MWO Community Warfare Dev Blog. This was posted years ago but I dont think the plan has deviated much from how it's described here.Is there a clear description somewhere on what will CW consist of?
MWO Community Warfare Dev Blog. This was posted years ago but I dont think the plan has deviated much from how it's described here.Is there a clear description somewhere on what will CW consist of?
That's a hard question for me because a lot of the stuff I disliked could have been fixed in the interim but I have no way of knowing. Light mechs being able to shrug off gauss hits was one major gripe of mine; in the tabletop game you stood a good chance of coring a light if you hit them with gauss, whereas I kept finding that it took a LOT of hits to wear away armor, including gauss. Part of it was the server code and lagging lights not having hits register or light mechs being displayed in the wrong places, but there were many times that I'd see the gauss damage on the paperdoll and it didn't do as much as it should have. I disagreed with their decision to double armor values and increasing ROF to compensate, because now to do the same amount of damage as the TT game I'd have to hit the same mech IN THE SAME LOCATION TWICE to have the same effect. Then there was the Swayback 'boating issue after the one Dev made that mocking article about "what is 'boating', anyways?" and went on to say that they didn't think it was boating while people were running around alpha'ing Atlases in the face with lazors. The hit boxes and damage transfers were atrocious and I also remember the zombie Hunchbacks running around soaking way too much damage.Still, if you did not like the game before you wont like it now, its more of the same, just some new shiney mechs to play around with
Im not sure which maps were in the game pre-release but there is a good variety of large maps and small now. Alpine Peaks, Terratherma (aka Mordor), Crimson Strait, Caustic Valley, and Tourmaline Desert have plenty of room to maneuver around. River City, Frozen City, Forest Colony, Canyon Network and HPG Manifold are smaller but none really feel like they encourage zerging currently. One difference from pre-release to now is that teams are 12 people per side rather than the 8 it was originally. That adds a very different feel to most maps having to be more cautious and coordination definitely pays off more. There is also a new game mode called Skirmish that removes bases entirely, to win you gotta kill everyone on the enemy team or be ahead when the timer runs out.Did the maps get better/larger? What they had pre-release either felt hella small or like they were made to encourage flag zergs.
The game has always felt pretty balanced as a FTP game. You donthaveto pay real money for anything except mech bays (which are fairly cheap if that's all you buy). The grind to make cash and buy mechs without laying out any real cash is viable but some of the larger mechs will take some time to acquire. It all depends on how impatient you are really. My advice to people is always to shell out 10 bucks and buy a single Hero mech. Hero mechs are only buyable with real cash but come with bonuses to making in game cash (as well as coming pretty much completely kitted out). Pick up one, blow shit up and the cash rolls in for you to buy other stuff with the in game currency.Is the game crippled by being encouraged to open your wallet left and right, or is "F2P" a realistic option? Can new players get up to speed quickly w/o emptying their wallet or do they have to choose between an asian-style grind or camping their Visa card?
No other Mechwarrior games Im aware of with an online component. There are numerous viable builds. The min/maxers may gravitate toward a certain setup on a certain mech but you can be effective with most anything. PUGs are still like herding cats and likely always will be. I highly recommend you pour through the Faction/Clan forums and find MWO's equivalent of a guild. That removes a lot of the frustration with pugs and you will have loads more fun. I joined a group called theSkye Rangers(Nidhogg did as well). There are players from all over the world online all day every day, I never solo drop unless I want to and most evenings there are multiple groups of 4-12 people playing.Is it anything OTHER than an FPS games in the Mechwarrior universe atm? Are there various 'viable' builds or does it gravitate towards cheesing out one or two different types of builds? Are PUGs like herding cats where everyone still has to follow the herd so you don't get singled out, and do you need to drop with a premade to have any chance at coordination?
Eh, a little bit maybe. You donthaveto have loads of modules to play successfully (but they help) and lacking any of them isnt likely to be a deal breaker (unless youre an ECM-less light mech pilot without Radar Deprivation). Mech skills are quickly obtained and arent an issue imo at all. Playing with a group of people can negate any module or skill shortcomings.Is there a huge gap between the people that have their XP leveled and have a number of mechs compared to the people who only play occasionally as casuals, or is the gap somewhat narrow?
I think I remember Forest Colony as being the first map, if that's the one with the damned cave in it and the shallow lake on the other side. I want to say that Frozen City was the second map, with people trying to rush through the mountain pass on one side or the low lying trail on the other, with the crashed dropship or whatever it was buried in the snow in the middle. The third map, I think they added that in right after I walked away, it was a lava map? I can't remember for sure.Im not sure which maps were in the game pre-release but there is a good variety of large maps and small now.
Sorry, my wording was ambiguous. I meant"Is MWO anything other than an FPS games in the Mechwarrior universe atm?". I should have continued on with something like"...or is it nothing more than an FPS, even now?"No other Mechwarrior games Im aware of with an online component.
Caustic Valley was the third map.The third map, I think they added that in right after I walked away, it was a lava map? I can't remember for sure.
If anyone expects something more then your wins increasing the wedge your house claims on a pie chart then they are kidding themselves or have not followed this project long enough. The part I bolded especially is something PGI would take a decade to implement at their current pace and ability.I fear it will be far from complex, more of a guild chat channel, some forum tags, special queue to calculate scores for map "progress" for your faction.
Things I would like to know:
If we can "fight over resources", does that mean we can attack specific planets?
If we can attack specific planets, how will the attack/defense be handled? Who decides when the fight is? Who gets to partake in it? Can the planet be flipped every 2 hours or is there a lockdown timer? Will the loss of the Atlas-factory on Madeupplanet 2 mean the losing faction now can not buy Atlas mechs?
Speaking of, what mechs can we use in the CW? Clan mechs for Clan units only? Will the Houses be limited to what they actually produced and used? How will Mercs access mechs and tech?
What rewards are planned for sticking to a faction? Are we stuck in a faction or can we switch sides effectivly just turning this into a rep grind? Will rewards from a faction be usable if I switch?
How will solo players get to take part of the CW?
And on and on and on.... them saying "oh we will release module 1 and 2 this year" then just mumbling about create units is really not enough, we need a rough outline for what they envision the CW to be and any planned limitations/rewards.
Sad but true.If anyone expects something more then your wins increasing the wedge your house claims on a pie chart then they are kidding themselves or have not followed this project long enough.
Actualy they (Paul) stated recently that if people think the mix of IS and Clan mechs that we have currently will be the standard for the CW they were wrong, so I dont know about that.I cant see them ever doing anything like limiting who can buy or pilot certain mechs due to their faction or CW status, that'd be potential money out of their pockets. If those gold plated clan mechs taught us anything, it's that PGI wont skip a chance at making dollars.