Author Topic: MechWarrior: Living Legends  (Read 2101 times)

Offline Kelmola

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MechWarrior: Living Legends
« on: 02-07-2012, 17:07:50 »
After a long hiatus, this year seems to be the Year of the Mech. Besides Hawken (f2p FPS-style mecha game, which is getting its own DirectInput compatible controller), Reign of Thunder (MechAssault 3 but without the licence: and MechAssault is a four-letter word anyway), and Steel Battallion Kinect (durr, it's not a real SB without a WTFHUEG controller), there's three official commercial BattleTech games coming out: MechWarrior OnLine, f2p 'Mech simulator-light not entirely dissimilar to World of Tanks (with its own controller, no word yet on its compatibility); MechWarrior: Tactical Command, RTS for iDevices; MechWarrior Tactics, f2p conversion of the tabletop BattleTech, where you can buy "booster packs" trading cards-style (life is like a bag of 'Mechs and their parts: you never know what you are going to get, except that the "premium" boosters bought with real money are more likely contain better stuff).

However, there is already a completely free MechWarrior simulator out there. No, I'm not talking about the recently freely released MechWarrior 4 (it's 10+ years old and it shows, in a really bad way) nor of the upcoming indie remake of MechWarrior 2 called Assault Tech 1 (it looks and plays like if it were 10+ years old).

I'm talking about MechWarrior: Living Legends.

So what it is actually?

Right now, it's the best and most "believable" 'Mech game available, ever. It also looks faptastically gorgeous. It's so addictive that I have almost managed to withdraw myself from my FH2 addiction. If you are unfamiliar to BattleTech, a 'Mech is a 8 to 15 meters tall armoured, vaguely humanoid-shaped combat walker (not a robot: it has a human pilot). The game is from first-person view only, either from the cockpit of one of the warmachines, or on foot. It's not pure 'Mech vs. 'Mech, but combined arms; you have battle-armoured infantry, APCs, tanks, hovercraft, indirect artillery, helicopters and aerospace fighters. It's multiplayer only, and no singleplayer is forthcoming, however, what a multiplayer it is. The game has already more 'Mechs and vehicles (with more to come SoonTM) than most of the games in the series ever had.

The approach in 'Mechs is more simulator and less FPS-like - only the battlearmour plays like FPS, and flight physics are "relaxed". In fact, veterans of FH2 or PR will feel right at home (the game is much more complex than vanilla Battlefield, but the general idea is similar). However, even if you were familiar with the BattleTech universe (not everything is exactly as in tabletop rules, due to the real-time nature of the game and various balancing issues), or have played previous MW computer games (some changes detailed below), the learning curve is nevertheless vertical. The first "public beta" was released in the Christmas of 2009, and some veterans have been playing it ever since, so they seem to have impossibru skill level (over 9000). The effects of various weapons and systems and managing them in the heat of battle while controlling your soldier/'Mech/AFV/flyer takes time to master, but fortunately there is a comprehensive wiki to help newcomers, forums full of useful threads already, and one of the most helpful player communities: ask away on the forums or in-game chat, and you will certainly get help promptly. Despite a difficult start, the game feels very rewarding when you finally beat someone through your own skills.

What do you need to play it?

A powerful PC, heh. CryEngine 2 is bent over backwards and forced to do things it was not supposed to while keeping track of much more things as it was supposed to (for example, a flight of missiles is modelled as individual guided projectiles, and at any given there may be hundreds, or at the worst, thousands of missiles in the air). A fast GPU alone is not enough, MWLL eats processors like there's no tomorrow. My current rig - i5-650/AMD7850HD/6GB - runs 1920*1080 resolution with maximum details with a reasonable framerate, but when there's a lot of action going on nearby, there are noticeable moments of choppiness. Going beyond maximum details - yes, this is possible with manually editing the configuration files, CryEngine 2, rememer? - or having a higher resolution would probably require even more computing horsepower (unless you want to lower the detail level & FX).

Ha ha. What software you need to play it?

It's a mod for Crysis Wars (or rather, a total conversion). Crysis Wars comes bundled with all copies of Crysis Warhead (it's the multiplayer part that is actually a separate install), and is also included in the Crysis Maximum Edition. There's some problems installing the digital download versions (or rather, getting the registry key to stick in the Windows registry; solutions for this can be found on MWLL forums), and with disc versions of Maximum Edition, there are genuinely false codes in some printings (you have to ask a new code from EA support; patience required, as the issue has to be "escalated" to a higher level in their help - been there, done that, got a working code). However, as long as you have the legitly purchased code that is actually valid, the actual installation media can be even the free trial version of Crysis Wars that is legally available all over the place (no need to resort to one obtained from "unofficial" sources), it is the full multiplayer game, just without the registration code.

Other than the base game itself, the mod is completely free, and can be downloaded from the official site.

When in the BattleTech universe does this take place?

MWLL is not officially set in any "year", but since there are some assets from TRO3067 (and some experimental stuff from TacOps), it best represents the FedCom Civil War era, so 3065-ish. It will never include anÿ post-3067 (I'm not going to say the J-word) stuff. The two teams are "Clans" and "Inner Sphere", which would point to pre-3060, but there you go. Making the teams such allows for technologically distinct combatants (although "puretech" is not yet enforced, because assets are still missing from both sides to make a fully functioning combined arms force).

BattleTech? Wot the hech?

BT is a sci-fi universe dating back to the Golden Age of Mankind aka the 80's. It began as a tabletop wargame and its gazillion add-ons, and the main storyline was told in a series of 64+31 novels (64 for Classic BattleTech, 31 for MechWarrior Dark Age; short stories are still being published and the novel storyline is set to resume). Of course, then there are the official (and unofficial) BattleTech and MechWarrior computer games.

To summarize the setting, it is the 31st century. Humanity has spread into space, inhabiting thousands of star systems; the systems within 500 light years or so are known as the Inner Sphere, beyond them lies the Periphery. Almost 300 years ago, the Star League that had united humanity collapsed in the aftermath of a failed coup. The armed forces and scientists of Star League left known space, vowing to return one day. Civilization started to fall apart, with five Successor States waging perpetual Succession Wars for the right to rule Inner Sphere. Meanwhile, the former communications ministry of Star League developed into a dubious quasi-religion called ComStar, holding the monopoly to Star League era technology, with a major faction plotting the downfall of all humanity: after humanity would regress to pre-FTL, even pre-spaceflight level, they could then emerge as its new leaders.

In 3049, however, the descendants of they Star League returned to Inner Sphere with conquest in their mind: they had become a militaristic warrior society formed into warrior clans constantly fighting with each other for supremacy. Initially seemingly unstoppable, the Clans were eventually fought into a standstill. As ComStar broke into a "good" and "bad" faction in 3052, the "good" faction staged a ritual battle according to the Clan law against the Clans, which the Clans surprisingly lost, forfeiting their right to advance towards Terra for the next 15 years (leaving worlds farther than the truce line still at peril). During this time, a newly formed Star League, born out of forced-by-necessity cooperation between the Successor States, struck back at the clans (which was not forbidden by the truce, hehehe) and after partial reconquest went to strike at the Clan homeworlds in turn and completely destroyed the most belligerent Clan, and then won another ritual battle where the Clans lost their "legal" right to continue the war (with some Clans protesting the decision nevertheless).

By the 3060s where MWLL takes place, however, the new Star League is misused as a tool of political plotting, the union of the two largest Successor States is falling apart in a bloody civil war, Clans fight against each other as some of them still harbour dreams of conquest while others are just minding their own business or have defected to the new Star League altogether, and Word of Blake, the renegade ComStar faction, secretly plots against everyone else.

Enough of the background. How's the game mechanics?

The most commonly played gamemodes are Team Solaris Arena (team deathmatch, sometimes gets deadlocked into trench warfare) and Terrain Control (BF2 style fight for flags/bases/control zones, showing the widest variety of tactics). Some servers run Solaris Arena (deathmatch, usually devolves to chaotic brawls) or Test of Strength (team deathmatch with a set amount of in-game currency to buy the assets with).

Yes, "buying". The mechanic is similar to Counter-Strike: you spawn with a set amount of cash, and use that to buy 'Mechs/vehicles/battle armour weapons. Killing enemies, even damaging them, having others kill an enemy you have damaged, capturing flags, passing radar data to friendlies through C3 network, gains you cash and increases your rank. The higher your rank, the more cash you have at spawn; if you die, you will lose your cash (and the asset you were in), unless you had more than you spawned with, in which case you can get to keep it. The most powerful assets cannot be bought with spawn cash, even at the highest rank: to acquire them, you must show some skill and stay alive to earn enough cash.

However, there are no "unlocks", "specializations", "levels", "XP", or persistent stats whatsoever: what you earn is only valid for the match being played (most matches time-limited to 45 or 60 minutes unless tickets run out in TC mode before that). So you have to prove your skills each and every time, there are no shortcuts (such as grinding 200 hours so you could begin every match with the most powerful assets).

The ability to customize your 'Mech ("MechLab", a staple of MW games) is not yet in, but you can select from several variants of each 'Mech/AFV (many of which are straight from the tabletop game).

The Terrain Control is also slightly more complex than BF2/FH2 Conquest: a "flag" may not include a spawnpoint at all, or it may include only infantry spawnpoint, or it might have just the build or repair bay, but not both. Some flags (and usually all the "uncaps") have automated defense turrets, the amount and firepower of which ranges from annoying to definitely lethal.

What are the most important differences to previous MW games?

There are no NHUA (no heat, unlimited ammo) servers. Period. Oh, and there is no self-destruct charge either (though a 'Mech can randomly go critical, nuking its immediate surroungings).

Also, vehicles are much more deadly: no more (literally) walking over the tanks, they can and will take down 'Mechs even on their own. Helicopters can harass you to death, but are terribly fragile themselves. Aerospace fighters (especially the ones with firebombs) are pure murder for the unwary, so AA capable units in your team are a must. Infantry is dead, dead, dead if caught in the open but in broken or built-up terrain will be the death of an unwary MechWarrior.

No "hitscan" weapons. Ballistic weapons, PPC's and dumbfired SRM's require you to lead your target, but beam and heavy lasers require that you keep the beam on target, and MRM's must be guided to target by hand (unfluffy, I know).

LRM's, ATM's, and Streaks cannot be locked onto a certain part of a 'Mech.

There are no "3025" (Level 1, Introductory Rules, pre-Helm Memory Core) technology level units. Even the Inner Sphere 'Mechs - even if older designs - are up to the 3060's standards.

Legging (and arming) is possible: even if all the limbs go, the 'Mech won't be destroyed until the centre torso is gone, but a legless and armless 'Mech is pretty worthless (unless you expose your ankle to it which it could bite; sadly, there is no Black Knight class 'Mech ingame - yet) as it tends to lie on the ground, but weapons (those still attached) can be still fired. Oh yeah, in some cases weapons are in external pods that can also be taken out individually, and destroying the left or right torso destroyes the weapons there (but does not drop the arm). Certain servers ban legging, certain servers encourage it.

If you manage to eject before your asset is destroyed, you will continue the fight as infantry until you die. This is against the fluff but works surprisingly well. Though, most infantry weapons cannot be taken into the cockpit with you.

---

I hope I have managed to get your interest, or if you're a closeted MWLL player already, to get you to participate in this thread. In the very next update alone there's going to be almost as much free content as MechWarrior OnLine is going to have at launch!

Visit the official site for more info.

See you on the battlefield. Freeborn filth and vat-born freaks alike are all welcome to my sights.

Offline Dukat

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Re: MechWarrior: Living Legends
« Reply #1 on: 03-07-2012, 01:07:50 »
To be honest: My hopes are on Mechwarrior Online. It seems to be close to the old MechWarrior games while I consider Hawken the biggest disappointment.


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Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #2 on: 03-07-2012, 10:07:23 »
I gave up hope on MWO as soon as I heard it's going to be f2p. Have fun paying for everything or grinding hundreds of hours for basic stuff. Of course, they could surprise and not go down this route, but somehow I don't think that will be the case. Also, the leaked gameplay video and NDA-violating comments by betatesters have been less than encouraging.

Further, until late last year, MWO dudes were doing a single-player (with multiplayer included) game on UE3, then scrapped almost everything and jumped on the f2p MMO bandwagon using CE3 instead. Somehow, I feel it's going to be a rushed job. Good thing that they will not introduce the Clans until next year (what with them following BattleTech timeline in real-time, with now being 3049... yes, the Clans hit outlying worlds theń, but the full invasion began only in 3050).

For me, MWLL is plenty enough (hence the thread). More content already, free, no grinding. Also, it's got two and half year's headstart regarding the balancing issues.

Offline Thorondor123

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Re: MechWarrior: Living Legends
« Reply #3 on: 03-07-2012, 10:07:29 »
I gave up hope on MWO as soon as I heard it's going to be f2p. Have fun paying for everything or grinding hundreds of hours for basic stuff.
Implying that all F2P games are Korean MMO's from 2005.
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Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #4 on: 03-07-2012, 12:07:04 »
Implying pre-order does not give you a (or if you pay up $120, four) 'Mech that grants a lifetime 50% bonus on XP and in-game currency for their users, on top of the monthly paid premium membership fee (should you chooses that) that also gives a hefty bonus to XP and in-game currency? Implying that said XP does not give you a more powerful 'Mech and implying said in-game currency cannot be used to buy better equipment for your 'Mech?

Micropayments, as in customizing your 'Mech, getting new paint schemes, noseart, etc. would be OK, heck, even new 'Mechs as long as they were "alternative", not really better or worse. But giving a flat-out advantage to those willing to spend more cash, c'mon. (However you want to word it, BF3 with it's announced "all unlocks" DLC sounds just as bad - except that when you were supposed for the game as well, it sounds even worse.)

Which is, incidentally, why I started the thread about MWLL instead.

Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #5 on: 17-07-2012, 13:07:53 »
Crysis Warhead is on Steam Summer Sale, and for the next 6 hours it's going to be $6 (probably translates to €6) instead of the previous $10/€10 discount price. Just saying, if any of you has been curious to try out MWLL.

Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #6 on: 26-07-2012, 12:07:17 »
Version 0.6.0 was just released. Four new 'Mechs, three new flyers, one new tank and a metric frakton of improvements and new features.
Code: [Select]
Changelog Version 0.6.0

Bug Fixes:

- Fixed wrong scoreboard ordering in TSA and TC
- Fixed mass crash and another crashes due to multiple issues in synced storage
- Fixes two crashes in laser code
- Rewrote laser net code to make lasers more precise for observing clients
- Added relative shooting to increase precision for client spawn projectiles
- Fixed memory leak in radar code
- Fixed radar still working while dead
- Optimized net code for TC, results in less bandwidth usage in TC games
- Fixed vehicles still repairing while powering up
- Improved the stickiness of C4
- Fixed LOD issues with turret towers on TSA_Sandblasted

New Features:

- Clan Black Lanner Medium Mech
- Clan Ryoken Medium Mech
- Inner Sphere Avatar Heavy Mech
- Clan Daishi Assault Mech
- Clan Donar Attack VTOL
- Inner Sphere Corsair Aerospace Fighter
- Clan Visigoth Aerospace Fighter
- Inner Sphere Chevalier Light Scout Tank
- New Map : TC_Dustbowl
- New Map : TC_Frostbite
- New Map : TC_Inferno
- New Map : TC_IvoryTower
- Procedular animations for mech arms
- Weapon convergence on target (visually through rotating arms and other parts)
- Changed behaviour of the TAG-Laser. The target will stay tagged if you deviate off it for a short mount of time. TAG also creates a beacon in the same manner as NARC.
- Mech Paints. You can select them before buying a mech in the Loadout tab of the Buy Menu
- Added barrel geometry to Warhammer B, C, and D variants
- Added damage penalties to hovercrafts/tanks for turret/rear sections
- Resized Harasser model
- Removed Mauler's obstructive cockpit bar

Balance Changes:

- Uziel : revised Prime, B, C, D, and E variants
- Buchwacker B : removed GECM, added spare ton for ammo
- Vulture Prime : removed 2 CLRM20, added 2 CLRM15, 4 DHS
- Blood Asp D : removed ATM6, LAMS, added CDSRM6, 1 DHS
- Blood Asp E : removed 2 DHS
- AC10/UAC10/CUAC10 ammunition increased to 50 per ton
- Lowered light kinetic/kinetic modifiers against VTOLs/aerospace
- Increased light kinetic modifier against hovercraft
- Initial capture of a point in TC is twice as slow as normal
- Initial capture of a point in TC no longer results in getting all attached assets at the beginning of the capture process
- Added leg internals to further balance the legging mechanic

Texture and Model Optimizations:

- Blood Asp textures
- Awesome textures
- Raven cockpit textures
- All tank tread textures
- Longtom textures
- Harasser textures
- Various environmental assets
« Last Edit: 26-07-2012, 12:07:01 by Kelmola »

Offline DLFReporter

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Re: MechWarrior: Living Legends
« Reply #7 on: 26-07-2012, 13:07:43 »
Love the work they put into this :)
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Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #8 on: 26-07-2012, 13:07:11 »
Also, not mentioned in the changelog is yet another 'Mech that will certainly bring a tear to the eye of many a nostalgic veteran, for it is none other than the Rifleman, in all of its Unseen glory! :D

For those updating from 0.5.7, just copy your downloaded maps somewhere safe, then delete the entire /mwll/ folder from Crysis Wars installation directory, and then download the installer from http://www.mwlldownload.com/

For those just joining us, install Crysis Wars, patch it to 1.5, create a player account, and try joining one of the PB-running servers to see whether you have a valid key and that the key is in registry. Once that is done, you can start installing MWLL.

Offline DLFReporter

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Re: MechWarrior: Living Legends
« Reply #9 on: 26-07-2012, 13:07:43 »
Oh nice! The Rifleman! Loved that one. Iirc the Black Thorns had one. :)
Sorry I was wrong, it was my old hero Davis McCall of the Gray Death Legion who piloted an RFL-3N.
« Last Edit: 26-07-2012, 13:07:11 by DLFReporter »
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Offline THeTA0123

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Re: MechWarrior: Living Legends
« Reply #10 on: 01-10-2012, 23:10:53 »
Any of you guys who are in the Mechwarrior online Closed beta? (I have checked and the UALA allows me to say this)

If you are, add me and we can play some matches together ^^

As for the mechwarrior living legends game, i am sure to play this aswel in the future
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Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #11 on: 18-10-2012, 00:10:39 »
The MWLL website and forums were down for two weeks, but now they are back up. Downloads are up also, wiki should be back online soon. Of course, the game itself has worked all the time, including the map downloads (which are usually handled by the gameservers).

This was just a boo-boo on the part of the server hosting company, nothing dramatic. However, some enterprising souls took it to themselves to spread various baseless rumours - to avoid "broken telephone" making them real when repeated, I won't repeat them here.

Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #12 on: 05-12-2012, 20:12:16 »
The mod's still alive! 0.7.0 update promised "early December" (does not specify which December, though) and will contain reworked heat mechanic, improved jump jets, different types of ammunition effects, Warhawk/Masakari Clan assault 'Mech, new camos, plus much more yet to be announced stuff.

Offline Kelmola

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Re: MechWarrior: Living Legends
« Reply #13 on: 16-01-2013, 17:01:35 »
0.7.0 released. Maskari/Warhawk, Solitaire, and Chimera 'Mechs added, FREE AIM, completely revised HUD, and whatnot.

Oh, and Piranha Games decided that a completely free mod that was better in every respect but had a minuscule playernumber compared to their grindhouse was SUCH a MASSIVE threat that they forced Microsoft to pull the non-commercial licence from the MWLL team and forbade the mod team to continue official development under the threat of a lawsuit. This was the final straw for me. I will NOT support that bugpile in any way whatsoever and I sincerely hope that derpy pay-to-win lagfest dies a quick and painful death it deserves.

Offline DLFReporter

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Re: MechWarrior: Living Legends
« Reply #14 on: 17-01-2013, 09:01:39 »
Now now, this is not entirely right.
 As of today there is a totally different message over at MWLL:
Quote
Greeting Living Legends!

In light of recent confusion and rumors, the co-owner of Wandering Samurai Studios and I are here to clear some things up.

First and foremost there has not, nor has there ever been, any legal action or threat of legal action leveraged against the MechWarrior: Living Legends development team. This was an assumption of a small amount of volunteers based on incomplete information.

To clarify, the decision to discontinue development of MechWarrior: Living Legends was made by the founders and owners of the project. On behalf of all the people involved in MechWarrior: Living Legends we must sincerely apologize to all parties affected by this miscommunication.

In closing, development on this project has officially come to an end. We thank you for your support and express our hope for the continued success of the MechWarrior franchise.
http://forum.mechlivinglegends.net/index.php/topic,18949.0.html

It seems there was some misinformation in the community.
Now MWO is a bugpile from time to time, but not entirely to blame for this.
I believe it's more or less Crytek doing the pressuring here.
« Last Edit: 17-01-2013, 09:01:15 by DLFReporter »
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