Seems like a good concept to me, although I will be looking forward to more information as it comes out.
Interesting parts so far:
Free to play
Class customization
Sight lines are important
The ability to call in airstrikes/artillery? - This one seems like your scout(s) would get you large vision areas for a commander to call in strikes. Seems like it'll be an interested mechanic.
Man, this could easily suck... Or it could be the greatest thing since sliced bread. BattleTech is, IMO, one of the best fictional universes out there, and MechWarrior is one of the best video games of all time (at least, the MechWarrior 2 series was). I cannot wait for this.
I was always more of a MechCommander type than a MechWarrior type as I prefered the RPG side than the FPS side. But as stated above, the BattleTech universe is just amazing so I would gladly play.
When I saw this annoucement, I quickly signed up. Hoping they take it in the right direction.
Dumbing Mechwarrior down for console gamers would be terrible.
And I don't mean that console gamers can't handle it, its just the sheer number of hotkeys needed to play the game make it impossible to play with a controller without significantly reducing the complexity.
As announced it will only be for PC. The original plan was to have a game on the PC and 360, but development for that didn't really pan out. With the F2P model they will be doing PC only.
Shrike325 wrote:As announced it will only be for PC.
Best news I've heard yet.
The classes I hope are just the assault/heavy/medium/light classes...
So far (who knows where this is going to go) there are 3: Scout, assault, and commander.
My guess would be that "assault" doesn't refer to the weight of 'Mech, more of just a straight combat class.
EDIT: I guess I should clarify some. It seems like they will have the standard (classic) classes of 'Mech (light/medium/heavy/assault) but will have pilot classes (the scout/assault/commander). Again, not much detail is out yet so things may always change.
Scout = focuses on speed, jump jets, and maneuverability -- Extra jump jets and maneuverability, less firepower. Assault = focuses on raw firepower and armor -- Extra weapon slots/choices, but slower and less sophisticated. Command = focuses on support powers -- NARC beacons, C3 master computer, targeting modules, etc.
edit: ah ,that makes sense as well. Pilot classes I'm fine with.
Scout = focuses on speed, jump jets, and maneuverability
-- Extra jump jets and maneuverability, less firepower.
Assault = focuses on raw firepower and armor
-- Extra weapon slots/choices, but slower and less sophisticated.
Command = focuses on support powers
-- NARC beacons, C3 master computer, targeting modules, etc.
edit: ah ,that makes sense as well. Pilot classes I'm fine with.
The Summoner would be considered the Assault, right? Cause it sure ain't a scout....
Slarg232 wrote:The Summoner would be considered the Assault, right? Cause it sure ain't a scout....
Read Shrike's clarification:
Shrike325 wrote:EDIT: I guess I should clarify some. It seems like they will have the standard (classic) classes of 'Mech (light/medium/heavy/assault) but will have pilot classes (the scout/assault/commander). Again, not much detail is out yet so things may always change.
Slarg232 wrote:Ah, my bad, my bad. I can't wait to Pilot my Summoner. I love that Mech.
Summoner is unlikely, at least at first. They have said that the timeline is currently 3048 and will be real time with an offset (so, as of 1/1/12 the in-game timeline will move to 3049, which is when the Clans started to invade the periphery). Going with that logic, the Clans don't invade until 3050, so we wouldn't really see them until 2013.
Slarg232 wrote:Ah, my bad, my bad. I can't wait to Pilot my Summoner. I love that Mech.
Summoner is unlikely, at least at first. They have said that the timeline is currently 3048 and will be real time with an offset (so, as of 1/1/12 the in-game timeline will move to 3049, which is when the Clans started to invade the periphery). Going with that logic, the Clans don't invade until 3050, so we wouldn't really see them until 2013.
Oooh... really? Damn, that does dampen the interest of the game - for me at least - a little bit. I thought it was going to be set in 3015?
Q. What year is MechWarrior® Online™ taking place?
A. MechWarrior® Online™ is running an offset timeline of the BattleTech® Universe. As of this writing it is 2011 and the year is 3048 within the game. In 2012, when the game is launched, it will be 3049.
So, a bit after. This will actually work out well if you think about it. 3049 (2012) will be all Inner Sphere type activities, 3050 (2013) would be an easy expansion with the Clan invasion. So, when the game starts to get a little stale (depending of course on when in the year it is released), new 'Mechs, new gear, new stuff. 3051 is when the Gray Death Star League tech is discovered (if I remember right) and when new lines of IS 'Mechs start coming out. So, really, doing an offset like this could work really well.
Q. What year is MechWarrior® Online™ taking place?
A. MechWarrior® Online™ is running an offset timeline of the BattleTech® Universe. As of this writing it is 2011 and the year is 3048 within the game. In 2012, when the game is launched, it will be 3049.
So, a bit after. This will actually work out well if you think about it. 3049 (2012) will be all Inner Sphere type activities, 3050 (2013) would be an easy expansion with the Clan invasion. So, when the game starts to get a little stale (depending of course on when in the year it is released), new 'Mechs, new gear, new stuff. 3051 is when the Gray Death Star League tech is discovered (if I remember right) and when new lines of IS 'Mechs start coming out. So, really, doing an offset like this could work really well.
Actually, I think the Helm Memory Core was discovered in 3028, and then got into the hands of the Successor States after a few years since the Gray Death Legion was basically handing copies of it out like candy on Halloween. So that means the IS 'mechs (i.e., me!) should have a decent fighting chance against those dirty Clanners once the invasion starts in 3050.
It'd be really cool if they get the dates lined up perfectly with all of the events happening in the Battletech Timeline.
But, again, this is why I was hoping it'd be set in 3015 - no double heat sinks, no ER PPCs or pulse lasers, and no dirty Clanners!
Q. What year is MechWarrior® Online™ taking place?
A. MechWarrior® Online™ is running an offset timeline of the BattleTech® Universe. As of this writing it is 2011 and the year is 3048 within the game. In 2012, when the game is launched, it will be 3049.
So, a bit after. This will actually work out well if you think about it. 3049 (2012) will be all Inner Sphere type activities, 3050 (2013) would be an easy expansion with the Clan invasion. So, when the game starts to get a little stale (depending of course on when in the year it is released), new 'Mechs, new gear, new stuff. 3051 is when the Gray Death Star League tech is discovered (if I remember right) and when new lines of IS 'Mechs start coming out. So, really, doing an offset like this could work really well.
Actually, I think the Helm Memory Core was discovered in 3028, and then got into the hands of the Successor States after a few years since the Gray Death Legion was basically handing copies of it out like candy on Halloween. So that means the IS 'mechs (i.e., me!) should have a decent fighting chance against those dirty Clanners once the invasion starts in 3050.
It'd be really cool if they get the dates lined up perfectly with all of the events happening in the Battletech Timeline.
But, again, this is why I was hoping it'd be set in 3015 - no double heat sinks, no ER PPCs or pulse lasers, and no dirty Clanners!
Yeah, looked into it a bit and the memory core was in 3028, my mistake.
1) You will ally with one of the great houses
2) Guilds are Mercenary Companies
3) You will earn C-bills to spend on stuffs
4) You will gain XP as a pilot, upgrading skills
5) You will gain prestige... whatever that equates to in the game
6) The website is doing ISN (InnerSphere News) updates. Just kind of cool flavor things.
Throughout all of MechWarrior 4 Mercs pretty much all I used were dual PCP mechs. Puma -> Uziel -> Madcat. When MechTek released their official fan patch and the Madcat's left and right arms became omni I started playing with dual gauss which is also a blast.
I can't say I didn't have fun with a quad PCP Nova Cat though. That always turned out fun on Solaris
My preferences probably ruined experimentation/customization for me. I loved the PCP's range, and infinite ammo, and after I discovered it I just kept using it. I tried playing a laser boats a few times but the style just never interested me. I played around a lot with the hellhound but I always just preferred the Uziel.
I did love the Fafnir though. That beast was monstrous, taking out limbs even on the heaviest mechs in a single volley.
I used to make all kinds of custom builds for a league I was in for table top. The Sniper Panther was the one that annoyed people most though.... Head shots every 4 shots.
LordofHats wrote:My preferences probably ruined experimentation/customization for me. I loved the PCP's range, and infinite ammo, and after I discovered it I just kept using it. I tried playing a laser boats a few times but the style just never interested me. I played around a lot with the hellhound but I always just preferred the Uziel.
I did love the Fafnir though. That beast was monstrous, taking out limbs even on the heaviest mechs in a single volley.
I enjoyed missile volleys and putting heavy energy weapons on light mechs...
Never had much taste for the light and assault mechs myself. The Heavies were by far my favorites for MW4Mercs. I think that the battles of the heavy mechs were the funnest in the game. Especially the huge clan duel on the jungle planet
Melissia wrote:I never liked the mechwarrior games beyond MW3, myself. Too restricted...
I myself never played anything before Vengeance so I suppose I'm spoiled. Can't imagine more options though. What others were available in MW2 and MW3.
Shrike325 wrote:Just an update as some new info has come out:
1) You will ally with one of the great houses
2) Guilds are Mercenary Companies
3) You will earn C-bills to spend on stuffs
4) You will gain XP as a pilot, upgrading skills
5) You will gain prestige... whatever that equates to in the game
6) The website is doing ISN (InnerSphere News) updates. Just kind of cool flavor things.
That's all that's new for now.
Hm. Any plans for a Dakka Merc Company?
And prestige... maybe it works like reputation in WoW? As your standing within whatever House you choose to serve under gets higher (by completeing missions/defeating opposing factions), the better the equipment that becomes available, and perhaps discounts on said equipment?
Shrike325 wrote:Just an update as some new info has come out:
1) You will ally with one of the great houses
2) Guilds are Mercenary Companies
3) You will earn C-bills to spend on stuffs
4) You will gain XP as a pilot, upgrading skills
5) You will gain prestige... whatever that equates to in the game
6) The website is doing ISN (InnerSphere News) updates. Just kind of cool flavor things.
That's all that's new for now.
Hm. Any plans for a Dakka Merc Company?
And prestige... maybe it works like reputation in WoW? As your standing within whatever House you choose to serve under gets higher (by completeing missions/defeating opposing factions), the better the equipment that becomes available, and perhaps discounts on said equipment?
A Dakka Merc Company would be awesome.
My vote is Lyran Commonwealth (or Lyran Alliance). But that's just me.
Melissa wrote:I'm probably weird in that I just want to pilot a Raven.
Not at all. I really want to run a Raven (or a Scarabus) and go scout pilot, would be a lot of fun. Although, running something like a Cyclops and being a commander could be pretty damn fun as well.
Melissia wrote:I never liked the mechwarrior games beyond MW3, myself. Too restricted...
I myself never played anything before Vengeance so I suppose I'm spoiled. Can't imagine more options though. What others were available in MW2 and MW3.
In MW2 and MW2 mercs, you were basically mostly limited by weight and technology, and in the case of MW2 Mercs, by money (MW2 had you play as clanners in the initial invasion, while MW2 Mercs had you play as, well, mercs, starting just before the clan invasion). You could, feasibly speaking, fit a PPC (not PCP, it's Particle Projection Cannon) on a Raven, though I usually preferred a large laser with some SRMs as support instead, so I could actually fire the thing more frequently due to heat concerns.
Basically, it was closer to MechCommander in how they were set up.
Melissia wrote:In MW2 and MW2 mercs, you were basically mostly limited by weight and technology, and in the case of MW2 Mercs, by money (MW2 had you play as clanners in the initial invasion, while MW2 Mercs had you play as, well, mercs, starting just before the clan invasion). You could, feasibly speaking, fit a PPC (not PCP, it's Particle Projection Cannon) on a Raven, though I usually preferred a large laser with some SRMs as support instead, so I could actually fire the thing more frequently due to heat concerns.
Basically, it was closer to MechCommander in how they were set up.
PPC? Oops. I mean, I knew that
So they didn't have hard points? Or were the points just bigger?
LordofHats wrote:So they didn't have hard points? Or were the points just bigger?
I believe they had slots like in that utility, but no dedicated hard points.
And in fact you also had to allocate slots for armor, engine sizes effect number of slots, you have to allocate slots for heat sinks, and for armor-- and if that area of the mech is damaged, it can potentially destroy heat sinks or cause a massive catastrophic chain explosion for ammo unless you had a CASE ejection system...
Shrike325 wrote: A Dakka Merc Company would be awesome.
My vote is Lyran Commonwealth (or Lyran Alliance). But that's just me.
I'd go Lyran. Hm... Black with gold/red highlights for the color scheme? Call ourselves the Dakkanauts?
Oh, and Solaris Skunkwerks is awesome. I've got that and Megamek for regular games of Battletech, and use the Quickstrike rules when I want to get a couple of companies out on the table.
Well, at least if we choose Steiner or Davion, we'll basically be working for the same side. If the game does start in 3048, and progresses yearly, we won't see the FedCom Civil War start until 2025 (holy hell, just say '2025' to yourself - it feels so science fiction-y)!
Well, I would prefer the Free Worlds League over Federated Suns if people don't feel like Lyrans. I just hate the Suns from this time frame because Victor Davion is basically God.
Capellan Confederation all the way! Insane meritocracy ruled by a madman where "SERVICE GUARANTEES CITIZENSHIP! WOULD YOU LIKE TO KNOW MORE?" for the win, IMO.
Shrike325 wrote:Well, I would prefer the Free Worlds League over Federated Suns if people don't feel like Lyrans. I just hate the Suns from this time frame because Victor Davion is basically God.
Davion wasn't actually that good of a 'mech pilot. Now Kai Allard-Liao... HE was basically a god on the battlefield.
Both in and out of his 'mech. He beat an elemental in hand to hand combat and they joked that if they had known if was Kai, they'd have sent an several stars after him. Despite him not being in a 'mech.
Shrike325 wrote:Well, I would prefer the Free Worlds League over Federated Suns if people don't feel like Lyrans. I just hate the Suns from this time frame because Victor Davion is basically God.
Davion wasn't actually that good of a 'mech pilot. Now Kai Allard-Liao... HE was basically a god on the battlefield.
Both in and out of his 'mech. He beat an elemental in hand to hand combat and they joked that if they had known if was Kai, they'd have sent an several stars after him. Despite him not being in a 'mech.
I agree that Kai was better in a 'Mech. But Victor could do no wrong in the books... hated him so much.
Melissia wrote:I still remember MW2 Mercenaries... yeah, I'm a dork. But still. I kitted out my 'mechs completely custom...
That game was fantastic, i really miss it. I loved watching the clan invasion happen and the getting imprisioned by clan forces. I liked the holding the line against them at the end. The championships were great too.
As for customizing the mechs I liked to strip the armour off everything but the legs on the Atlas and load it with as many jump jets and fuel as i could then land on enemies DFA. Elementals were hard to hit but satisfying
I remember in MW3 the customization wasn't too bad. I remember filling an annihilator with PPCs and removinging all the heatsinks. If you hit the alphastike button you'd go nuclear and make a creator in the ground
Melissia wrote:He wasn't, though. Heck, even Sun-Tzu Liao got to be protagonist in some books...
Man. Talk about an incestuous family... poor Liaos...
I do realize that he wasn't the protagonist in every book. However, there really aren't any that he is in where he isn't the protagonist. I think that's what got to me more than anything. Sun-Tzu is vilified as often as he is glorified, same with Hohiro, Thomas Marik, or any other character. But, hey, we all have our opinions.
For those of you crying out for Mad Cats, a bit of good news:
Piranha Games wrote:
Are there any Mechs that you are scared of rebooting?
Probably the Timber Wolf, I know that if I mess that one up, I will never hear the end of it, and will probably have to try to outrun a few pitchfork wielding mobs.
Although at this point there is no information on being able to play as/against the Clans or the availability of Clan tech. This is a reboot, so timeline can be shifted, however in theory at least they wouldn't be seen until 2013 (3050 BTech time). Then again, that's only a year after the theoretical release.
Melissia wrote:He wasn't, though. Heck, even Sun-Tzu Liao got to be protagonist in some books...
Man. Talk about an incestuous family... poor Liaos...
I do realize that he wasn't the protagonist in every book. However, there really aren't any that he is in where he isn't the protagonist. I think that's what got to me more than anything. Sun-Tzu is vilified as often as he is glorified, same with Hohiro, Thomas Marik, or any other character. But, hey, we all have our opinions.
For those of you crying out for Mad Cats, a bit of good news:
Piranha Games wrote:
Are there any Mechs that you are scared of rebooting?
Probably the Timber Wolf, I know that if I mess that one up, I will never hear the end of it, and will probably have to try to outrun a few pitchfork wielding mobs.
Although at this point there is no information on being able to play as/against the Clans or the availability of Clan tech. This is a reboot, so timeline can be shifted, however in theory at least they wouldn't be seen until 2013 (3050 BTech time). Then again, that's only a year after the theoretical release.
Looks like the players are taking Clans into their own hands as Merc Companies.
I may be a Sea Fox Clanner, but I'd rather stand by my Dakka brothers and sisters.
Oh, man, if we can somehow ally with the Clans (though what clan would hire a bunch of Freebirth mercenary scum?! I assume we'd be able to roll Clan characters and their "mercenary companies" would be Sibkos or something)... Clan Smoke Jaguar. Sure, they got wrecked by Clan Ghost Bear. Sure they were, in fact, completely and totally annihilated. Don't care. They had the crazy, and for whatever reason, I love the crazy.
LordofHats wrote:I honestly always liked Wolf's Dragoons, but apparently one of the makers of BattleTech never did and wrote them out the fiction. Sad Hat.
Err, what? No they didn't...
The Wolf's Dragoons were and still are the most famous merc company ever made, and play a hugely important role in the story of battletech. They are even held as the aloof ideal of what a merc company is supposed to be. One of their members was TWICE made into a very important member of the Wolf Clan-- Natasha Kerensky, the leader of the Black Widow Company, who used to be a Star Colonel before the Wolf's Dragoons were formed and who rose to become a Khan in the Wolf Clan after the Clan Invasion.
Hell she was so well respected that the Jade Falcons left her a memorial after she died. For those who don't understand this, the Jade Falcons were the Wolf clan's biggest rivals.
Sure the Dragoons had some trouble in the ranks after the clan invasion (because of the disparity of their internal demographics-- trueborn clanners, freeborn clanners, clanners captured in the clan invasion, inner sphere members of every house) but they eventually put those troubles aside and there's no mention of the group dissolution.
Really? Sweet. I was under the impression that the Dragoons were written off years ago as being destroyed in battle and removed from fiction in some big massacre.
If the Dragoons are still around I really wish an option existed to join them
LordofHats wrote:Really? Sweet. I was under the impression that the Dragoons were written off years ago as being destroyed in battle and removed from fiction in some big massacre.
If the Dragoons are still around I really wish an option existed to join them
Wolf's Dragoons actually played a huge part in ensuring the Inner Sphere wasn't utterly destroyed by the Clan invasion...
LordofHats wrote:Really? Sweet. I was under the impression that the Dragoons were written off years ago as being destroyed in battle and removed from fiction in some big massacre.
If the Dragoons are still around I really wish an option existed to join them
Wolf's Dragoons actually played a huge part in ensuring the Inner Sphere wasn't utterly destroyed by the Clan invasion...
Yes, I've read too many of the novels lol...
I've only really played MechWarrior 4 V+Mercs and Mech Assault 1 & 2
Around the same time I picked up a copy of MechWarrior 4 I also got my hands on Dawn of War. Warhammer 40k won the fiction battle
I've read like 10 or so battletech books... without having ever played the miniature game. Yes, they kick the crap out of 40k literature for the most part (I'd say Eisenhorn is on par with it).
I just might have to buy a new subwoofer for my computer, because the old one just isn't up to it. Oh, yeah I like assault 'mechs. Nothing like stomping around destroying a little bird-walker with every LRM 20 shot.
warpcrafter wrote:I just might have to buy a new subwoofer for my computer, because the old one just isn't up to it. Oh, yeah I like assault 'mechs. Nothing like stomping around destroying a little bird-walker with every LRM 20 shot.
Sure there is.
Being a little bird walker that marks a giant assault mech with a NARC and then escapes before it can react, letting its allies pound it with their entire missile arsenal with perfect accuracy at extended range
warpcrafter wrote:I just might have to buy a new subwoofer for my computer, because the old one just isn't up to it. Oh, yeah I like assault 'mechs. Nothing like stomping around destroying a little bird-walker with every LRM 20 shot.
Sure there is.
Being a little bird walker that marks a giant assault mech with a NARC and then escapes before it can react, letting its allies pound it with their entire missile arsenal with perfect accuracy at extended range
See, I like the way you think on this Mel. If we get a Dakka group going, sounds like it's going to be you in a little scout, and then some serious fire support from the rest of the lance (3 Stalkers? 1 Stalker and a couple of Catapults?)
warpcrafter wrote:I just might have to buy a new subwoofer for my computer, because the old one just isn't up to it. Oh, yeah I like assault 'mechs. Nothing like stomping around destroying a little bird-walker with every LRM 20 shot.
Sure there is.
Being a little bird walker that marks a giant assault mech with a NARC and then escapes before it can react, letting its allies pound it with their entire missile arsenal with perfect accuracy at extended range
See, I like the way you think on this Mel. If we get a Dakka group going, sounds like it's going to be you in a little scout, and then some serious fire support from the rest of the lance (3 Stalkers? 1 Stalker and a couple of Catapults?)
Sure. I love playing light 'mechs, anything from 45t down (basically lower medum to superlight).
I prefer Med to most other classes (or a light heavy). Just too hard to give up on the speed of that range but it's nice to have a little more firepower than a light.
Shrike325 wrote:I prefer Med to most other classes (or a light heavy). Just too hard to give up on the speed of that range but it's nice to have a little more firepower than a light.
Agreed. My favorite mech in MW3 and MW4 was always the thor... very variable loadout, nice speed, fairly well armored for its weight... just an all around good mech.
warpcrafter wrote:I just might have to buy a new subwoofer for my computer, because the old one just isn't up to it. Oh, yeah I like assault 'mechs. Nothing like stomping around destroying a little bird-walker with every LRM 20 shot.
Sure there is.
Being a little bird walker that marks a giant assault mech with a NARC and then escapes before it can react, letting its allies pound it with their entire missile arsenal with perfect accuracy at extended range
See, I like the way you think on this Mel. If we get a Dakka group going, sounds like it's going to be you in a little scout, and then some serious fire support from the rest of the lance (3 Stalkers? 1 Stalker and a couple of Catapults?)
Not a bad idea. Isn't a standard Lance 1 light, 1 medium, and 2 heavy/assault mechs? If so, I call dibs on an Archer!
warpcrafter wrote:I just might have to buy a new subwoofer for my computer, because the old one just isn't up to it. Oh, yeah I like assault 'mechs. Nothing like stomping around destroying a little bird-walker with every LRM 20 shot.
Sure there is.
Being a little bird walker that marks a giant assault mech with a NARC and then escapes before it can react, letting its allies pound it with their entire missile arsenal with perfect accuracy at extended range
See, I like the way you think on this Mel. If we get a Dakka group going, sounds like it's going to be you in a little scout, and then some serious fire support from the rest of the lance (3 Stalkers? 1 Stalker and a couple of Catapults?)
Not a bad idea. Isn't a standard Lance 1 light, 1 medium, and 2 heavy/assault mechs? If so, I call dibs on an Archer!
In fluff? Not so much. Usually there's scout lances (2-4 lights, 0-2 mediums), harassment (2-4 mediums, 0-2 heavy), and assault (2-4 heavy, 0-2 assault). However, in MPBT3025 (and others) the standard was 1 of each class. Unfortunately we don't have enough information yet on multiplayer to really be able to say what kind of system will be used.
For example:
What size match ups will be (4v4, 8v8, 100v100?)
How matches will be balanced - tonnage, level, number of people, etc.
The need (or lack of) to buy 'mechs with earned C-bills.
If matches are determined by number of pilots (4v4 for example) then running a 1,1,1,1 setup could be very detrimental if your opponents show up in a 0,0,0,4. We'll just have to wait and see as things come out.
If we DO go with a 1,1,1,1 setup my votes for 'mechs (dependant on availability due to timeframe, etc.) are:
Light - Raven
Medium - Apollo or Cobra
Heavy - Archer, Catapult or Crusader
Assault - Stalker, Grand Crusader, Longbow, or Naginata
With that setup we would have the equivalent of ~LRM-115 with a NARC on target.
Hm... well, the only other MMO-shootygame we have at the moment to go off of is World of Tanks. In WoT you can either just jump into a game as a single player, with a platoon (3 tanks) or a company (15 tanks).
My bet would be that we see something like this: You could join a game as a single player, in a Lance (4 players) or a company (12 mechs). Perhaps they may go larger than that.
Also, I don't think the introduction of the Clans will change the organization (since we're all supposed to be IS mercs). So we won't have to worry about Stars/Binaries.
And you're also right about the internal balance. WoT does this (kind of) by its 'tier' system. I'm going to guess that tonnage/class will be the way that they balance the game. OR a tier system of their own design.
I pulled out my good old databook with stats on all the mechs in MW4, and thought. Hay, the atlas is 13m, thats about as big as a warhound is't it? an atlas would waste up a warhound!
I don't really consider MW4 canon. Maybe I'm just biased because I also think MW4 is by far the worst of the MW games (that I've played anyway; mechassault is probably worse)
Melissia wrote:I don't really consider MW4 canon. Maybe I'm just biased because I also think MW4 is by far the worst of the MW games (that I've played anyway; mechassault is probably worse)
MechAssault is worse, if only because its a straight up arcade game that takes all the customization out of the game. MechWarrior without customization? Sure the games fun and all but come on guys XD
Nope. pretty much you had Uziel A armed with PPC or Uziel B armed with Gauss Cannons (and was called the Belial) and that was it for all the mechs. Preset builds with two variations. Lame indeed. A shame too. They added a survival wave mode to the multi-player and customization would have made it so much funner.
Geeze, and I thought MW4 was bad (and it is, though I should note it's only bad compared to the other games).
Yeah, MA was pretty terrible. I agree that MW4 was kind of annoying with its customization options (having pseudo-hard points) and I hope MWO goes back to the classic system.
I just hope it wasn't bugged like my copy of MW:2 Merc was. If I edited an Elemental, I had some insane amount of speed, no weight limit, and basically infinite armor. Ran around with 12 PPCs going 3-400 KPH and enough armor that I could stand and get shot for hours. Was pretty awesome.
I only said it was bad in comparison to the others, by no means bad by itself without the context of the previous games-- but for me, the most important thing about battletech is the customization. MW4 was very close to having none in comparison to the previous games...
Man, this is making me want to play mechcommander again... both of them...
Ledabot wrote:Wow, I wonder what i've been missing. I really loved MW4 and if thats bad... Well if MWO is based more like the old system I'll get to find out.
mechwarrior 3 was so cool
Amazing graphics for its time. Ran it on an old celeron 466 with 128MB of ram... played like a champ
Ledabot wrote:Wow, I wonder what i've been missing. I really loved MW4 and if thats bad... Well if MWO is based more like the old system I'll get to find out.
MW4 wasn't a bad game. The "problem" with it is that it eliminates a lot of the customization that is generally associated with classic BattleTech. They eliminated the location, armor, and engine systems, to name a few, in favor of a more streamlined customization system. Although this helped players unfamiliar with BattleTech, it removed a lot of the fun.
Really what they should have done is have a toggleable "Quick Edit" system, which worked like their standard editor did, then if you toggle it off worked like MW3.
Shrike325 wrote:
Get a 'Mech named after you? Victor!
@Shrike: the Victor was built in 2510 under contract for the first Star League, so I hardly see it as named after Victor Davion.
as for the game, I am glad to hear some news, but I might just have to pass on this one. it's unlikely I will be able to get the funds any time soon to upgrade my computer if the stats aren't right, and seeing as my computer is now going on 5 years old now, there is a good chance it won't be able to handle this game. also I found the idea of it being on the 360 as an easy way to have a constant flow of players, and a way for me and my friends to log in and play easily.
I can't tell, but it seems to be a free to play game, this gets me worried(to a degree). makes me wonder exactly how much of this game is free, will all the chassis, weapons and gear be available, or will some of these be premium items.
the Multiplayer of the game sounds very much like MA2:LW's Conquest mode. which was a fun idea, and maybe it'll take the good and cutout the bad from this. This has me wondering how mechs will be gained/handed out, and if you can gun down a mech and steal it for your own use. I hope they stay away from WoTs for this, giving players 3-5+ mechs just doesn't seem to fit the setting, at least in my eyes.
and the change from 3015, this is far from nice. I was looking forward to some bashing with mechs with the feel of the 3015 gave, so your standard Lasers, Missiles and Cannons without any of the flashy stuff. as it stands, there will be ER and Pulse Lasers, Gauss Rifles, LBX , Ultra and Streaks, so whats the point of not having the clans, you already have the flashy weapons, why not just bump it up and include them? if I do end up not passing this game by I would have preferred to run around in a Stromcrow, as such, I hope they have at least of the following to pilot: Grif, Wolv, T-Bolt, MAD, Spider or BM.
Yeah, Armored Core is much faster paced than Mechwarrior.
Mechwarrior is about controlling a huge walking city-destroying vehicle, while Armored Core is basically you wearing a massively oversized suit of power armor.
that indeed was a good concept, and the mechs were understandable, they looked like what one would expect to actually see on battlefield(at least some of the more sane configurations). I have to say what really killed the game was how everyone tossed the whole concept to the game(a team with one of each machine) and turned it into a spam fest. the first clan I joined up with told me toss everything, and build a Art. mech, and we'd hit the game with everyone just rushing head long into each other trying to land more shots than we took. after a month or so, this is all I ever saw, any balanced team got wiped off the map by Art rush, and from what I saw nothing stood up to it evenly. this is one concern I have with MWO is that everyone will take a single class per lance and go to town against more balanced lances/companies. maybe they can do it right and encourage people to be scouts, skirmishers, brawlers and the BFG.
Garuss Acine wrote: that indeed was a good concept, and the mechs were understandable, they looked like what one would expect to actually see on battlefield(at least some of the more sane configurations). I have to say what really killed the game was how everyone tossed the whole concept to the game(a team with one of each machine) and turned it into a spam fest. the first clan I joined up with told me toss everything, and build a Art. mech, and we'd hit the game with everyone just rushing head long into each other trying to land more shots than we took. after a month or so, this is all I ever saw, any balanced team got wiped off the map by Art rush, and from what I saw nothing stood up to it evenly. this is one concern I have with MWO is that everyone will take a single class per lance and go to town against more balanced lances/companies. maybe they can do it right and encourage people to be scouts, skirmishers, brawlers and the BFG.
That's a pretty easy solution. Go with the MechCommander rout and have a set dropweight per mission. This way, if you go all heavy hitters you'll be a man or two down compared to your opponent.
Any heavy mech when its variant is designed properly.
The Marauder's standard was a powerhouse, two PPCs, two medium lasers, and an autocannon/5 (something for all ranges). But that's unlikely to show up for copyright reasons...
Hard to say exactly what would be comparable to a Summoner until we know a bit more about the setting and availability of 'Mechs. A few choices, however:
Black Knight
Penetrator
Hercules
Cestus
Problem is, none of them have the jump capacity that a Summoner did. The closest that does would be the Grasshopper, but it's kind of crappy.
As Melissa said, though, it all depends on your lance setup. Missile heavy with a scout is a good choice, so is mix and match. Really you want to max/min within your group.
EDIT: Did some searching around, and don't know why I forgot about this, but the CTF-3L Cataphract is VERY similar to a Summoner. ER-PPC, LBX-10, 4 MPL and jump capability. Basically an IS version of a Summoner Prime.
Slarg232 wrote:So, if we are stuck with IS mechs right off the bat, what all is comparable to the Summoner?
More in playstyle than anything (All around heavy Mech), I never really bothered with Inner Sphere Mechs.
The Thunderbolt TDR-5SE is the mech you want, it is basically a Summoner.
65tons
LRM-10
LL 3x ML bout 13 tons of armor
4 JJs 17 Single Heat sinks,meaning managing one's heat is a cake walk.
and a 6/4 speed(bout average for the heavy mechs of the time)
Other Note:
The CTF-3L wasn't produced till 3051, so it's unlikely to show up in the game, unless players go and make it.
Ah, the Catapult. That was my 'Mech of choice in MW2: Mercs. I'm generally a fan of larger heavy 'Mechs.
We might still see the Marauder and the rest of the "Unseen", since they've all been redesigned. It won't look like the Marauder we all know and love, but it'll be there.
Slarg232 wrote:So, if we are stuck with IS mechs right off the bat, what all is comparable to the Summoner?
More in playstyle than anything (All around heavy Mech), I never really bothered with Inner Sphere Mechs.
The Thunderbolt TDR-5SE is the mech you want, it is basically a Summoner.
65tons
LRM-10
LL 3x ML bout 13 tons of armor
4 JJs 17 Single Heat sinks,meaning managing one's heat is a cake walk.
and a 6/4 speed(bout average for the heavy mechs of the time)
Other Note:
The CTF-3L wasn't produced till 3051, so it's unlikely to show up in the game, unless players go and make it.
I would recommend the novels actually. Unlike GW, Battletech novels are actually qutie good on average. Most of them focus on the Clan Invasion, the very same one that was covered in the first MechCommander game, as well as in Mechwarrior 2 and its Ghost Bear's Legacy expansion, Mechwarrior 2: Mercenaries, and Mechwarrior 3. The clan invasion, I believe, has already been stopped but is still a massively important background event for MechCommander 2 and Mechwarrior 4.
The Blood Asp is a quite rare clan design that, until after the clan war, was almost exclusively seen by Clan Star Adder. After the clan war, Davion forces brought back some captured examples, but whether or not they were eventually produced for sale or reproduced by the inner sphere using IS/C technology I don't know.
Now, for book series...
The Blood of Kerensky series is a three-parter that provides an excellent view of the start of the clan invasion.
Twilight of the Clans is an eight-part series covering the end of the clan invasion.
The Capellan Solution is an interesting look at the Capellan Confederation as it tries to take back the St. Ives Compact after the clan war, which seceded from them and allied with House Davion.
If you're looking for more individual, self-contained stories, I recommend the Mechwarrior Series, which provide an excellent look in to the lives of mechwarriors around the galaxy without delving too much in to the inter-house politicking.
For a more in depth view on clans and clan politicking, the Legend of the Jade Phoenix is an excellent place to start. It begins before the clan invasion, and ends at the Battle of Tukayyid, the battle which stalls the clan invasion and one of the most important battles in the entire history.
For an older classic tale, the seven-part Saga of the Gray Death Legion is a great look at mercenaries of the inner sphere.
Really it depends on what you're looking at. I recommend the MechWarrior series for beginners because it doesn't require them to keep track of any of the politicking, but even the other stories actually do a good job of not requiring the reader to keep track of too much.
Here's a chronology of the entire list of novels: http://www.sarna.net/wiki/BattleTech_Novels_chronological_order They're divided between "Classic" battletech and "Dark Age" battletech-- dark age is set ~80 years after the end of classic. Sarna.net is essentially the wiki for battletech.
Soladrin wrote:Thanks a bunch, will see what's available here when I get home
Also, what games are a must? Though I might be forced to pirate the older ones if they aren't on steam or shops here because of old age.
Really, all of them.
MechWarrior 1 and Ghost Bear Legacy are classics and you get to see a lot from the Clan's perspective. Although the graphics are pretty dated.
MechWarrior 2 brings in the Inner Sphere, and Mercenaries is probably the best MechWarrior game of all
MW3 continues IS
MW4 is the "worst" of them, but it is still a good game.
None of them really delve deeply into the fluff, but will be closer to the playstyle of MW:O
EDIT:
One thing to point out, you may not need to pirate them. A few have been released as free software.
If you're willing to get your fluff in non-narrative form, you can actually learn an awful lot from sarna.net. It has all the designs, usually with cross links to houses/clans that use them and manufacturing plants. It also has timelines a plenty, and details on many of the notable events.
Catalyst Games has also put a primer of some sort up on their website.
By far the most enjoyable way is definitely to read the Blood of Kerensky trilogy. Absolutely extraordinary stuff.
The first Q&A blog for MW:O is up. Unfortunately there's not all that much information. Realistically I think we're just a bit too early in development to get any solid answers.
As for the Un-seen, they aren't giving out any information despite a few questions on them.
Is this game going to have lots of servers like a WoW or are you hoping for a single persistent server world like EVE Online?
[MATT C] Each game spawns its own dedicated server, these are not persistent like WoW, as mentioned that would take us into MMO territory. There is persistent game world information, i.e. match results are communicated to affect the balance of power in the Inner Sphere, who owns what planet etc. but there is no true persistent world, more of a persistent meta-game.
I see what they're going for now. I kinda like the idea.
With the release timeframe you have, are you planning on releasing a fairly compact but well developed game and adding lots of content in the months following that?
[PAUL] Herein lays the beauty of the F2P model. We will be releasing the compact but well developed game that we want players to experience with the ability to expand on the core presentation to give you the AAA quality title that we want to share with the awesome community that has been waiting for so long. Our use of agile project development and listening to community feedback allows us to steer and correct our designs and implementation as needed.
[MATT N] In my mind Quality has always trumped Quantity. Especially when you can continually add content and respond to what the users want with updates.
This is a group that knows how to handle F2P. Let's hope this succeeds.
What difficulties have you had transferring the mechanics from the tabletop game to a PC game, and what mechanics have you had to change or modify? Since this is a reboot, will history change in-game or do you mean reboot in the same way as a movie franchise is rebooted?
[MATT N] Hey you said REBOOT! You win a prize! Someone knows how to get their questions answered! Good job!
[PAUL] Challenging question and I’ll try my best to answer. There’s been a common misconception amongst the community that I’d like to clear up. While MechWarrior® Online™ does refer to BattleTech® for historical and canon reference, it does not mean that it’s a direct port of the table top rules to a videogame. The table top rules are laid out to make sense for a turn based strategy game. Some of those rules just don’t apply when dealing with a real time game environment. Core rules such as munitions accuracy, heat management and movement speed will have to be tuned for real time gameplay and will differ in varying degrees from the table top rules. How far they differ will come out of gameplay testing and tuning and at this point I cannot comment further on how that progress is going. It is an exciting time in the studio right now and I don’t want to release information too soon and have it change on you, the community, later. I am quite vulnerable to pitchforks and torches.
[DAVID] While there hasn’t been anything that I would call a great difficulty, the thing that we always have to keep in mind is that we want to capture all of the flavour of the tabletop game but need to be aware of when a direct translation of a tabletop system won’t work for a real time computer game. Though I would say that the biggest impasse we’ve come across is melee combat; that’s a system we don’t want to tackle until we know we can do it right.
Hopefully taht satisfies the people whining about tabletop (eyes DoW).
MechWarrior 1 and Ghost Bear Legacy are classics and you get to see a lot from the Clan's perspective. Although the graphics are pretty dated.
MechWarrior 2 brings in the Inner Sphere, and Mercenaries
Actually, correction here:
MechWarrior 1 is an ancient game (1989, requiring a 286 Processor, MS-DOS, and a whopping 640KB of RAM) in which the player is an Inner Sphere Mercenary taking contracts and fighting other Inner Sphere forces.
MechWarrior 2 is a less-ancient MS-DOS game that they made a Windows 95 version of that contains two campaigns; in one, the player is a Clan Wolf Mechwarrior, and the second he is a Clan Jade Falcon Mechwarrior. The game details the War of Refusal, I think it is, between Clan Wolf and Clan Jade Falcon, in which the Falcons blamed the Wolves for the failed invasion of the Inner Sphere.
Its expansion pack, MechWarrior 2: Ghost Bear's Legacy, the player is a Clan Ghost Bear Mechwarrior stationed in the Inner Sphere and IIRC the plot is fairly convoluted.
MechWarrior 2: Mercenaries is sort of like MechWarrior 1 in that the player is an Inner Sphere Mercenary, and takes place before MechWarrior 2. So basically, again, you work for various Inner Sphere Factions, and the final campaign is the Clan Invasion of the Inner Sphere.
IMO they're not the best way to absorb the BattleTech fluff, but you'll get a decent feel for it and the games themselves are excellent.
Mechwarrior 3 is, IIRC, part of operation serpent? I forgot its name. It's the IS secret counterattack against the clans to annihilate the Smoke Jaguars.
It's actually the same general setting as the first MechCommander, I believe.
Well yeah, it's not like any of the Mechwarrior ones are "realistic". They represent you as one of the most skilled Mechwarrior pilots ever, from MW1 all the way to MW4's expansions.
well, if Kai Allard-Liao can take down what, a whole Galaxy? Single handedly? Then it makes sense for lesser pilots like us to be able of crazy stuff too
MechWarrior 1 and Ghost Bear Legacy are classics and you get to see a lot from the Clan's perspective. Although the graphics are pretty dated.
MechWarrior 2 brings in the Inner Sphere, and Mercenaries
Actually, correction here:
MechWarrior 1 is an ancient game (1989, requiring a 286 Processor, MS-DOS, and a whopping 640KB of RAM) in which the player is an Inner Sphere Mercenary taking contracts and fighting other Inner Sphere forces.
MechWarrior 2 is a less-ancient MS-DOS game that they made a Windows 95 version of that contains two campaigns; in one, the player is a Clan Wolf Mechwarrior, and the second he is a Clan Jade Falcon Mechwarrior. The game details the War of Refusal, I think it is, between Clan Wolf and Clan Jade Falcon, in which the Falcons blamed the Wolves for the failed invasion of the Inner Sphere.
Its expansion pack, MechWarrior 2: Ghost Bear's Legacy, the player is a Clan Ghost Bear Mechwarrior stationed in the Inner Sphere and IIRC the plot is fairly convoluted.
MechWarrior 2: Mercenaries is sort of like MechWarrior 1 in that the player is an Inner Sphere Mercenary, and takes place before MechWarrior 2. So basically, again, you work for various Inner Sphere Factions, and the final campaign is the Clan Invasion of the Inner Sphere.
IMO they're not the best way to absorb the BattleTech fluff, but you'll get a decent feel for it and the games themselves are excellent.
Garuss Acine wrote:no "it's on like Donkey Kong" jokes yet? >.>, I don't know, as long as the mechs aren't running around with banana emblems or gold coins....
I personally thought it was too obvious, but there you go.
Looks nice, though maybe an explosion and a bullet in the middle. Would we end up going further and having subgroups with their own additional emblems?
We could at least have one that has some restriction on who gets into it so as to have it made of only the most elite.
n0t_u wrote:Looks nice, though maybe an explosion and a bullet in the middle. Would we end up going further and having subgroups with their own additional emblems?
I don't see why not. We could have emblems for each Lance or, if we get enough players, other companies.
4 Mechs to a Lance, 12 Mechs (3 Lances) to a Company (16, I believe, for a Reinforced Company, which is how my Dahiran 11th Dragoons are situated). Merc units don't generally get larger than a company, unless they're one of the more illustrious units (Eridani Light Horse, Kell Hounds, Northwind Highlanders, Team Banzai).
Maybe a pattern and/or colour of a bullet somewhere on the mech separate from the emblem? If it conflicts with the mech's colour, then just put a box somewhere for it to sit on or something.
For the camo mechs, perhaps have the rank and emblem smaller and on the back of it.
I was thinking a front patch ... most mechs have a spot that would work for that. Maybe a marking on back to keep from shooting each other from behind.
I would say a double emblem would work rather well. Company then lance (maybe something a little fancier for lance commanders), and I would say that Mech color schemes could be on a lance by lance basis. Although some merc groups have completely individualized mechs (see: Camacho's Caballeros)
I guess we'll have to see the options. Maybe a wreath, if it's possible, on the bottom edge of the lance emblem assuming we try to stick with the circles for emblems. Or just have it vary from lance to lance, the commander simply having a more ornate version of it.
As for the colours, could have standard or personal with a band of the lance's core colour on it somewhere.
Should we have a space in the name, as in Dakka Korps?
Also, how ARE we going to determine leadership? Vote, trial by combat, who proves themselves best able to lead a lance during a trial period, divine right?
Whatever way, I'm not putting my name into the hat. Not enough experience or confidence in myself to be able to pay attention to both what I'm doing and what's happening on the field at the same time.
Probably trial system. Same with setting up lances, etc. But, before we get too ahead of ourselves, we need a bit more information on the game as well as number of people who are going to be in the Korps.
Just a suggestion - MekTek offers Mechwarrior 4: Mercs as a free download. We could use that as a Training sim: use non-Clan designs, IS-appropriate weapons (no pulse lasers, ERPPCs). It may not be exactly like MW:O, but it's still giant Mechs running around and shooting at each other - basic tactics and strategies still apply.
We could also use it to test for Lance leaders - have a Lance on Lance fight, same mechs on both sides (or even a slight advantage to the non-testing side). We then see how well the person trying for a Leadership position does in the fight.
That's not a bad idea, i_a. Would give us a head start on learning the personalities and nuances of each other so that we can not only know what to except from one another, but also who meshes well to form the best Lance configurations.
Also, as a Clanner(albeit one whose clan deals with IS), I'm not too up on my IS mechs(I'm a bad Sea Fox who doesn't know all my merchandise). What are my options when looking for a Timber Wolf/Mad Cat equivalent?
That's a tough call, Plat. The Timber Wolf is a heavy mech, yet can move faster and has more weapons than IS mechs of the same class! Going up to Assault class mechs means an almost-equal amount of firepower, but less speed, and going down to Medium means more speed and less weaponry.
Of course, this is me working off the assumption that Clan tech won't be readily available when the game begins - for all we know, pulse lasers, ERPPCs and Clan designs may be readily available!
^ I've heard rumors of that in the MW:O forums. People are trying to think how the Clans are going to fit into the game. It'll be difficult to reconcile balance if some players manage to grab Clan tech early on, since at this point in the conflict it's hugely superior to IS tech.
Others were saying that a strict adherence to Zellbrigen could also be used if players wanted to go Clans, and any players who break the code would be stripped of their Clan tech.
infinite_array wrote:^ I've heard rumors of that in the MW:O forums. People are trying to think how the Clans are going to fit into the game. It'll be difficult to reconcile balance if some players manage to grab Clan tech early on, since at this point in the conflict it's hugely superior to IS tech.
Others were saying that a strict adherence to Zellbrigen could also be used if players wanted to go Clans, and any players who break the code would be stripped of their Clan tech.
My guess is that the clans, fora while anyway, would be essentially PvE enemies only-- they're only coming a year after release, and they want pve content ,so the clans are perfect for that.
helgrenze wrote:There is an issue with "established" lances....
Not everybody is going to be online at a regular time. I know my online times tend to be all over the map.
I think that the established lances should more be a framework of "if these guys are online, they fight together" than a "you only fight with these guys" kind of thing.
I'm more of a nuker, give me a catapult or archer and I'll be happy. Having said that though, either medium or heavy mech would be okay. I've been playing both 3 and 4 in my spare times, and its fairly fun.
Melissia wrote:Any heavy mech when its variant is designed properly.
The Marauder's standard was a powerhouse, two PPCs, two medium lasers, and an autocannon/5 (something for all ranges). But that's unlikely to show up for copyright reasons...
The reseens might, pity though as they look crap compared to the old versions.
Same with the warhammer, griffon etc.
I'm really tempted by the centurion if they have it and modding out the autocannon with a PPC if able.
Or if heavy mechs depending on era a Warhammer / catapult etc or dragon and again ppc the arm
ssaults are so spoilt for choice, awesomes, cyclops if there is some sort of command buff or ability, zeus, etc.
Platuan4th wrote:That's not a bad idea, i_a. Would give us a head start on learning the personalities and nuances of each other so that we can not only know what to except from one another, but also who meshes well to form the best Lance configurations.
Also, as a Clanner(albeit one whose clan deals with IS), I'm not too up on my IS mechs(I'm a bad Sea Fox who doesn't know all my merchandise). What are my options when looking for a Timber Wolf/Mad Cat equivalent?
I'd say go with this one:
Marauder MAD-3M
75Tons
2x Large Lasers
2x Medium Lasers
1x AC/5
20 Heats Sinks
11.5 Tons of Armor
There are other Marauders, but I can't find their exact dates of production so they may not be an option for you. if the customer for MWO is any like what they are saying it is to be, you should be able to swap out the AC/5 and ammo for some LRMS or SRMS and some extra armor.
-- Hellespont Type R Chassis -- Standard Internals -- Hermes 210 XL Engine (97.2 km/h) -- Standard Gyro -- Standard Cockpit -- Hellespont Lite Ferro-Fibrous, 4.5 tonnes
-- Hellespont "Harpoon-6" SRM-6 -- Ceres Arms Medium Laser -- Ceres Arms Medium Laser
Whoops, read the wrong entry for armor tonnage.
Automatically Appended Next Post: I had a RVN-IIC designed at one point, an extra five tonnes, but with clan equipment and structure allowing it to pack four ER Medium lasers, an LRM5 with two tonnes of ammo, and a NARC with two tonnes of ammo along with the ECM, BAP, and TAG.
Automatically Appended Next Post: Man, the arguments going on in the MWOMercs forum make YMDC look tame.
Ok, I admit I am not as well into the Battletech universe as I should be (Only have really read the Jade Phoenix series, Summoner for the win!), but I didn't understand ANYTHING you just posted, Melissia.
I mean, I know your name/callsign will be Raven, but after that....
Slarg232 wrote:I mean, I know your name/callsign will be Raven, but after that....
I'll summarize!
Melissia wrote:Name: Raven This is the name of the 'Mech. Most Inner Sphere (IS) 'mechs have only one name, but clan 'mechs often have two due to the IS not knowing their real name before the IS' own designations caught on. Model: RVN-3L This is the model number. RVN indicates it's a raven, the -3L aferwarsd indicates it's House Liao's variant 3-- house Liao being the Capellan Confederation's ruling house. A "K", for example, might indicate Kurita, the Draconis Combine house. X would indicate experimental. Tonnage: 35 This should be obvious. It weighs 35 tons. This si a light 'mech. Type: Biped Battlemech The Raven is a bipedal battlemech-- a 'mech that has two legs. Structure: A list of parts in the general structure of the 'mech. Most importantl, the Internals can either be standard or Endo-Steel, the engine can be standard, XL, XXL, or compact, the gyro can be standard or compact, the cockpit can be standard, command, or compact, and the armor can be any number of armors. Endo-steel skeletons are lighter but take up more space. Extra-large engines are larger but lighter, while compact engines are smaller and heavier (more dense), same with gyros. Cockpit sizes determines any free slots on the head and the capabilities of the cockpit, but is usually standard except in rare cases. Armors include standard, ferro-fibrous (lighter, takes more space), stealth (takes up heat but greatly reduces radar and thermal image), and a few others.
Spoiler:
-- Hellespont Type R Chassis -- Standard Internals -- Hermes 210 XL Engine (97.2 km/h) -- Standard Gyro -- Standard Cockpit -- Hellespont Lite Ferro-Fibrous, 4.5 tonnes
Equipment: List of non-weapon equipment. The communications system doesn't have an impact in-game, mostly just in lore. The ECM suite is "Electronic Counter Measures", messes with enemy radar, and can be switched to counter-countermeasures mode to counter other ECM suites. The Beagle Active Probe is a powerful radar that can detect most 'mechs barring an ECM suite. The Narc missile beacon effectively launches a magnetic tracking device which you and your allies' missiles can lock on to. The Target Acquisition gear paints a target for artillery or other forms of targeting.
Armament: Weapons. The SRM-6 fires six short-ranged, high-yield missiles in one salvo. It cannot seek without a Narc beacon. This is in contrast to the LRM series, which fire long-range, low-yield missiles, usually in larger numbers (such as the LRM-20, which fires 20 missiles). The Medium Lasers are... well, medium lasers. The other lasers are light, heavy, and micro, with each increasing size of laser having more power, more range, but also exponentially more heat generation. Medium lasers are fairly standard armament.
Spoiler:
-- Hellespont "Harpoon-6" SRM-6 -- Ceres Arms Medium Laser -- Ceres Arms Medium Laser
Make any sense now?
As for my pilot name, it's Melissia. If I had to pick a callsign, it'd probably be Blackheart or Kuromoi, depending on my mood.
I'd say why not try MW3, just played it for the first time, and it gives a very nice pilot view, actually makes you feel like your in the machine. I also love how much closer to Classic Battletech it is than MW4Mercs was, sure you have limited mechs and gear to pick from, but it gives you a well rounded choice of Cannons,Lasers and Missiles. as long as you play with just IS 3039 tech it should give people an idea of what MWO might be like. I had to say it was fun to run around in an Orion, or Bushwhacker, the weapons handled just as CBT would leave one to expect it to.
that and your meh can really suffer critical hits and heat effects, I never saw critical damage effects this extensive in MW4, sure it had some of the same things, but it was no where near as effecting as MW3 seems to make it.
As an aside, the silliness of the arguments on the MWO site is astronomical. "EVERYTHING SHOULD FOLLOW TABLETOP RULES EXACTLY!"
... including having every single weapon fire only once every ten seconds with no variation in rate of fire (anything with a high rate of fire merely fires in bursts once every ten seconds).
Melissia wrote:As an aside, the silliness of the arguments on the MWO site is astronomical. "EVERYTHING SHOULD FOLLOW TABLETOP RULES EXACTLY!"
... including having every single weapon fire only once every ten seconds with no variation in rate of fire (anything with a high rate of fire merely fires in bursts once every ten seconds).
Yeah, I already have problems with MMOs and recharges for certain types of attacks to balance and replicate RPGs, let's not go this route.
Melissia wrote:As an aside, the silliness of the arguments on the MWO site is astronomical. "EVERYTHING SHOULD FOLLOW TABLETOP RULES EXACTLY!"
... including having every single weapon fire only once every ten seconds with no variation in rate of fire (anything with a high rate of fire merely fires in bursts once every ten seconds).
Yeah, I already have problems with MMOs and recharges for certain types of attacks to balance and replicate RPGs, let's not go this route.
Yeah, that would be silly, and would totally ruin the game for me....
I can understand stuff like lasers having a recharge time, or perhaps a slight reload time for some of the more normal guns. But not everyone can only shoot once every 10 seconds...
I mean people are arguing, and I mean things like twenty pages spread over three separate threads, that aiming should not be a required skill in MWO. Which is .... mind-boggling.
n0t_u wrote:If it ends up like that I'd probably not play it.
Agreed, that would just be ridiculous.
Melissia wrote:Yeah, probably.
I mean people are arguing, and I mean things like twenty pages spread over three separate threads, that aiming should not be a required skill in MWO. Which is .... mind-boggling.
Yeah, bad things happen when people stick too closely to another rulesset.
Wait Wait... so these people just want to have single button to press, that executes all their actions based on random variables? That almost sounds like... the tabletop game, why would you want a video game then?
Soladrin wrote:Wait Wait... so these people just want to have single button to press, that executes all their actions based on random variables? That almost sounds like... the tabletop game, why would you want a video game then?
Because any video game that has variations from the tabletop games causes them to RAAAAAAEG!
I must admit I didn't think anyone could redesign Atlas to look a)like Atlas, b)not utterly stupid. I was wrong. The Hunchback is pure awesome too. When the game comes out, I'll be rippin the models out and using them as benchmarks for making 3d printable miniatures for my playgroup.
Soladrin wrote:Wait Wait... so these people just want to have single button to press, that executes all their actions based on random variables? That almost sounds like... the tabletop game, why would you want a video game then?
Because any video game that has variations from the tabletop games causes them to RAAAAAAEG!
This is most likely the standard 80/20 issue. 20% of the people (I would say less in this situation) making 80% of the noise.
The Dragon Has Life Who of Us Can Say What it Will Do Once Released?
Luthien, 2754: With production to begin shortly, Luthien Armor Works will commence construction of the first in a long line of 60 tonne DRG-1N Dragon BattleMechs for the Draconis Combine. Described as a long-range focussed ‘Mech capable of handling threats at all ranges, the Dragon has a ground speed of 86.4 km/h via a Vlar 300 engine, ten tonnes of Starshield armour, a Telos DecaCluster LRM-10, Imperator-A Autocannon/5, and two Victory 23R Medium Lasers.
“We are thrilled with the induction of our newest BattleMech, the DRG-1N Dragon.” A Draconis Combine representative was quoted as saying. “We are excited to be working with such highly regarded manufacturers at Luthien Armor Works.” At 60 tonnes and boasting such a massive engine, the Dragon is clearly designed to let the pilot choose when and where combat happens (and likely how it ends). With the indirect-fire capabilities of the Telos DecaCluster LRM-10 combined with the range of the Imperator-A Autocannon/5, the Dragon will be able to bring down most foes before they even get into the range of its two Victory 23R Medium Lasers.
“Let our enemies quake in their boots, there is yet another weapon to fear in the hands of the Draconis Combine.” said another Draconis Combine representative. “Our pilots are thrilled to be blessed with such an amazing piece of technology. Like the warriors katana, the Dragon is in perfect balance. With speed, agility, and capability will we defeat our enemies.”
Originally designed to replace the Shadow Hawks in the Star League Defence Force ranks, the design was turned down. We do not know why, but from what we have seen, that may have been a grave error. The MechWarrior test pilot told us of his experience handling the new Dragon ‘Mech: “I was honored to be chosen to test pilot the Dragon. It is a very capable design in the hands of a true warrior. Its specifications including a 86.4 km/h top speed and ten tonnes of armor will surely aid us to glorious victory.”
While we can’t speak for ‘Mech pilots everywhere, we know that the Dragon looks like a fantastic design, and is sure to please those lucky enough to pilot them.
I can't tell if I like the new Dragon or not, though I will say why even take the original Dragon, when the 1G came out in 39, that PPC just gives more punch to it. I doubt that if we get access to ERPPCs and XLs that we won't see some Grand Dragons floating about soon either.
this image does however get me interested to see how the Banshee(BNC-3S), Awesome and Battlemaster will turn out.
Though the addition of melee would make it more interesting. I know I'd at least put some melee into my one as it would hopefully be lighter than most weapons and allow for either more armour or more speed.
Also, there was a series of photos and garbled transmissions on their facebook page throughout the day. Was kind of interesting to try and figure out what these "intercepted" transmissions were saying as you got, potentially?, in game views from out a cockpit.
Well! Dev Blog 1 is out, and there's an explanation of how the faction system will work. Here's the info:
Piranha Games wrote: Faction Warfare
The Inner Sphere is broken up into several factions, each with their own regions and sub-regions. Each faction is warring with at least one other faction at all times in a universal territory battle. Players can be active or passive participants in this battle by following one of three paths:
-Pledging Allegiance to a Faction -Joining a Mercenary Corporation -Remaining Neutral
At its core, the territory battle is a fight for resources – planets. Planets are divided into three types. Each type requires a more active level of participation by the player and as a result earns a greater reward.
-Core Worlds – Are managed by the dev team. These are worlds that necessary for future planning and part of major historical events. -Faction Worlds – Are fought over by Faction players. These planets buffer core and border worlds, and do not play a significant role in major historical events. Rewards for controlling these planets are directly linked to global bonuses and abilities associated with a player’s Faction. -Border Worlds – Are fought over via a contract bidding system by player run Mercenary Corporations. These planets change hands on a regular basis, and have no impact on historical events. Rewards for controlling a boarder world are significant and go directly to the occupying Merc Corp.
It’s important to state now, that worlds can change from Border to Faction to Core, or any combination thereof, at any time by the development team. This will be necessary to facilitate dramatic changes in faction territory control as we progress through some tumultuous times within the BattleTech® universe.
-Faction Worlds The battle for control over faction planets is a simple war of attrition. The faction with the most influence over a particular planet occupies it. By virtue of simply competing in online matches, faction players contribute influence points to target planets.
-Border Worlds Mercenary Corporations can bid and fight for occupation rights of border worlds throughout the Inner Sphere. Merc Corps must bid on a planet’s occupation rights via a system of contracts generated by the game.
A match or series of matches are set up between the defending Merc Corp and the challenger. The victor is determined from the results of each match, and takes control of the planet. They are rewarded with an immediate contract payout, and will continue to earn rewards while they occupy the planet.
-Loyalty Points and Ranks Loyalty Points are used to determine how devoted you have been to a particular faction. The more loyal you are, the greater the reward. LPs are earned by engaging in activities that further the goals of a particular faction.
For Example: Killing an enemy faction player would earn 1 LP.
Loyalty Points decay over time if a player is not active. Participating in negative actions can also decrease LPs.
-Faction Players As a Faction Player, loyalty points are earned by playing and winning matches. As the player accumulates loyalty points, they will gain a military faction rank at pre-determined loyalty point totals. If a player loses LPs by decay or negative actions, they will be demoted.
Gaining ranks earns special privileges and items, including membership to special units, unit skins, and bonuses to C-Bills and XP. These are all non-permanent and subject to the player maintaining a certain rank level. At the highest possible levels, players can begin to influence their faction by controlling which planets are targeted in territory conquest.
-Mercenary Corp Players As a Mercenary Corporation, all members’ earned loyalty points go to the Merc Corp. The Merc Corp must have a minimum amount of loyalty points with a faction before they are able to engage in planetary combat on behalf of that faction. Loyalty points also determine the type and level of contract a Merc Corp is permitted to bid on. These loyalty point restrictions mean that a Merc Corp’s membership, must remain active in order to maintain the required level of LPs.
Ranks are created within a Merc Corp by the Merc Corp leader. The naming of the ranks is entirely up to the Merc Corp leader who can assign Merc Corp level permissions to each rank.
-Lone Wolf Players As a lone wolf, the player can earn loyalty points through participation in random matches, however these LPs have no positive or negative implications. A lone wolf player does not have any ranks.
-Disclaimer We’re committed to releasing information about BETA ready concepts only, however some ideas and concepts are still subject to change after testing.
That is an outstanding system! So the players that like to group up into guilds will go on rampages through the border worlds and collect tons of C-Bills, while the active players that don't enjoy grouping with tons of other people gain ranks and prestige with their House!
As a player with incredibly unreliable play windows, I approve of this system.
n0t_u wrote:Probably, but that only means we rush the one with the coolest sounding name by vote.
Gotta be a little bit more strategic than that. If we rush the one with the coolest name, it will likely be attacked fairly often, due to it having a cool name. The trick is to find a world with little strategic importance that has worthwhile resources attached and take that. THEN take the planet with the coolest sounding name.
I'm actually more to the benefit itself rather than the name, who cares what your rock's called but how much it's worth.
We could go for at least one of the more important ones, then try to keep a few of the easy ones to build up resources first before migrating further in. Of course that all depends on how the system works and how the benefits are. IT may be better to hold many easy ones than to hold a few of the harder ones.
Cerebrium wrote:Fetch me my Scorpion, I am going to feth stuff up.
Will be interesting to see if the quads are going to make it in initially. Or, if we'll see them at all. They are technically on the list of the Unseen.
Urbies are no bins - they're very slow Beercans. If the rest of the Lance won't wait for them, they won't get any beer (legal age provided - otherwise *insert nice beverage here*).
Awesome comic! However, the Urbanmech is not the essence of dakkadakka. We need something bristling with weapons systems, and with a nod to our identity as an internet forum and our grimdark 'main' hobby.
I recommend the Firestarter. 2 machine guns, 4 flamers, 2 medium lasers, on a light mech. It can KILL IT WITH FIRE! better than any other 3025 mech I know. It is also unpopular with mechwarriors who are not also pyromaniacs, so we should be unique.
Hmm if you're looking at a good weight / weaponry loadout, the Locust E (2 Small, 2 Medium Lasers, flippable) or the Hunchback 4P (8 Medium, 1 Small Laser) variant come to mind. Although they are not Ballistic weapons.
To be more in line with our "main" hobby focus - why not a Rifleman, but thats also pretty popular :(
Blood Asp wont' be available at launch. The timeline is before the clan invasion, with each year in real life being a year advance in the timeline (the clan invasion I believe begins the year after release).
Well, we only absolutely know about the Jenner, Atlas, Hunchback and Dragon.
It is reasonable to expect all of these from 3025- Light 'Mechs
COM-2D Commando
JVN-10N Javelin
SDR-5V Spider
UM-R60 UrbanMech
FS9-H Firestarter
JR7-D Jenner
PNT-9R Panther
Medium 'Mechs
ASN-21 Assassin
CDA-2A Cicada
CLNT-2-3T Clint
HER-2S Hermes II
VL-2T Vulcan
WTH-1 Whitworth
BJ-1 Blackjack
VND-1R Vindicator
CN9-A Centurion
ENF-4R Enforcer
HBK-4G Hunchback
TBT-5N Trebuchet
DV-6M Dervish
Heavy 'Mechs
DRG-1N Dragon
QKD-4G Quickdraw
CPLT-C1 Catapult
JM6-S JagerMech
GHR-5H Grasshopper
ON1-K Orion
Assault 'Mechs
AWS-8Q Awesome
CGR-1A1 Charger
VTR-9B Victor
ZEU-6S Zeus
STK-3F Stalker
CP-10-Z Cyclops
BNC-3E Banshee
AS7-D Atlas
and at release, or in the first year, these mechs should roll out from 3039
First in Centuries...
Light 'Mechs
RVN-1X Raven
WLF-1 Wolfhound
Medium 'Mechs
HCT-3F Hatchetman
Heavy 'Mechs
CTF-1X Cataphract
Assault 'Mechs
HTM-26T Hatamoto-Chi
DCMS-MX90-D Daboku
Beyond that, any Star League mech is possible, as are new versions of the Unseen. Hatchetman and other melee focused mechs are currently not planned, since their system does not support melee combat yet.
My source is sarna.net, the Battletech wiki. I looked at the TRO 3025 and 3039 list of mechs.
Shrike325 wrote:We also don't know about variants or customization at this point. And that list is much larger as we're set in the 3040's
From the QnA:
[PAUL] We want the player base to be able to experience Inner Sphere tech combat and really to get used to how ‘Mech technology works. We want players to really get into this game and create builds that they can share with friends and allow the community to share strategies in combat and creating/customizing BattleMechs. We figured that the exciting time following the Succession Wars just prior to the Clan Invasion would allow us to really create some intense House vs. House tensions. We also want to introduce other aspects of instability that happened during the introduction and subsequent invasion of the Clans. Starting the game in 3049 made the most sense as we will be able to front load the experience of MechWarrior® Online™ to the first two years of the game being live. Who knows what kind of interesting bits and pieces might appear in the game as time progresses?
Maybe my opinions are too strong (I ahte MW4), but since you can't really create builds in MW4, I'd say it's close to MW2/MW3 or even possibly mechcommander.
Dam, I wish I knew what you guys were talking about again. With the dakka mech, I instantly thought a Deimos! but thats clan snow raven, so never mind.
As for customisation I think it'd be nice if it were at least AC level in that you pretty much build it from the ground up, but there are still preset chasis for those who want the existing. Though before this thread the last time I probably played MW was around 10ish (more recent if that xbox game Mech Assault which probably doesn't count) so I really don't remember most of it.
It's going to be nowhere close AC level, I can almost guarantee that. I'm guessing we'll be able to change weapon loadouts and we might be able to tweak armor and engine.
As for a logo: the Warhammer is probably the best. Just looks BA and works well considering the hobby (only downside is it might get a bit of an overhaul due to it being one of the unseen)
Anvildude wrote:And unfortunately not as customizable as Chrome Hounds, of course. You're going to be stuck with two legs, two arms and 1 solid body. Sigh.
That's not necessarily true either. There are quad mechs around, so we may see some of those.