Author Topic: Mechwarrior Online....The Good....The Bad.  (Read 700 times)

Offline Weirdguy

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Mechwarrior Online....The Good....The Bad.
« on: January 25, 2013, 02:53:35 AM »
Ok, my brother talked me into trying it (it is free to play, so it can't hurt to try it).  I'll also preface this with saying we used to play the board game back in our highschool days.  I know the mechs, the technology, and the fluff/backstory to the game.  I am a BattleTech fan.

The good.

1.  The first thing you notice is that the mechs are not simple to pilot.  It is a first person shooter, but then it isn't.  This is a proper sim, and today they released the patch that finally adds in the startup sequence for that blast of nostalgia from playing the old PC games back in the day.  You even have TWO crosshairs that move independently from each other for arms and torso mounted weapons on your mech.  That does make it harder to aim sometimes as the two don't usually line up when turning quickly, but that can also be a plus and adds some player skill to the game.

2.  The mech's artwork are designed with a new artist called Flying Debris (Alex Inglacias) that had long been famous for his fan amateur artwork he put up on Deviant Art.  He does mechs better than the guys who originally made the game.  What is more they don't just have a single mech per

3.  It is free.  I mean it.  The only things in the game you cannot buy with the points you score in the game are paintjobs and fuzzy dice.  Yes, there is fuzzy dice you can get for your cockpit, which comes into "play" after another player dies and they ghost spectate from the points of view of the team mates that are still alive.

There are also different "trial mechs" which are unlocked for free each week, one from each weight class.  This lets you try them out in case you are not sure you wanted to actually spend the points and unlock it for yourself.

However, I'm not a freeloader.  I plunked down some cash to show my love for their work, and then promptly bought some beginner mechs I wanted to play with.

4.  This is a min-maxers dream of endless tweaking and fussing.  My brother and I have spent as much time going full geek mode in the mech bay just changing out loadouts and armor to try to maximize our fun and play styles.  It might be a waste of hard earned C-bills (the currency of the game setting instead of dollars), but if you are a gadget freak, you get to play.

5.  Lights, mediums, heavies, and assault class mechs are all part of the game.  They don't have the problem as much as previous titles where Assaults were the only ones worth taking.  The little lights and their speeds at turning and getting away behind a hill can really be a bear of a problem to win.  The faster you are, the harder you can be to hit and the faster your weapons rotate onto the enemy.

This game also has data networked targeting for teams, so anybody you lock your short range sensors on can be fire at with long range missiles from up to a kilometer away.  That means lights can get in, NOT fire their weapons, lock onto an enemy, and missiles will rain down onto that guy from the rest of the team.  Scouting works.

But, the game is not actually finished.  Like many styles of games that are coming out in recent years they've gone public with an unfinished game to start getting the cash flowing in.  I'm not disrespecting that decision.  As I understand it the Mechwarrior/BattleTech games have been a niche title and getting any funding for it has been a struggle, even ditching a single player game in favor of World of Tanks (or should I say World of Mechs) style of game to at least get something out in the public space.

However, that means some faults are in the game as it currently stands, which I hope get fixed sooner or later.

The bad.

1.  Lopsided victories.  You learn real quick that you have to stick together to win in this game.  Lone wolves are torn to shreds, and this game needs you to play with your squad and focus your fire on a single enemy to bring them down quickly and get the advantage.  This is due mostly to the game modes that are limited to 1 life per game.  Once a team has a numbers advantage, it usually steam rolls the rest.

2.  Limited game modes.  Right now there are only two.  Assault, which is essentially last team standing, although there is an enemy flag you can capture to win as well.  The second game is Conquest, and it sounds just like it has for all the other conquest game modes pioneered by the Battlefield games by DICE.  There are 5 flags on the field, and owning them adds points to a total score board at the top of the screen.  The first to reach the game limit wins the match, although as there is still only 1 life per game you also can win by just wiping out the enemy team.

The Conquest mode seems to be the more fun game mode for me.  It doesn't always go so lopsided as the team vs team game, but the tactics for both game modes tend to be very similar.

There will be more game modes and maps added of course, and the big one is a meta-game with a star map of the Inner Sphere showing the 5 major nations of the lore, and we can join one to conquer the individual planets by playing our matches to see who owns what, but that isn't what you get right now.

3.  The games tend to be really short.  It normally goes to about 15 minutes, but you can be the first guy taken out and have to just spectate the rest of the match from the other team makes cockpits (and admire the fact he bought a hula girl for his dashboard).  You have to do this to get the consolation points for losing the match.  However, without respawning you get the feeling you are wasting a lot of your time, and sometimes dead team mates will try to be backseat drivers for you as you play.

4.  Player limits to the game are 8 vs 8 right now.  That is pretty small for a shooter in the day and age when 32 vs 32 is normal, and it isn't uncommon to have 64 player games.  They are going to up it to 12 vs 12 someday, but that hasn't happened yet.  There was some pretty bad lag when the game first came out I'm told, so that might have something to do with it.

5.  I would stay away from their official forums, as they tend to be rather vocal and negative like most official forums for a game tend to be.  I find you get better discussions on offsite forums like this one.  That isn't unique to MWO of course.  You even see a lot of complaints on AH-2 forums as well, so I'm used to it.

The big thing I see wrong as it is right now is the lopsided victories.  Not being able to respawn and get back into the fight tends to make your safety too high of a priority to the point you cost your team a win (and the reward points) if you make a mistake.

If I had anything else to add I was hoping to see a game mode that had some respawing in it.  There is always the fear that the biggest mech wins, and I'm seeing that isn't completely the case, yet I wouldn't mind seeing a "respawn" type game that has everyone use a light, a medium, a heavy, and an assault class mech once per game (in any order you want).  If you don't have your own mech in a weight class, then just use the free trial mech for that week.

Anybody else play it and what did you think?

Offline GScholz

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #1 on: January 25, 2013, 06:48:30 AM »
Play it. Love it. Together with WoT it is my favorite "I got 30 min to play" game.
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Offline SmokinLoon

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #2 on: January 25, 2013, 09:55:02 AM »
Thanks for the input in MWO, sooner or later I will dive headfirst in to it.  It looks too good not to.   :)

I used to be BIG in to the NBT League (NetBattleTech) back from 2002 through 2006 (I was CO of the Fed Suns for quite some time, "BigBenn" was my callsign).  I had a great time and when NBT started to make their own mechs once M$ released some of the basic coding the game and league really took off for those of us in to BT/NBT.  No, it was not true to the real deal board game but the principle behind it was still very much in play.  FWIW, in NBT our drops were no more than 8 vs 8, it was all based on tonnage and not number of mechs. In NBT it was rare to see an assault mech, the mediums and light heavies ruled the battlefields.  My favorite was and still is the Warhammer, it is too bad it is one of the "unseen" mechs.  It is really too bad everyone cant come together and settle their purse fights and get BT whole again.

I have yet to dive in to the new MWO simply because I use Win XP as an OS and I'm not too keen on "upgrading" to Win8 just yet.
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline Wiley

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #3 on: January 25, 2013, 12:21:39 PM »
Was all excited up until '8v8' came up...  I'll still probably give it a go though.

Wiley.
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Offline GScholz

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #4 on: January 25, 2013, 01:36:45 PM »
12 vs. 12 would be perfect for Battletech lore: Company vs. company. When the Clans appear they have to increase it to 15 vs. 15: Trinary vs. reinforced company.
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Offline SmokinLoon

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #5 on: January 25, 2013, 03:03:54 PM »
Was all excited up until '8v8' came up...  I'll still probably give it a go though.

Wiley.

It isn't as bad as you think.  I was just reading their forums and one of the designers/developers/coaders was commenting on the 8v8 limitation and he said that it is a "for now" thing mostly. In the future they will probably open it up.

Personally, I think a limitation of 8v8 is about right.  The 12v12 would be nice but if you've ever tried to command a lance or 2 of battlemechs on 1 comms channel you know it isnt easy.  Luckily, I do believe the use of Teamspeak has been approved.   :aok
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Offline Karnak

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #6 on: January 25, 2013, 03:35:26 PM »
I'm thinking they need to go to 36 (battalion) vs 15 (trinary) once the Clans are added. Remember, Claln mechs are vastly more potent than Inner Sphere mechs so a 15 vs 15 setup would result in a slaughter of Inner Sphere mechs.
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Offline BaDkaRmA158Th

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #7 on: January 25, 2013, 04:14:52 PM »
I had to stop playing it.



Will start again in a few months when its more hashed out. I did appreciate them giving beta testers back some creds and xp so we could get back some of the mechs we worked for wipe after wipe.


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Offline AAJagerX

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #8 on: January 25, 2013, 04:59:06 PM »
I hope they get things worked out.  I'd really like to try a refined version.
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Offline GScholz

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #9 on: January 25, 2013, 05:29:55 PM »
I'm thinking they need to go to 36 (battalion) vs 15 (trinary) once the Clans are added. Remember, Claln mechs are vastly more potent than Inner Sphere mechs so a 15 vs 15 setup would result in a slaughter of Inner Sphere mechs.

We already have tech 2 inner sphere equipment, so the Clans don't have as big an edge as initially in the lore. If we were limited to tech 1 stuff it would be a massacre. Some balancing would have to be done of course, but I forget the exact ratio.
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Offline Karnak

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #10 on: January 25, 2013, 07:38:44 PM »
We already have tech 2 inner sphere equipment, so the Clans don't have as big an edge as initially in the lore. If we were limited to tech 1 stuff it would be a massacre. Some balancing would have to be done of course, but I forget the exact ratio.
Tech 2 is far closer to Tech 1 in capability than it is to Clan tech.

Medium Laser: 5 damage, 9 hex range, 3 heat, 1 ton
ER Medium Laser: 5 damage, 12 hex range, 5 heat, 1 ton
CER Medium Laser: 7 damage, 15 hex range, 5 heat, 1 ton

PPC: 10 damage, 18 hex range (3 hex minimum), 10 heat, 7 tons
ER PPC: 10 damage, 21 hex range, 15 heat, 7 tons
CER PPC: 15 damage, 21 hex range, 15 heat, 6 tons

And so on.

The ratio it was supposed to be for balanced encounters in the table top was 50 tons of Clan mechs for each 100 tons of Tech 2 Inner Sphere mechs.  Of course the pilots were better too, which wouldn't be the case in MWOL.
« Last Edit: January 25, 2013, 07:40:16 PM by Karnak »
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Offline Ack-Ack

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #11 on: January 25, 2013, 08:49:58 PM »
I'm liking MWO and Hawken.

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Offline GScholz

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #12 on: January 25, 2013, 08:56:52 PM »
The 2:1 ratio is with IS tech 1 if I remember correctly. With tech 2 the ratio is far less, even more so with pilot skill out of the equation. The most important advance in tech is the double heat sinks and XL engine. The Clans have the edge in energy and missile weapons, but in ballistic weapons the IS are on an equal footing, with the gauss rifle and ultra ACs.
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Offline SmokinLoon

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #13 on: January 25, 2013, 09:52:29 PM »
The 2:1 ratio is with IS tech 1 if I remember correctly. With tech 2 the ratio is far less, even more so with pilot skill out of the equation. The most important advance in tech is the double heat sinks and XL engine. The Clans have the edge in energy and missile weapons, but in ballistic weapons the IS are on an equal footing, with the gauss rifle and ultra ACs.

I dont remember the lore well enough, help me out: When does the IS get HVAC's?  That tips the scale in their favor iirc.
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Offline Soulyss

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Re: Mechwarrior Online....The Good....The Bad.
« Reply #14 on: January 25, 2013, 09:55:41 PM »
Downloaded it and tried a couple rounds, total noob but hey I did a whooping 100 points of damage before someone blew me up during the 2nd game. :)

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