Author Topic: Mechwarrior Online  (Read 24530 times)

Offline THeTA0123

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Mechwarrior Online
« on: 03-10-2012, 20:10:33 »

MechWarrior Online (also known as MWO) is an upcoming free to play, action simulation game under development by Piranha Games for the Microsoft Windows platform.

Mechwarrior online is a reboot of the mechwarrior series. A series wich had many games under its name. Microsoft left the franchise idle for years but Russ bullock, a long time fan of the series, came up with a project, proposed it to microsoft, in wich he got the license to make a game. This is MWO. A free to play MMO in the mechwarrior universe.
http://www.youtube.com/watch?v=Z6aFV1W8-jU

So how does MWO play?
http://www.youtube.com/watch?v=oWtkCWEPFnw&feature=relmfu

The basis is simple. You go into a battle like world of tanks. you fight and you win. The CBT only offers traditional capture the base mode, but  other game modes are being developed of wich one is gonna be released soon. Once you finished a match, you earn credits (Cbills) and experience.
This is where the simularities with WOT ends.

Each mech is divided into
-Head
-Central torso(And rear)
-Right torso(And rear)
-Left torso(And rear)
-Left and right legs
-left and right arm(If applied)

If you are able to destroy the central torso or the head, then the mech is destroyed. However, this is not an easy task. Either these areas are difficult to hit because of a fast mech, or they are super armoured because you are fighting a big fat Atlas. But you can play smart and first disable some of the other areas, like the arms or right/left torso, wich contain the weapon systems

Unlike in other MMO's, there is no "Tier" system. You play matches, earn money, and buy whatever mech you want. There is no tree you must follow. There is no endless EXP grinding. You just gather the dough and buy what you want. Each mech model is unique on its own and can be used to a varying degree. In WOT for example, a FT-17 light tank will never be able to defeat a Maus. In MWO a Commando light mech can fight and tackle the biggest Mech on the field, the Atlas, if the pilot knows how to fight it. Skill and teamwork are an important factor in this game, and the ability to adjust the mech to your playstyle.

Customizing your mech can be done the way you want it. If your hardpoints support it. And the tonnage. Each mech has weapon hardpoints wich you can fill in and a maximum of tonnage of equipment you can apply on it. The hardpoint types are=
-Ballistic (Involves projectile weaponary)
-Energy (involves laser and other energy weapons)
-Missile (includes short range and long range missile weaponary, aswel as targeting rockets)
-AMS (Anti-missile systems for protection against rockets)

An example perhaps.
We take the Huchback model.
There are 5 sub models in this mech.
The 4G model for example, can mount 3 ballistic slots, 3 energy slots and one AMS module
in other words, if your tonnage allows it, you can mount 3 ballistic weapons, 3 energy weapons and a AMS system. My build for this mech, was a dual AC-5 cannon mounting and 2 small pulse lazers for short range work.

The 4-H model in turn, is more energy pointed, as it has 5 energy slots, 1 ballistic and one AMS slot.

Your tonnage can be spended on various ways=
-Weaponary
-Armor
-Heatsinks
-Ammo

You can adjust the armor to your liking(less armour=more tonnage free), but you must keep in mind=you Need ammo, and you need heatsinks

If you have energy weapons, you do not need ammo. But every mech needs heatsinks. Every weapon you fire produces heat, and if you produce to much heat, your mech shuts down to cool....or worse, it could explode. Ballistic and missile weaponary do not produce as much heat as energy weapons, BUT they require ammo...And ammo weights its share on your tonnage.

All of the above is purchased with credits. No need for unlocking stuff.

Manning huge battlemechs, people can pilot various models and submodels. You can customize them to your liking and each mech offers alot of options. There are 4 classes of mech. Light, medium, heavy and assault. The class names do not need much explaining. At the moment there are 9 models of battlemechs, divided in 31 sub-models

A quick overview=
-Commando light mech. Very very fast, great for hit and run...Barely any armor
-Jenner light mech. Very fast, better weaponary then the commando, more armor, but a bigger target aswel
-Raven light mech. Not as fast as the other mechs, but better weapons and armour awaits you!
-Centurion medium mech. A well balanced fighting machine combining good firepower and speed. With moderate armour
-Hunchback medium mech. A very versatile machine that opens many paths
-Dragon heavy mech. A mech wich can pack a punch with the option of going low armor super speed, or heavy armour slow speed
-Catapult Heavy mech. More orientated for fire support, this mech has great long range weapon capability
-Awesome assault mech. 80 tonnes of menace. More situated for medium-long range fire support
-Atlas assault mech. The mech warrior classic. A big brutal machine for close-mid range killing firepower

http://mwomercs.com/

I will add more stuff later!

http://mwomercs.com/support/faq
« Last Edit: 03-10-2012, 20:10:29 by THeTA0123 »
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Offline Kradovech

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Re: Mechwarrior Online
« Reply #1 on: 03-10-2012, 20:10:05 »
What can you buy for money? Does it give any distinctive advantage over players, that play for free?

Offline THeTA0123

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Re: Mechwarrior Online
« Reply #2 on: 03-10-2012, 20:10:15 »
What can you buy for money? Does it give any distinctive advantage over players, that play for free?
You can use it to buy a mech instead of grinding the Credits for it. Converting of EXP aswel

You can also get additional EXP/credits per battle.

But no, there is no "Distinctive" advantage over free to play players. This game is however, a heck alot easier for F2P then WOT is for there F2P clients


Here are the confirmed mechs that are gonna be ingame
Commando Light mech.25 tonnes
Flea light mech.20 tonnes (UPCOMING)
Spider light mech.30 tonnes
Jenner Light mech. 35 tonnes
Raven light mech.35 tonnes
Cicada Medium mech.40 tonnes
Blackjack Medium mech.45 tonnes
Centurion medium mech. 50 tonnes
Hunchback medium mech.50 tonnes
Trebuchet medium mech.50 tonnes
Dragon heavy mech.60 tonnes
Catapult Heavy mech.65 tonnes
JägerMech heavy mech. 65 tonnes
Cataphract heavy mech.70 tonnes
Awesome Assault mech.80 tonnes
Stalker assault mech.85 tonnes
Highlander assault mech. 85 tonnes
Atlas assault mech.100 tonnes

In CBT we have 9 mechs with 8 upcoming. the following weeks a big patch is released with 1 or 2 new mechs.
There are also(at the moment) 10 "rumoured" mechs.
« Last Edit: 04-04-2013, 11:04:32 by THeTA0123 »
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Offline Dukat

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Re: Mechwarrior Online
« Reply #3 on: 04-10-2012, 02:10:36 »
It is still the closed Beta. Somebody wake me up when they released an alpha version.

I usually imagine my own sounds with it, like `tjunk, tupdieyupdiedee` aaa enemy spotted, ratatatataboom

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Re: Mechwarrior Online
« Reply #4 on: 04-10-2012, 10:10:40 »
Actually the closed Beta is more the Alpha Version. But it's a hell of fun!  ;D
I was also invited to the Hawken Alpha and from what I played there, MWO is a whole lot more enjoyable for me (i.e. not as fast for old farts like me). You have to plan your assault and not just run and gun. Go alone and you're dead meat in MWO. :)
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Offline Thorondor123

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Re: Mechwarrior Online
« Reply #5 on: 04-10-2012, 11:10:35 »
Hawken didn't really impress me at all. Looks way too fast.

MWO looks much more like Mechwarrior 3 <3
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Offline Kelmola

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Re: Mechwarrior Online
« Reply #6 on: 04-10-2012, 11:10:02 »
Consensus on Mechwarrior: Living Legends forums seems to be that calling MWO even alpha version would be extremely flattering. Most promised features are missing, balance is nonexistent, and even if it ever will be patched up to speed, it will still be Mechwarrior Lite, streamlined and simplified experience for those who have 15 minute attention span (to maximize potential customers). It's not the ArmA or even BF or CS of 'Mech games, it's the CoD. Plus you have to grind an unholy amount of time in order to be able to afford anything (unless you pay IRL cash), ie. World of 'Mechs.

- Four (as in 4) tiny maps.
- Promised interactive destructible terrain: as of now, 'Mechs climb near-vertical slopes and noclip through anything and missiles fly through just as easily. Not that there even is much in the way of objects besides heightmap.
- Only game mode is 8 vs. 8 team deathmatch (most MWLL servers run between 24 and 32 players, and have BF-style "conquest" gamemode), no respawn, no joining mid-match, max. 15 minutes round length.
- No real way of organizing matches so clans are practically nonexistent (several in MWLL). No strategic map or plot progressing according to global match results (MWLL has fan-organized campaign), will be added later (yeah right).
- You play well and your team wins, after repairs you have ~100k ingame currency. Commando costs some 2 million, heavier mechs 3-6 million (remember there are multiple chassis variants, each of which you have to purchase separately). Engine upgrade can cost you 5 million. Weapons and electronics are not free either. (In MWLL, you start from the bottom in every match, but can usually earn enough cash to afford almost anything by round end, in the style of CS.)
- Catapult with dual Gauss rifles or dual AC20 WTFPWNs errything. Or not. Boating medium lasers is just as broken as it was in MechWarrior 4 days (Awesome with nothing but medlasers).
- You can headshot ANYTHING in a single shot, as everything from Commando to Atlas has the same minimal head armour. (insta-headshots prevented in MWLL for playability). Of course, this takes some practice, whereas the Gausspult/AC20pult will finish anything in 2-3 alpha strikes.
- Any 'Mech can designate a target for everyone in his team, thus having separate C3 electronics installed is pointless
- You can lock and fire your missiles through intervening terrain, and the target gets no lock-on warning before they hit. gg.
- Nice graphics though.

And this is a commercially developed title? Yeah right. MechWarrior: Living Legends is a fan project and is far more complete product. Plus it's totally free, not "free to grind, pay to play".

Let me know in a year or so whether MWO actually has developed into something worth paying for or even something worth spending time on.

Offline DLFReporter

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Re: Mechwarrior Online
« Reply #7 on: 04-10-2012, 11:10:53 »
Aaaah, now see you sir are biased.  ;D

Consensus on Mechwarrior: Living Legends forums seems to be that calling MWO even alpha version would be extremely flattering. ...

 ;D

- Four (as in 4) tiny maps.
True, but more maps are in the works
- Promised interactive destructible terrain: as of now, 'Mechs climb near-vertical slopes and noclip through anything and missiles fly through just as easily. Not that there even is much in the way of objects besides heightmap.
Not true, Mechs can't climb near vertical slopes and destructible terrain is still in the works. Clipping happens on Alpha Statics, which are slowly being worked out. Missiles don't clip through terrain since a few patches back.
- Only game mode is 8 vs. 8 team deathmatch (most MWLL servers run between 24 and 32 players, and have BF-style "conquest" gamemode), no respawn, no joining mid-match, max. 15 minutes round length.
Their going the CS/WoT route with matches, and yes, the only game mode ATM is TDM but others are planned
- No real way of organizing matches so clans are practically nonexistent (several in MWLL). No strategic map or plot progressing according to global match results (MWLL has fan-organized campaign), will be added later (yeah right).
You can match up 8 players in a group and fight together. MM will throw together two made groups when both start the game at the same time. Iirc this option will be added in the future. Fraction Warfare has been announced.
...
- Any 'Mech can designate a target for everyone in his team, thus having separate C3 electronics installed is pointless
C3 isn't implemented yet, so this feature is activated for everyone ingame atm.
- You can lock and fire your missiles through intervening terrain, and the target gets no lock-on warning before they hit. gg.
You can only lock on to a target through terrain when the enemy is painted by a friend (C3 again). The lock-on warning is planned.
...
And this is a commercially developed title? Yeah right. MechWarrior: Living Legends is a fan project and is far more complete product. Plus it's totally free, not "free to grind, pay to play".
Let me know in a year or so whether MWO actually has developed into something worth paying for or even something worth spending time on.

See there is your problem. Yes MWLL is great and I love their work, but it lives from it's fanbase. MWO is in its production and imho it will be quite nice. Especially for people without the time to play and to work yourself into a fan base. MWO is in it's alpha atm, but so much more accessible and thus easier for me to play than MWLL is. Plus MWLL has much more production time under it's belt than MWO, which was started two years ago.

But I imagine FH2 fans (me too) would react the same way should EA make another BF during WW2. :)

Edit: Should someone be uncomfortable about the NDA. Everything above is available in the open forums over at MWO. :)
« Last Edit: 04-10-2012, 11:10:01 by DLFReporter »
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Offline Kelmola

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Re: Mechwarrior Online
« Reply #8 on: 04-10-2012, 16:10:02 »
NDA was discontinued a couple days ago, so everything is fair game now, including specific details.

Even though it won't be my cup of tea, I hope MWO succeeds, because if it doesn't, the suits will think that it is the mechs' fault that it didn't sell and there will be another 10-year hiatus in commercial mecha titles. Also, without vanilla BF2 there wouldn't be FH2, so hopefully MWO will encourage more people to play MWLL, they are not mutually exclusive.

Offline THeTA0123

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Re: Mechwarrior Online
« Reply #9 on: 04-10-2012, 18:10:44 »
There are big patches incoming for the following time. MWO as of now, is like WOT early CBT. This CBT also had a few maps, a few tanks, and barely any features that WOT has today

Next week will see a big big patch with alot of new things. Also 2 mechs.

And kelmola, sorry, but that Mechwarrior living legends post was a bunch of crap :/

Quote
But I imagine FH2 fans (me too) would react the same way should EA make another BF during WW2.

True that

MWLL is nice. But for me...it is like PR is for BF2. I really like PR. But it is to, damn, difficult for me. MWO is a challenge but one that i, and many others, can actually achieve





I cant wait to play this one!

Jager heavy mech! Role=Medium-long range ballistic support
« Last Edit: 04-10-2012, 20:10:19 by THeTA0123 »
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Re: Mechwarrior Online
« Reply #10 on: 05-10-2012, 08:10:21 »
True to that Kemola, both don't exclude each other and I'm pretty sure that MWO can pull it off and rekindle the Mecha Hype. :) I'm also looking forward to the next Mechcommander! ^^

Muhaha I'll build a Jägermech with quadruple Gauss against those pesky Air-jockeys, although it looks more like a Rifleman, I think I will call mine Bannockburn! *nudgenudgewinkwink*^^
« Last Edit: 05-10-2012, 08:10:37 by DLFReporter »
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Offline THeTA0123

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Re: Mechwarrior Online
« Reply #11 on: 05-10-2012, 15:10:38 »


Muhaha I'll build a Jägermech with quadruple Gauss against those pesky Air-jockeys, although it looks more like a Rifleman, I think I will call mine Bannockburn! *nudgenudgewinkwink*^^
hahaha nice. I in turn plan to equip my jägermech with Dual AC/10 and Dual AC/5 weaponary

Jägermech! Sounds DEUTSCHE! Angreifen mit das Kannone!


I UPDATED THE SECOND POST WITH RENDERS OF ALL CONFIRMED MECHS
« Last Edit: 05-10-2012, 15:10:03 by THeTA0123 »
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Offline Kelmola

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Re: Mechwarrior Online
« Reply #12 on: 05-10-2012, 18:10:15 »
I'm also looking forward to the next Mechcommander! ^^
There's a RTS called MechWarrior: Tactical Command coming for iDevices, but do not confuse this with MechWarrior: Tactics which is an upcoming computer adaptation of tabletop BattleTech, f2p with "collectible cards" style random booster packs. I am especially looking forwad to the latter despite the f2p aspect: having the comp do all the number-crunching (and worrying about rules) and always having opponents ready sounds enticing.

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Re: Mechwarrior Online
« Reply #13 on: 08-10-2012, 09:10:12 »
The latter is also the one I'm looking forward to, but F2P with booster cards is always a bit... hmmm
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Offline THeTA0123

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Re: Mechwarrior Online
« Reply #14 on: 11-10-2012, 18:10:31 »
Next week, open beta starts.
ALong with another big patch and new mechs!(Cicada and maybe cataphract)
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