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.
Well I just found this ugly bastard for sale.
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.
Expectation is for the next substantial patch to be around the end of January.
- Late January for a sizeable patch that will include the Nvidia graphics pack
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.
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.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.
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.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 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.Plus it still hasn't received its RTX features(Reflections, AO, Shadows) which will come in January.
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.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 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.
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.
Possibly not the topic for this... but, does anyone remember a mod for MechWarrior 2: Mercs that added an employable aerofighter?
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.
Wait... really?!
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'm so tempted to get this with the EGS sale going on right now.
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.
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.
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.
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 XDSo 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.
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!