor scratched in Rank 10 (Diff 70-75) territory. Rolling out with 340 tons has been a dream.

l managed to snag a rare Highlander 732B, Star League Era shit, and piloting it is like a dream. Gauss Rifle blows shit apart easily from 1km away, LRM20+Artemis rains down hell, 3xML & SRM6+Artemis rips through armor at close range like nobody's business. Jump Jets too for maneuvering and getting better shot angles. The only downside is it's Ferro Fibrous armor costs a bit more than double to repair. Still doesn't matter too much - the high performance is worth it. It's now my flagship mech.

I don't remember if I mentioned earlier, but I found a Warhammer Black Widow Hero for sale too. It's also a beast.and lastly the Battlemaster 1G and it's 6xML has been doing some good work for me lately too.

I'm ready to move on to harder territory, but I'm clearing out High Reward Quests, and there's just so damn many of them.
 
Last edited:
Status
Not open for further replies.