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Freakazoid_
Jul 5, 2013


Buglord

Zernach posted:

God this is making me miss my Firestarter when it was still the prime butt chewing light with its 8 SPL and a few jets to get to places. RIP my brave little robbit, given a lethal synthenol injection to make it the size of a medium.

:same:

also miss my 6ll stalker and 3lpl thunderbolt

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Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
I miss my SRM bomber Griffin-3M and my dual-heavy gauss Annihilator and the 6-MPL ECM Phoenix Hawk I got 1500 damage in once

Lemon-Lime
Aug 6, 2009

Pornographic Memory posted:

For the Marauder (and any time you're using RACs generally) 3 RAC2s are better than 2 RAC5s IMO because you lose some DPS but have much better sustain in terms of heat and jamming. If you use a Light Fusion Engine instead of a standard you can fit 3 RAC2s, 4 medium lasers, and then a combination of heatsinks and ammo to your taste.

Do light engines core you if a side torso gets blown the same way XL engines do? If so, wouldn't that be a pretty bad idea on a brawler that needs to keep their torso staring straight at the enemy for a pretty long time?

e; vv thanks!

Lemon-Lime fucked around with this message at 18:07 on Jan 4, 2020

peer
Jan 17, 2004

this is not what I wanted
light engines kill you if both side torsos are destroyed (like Clan XLs), which usually isn't a problem because you're unlikely to have significant weapons in the CT or head

Fil5000
Jun 23, 2003

HOLD ON GUYS I'M POSTING ABOUT INTERNET ROBOTS

Plek posted:

The best was the artemis-ageddon that had missiles flying up very high, then diving straight down onto the target's head.

I think this also happened in closed beta before artemis was in and just affected all lrms. It was even funnier then because the Atlas head hitbox was the whole face and not just the eye hole

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
This was the real Lurmpocalypse

It never made it off of public test

Legit Businessman
Sep 2, 2007


Do you mean Lurmpocalypse I, II, or III or the Festival of Artemis I or II? (if I recall correctly)

:sigh: I can't believe we slogged through all this dumb poo poo to have the game just get worse and worse, patch over patch.

Lord Stimperor
Jun 13, 2018

I'm a lovable meme.

Just finished the MW5 campaign, and thought the last parts of it are considerably better than the stuff at the beginning, mainly because I didn't have to grind between missions anymore.

Also found my favorite mech: the Mauler 1R, with burst fire AC2s, 2 large lasers, and SRM. And double heat sinks. That thing will just chew and chew and chew everything apart from 800 meters away. And you can dakka for days.

aniviron
Sep 11, 2014

The end of the campaign is far better than the start, for sure. It feels pretty close to what I wanted out of a Mechwarrior game, or is at least closer than the beginning. Wonder what happened in development for things to be so different.

Gothsheep
Apr 22, 2010

aniviron posted:

The end of the campaign is far better than the start, for sure. It feels pretty close to what I wanted out of a Mechwarrior game, or is at least closer than the beginning. Wonder what happened in development for things to be so different.

I have a good idea what happened, because this is something I do as a writer all the time.

It feels exactly like a story where the ending was written first. They knew where they wanted to start, and had the last act firmly in their mind, but had a big cloud of ???s between those two points that they struggled a bit with.

Bentai
Jul 8, 2004


NERF THIS!


Drewjitsu posted:

Do you mean Lurmpocalypse I, II, or III or the Festival of Artemis I or II? (if I recall correctly)

:sigh: I can't believe we slogged through all this dumb poo poo to have the game just get worse and worse, patch over patch.
At least we can still remember the "good" old days:

https://www.timetoast.com/timelines/the-history-of-internet-stompy-robots
https://www.tiki-toki.com/timeline/entry/250736/Mechwarrior-Online-Mismanaging-Expectations/
https://player.vimeo.com/video/49383855

Bentai fucked around with this message at 00:46 on Jan 5, 2020

aniviron
Sep 11, 2014

Gothsheep posted:

I have a good idea what happened, because this is something I do as a writer all the time.

It feels exactly like a story where the ending was written first. They knew where they wanted to start, and had the last act firmly in their mind, but had a big cloud of ???s between those two points that they struggled a bit with.

It's not just the narrative, the ending levels are loads better too though. Maps that were clearly made by humans with some degree of care, which are interesting challenges, pretty, etc. The beginning largely lacks those with the exception of the refinery mission, imo.

Legit Businessman
Sep 2, 2007



What a nostalgia trip, thanks for that! :unsmith:

Freakazoid_
Jul 5, 2013


Buglord
Any time lrms were considered good were called a lurmpocalypse, because lrms have always been hated on. lrms are the only weapon type not allowed to be good.

Legit Businessman
Sep 2, 2007


Freakazoid_ posted:

Any time lrms were considered good were called a lurmpocalypse, because lrms have always been hated on. lrms are the only weapon type not allowed to be good.

Lrms are the worst type of weapon in a multiplayer game, because they encourage non dynamic, static gameplay, where inaction is rewarded.

Fil5000
Jun 23, 2003

HOLD ON GUYS I'M POSTING ABOUT INTERNET ROBOTS

Drewjitsu posted:

Lrms are the worst type of weapon in a multiplayer game, because they encourage non dynamic, static gameplay, where inaction is rewarded.

Worse, with sensor sharing and TAG/NARC it let's lurm players blame everyone else for them not being successful.

Lord Stimperor
Jun 13, 2018

I'm a lovable meme.

aniviron posted:

It's not just the narrative, the ending levels are loads better too though. Maps that were clearly made by humans with some degree of care, which are interesting challenges, pretty, etc. The beginning largely lacks those with the exception of the refinery mission, imo.

aniviron posted:

The end of the campaign is far better than the start, for sure. It feels pretty close to what I wanted out of a Mechwarrior game, or is at least closer than the beginning. Wonder what happened in development for things to be so different.


Gothsheep posted:

I have a good idea what happened, because this is something I do as a writer all the time.

It feels exactly like a story where the ending was written first. They knew where they wanted to start, and had the last act firmly in their mind, but had a big cloud of ???s between those two points that they struggled a bit with.


I think it's not just the big "???" between the major plot points. I think they ran out of money/time when fleshing out the campaign, and had to ship it in an MVP-state (:pgi:). The last levels are the only ones that really look handcrafted, and they're gorgeous by comparison. They're also almost the only missions with any sort of cutscene before them, or have unique art assets that don't come from the same pool the random mission generator uses.

By comparison, the entire rest of the game looks unfinished. The repair bay / interact with environment mechanics? You'll use it once/thrice in the entire campaign. The people on the ship? They're static the entire time. Their lips don't even move while talking! You can't talk to or interact with anything aboard the Leopard. The clothes in your personal room aren't actually textured. There are a number of very basic mission types for the randomized missions. The only way in which the handcrafted missions differ is that they have different flavor text, and perhaps a better laid out map. Still, you'll come across raid missions where the Leopard drops you right atop of a mission target, and conveniently kills it for you. The entire galaxy map is without flavor text. There is no indication that some larger story is unfolding in the galaxy: the Capellan confederation just suddenly shrinks, out of the blue there comes a Federated Commonwealth, and so forth. The game clearly has the skeleton made to tell a grand story of interstellar drama and let the player lose themselves in it, but it sadly remains a skeleton.

By contrast, the core gameplay elements are very good: the mech gameplay is very nice althogh the lance AI is regrettably shallow; the progression through the ranks correlates nicely with the timeline (I ended the campaign around the Clan Invasion, nice!), the economy is balanced just punishing enough to make you think about your mech, loadout, and repair/travel choices, the mechlab and mech variants feel thought through (even though I, too, had wished for a little bit more customization, but that's a justifiable design choice).


It's just such a startling contrast in quality between the core components and everything that adds flavor and context. Is it necessary for the core gameplay loop? It's working nicely and thought out. Is it something that enhances the gamplay loop and adds flavor? It's missing or only there in name. PGI have pushed out another MVP, just as with MWO. Man, it really bothers me to think what the game could have been with a couple of months of additional work.

Lord Stimperor fucked around with this message at 09:59 on Jan 5, 2020

Abongination
Aug 18, 2010

Life, it's the shit that happens while you're waiting for moments that never come.
Pillbug
Oh hey folks, there’s a mod over on mod nexus that basically fixes mechwarrior 5.

11kb .pak file that makes all ground units part of lances and makes them only deploy from drop ships. The fact that this is a mod and not an official patch is pretty damning for the development team.

Game is infinitely better though easier. I’ve adapted by just taking harder missions.

*Edit - This one : https://www.nexusmods.com/mechwarrior5mercenaries/mods/7

Abongination fucked around with this message at 02:02 on Jan 6, 2020

Lemon-Lime
Aug 6, 2009
Honestly, I'm okay with not being able to change armour or structure types or whatever. It would be nice to be able to swap engines out at least, but I won't lose sleep over that either.

What really gets me is the weapon slot size system. I wish they'd just let you put two mediums in a large slot, or two smalls in a medium slot.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Lord Stimperor posted:

It's just such a startling contrast in quality between the core components and everything that adds flavor and context. Is it necessary for the core gameplay loop? It's working nicely and thought out. Is it something that enhances the gamplay loop and adds flavor? It's missing or only there in name. PGI have pushed out another MVP, just as with MWO. Man, it really bothers me to think what the game could have been with a couple of months of additional work.

I had a feeling PGI would do the same as MWO from the word go. And based on my time with MWO I don't know if they're ever going to fix it up :(

(what's MVP stand for in this context, I only know most valuable X)

Lemon-Lime
Aug 6, 2009
Minimum viable product.

Armadillo Tank
Mar 26, 2010

Ciaphas posted:

I had a feeling PGI would do the same as MWO from the word go. And based on my time with MWO I don't know if they're ever going to fix it up :(

(what's MVP stand for in this context, I only know most valuable X)

Mvp: a complete product that matches all the star citizen backer demands. No really.

It shows up a lot in the star citizen threads to describe the product that can be sold without defrauding anyone or incuring (in that case further) legal actions.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Ciaphas posted:

I had a feeling PGI would do the same as MWO from the word go. And based on my time with MWO I don't know if they're ever going to fix it up :(

(what's MVP stand for in this context, I only know most valuable X)

I think MWO is in a good place now, it took them a very long time to get there though.

aniviron
Sep 11, 2014

Lord Stimperor posted:

I think it's not just the big "???" between the major plot points. I think they ran out of money/time when fleshing out the campaign, and had to ship it in an MVP-state (:pgi:). The last levels are the only ones that really look handcrafted, and they're gorgeous by comparison. They're also almost the only missions with any sort of cutscene before them, or have unique art assets that don't come from the same pool the random mission generator uses.

By comparison, the entire rest of the game looks unfinished. The repair bay / interact with environment mechanics? You'll use it once/thrice in the entire campaign. The people on the ship? They're static the entire time. Their lips don't even move while talking! You can't talk to or interact with anything aboard the Leopard. The clothes in your personal room aren't actually textured. There are a number of very basic mission types for the randomized missions. The only way in which the handcrafted missions differ is that they have different flavor text, and perhaps a better laid out map. Still, you'll come across raid missions where the Leopard drops you right atop of a mission target, and conveniently kills it for you. The entire galaxy map is without flavor text. There is no indication that some larger story is unfolding in the galaxy: the Capellan confederation just suddenly shrinks, out of the blue there comes a Federated Commonwealth, and so forth. The game clearly has the skeleton made to tell a grand story of interstellar drama and let the player lose themselves in it, but it sadly remains a skeleton.

By contrast, the core gameplay elements are very good: the mech gameplay is very nice althogh the lance AI is regrettably shallow; the progression through the ranks correlates nicely with the timeline (I ended the campaign around the Clan Invasion, nice!), the economy is balanced just punishing enough to make you think about your mech, loadout, and repair/travel choices, the mechlab and mech variants feel thought through (even though I, too, had wished for a little bit more customization, but that's a justifiable design choice).


It's just such a startling contrast in quality between the core components and everything that adds flavor and context. Is it necessary for the core gameplay loop? It's working nicely and thought out. Is it something that enhances the gamplay loop and adds flavor? It's missing or only there in name. PGI have pushed out another MVP, just as with MWO. Man, it really bothers me to think what the game could have been with a couple of months of additional work.

These are for sure all good points, but I suspect that rather than minimum viable malice, it comes down to the fact that PGI has only really made one game (the old shovelware titles that Russ, Paul & Bryan were involved in don't count) and then it turns out that all the aspects of game design that aren't relevant to MWO kinda suck, and everything that covers fields where they know what they're doing are pretty okay.

Beet Wagon
Oct 19, 2015





Patrat posted:

Some years ago, overheating did not inflict any internal damage and I actually exploited this kind of thing with a six PPC Stalker. Basically I would climb to a ridgeline then fire twice into the CT of an approaching heavy mech, this could allow the destruction of a pristine Cataphract or something in literally four seconds. Then I would turbo overheat and my shut down mech would slide back down the slope out of sight after falling asleep. When it eventually woke back up this process could be repeated.

I still have a 4 erppc cicada kicking around somewhere in my garage based on this video lol

https://www.youtube.com/watch?v=OgUzhO1TiAc

Lemon-Lime
Aug 6, 2009
For all that PGI are still :pgi:, hopping into a heavy and brawling in MWO is still really fun in short bursts.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


I'm having a ton of fun with MW5, despite its flagrant failings

It's just plain fun in the purest six-year-old sense to play big stompy robots, especially on Demolition missions. Lasers, giant guns, missiles, just plain walking through buildings... :allears:

Bubbacub
Apr 17, 2001

Yeah, it's repetitive and shallow, but getting to paint and play with my dolls battledroids really scratches some deep-seated itch. Especially when I drop a lance of all Unseens (I'm happy that the Marauder is a good mech in addition to looking cool, it was always my favorite in tabletop).

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



So I’m using that better spawns mod that forces waves to come in lances from a drop ship. It was really good until it started dropping vehicles through the ground into the void and defense missions keep getting stuck at 24/30 etc.

Purr Objectives
Mar 3, 2017

Live fast, die young, and leave a beautiful corpse.
Any tips on that late game missions where you attack the old SLDF spaceport? I just take too much damage from the gauntlet and then that piece of poo poo in the Annihilator just aimbots my mech's core :mad:

afflictionwisp
Aug 26, 2003

Purr Objectives posted:

Any tips on that late game missions where you attack the old SLDF spaceport? I just take too much damage from the gauntlet and then that piece of poo poo in the Annihilator just aimbots my mech's core :mad:

I got through that one driving an Altas D w/ a gauss, lance in an RS and two banshees. moved slow, made sure i didnt get ahead of the lancemates, I think there was at least one kintaro that popped up just before you pass the dropship, they were priority targets. When the Annihilator dropped, made damned sure to shoot its big pointy head off with the gauss before doing anything else.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
One thing this game needs is an “attack vehicles” command for lance mates so I don’t have to micro them onto every J.Edgar

Just hit that button and let them clear out helicopters and the like

Ghetto SuperCzar
Feb 20, 2005


The terrain in mechwarrior 5 bugs me to no end. They 100% used assets made for human scale and it really shows. Like, a blade of grass is as wide as a tanks cannon.

Lemon-Lime
Aug 6, 2009


RAC2s are fun.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Ghetto SuperCzar posted:

The terrain in mechwarrior 5 bugs me to no end. They 100% used assets made for human scale and it really shows. Like, a blade of grass is as wide as a tanks cannon.

I really hate the RNG terrain when it turns out to be very grid based

Gothsheep
Apr 22, 2010

Purr Objectives posted:

Any tips on that late game missions where you attack the old SLDF spaceport? I just take too much damage from the gauntlet and then that piece of poo poo in the Annihilator just aimbots my mech's core :mad:

I beat it by being super cheap. I noticed the pilot had great Protagonist Sense, and hyper-focused on me while ignoring my lance. So I hid behind a large building and played Extreme keepaway, keeping the ruined building between us while the rest of my team picked him apart.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Alright I want to limit how much I have to grind to get cool mechs and guns in MW5. How do I get money and equipment as fast as possible? Any good tips in general?

Q_res
Oct 29, 2005

We're fucking built for this shit!
Pick a faction and grind rep with them until you max out the Rep bar. Even better if you can pull it off without tanking your rep with one of the other Great Houses.

caedwalla
Nov 1, 2007

the eye has it
I had extremely high Davion rep pretty early in the game by just doing the first few story missions and the high priority missions there.

Multi mission contracts are great once you have a couple of extra mechs because of the 25% extra money and 50% extra salvage.

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Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
Buy hero mechs as soon as you see them, because they will have double heatsinks on them. Mashing DHS into your stuff makes it significantly easier to run the missions because they seem to be mostly tuned towards SHS-running mechs.

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