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MechWarrior Online - News and Information Thread

Zaptruder

Banned
The jaegermech is an atrocious mech. I like it's clunky fat rifleman look, but its stat and equipment design is shockingly bad.

2 AC/5, 2 AC/2, 2 medium lasers, and 45% of the max armor for its weight class (making it comparable to a 35-40 ton mech), slow... It's really a ridiculous mech for practical purposes.

That said, the tabletop game doesn't really do justice to autocannons because it doesn't really reflect their rate of fire...

If they rectify that, then I think it could be a fun mech to play - assuming that it has a reasonable rate of fire - maybe 2 or so shots per second, it'd be a fun longish range direct fire support unit.

But they need to play with the ammo values... would suck to run dry of ammo in 10-20 seconds.
 

Woorloog

Banned
The problem with Jagermech is that canonically it is meant to be killing aircraft, not other mechs (also, fire support, so it is the teamplayer's mech). Rifleman wasn't really any better... Both mechs have relatively low battlevalue for their weight.
Nor any other mechs specializing for against non-mech units.

That said, with tweaking it can be made a proper mech killer... Probably. Heavy hitting long range weapons and it's good to go. Or ridiculous amount of AC2s, if possible.
 

K.Jack

Knowledge is power, guard it well
Ever since Mechcommander I've never respected the Jagermech.
Haha I'm exactly the same. Mechcommander has taught me to spit on the Jagermech name.

Damn I wish I could play those on Windows 7.
 

Mupod

Member
The jaegermech is an atrocious mech. I like it's clunky fat rifleman look, but its stat and equipment design is shockingly bad.

It baffles me why people get so hung up on the default setups in a game where you can change anything you want. I look at it and see two gauss rifles with medium laser backup, which sounds fine to me.
 

Woorloog

Banned
It baffles me why people get so hung up on the default setups in a game where you can change anything you want. I look at it and see two gauss rifles with medium laser backup, which sounds fine to me.

Well, you gotta start with the default setup... unless you buy the mech later on, ie you also got money for additional weapons etc.
The default setup is bad enough people will very likely skip the mech and choose something else. Not a good introduction to a mech, might give it a bad reputation.

Also, the hardpoint system means it is hard to figure out beforehand what kinda configurations you can make.
We can assume the thing has at least two energy HPs and either 2 or 4 HPs for ballistics (since its default config is 2 M-lasers, 2 AC2s and 2 AC5s). AC2s and 5s dont' take much space... but if the mech has 4 smaller ballistic HPs, it means you probably cannot equip it with gauss rifles (which would be ideal for a direct fire support mech, like Jager is). I'd guess it also has some sort energy HPs in arms but probably not very large ones (so don't assume you can fit PPCs on it), the mech is probably mostly a ballistic weapons mech.

What do we know of modifying engines? I was thinking that Jager's basespeed is a bit slow (64kph) and if i'd use it, i'd want a bit more speed. I'd probably config it as fast long range fire support/harasser. You know, the kind that chips away your armor slowly but is fast enough retaliation is difficult.
EDIT, let's see downgrade AC5s to AC2s, add ammo (probably 4 tons, so 45 shots per cannon). Need more speed, probably have to ditch the medium lasers, maybe even less armor. Hmm. This is going to be a hellishly difficult mech to pilot...
 

Mupod

Member
Also, the hardpoint system means it is hard to figure out beforehand what kinda configurations you can make.
We can assume the thing has at least two energy HPs and either 2 or 4 HPs for ballistics (since its default config is 2 M-lasers, 2 AC2s and 2 AC5s). AC2s and 5s dont' take much space... but if the mech has 4 smaller ballistic HPs, it means you probably cannot equip it with gauss rifles (which would be ideal for a direct fire support mech, like Jager is). I'd guess it also has some sort energy HPs in arms but probably not very large ones (so don't assume you can fit PPCs on it), the mech is probably mostly a ballistic weapons mech.

What do we know of modifying engines? I was thinking that Jager's basespeed is a bit slow (64kph) and if i'd use it, i'd want a bit more speed. I'd probably config it as fast long range fire support/harasser. You know, the kind that chips away your armor slowly but is fast enough retaliation is difficult.

You lost me a bit in the first part, but bear in mind that MWO's hardpoint system is totally different from MW4's. MW4's 'hardpoints' were of a specific size and as you say, you could not fit say a PPC in a 2 slot hardpoint even if you had plenty of tonnage and nothing else in that arm/torso/whatever. MWO's hardpoints are like this:

- Jagermech has (guessing) two ballistic hardpoints in each arm
- it has (also guessing) 10 free critical slots in each arm as well
- you could theoretically put two AC5s in one arm with MWO's system because they only take up 4 critical slots each
- you could NOT put two gauss rifles in one arm because they each take up 7, but you could put one in each arm and still have another hardpoint to put an AC2 or something. However you'd be way overweight if you tried that.
- there might be a variant with energy hardpoints in the arms but I can almost guarantee you the basic variant won't

hope that helps.

as for engines right now you can swap out for a bigger engine and tonnage increases appropriately. No idea how viable that'd be for a Jagermech but there should be lots of room for improvement if you want to mount lighter weaponry. You could also switch to an XL engine which would take up critical slots in your L/R torso for lighter weight, which could be an extreme liability if you're ALSO carrying autocannon ammo in there.
 

Lime

Member
Haha I'm exactly the same. Mechcommander has taught me to spit on the Jagermech name.

Damn I wish I could play those on Windows 7.

What do you mean? Mechcommander works perfectly in Windows 7. I played it last year:

mcx2011-04-0422-24-2896x9k.png


mcx2011-04-0801-55-248llzq.png


You just have to copy the CD contents to a harddrive folder instead of installing through the setup like you normally would do.
 

K.Jack

Knowledge is power, guard it well
Guys, there's already an official Jagermech variant (JM6-DG), which carries a single Gauss Rifle in each arm and two ER Medium Lasers.

So I'm sure the fit will be possible.
What do you mean? Mechcommander works perfectly in Windows 7. I played it last year:
You just have to copy the CD contents to a harddrive folder instead of installing through the setup like you normally would do.
Hmm going to find my discs or just download a version so i can try this out. Thanks.
 

Zaptruder

Banned
Guys, there's already an official Jagermech variant (JM6-DG), which carries a single Gauss Rifle in each arm and two ER Medium Lasers.

So I'm sure the fit will be possible.
Hmm going to find my discs or just download a version so i can try this out. Thanks.

Gauss rifles don't exist until clan-tech filters down to the IS.

And really, it's biggest failing is its paper thin armor.
 

Lime

Member
Battlemech # 15:

Spider

C4BBBA3BD5142A1391060154938ADEEC.jpg


TRO

3025_Spider1.jpg


As a drawing piece in itself, the detail on the Spider is amazing. The shadowing especially.
 

Nymerio

Member
Fifth round of invites is also out, still nothing for me. One of the devs said on twitter that most likely all founders would get an invite before the 7th. With my look I'd bet I'll get the invite on the 6th...
 
I wonder what the redeeming qualities of the Spider will be, none of it's variants carries any real firepower and having only torso mounted weapons seems like another flaw.
 

Woorloog

Banned
Looks very interesting and challening mech to pilot effectively.

I wonder what the redeeming qualities of the Spider will be, none of it's variants carries any real firepower and having only torso mounted weapons seems like another flaw.

It is light mech... and extremly fast and mobile, so it works well as a scout and light harasser.

The default config is lacking in firepower though... I'd probably trade the medium lasers and some armor or heatsinks (would be nice to know its exact config) for a single large laser or 4-6+ small lasers (tabletop small laser damage is 3, medium laser's 5, likely true for MWO since it is heavily based of the tabletop rules) or small lasers and flamers mixture.
Medium pulse lasers would be nice too. So many possibilities (even if there are only limited number of good configs).
While expensive, this mech definetly looks like something that could use Endo Steel and Ferro-Fibrous... SDR-7K2 has those and with slight reduction in jump capability, it carries an ER Large Laser. A fast and mobile sniper, me likes.
 
Looks very interesting and challening mech to pilot effectively.



It is light mech... and extremly fast and mobile, so it works well as a scout and light harasser.

The default config is lacking in firepower though... I'd probably trade the medium lasers and some armor or heatsinks (would be nice to know its exact config) for a single large laser or 4-6+ small lasers (tabletop small laser damage is 3, medium laser's 5, likely true for MWO since it is heavily based of the tabletop rules) or small lasers and flamers mixture.
Medium pulse lasers would be nice too. So many possibilities (even if there are only limited number of good configs).
While expensive, this mech definetly looks like something that could use Endo Steel and Ferro-Fibrous... SDR-7K2 has those and with slight reduction in jump capability, it carries an ER Large Laser. A fast and mobile sniper, me likes.

With the current hardpoint system the standard Spider would only be able to carry two energy weapons, so that limits customization options quite a bit (unless they make more changes to the hardpoint system later). I imagine that it wil be a really hard mech to hit though since the bulkier Jenners are already a big pain in the ass.
 
Unless the battles are massive, light scout mechs usually are useless. The older small player btech games always had that issue since it was pointless to play overly light mechs since most people were so heavily armed to bear. If the game can truly support large engagements, the light mechs will prove much more useful for harassement and scouting purposes. You have to be a team player to work these light mechs as alone you are pretty much useless.
 

Orayn

Member
Unless the battles are massive, light scout mechs usually are useless. The older small player btech games always had that issue since it was pointless to play overly light mechs since most people were so heavily armed to bear. If the game can truly support large engagements, the light mechs will prove much more useful for harassement and scouting purposes. You have to be a team player to work these light mechs as alone you are pretty much useless.

The real-time nature of the game makes Lights' speed a lot deadlier than you'd think. Apparently a talented Jenner pilot can literally run circles around an Assault 'Mech and blow its arms off without getting hit once.
 

Woorloog

Banned
With the current hardpoint system the standard Spider would only be able to carry two energy weapons, so that limits customization options quite a bit (unless they make more changes to the hardpoint system later).
Just because the base variant has hardpoins only on torso doesn't mean it doesn't have any extra hardpoints. It very likely will have some, probably based of the other variants.
Unless the battles are massive, light scout mechs usually are useless. The older small player btech games always had that issue since it was pointless to play overly light mechs since most people were so heavily armed to bear. If the game can truly support large engagements, the light mechs will prove much more useful for harassement and scouting purposes. You have to be a team player to work these light mechs as alone you are pretty much useless.

Obivously the developers are trying to make light mechs useful. The role-warfare idea, ability to share targeting data... I got the impression that Piranha will try to follow tabletop rules and canon but tweak things to make them work in-game.
I'll be perfectly happy to pilot a light mech with just a medium laser or two and give others targeting data for missile barrages and stuff.
Currently the player count is 24, so battalion versus battalion which is quite big battle for BattleMechs
 

kagete

Member
Man is this really not going into open beta or release soon? I have a ton of impressions I'd like to share from... knowing someone who is in the closed beta... I wonder if anyone from piranha games posts on GAF.
 

Nymerio

Member
Damn, I'd really like to hear these impressions. If only there was a system in place that would allow users to send messages to each other...
 

kagete

Member
Quote to see. Its not like I'm doing anything illegal, only passing off hearsay and unfounded rumors and impressions from someone who may be lying about being in the beta.

All impressions below are copy-pasted from my friend

There are 4 short clips displayed at the beginning that I couldn't skip at all. 2 of them are from the dev and publisher and they look like they were made in MS Paint and then compressed using Bink for the xbox 360.

Once it launches, you have access to your Mech Lab and Pilot Lab where you can buy/configure your mechs and look at your pilot's XP unlock progression while the game constantly checks in the background if you're updated to the latest version/
If your client isn't up to date, the Launch button (for quick matchmaking) is colored differently and has a scrolling text message that indicates the client is patching.

The Pilot Lab shows your profile and it looks like there are placeholders for where you can have your avatar and possibly other logos/icons in the future but right now there is just a generic white head/shoulders phonebook contact silhoutte.

XP unlocks for "perks" look like they will take a while. The lowest level 1 unlock (i think it was Anchor Turn) costs 1000xp but from what i've seen in the only matchmaking mode so far you get around 15-20 XP in a loss and around 25-30 XP in a win.

There are 4 tiers of XP unlocks with some of them costing... I think around 5,000xp.
The Mech Lab is barebones so far and has several UI bugs, of which the most prominent is that a previous screen you've visited is overlayed onscreen after you've started navigating elsewhere.

No paint customizations that I've seen so far and I don't think I'm able to rename my mech after the initial naming when buying one.

Your mech's weight and total armor rating is shown and there are ratings for firepower and heat management but they are both currently not working and will always show 0 values regardless of what you throw on your mech.

The only relevant information displayed for equipment you can mount on your hardpoints are the number of slots they take, weight (in tons), and the cost in credits, and if a weapon is energy or requires ammo.

There are no weapon descriptions or anything else that you would expect like : damage, rate of fire, range, heat ratings... nothing of the sort that can actually help you decide what your loadout should be.

Only standard armor is available right now but it definitely seems like alternatives will be offered later on. The armor values can be tweaked for each hardpoint plus the rear for certain ones like your torso. I tried removing a lot of weapons and adding more armor but for some reason I couldn't really add much more than 2 points to one place despite having free weight. It looks like, at least for the 2 mechs I tried configuring in detail (Catapult and Atlas), the armor was already nearly maxed out.

Looking for matches is quick and easy, you just click the Launch button and then wait while browsing GAF. In my experience I've never waited more than 3 minutes to get a match. I have a relativey fast PC thats only a year old (2500k+6950) and I find myself loading the map first or second and waiting for all the other players to connect. Waiting for everyone can take up to 3 minutes or more if someone is a slow loader.

Most matches I've been in have been 7v8 or 8v8. I think they match by total weight. Unfortunately right now there seem to be a lot of people who AFK intentionally because I see them joining again in other matches but they are just standing still at the spawn point. Almost every match will have at least one person disconnected, sometimes up to 2 on each team.

It's just plain team deathmatch with the primitive concept of a "base" where each team spawns. No respawns on death, just a spec cam from a teammates perspective so you can enjoy the static view of the 2 AFK people on your team. There's a timer for when people don't kill the whole team and the game ends then. A prominent bar is on the center top of your screen that shows the swing in favor of either your team or the enemy's that's probably based on damage dealt.

Speaking of damage dealt, it looks to be the main basis for "score" in terms of credits/xp awarded at the end of each match. Credits are used to purchase weapons and mechs. A lot of weapons are around the 50k to 200k range. The cheapest Atlas variant (i think there are 4) is around 9.5 million, and I remember skimming through the light mechs and seeing what I think was the Jenner at around 3 million. The real money equivalent is MC, and mechs cost around 20k MC instead of millions in credits. I don't know what the conversion for MC to $ is right now though.

Combat is FUN! There is definitely incentive to playing lighter and faster mechs as the lightest Jenner will run 3x as fast as the Atlas I was piloting and they can defintely circle strafe or stay permanently behind me if the pilot is skilled. Watching a good Jenner pilot in spec cam after I died (which was often, even in an Atlas) was cool but quickly gave me nausea because of the speed and constant bobbing of the damn cockpit view.

Cockpit view only, and there doesn't seem to be a button to change that and get rid of it. You do get to a temporary 3rd person view for a few seconds in those fun situations where you trip over a smaller mech or weird geometery and then fall over each other. The cam goes to 3rd person and you get to see your mechs clamber to get up while they get shot repeatedly by both friends and enemies alike.

You get two targeting reticles: one for your torso mounted weapons and another for your arm-mounted weapons. I don't think anyone should ever use a joystick because your arm-mounted weapons will follow your mouse aim almost 1:1 up to a very wide range of motion and targeting that even nearly goes outside what you can see of your cockpit view. Meanwhile, your torso targeting has a limited range of motion and will take longer to follow your mouse aim.

This is where light or at least faster medium sized mechs can shine: while the mouse aiming is good, not all of an assault mech's weapons are on its arms and it's very hard to bring all your weapons to bear and alpha strike a lighter mech that's zipping around the map. A smaller mech that risks running into my Atlas point blank and slightly under me will have be easy to hit with my torso weapons but my arm weapons will likely overshoot him since he is too close. I really wish there was a melee option that sacrificed some damage to the arms in order to punch or at least shove off mechs that are right in front of you.

Weapon choice and mounting on-torso vs on-arms is very important because of the aforementioned aiming differences and how each weapon effectively deals damage. Here's a brief rundown:

LRMs - they seem cheesy because they lock-on but at long distances they all seem to exhibit the same terrain-avoiding pattern of gaining altitude first and then abruptly raining downward on a mech to hit its most well-armored parts. They're released in a buzzing insect swarm pattern that looks stupid and isn't as cool as we'd come to expect from Japanese games where guided missiles are like choreographed pinpoints of light. Here when you fire them you can actually see more then a few traveling forward while sideways which makes absolutely no sense (basically envision a rocket logo and thats how some of these LRMs seem to be moving FORWARD once you first fire them)

SRMs - meh, didn't try these at all myself but I've specced lot of people that use them. They seem to still be effective when shotgunned at close range (LRMs too).

Pulse Lasers - hot, heavy, and expensive but they deal good damage in a quick burst which is great in this game.

Normal Lasers - actually behave like how I'd expect real lasers to do damage. I think they are better arm-mounted if you have good aim since these don't deal damage immediately. Once you press the button to fire your lasers they shoout out instantly and then stay on for what seems like 2 seconds total and if you want to deal the most damage you have to keep your aim steady on the mech you're targeting. Trying to keep this targeted on fast mechs is hard to do from a distance so sniping with ER Large Lasers doesn't seem to efficient unless you're targeting a stationary LRM cheeser that just wants to aim from far away.

Machinegun - satisfying sound that actually doesn't seem to do any significant damage but is fun to just keep shooting while circle-strafing someone.

PPCs - amazing when they hit, but there is a noticeable delay for them to actually shoot after you press a button, and the projectile seems to travel slower than the AC and Gauss. I always feel like sure hits with PPCs when both myself and my target are stationary seem to miss half the time even though they should have been clean hits. It might be lag issues because there is some faint rubber-banding at times.

A/C - I have little experience with this so far

Gauss - it seems like it has great damage when it actually hits but it seems like it has the longest delay between button press and actual projectile firing so i basically have to shoot stationary mechs or lead my shot. Once it fires, the projectile is very fast though.

There are only 3 maps right now, and 2 of them are visually terrible because one is 90% snow/ice while the other is 99% in sepia tones. There is a lot of terrain, hills, and various obstacles to hide behind. Battles are nice and fun and even the lightest mechs can take a beating and still keep fighting. You can certainly turn things around if you zone in or get good positioning and going 1v5 isn't necessarily a bad thing. I once mistakenly left my team to solo 5 guys by myself and it took them around 5 minutes to finally kill me which gave the rest of my team more than enough time to pick off the opposide side's stragglers one by one and give us a decisive victory.

All in all its looking great so far and I have confidence that there will be enough complexity there for hardcore fans. I can't wait for more mechs and improvements to get patched in!
 

Woorloog

Banned
Quote to see. Its not like I'm doing anything illegal, only passing off hearsay and unfounded rumors and impressions from someone who may be lying about being in the beta.

All impressions below are copy-pasted from my friend

There are 4 short clips displayed at the beginning that I couldn't skip at all. 2 of them are from the dev and publisher and they look like they were made in MS Paint and then compressed using Bink for the xbox 360.

Once it launches, you have access to your Mech Lab and Pilot Lab where you can buy/configure your mechs and look at your pilot's XP unlock progression while the game constantly checks in the background if you're updated to the latest version/
If your client isn't up to date, the Launch button (for quick matchmaking) is colored differently and has a scrolling text message that indicates the client is patching.

The Pilot Lab shows your profile and it looks like there are placeholders for where you can have your avatar and possibly other logos/icons in the future but right now there is just a generic white head/shoulders phonebook contact silhoutte.

XP unlocks for "perks" look like they will take a while. The lowest level 1 unlock (i think it was Anchor Turn) costs 1000xp but from what i've seen in the only matchmaking mode so far you get around 15-20 XP in a loss and around 25-30 XP in a win.

There are 4 tiers of XP unlocks with some of them costing... I think around 5,000xp.
The Mech Lab is barebones so far and has several UI bugs, of which the most prominent is that a previous screen you've visited is overlayed onscreen after you've started navigating elsewhere.

No paint customizations that I've seen so far and I don't think I'm able to rename my mech after the initial naming when buying one.

Your mech's weight and total armor rating is shown and there are ratings for firepower and heat management but they are both currently not working and will always show 0 values regardless of what you throw on your mech.

The only relevant information displayed for equipment you can mount on your hardpoints are the number of slots they take, weight (in tons), and the cost in credits, and if a weapon is energy or requires ammo.

There are no weapon descriptions or anything else that you would expect like : damage, rate of fire, range, heat ratings... nothing of the sort that can actually help you decide what your loadout should be.

Only standard armor is available right now but it definitely seems like alternatives will be offered later on. The armor values can be tweaked for each hardpoint plus the rear for certain ones like your torso. I tried removing a lot of weapons and adding more armor but for some reason I couldn't really add much more than 2 points to one place despite having free weight. It looks like, at least for the 2 mechs I tried configuring in detail (Catapult and Atlas), the armor was already nearly maxed out.

Looking for matches is quick and easy, you just click the Launch button and then wait while browsing GAF. In my experience I've never waited more than 3 minutes to get a match. I have a relativey fast PC thats only a year old (2500k+6950) and I find myself loading the map first or second and waiting for all the other players to connect. Waiting for everyone can take up to 3 minutes or more if someone is a slow loader.

Most matches I've been in have been 7v8 or 8v8. I think they match by total weight. Unfortunately right now there seem to be a lot of people who AFK intentionally because I see them joining again in other matches but they are just standing still at the spawn point. Almost every match will have at least one person disconnected, sometimes up to 2 on each team.

It's just plain team deathmatch with the primitive concept of a "base" where each team spawns. No respawns on death, just a spec cam from a teammates perspective so you can enjoy the static view of the 2 AFK people on your team. There's a timer for when people don't kill the whole team and the game ends then. A prominent bar is on the center top of your screen that shows the swing in favor of either your team or the enemy's that's probably based on damage dealt.

Speaking of damage dealt, it looks to be the main basis for "score" in terms of credits/xp awarded at the end of each match. Credits are used to purchase weapons and mechs. A lot of weapons are around the 50k to 200k range. The cheapest Atlas variant (i think there are 4) is around 9.5 million, and I remember skimming through the light mechs and seeing what I think was the Jenner at around 3 million. The real money equivalent is MC, and mechs cost around 20k MC instead of millions in credits. I don't know what the conversion for MC to $ is right now though.

Combat is FUN! There is definitely incentive to playing lighter and faster mechs as the lightest Jenner will run 3x as fast as the Atlas I was piloting and they can defintely circle strafe or stay permanently behind me if the pilot is skilled. Watching a good Jenner pilot in spec cam after I died (which was often, even in an Atlas) was cool but quickly gave me nausea because of the speed and constant bobbing of the damn cockpit view.

Cockpit view only, and there doesn't seem to be a button to change that and get rid of it. You do get to a temporary 3rd person view for a few seconds in those fun situations where you trip over a smaller mech or weird geometery and then fall over each other. The cam goes to 3rd person and you get to see your mechs clamber to get up while they get shot repeatedly by both friends and enemies alike.

You get two targeting reticles: one for your torso mounted weapons and another for your arm-mounted weapons. I don't think anyone should ever use a joystick because your arm-mounted weapons will follow your mouse aim almost 1:1 up to a very wide range of motion and targeting that even nearly goes outside what you can see of your cockpit view. Meanwhile, your torso targeting has a limited range of motion and will take longer to follow your mouse aim.

This is where light or at least faster medium sized mechs can shine: while the mouse aiming is good, not all of an assault mech's weapons are on its arms and it's very hard to bring all your weapons to bear and alpha strike a lighter mech that's zipping around the map. A smaller mech that risks running into my Atlas point blank and slightly under me will have be easy to hit with my torso weapons but my arm weapons will likely overshoot him since he is too close. I really wish there was a melee option that sacrificed some damage to the arms in order to punch or at least shove off mechs that are right in front of you.

Weapon choice and mounting on-torso vs on-arms is very important because of the aforementioned aiming differences and how each weapon effectively deals damage. Here's a brief rundown:

LRMs - they seem cheesy because they lock-on but at long distances they all seem to exhibit the same terrain-avoiding pattern of gaining altitude first and then abruptly raining downward on a mech to hit its most well-armored parts. They're released in a buzzing insect swarm pattern that looks stupid and isn't as cool as we'd come to expect from Japanese games where guided missiles are like choreographed pinpoints of light. Here when you fire them you can actually see more then a few traveling forward while sideways which makes absolutely no sense (basically envision a rocket logo and thats how some of these LRMs seem to be moving FORWARD once you first fire them)

SRMs - meh, didn't try these at all myself but I've specced lot of people that use them. They seem to still be effective when shotgunned at close range (LRMs too).

Pulse Lasers - hot, heavy, and expensive but they deal good damage in a quick burst which is great in this game.

Normal Lasers - actually behave like how I'd expect real lasers to do damage. I think they are better arm-mounted if you have good aim since these don't deal damage immediately. Once you press the button to fire your lasers they shoout out instantly and then stay on for what seems like 2 seconds total and if you want to deal the most damage you have to keep your aim steady on the mech you're targeting. Trying to keep this targeted on fast mechs is hard to do from a distance so sniping with ER Large Lasers doesn't seem to efficient unless you're targeting a stationary LRM cheeser that just wants to aim from far away.

Machinegun - satisfying sound that actually doesn't seem to do any significant damage but is fun to just keep shooting while circle-strafing someone.

PPCs - amazing when they hit, but there is a noticeable delay for them to actually shoot after you press a button, and the projectile seems to travel slower than the AC and Gauss. I always feel like sure hits with PPCs when both myself and my target are stationary seem to miss half the time even though they should have been clean hits. It might be lag issues because there is some faint rubber-banding at times.

A/C - I have little experience with this so far

Gauss - it seems like it has great damage when it actually hits but it seems like it has the longest delay between button press and actual projectile firing so i basically have to shoot stationary mechs or lead my shot. Once it fires, the projectile is very fast though.

There are only 3 maps right now, and 2 of them are visually terrible because one is 90% snow/ice while the other is 99% in sepia tones. There is a lot of terrain, hills, and various obstacles to hide behind. Battles are nice and fun and even the lightest mechs can take a beating and still keep fighting. You can certainly turn things around if you zone in or get good positioning and going 1v5 isn't necessarily a bad thing. I once mistakenly left my team to solo 5 guys by myself and it took them around 5 minutes to finally kill me which gave the rest of my team more than enough time to pick off the opposide side's stragglers one by one and give us a decisive victory.

All in all its looking great so far and I have confidence that there will be enough complexity there for hardcore fans. I can't wait for more mechs and improvements to get patched in!

And this is why the Beta is under NDA. So many bugs and other bad stuff at the moment... Were these impression public, people would slam the game a lot.
 

Ocho

Member
Quote to see. Its not like I'm doing anything illegal, only passing off hearsay and unfounded rumors and impressions from someone who may be lying about being in the beta.

All impressions below are copy-pasted from my friend

There are 4 short clips displayed at the beginning that I couldn't skip at all. 2 of them are from the dev and publisher and they look like they were made in MS Paint and then compressed using Bink for the xbox 360.

Once it launches, you have access to your Mech Lab and Pilot Lab where you can buy/configure your mechs and look at your pilot's XP unlock progression while the game constantly checks in the background if you're updated to the latest version/
If your client isn't up to date, the Launch button (for quick matchmaking) is colored differently and has a scrolling text message that indicates the client is patching.

The Pilot Lab shows your profile and it looks like there are placeholders for where you can have your avatar and possibly other logos/icons in the future but right now there is just a generic white head/shoulders phonebook contact silhoutte.

XP unlocks for "perks" look like they will take a while. The lowest level 1 unlock (i think it was Anchor Turn) costs 1000xp but from what i've seen in the only matchmaking mode so far you get around 15-20 XP in a loss and around 25-30 XP in a win.

There are 4 tiers of XP unlocks with some of them costing... I think around 5,000xp.
The Mech Lab is barebones so far and has several UI bugs, of which the most prominent is that a previous screen you've visited is overlayed onscreen after you've started navigating elsewhere.

No paint customizations that I've seen so far and I don't think I'm able to rename my mech after the initial naming when buying one.

Your mech's weight and total armor rating is shown and there are ratings for firepower and heat management but they are both currently not working and will always show 0 values regardless of what you throw on your mech.

The only relevant information displayed for equipment you can mount on your hardpoints are the number of slots they take, weight (in tons), and the cost in credits, and if a weapon is energy or requires ammo.

There are no weapon descriptions or anything else that you would expect like : damage, rate of fire, range, heat ratings... nothing of the sort that can actually help you decide what your loadout should be.

Only standard armor is available right now but it definitely seems like alternatives will be offered later on. The armor values can be tweaked for each hardpoint plus the rear for certain ones like your torso. I tried removing a lot of weapons and adding more armor but for some reason I couldn't really add much more than 2 points to one place despite having free weight. It looks like, at least for the 2 mechs I tried configuring in detail (Catapult and Atlas), the armor was already nearly maxed out.

Looking for matches is quick and easy, you just click the Launch button and then wait while browsing GAF. In my experience I've never waited more than 3 minutes to get a match. I have a relativey fast PC thats only a year old (2500k+6950) and I find myself loading the map first or second and waiting for all the other players to connect. Waiting for everyone can take up to 3 minutes or more if someone is a slow loader.

Most matches I've been in have been 7v8 or 8v8. I think they match by total weight. Unfortunately right now there seem to be a lot of people who AFK intentionally because I see them joining again in other matches but they are just standing still at the spawn point. Almost every match will have at least one person disconnected, sometimes up to 2 on each team.

It's just plain team deathmatch with the primitive concept of a "base" where each team spawns. No respawns on death, just a spec cam from a teammates perspective so you can enjoy the static view of the 2 AFK people on your team. There's a timer for when people don't kill the whole team and the game ends then. A prominent bar is on the center top of your screen that shows the swing in favor of either your team or the enemy's that's probably based on damage dealt.

Speaking of damage dealt, it looks to be the main basis for "score" in terms of credits/xp awarded at the end of each match. Credits are used to purchase weapons and mechs. A lot of weapons are around the 50k to 200k range. The cheapest Atlas variant (i think there are 4) is around 9.5 million, and I remember skimming through the light mechs and seeing what I think was the Jenner at around 3 million. The real money equivalent is MC, and mechs cost around 20k MC instead of millions in credits. I don't know what the conversion for MC to $ is right now though.

Combat is FUN! There is definitely incentive to playing lighter and faster mechs as the lightest Jenner will run 3x as fast as the Atlas I was piloting and they can defintely circle strafe or stay permanently behind me if the pilot is skilled. Watching a good Jenner pilot in spec cam after I died (which was often, even in an Atlas) was cool but quickly gave me nausea because of the speed and constant bobbing of the damn cockpit view.

Cockpit view only, and there doesn't seem to be a button to change that and get rid of it. You do get to a temporary 3rd person view for a few seconds in those fun situations where you trip over a smaller mech or weird geometery and then fall over each other. The cam goes to 3rd person and you get to see your mechs clamber to get up while they get shot repeatedly by both friends and enemies alike.

You get two targeting reticles: one for your torso mounted weapons and another for your arm-mounted weapons. I don't think anyone should ever use a joystick because your arm-mounted weapons will follow your mouse aim almost 1:1 up to a very wide range of motion and targeting that even nearly goes outside what you can see of your cockpit view. Meanwhile, your torso targeting has a limited range of motion and will take longer to follow your mouse aim.

This is where light or at least faster medium sized mechs can shine: while the mouse aiming is good, not all of an assault mech's weapons are on its arms and it's very hard to bring all your weapons to bear and alpha strike a lighter mech that's zipping around the map. A smaller mech that risks running into my Atlas point blank and slightly under me will have be easy to hit with my torso weapons but my arm weapons will likely overshoot him since he is too close. I really wish there was a melee option that sacrificed some damage to the arms in order to punch or at least shove off mechs that are right in front of you.

Weapon choice and mounting on-torso vs on-arms is very important because of the aforementioned aiming differences and how each weapon effectively deals damage. Here's a brief rundown:

LRMs - they seem cheesy because they lock-on but at long distances they all seem to exhibit the same terrain-avoiding pattern of gaining altitude first and then abruptly raining downward on a mech to hit its most well-armored parts. They're released in a buzzing insect swarm pattern that looks stupid and isn't as cool as we'd come to expect from Japanese games where guided missiles are like choreographed pinpoints of light. Here when you fire them you can actually see more then a few traveling forward while sideways which makes absolutely no sense (basically envision a rocket logo and thats how some of these LRMs seem to be moving FORWARD once you first fire them)

SRMs - meh, didn't try these at all myself but I've specced lot of people that use them. They seem to still be effective when shotgunned at close range (LRMs too).

Pulse Lasers - hot, heavy, and expensive but they deal good damage in a quick burst which is great in this game.

Normal Lasers - actually behave like how I'd expect real lasers to do damage. I think they are better arm-mounted if you have good aim since these don't deal damage immediately. Once you press the button to fire your lasers they shoout out instantly and then stay on for what seems like 2 seconds total and if you want to deal the most damage you have to keep your aim steady on the mech you're targeting. Trying to keep this targeted on fast mechs is hard to do from a distance so sniping with ER Large Lasers doesn't seem to efficient unless you're targeting a stationary LRM cheeser that just wants to aim from far away.

Machinegun - satisfying sound that actually doesn't seem to do any significant damage but is fun to just keep shooting while circle-strafing someone.

PPCs - amazing when they hit, but there is a noticeable delay for them to actually shoot after you press a button, and the projectile seems to travel slower than the AC and Gauss. I always feel like sure hits with PPCs when both myself and my target are stationary seem to miss half the time even though they should have been clean hits. It might be lag issues because there is some faint rubber-banding at times.

A/C - I have little experience with this so far

Gauss - it seems like it has great damage when it actually hits but it seems like it has the longest delay between button press and actual projectile firing so i basically have to shoot stationary mechs or lead my shot. Once it fires, the projectile is very fast though.

There are only 3 maps right now, and 2 of them are visually terrible because one is 90% snow/ice while the other is 99% in sepia tones. There is a lot of terrain, hills, and various obstacles to hide behind. Battles are nice and fun and even the lightest mechs can take a beating and still keep fighting. You can certainly turn things around if you zone in or get good positioning and going 1v5 isn't necessarily a bad thing. I once mistakenly left my team to solo 5 guys by myself and it took them around 5 minutes to finally kill me which gave the rest of my team more than enough time to pick off the opposide side's stragglers one by one and give us a decisive victory.

All in all its looking great so far and I have confidence that there will be enough complexity there for hardcore fans. I can't wait for more mechs and improvements to get patched in!

Interesting to read that keyboard/mouse is superior to using a joystick in a mech game. I know, beta and all, but it makes sense if arms aim is 1:1.
 

kagete

Member
I think throttle stick + mouse will be superior since using a physical lever for throttle makes sense instead of the W+S keys on the k/b.

The impressions are generally favorable and for a closed beta it is definitely not bad. You can jump into matches quickly and you can tell there is enough of a good foundation in both what's in the game and what the devs have talked about to have a good hardcore mech sim that people will enjoy.
 
The real-time nature of the game makes Lights' speed a lot deadlier than you'd think. Apparently a talented Jenner pilot can literally run circles around an Assault 'Mech and blow its arms off without getting hit once.

Previous mechwarriors were real time, and speed was pretty useless in the older games, especially with sparse terrain features. You never really could run circles around assault mechs and never get hit, and with the lower player count all focus was in very personal confrontations. I hope we get a good selection of urban terrain as well which would make lighter mechs much more useful as well. Closing on a target was always a major problem in mechwarrior games of old because of the small confrontations and sparse terrain layouts again. Torso twisting and mech turning rates are hopefully more punishing for the heavier mechs in this version of mechwarrior.

With 24 player battles I can see things working better than the old days as Woorloog says.
 

Woorloog

Banned
Previous mechwarriors were real time, and speed was pretty useless in the older games, especially with sparse terrain features. You never really could run circles around assault mechs and never get hit, and with the lower player count all focus was in very personal confrontations. I hope we get a good selection of urban terrain as well which would make lighter mechs much more useful as well. Closing on a target was always a major problem in mechwarrior games of old because of the small confrontations and sparse terrain layouts again. Torso twisting and mech turning rates are hopefully more punishing for the heavier mechs in this version of mechwarrior.

With 24 player battles I can see things working better than the old days as Woorloog says.

It is clear the devs are aware of the previous MechWarrior's shortcomings and are taking steps to avoid those:
-Role Warfare.
-Map desing (more urban maps and a lot of places to hide, so i understood from some earlier dev commentaries)
-Lights probably have considerably faster turn rates and torso twist rates and much less inertia. (The inertia thing is confirmed in the Frozen City vid).
-Arms and torso aiming are not the same, ie Alpha Striking is harder (and thus making lights more viable)
-Cost. A light mech doesn't cost much, an assault mech can cost as much as 4 light mechs. Considering equipment and repairs cost too (right?), people should think twice before buying something that leaves their wallet empty.

And hopefully player skill in this game matters a lot, in BattleTech canon ace MechWarriors can fight with lighter mechs against heavier ones and win.
 
I don't know shit about the history of Mechwarrior, but damn do I love seeing the artwork comparisons of the old/new mech designs. They're perfect updates from my perspective.
 
Apparently there was a fourth wave of invites for founders. Still did not get one :/

Wow how many founder packages did they sell.... 0_0

Fifth round of invites is also out, still nothing for me. One of the devs said on twitter that most likely all founders would get an invite before the 7th. With my look I'd bet I'll get the invite on the 6th...

Good to know that there's a locked down date. I finish my last course of University just before that so hopefully I get my invite by then :D.
 
Holy fuck looks great. Time to dust off my Saitek joystick that ironically I bought for the purpose of playing MW4:Vengeance.

Edit: Really thinking of dropping 30 on this. This is a project I want to succeed. Just bought a brand new computer monitor too. Very excited.
 

Lime

Member
This is why we can't have nice things like sim games any longer:

Gamespy's news article on the new Centurion video:

Technobabble, ho! The trailer showing off MechWarrior Online's Centurion mech has a whole bunch of it. Technobabbly like, "the CN9-A variant sports 8.5 tons of armor, an Autocannon/10, LRM-10, and two Medium Lasers." I'm sure that means something to someone, but that person sure isn't me! All you hardcore MechWarrior folks probably know exactly what they're talking about, but perhaps a little dumbing down is needed for us plebeians. Anyway, watch the Centurion blow away some other big robots in the trailer above.

Am I alone in thinking MechWarrior Online looks a little... boring? I'm not convinced that it'll be able to hold up against modern competitive multiplayer games. Granted, I didn't play it too much growing up, so there may be something I'm missing about it, but I'm definitely not sold by what I've seen. What do you guys think? Are you going to get in on the MechWarrior Online action right away or wait and see?


Update: Note From the Editor

Welcome, MWO forumites! This post was definitely a little more glib than we generally shoot for, so apologies for that. That said, we strive to give honest reactions to the PC gaming news, and Taylor, as one of many gamers who has sadly not yet had much experience with MechWarrior games, would've been lying to you if he'd said this trailer got his blood pumping. Even if you disagree with that impression (and somehow I've gotten the idea that you do) you've gotta respect that honesty -- that's how you know we're giving you real opinions and not mindlessly saying that every game looks super-awesome. We're gamers, not hype machines.

But MechWarrior is a big part of PC gaming history, so to aid in Taylor's personal journey of discovery, he'll be accompanying us to the Nvidia MWO LAN event next Friday to see what it's really like to drive one of these suckers. You can expect to see coverage of his first-timer reactions next to those of some more experienced hands.

- Dan Stapleton
Editor in Chief
 

kagete

Member
Well this game definitely won't be for everyone. It's based on a well-loved sim franchise but wrapped in all the modern trappings of your typical Free2Play FPS shooter (pros and cons included). There's ample customization but it doesn't approach Armored core levels of min/maxing. One look at the XP perk unlocks made me shudder because a lot of the perks sounded terrible and initially makes it seems like a person who plays more will definitely have access to better perks. The "gunplay" is great because the weapons feel balanced because actually targeting each weapon type is very different : lasers have to be held on target for a duration to be effective, missiles require at least 2 seconds of mouseover before they lockon, projectiles are very limited in ammo and produce some heat as well, big hitter PPC/Gauss weapons need very good aim and preparation, and all the while heat management prevents spamming. Mixed weight classes actually seem to work but I suspect it will still be difficult to beat 5 Atlases turtling together.

This game will be polarizing but I bet the people who love it will end up gladly paying for microtransactions. It doesn't have to be a AAA title, if it can even sniff the same air as World of Tanks then most everyone will consider it a success even if the "hardcore" dudebro gamers and press will ignore it.
 

Zaptruder

Banned
This is why we can't have nice things like sim games any longer:

Gamespy's news article on the new Centurion video:

It really was a dry video.

While I'm a big time old school BT fan and particularly hyped about a MW revival that finally does the idea of BT/MW justice...

Listing stats straight up is... dumb. Even for me, it doesn't particularly mean a lot (because I can look it up if I really cared enough) - just give us the break down (he did give a summary of each variant).

Also, what's been shown so far is pretty lacking relative to other games... sound effects are weak, and animations are... lacking for a 2012 game. They're really a lot like large human shaped tanks - except instead of a barrel, you have an entire torso.

While understandably, it's tied to the reticle... there has to be some way to overcome this inherent limitation and produce results that allow people to care about the fact they're giant robots!
 

Woorloog

Banned
but I suspect it will still be difficult to beat 5 Atlases turtling together.

Of course it will be difficult. But if the matchmaking is done properly (ie no matching full Atlas team vs full light team) and Atlases actually cost so much they won't be that common, this shouldn't be an issue... and if it will happen, it will be damn epic fight.
Me, i see Assault mechs as defensive mechs mostly, their slow speed makes them weak on offense. Mobility is important when attacking. Hit and run, baby. Sure, no one will want to take on an Atlas alone, but if i can bybass it, it cannot do anything while i go blasting its home base.

Also, what's been shown so far is pretty lacking relative to other games... sound effects are weak, and animations are... lacking for a 2012 game. They're really a lot like large human shaped tanks - except instead of a barrel, you have an entire torso.

While understandably, it's tied to the reticle... there has to be some way to overcome this inherent limitation and produce results that allow people to care about the fact they're giant robots!

The new desings are more functional... indeed they're probably meant to be more like walking tanks than humanoid robots, both in looks and gameplay. I don't mind that, never been a big fan of animated giant robots. Walking tanks on the other hand...
 
This is why we can't have nice things like sim games any longer:

I'm not surprised. Although they were once more mainstream in the 90s, the general public seems to be turned off by traditional sims these days. It's why Microsoft attempted to convert MechWarrior into an action shooter with their MechAssault Xbox games.

It hardly matters for MWO, though. There's a rabid fanbase out there that will support it.
 

Woorloog

Banned
I'm not surprised. Although they were once more mainstream in the 90s, the general public seems to be turned off by traditional sims these days. It's why Microsoft attempted to convert MechWarrior into an action shooter with their MechAssault Xbox games.

It hardly matters for MWO, though. There's a rabid fanbase out there that will support it.

I wonder if sims will become more popular if MWO is a hit. You know, follow the leader...
Wouldn't mind "follow the leader" effect happening if MWO will herald resurgence of simulators.
 

Kai Dracon

Writing a dinosaur space opera symphony
The new desings are more functional... indeed they're probably meant to be more like walking tanks than humanoid robots, both in looks and gameplay. I don't mind that, never been a big fan of animated giant robots. Walking tanks on the other hand...

Even within the fiction, I gathered Battlemechs were basically improved, nuclear powered tanks-x-fire platforms.

In a lot of written Battlechech fiction the mechs are described as imposing and frightening but ungainly, and the rare gifted pilot who was zen-like at manipulating their neurohelmet feedback, could make a mech move more gracefully and humanlike. But that was special and shiny.

On that note, an amusing (?) footnote in the canonical fiction is that the entire premise of teams of 'knights' sallying forth in mechs to battle one another, is the result of the Ares Conventions, which attempted to prevent the technology of the era from wiping out civilization on entire planets with orbital nuclear bombardment. Destroying key cities and industry is off limits, as is targeting civilians. One of the more interesting novels had it that mech warriors saw themselves as protecting civilization no matter who they fought for, as without their occupation and the conventions surrounding it, humans would return to mass scale warfare and leveling infrastructure.

It was like a shocking event when, spoilers, I guess?
The Clans show up and the most ruthless clan uses warships to level entire cities from orbit.
 

Woorloog

Banned
Even within the fiction, I gathered Battlemechs were basically improved, nuclear powered tanks-x-fire platforms.
True that. Prefer it that way.
In a lot of written Battlechech fiction the mechs are described as imposing and frightening but ungainly, and the rare gifted pilot who was zen-like at manipulating their neurohelmet feedback, could make a mech move more gracefully and humanlike. But that was special and shiny.
Reminds me of this section

On that note, an amusing (?) footnote in the canonical fiction is that the entire premise of teams of 'knights' sallying forth in mechs to battle one another, is the result of the Ares Conventions, which attempted to prevent the technology of the era from wiping out civilization on entire planets with orbital nuclear bombardment. Destroying key cities and industry is off limits, as is targeting civilians. One of the more interesting novels had it that mech warriors saw themselves as protecting civilization no matter who they fought for, as without their occupation and the conventions surrounding it, humans would return to mass scale warfare and leveling infrastructure.

It was like a shocking event when, spoilers, I guess?
The Clans show up and the most ruthless clan uses warships to level entire cities from orbit.

The Clans in general manage to be rather ironic. From guardians of humanity to warriors who fight for fightings sake. Instead of protecting, they're conquerors.
 

Kai Dracon

Writing a dinosaur space opera symphony
True that. Prefer it that way.

Reminds me of this section



The Clans in general manage to be rather ironic. From guardians of humanity to warriors who fight for fightings sake. Instead of protecting, they're conquerors.


That's a great essay; I'd missed that one somehow. The MWO art direction as far as mech design goes seems to really get that balance right. The things look enough like giant robots to evoke the trope, but not the stereotypes.

And yeah, I tend to think the writers kept the Clans from merely being Mary Sue warriors, perfect and admirable in every way, by making them a schizophrenic society. There's hints in the backstory that the founder was using human psychology against itself, and was careful to ally himself personally with the clan (Wolf) that he felt would keep the others in check.
 

Woorloog

Banned
That's a great essay; I'd missed that one somehow. The MWO art direction as far as mech design goes seems to really get that balance right. The things look enough like giant robots to evoke the trope, but not the stereotypes.

And yeah, I tend to think the writers kept the Clans from merely being Mary Sue warriors, perfect and admirable in every way, by making them a schizophrenic society. There's hints in the backstory that the founder was using human psychology against itself, and was careful to ally himself personally with the clan (Wolf) that he felt would keep the others in check.

The essay seems to be based heavily of the original technology descriptions listed in the tabletop rules. Oh man those things were awesome when i was younger, so cool... (I have Finnish version of the first edition of BattleTech (not BattleDroids which is technically the first edition)).
The odd thing about BattleTech technology is that it is actually quite realistic, if you forget that Mechs are less dense than water since they weight way too little... I bet human sense of balance could be translated to a machince with some research. I think myomer-like plastic muscles reactiong to electricity actually exists (IIRC, i read about such somewhere). Lasers in BattleTech are quite realistic, unlike in science fiction in general, if you forgive the visible beams.

Superior skills doesn't make one a Mary Sue character, i think, as anyone can train him- or herself until they can do something very well... And the Clanners do train rigoriously, if they were good just due to their genetics then they would be Mary Sues instantly. The Clans easily avert being Mary Sues, IMO, they put their honor before reason very often, they make stupid decisions, indeed their life revolves around conflict... usually rather petty ones, not something that is actually useful for their society as a whole. They're far from perfect, though they have arrogance to think themselves perfect.

Also, Nicholas Kerensky, the Founder, seems to be someone whose motives can be intepreted in many ways... it is hard to say if he was powerhungry or if he carefully orchestrated a better future for humankind, as he saw it.

Battletech is one of those works of fictions that are just completly ridiculous but so magical and interesting (like Star Wars, IMO).
Also, something i noticed in TV Tropes: They noted that BattleTech is seemingly science fiction version of a classic fantasy setting: Knights (MechWarriors and Mechs), Magic (Technology), Kingdoms (the Successor States), Dark Ages (the Succession Wars) and etc...
And then a real twist, with the technology becoming more common and the Clan Invasion.

...
We need BattleTech OT, ain't the first time i start rambling about BattleTech.
 

Kai Dracon

Writing a dinosaur space opera symphony
The essay seems to be based heavily of the original technology descriptions listed in the tabletop rules. Oh man those things were awesome when i was younger, so cool... (I have Finnish version of the first edition of BattleTech (not BattleDroids which is technically the first edition)).
The odd thing about BattleTech technology is that it is actually quite realistic, if you forget that Mechs are less dense than water since they weight way too little... I bet human sense of balance could be translated to a machince with some research. I think myomer-like plastic muscles reactiong to electricity actually exists (IIRC, i read about such somewhere). Lasers in BattleTech are quite realistic, unlike in science fiction in general, if you forgive the visible beams.

Superior skills doesn't make one a Mary Sue character, i think, as anyone can train him- or herself until they can do something very well... And the Clanners do train rigoriously, if they were good just due to their genetics then they would be Mary Sues instantly. The Clans easily avert being Mary Sues, IMO, they put their honor before reason very often, they make stupid decisions, indeed their life revolves around conflict... usually rather petty ones, not something that is actually useful for their society as a whole. They're far from perfect, though they have arrogance to think themselves perfect.

Also, Nicholas Kerensky, the Founder, seems to be someone whose motives can be intepreted in many ways... it is hard to say if he was powerhungry or if he carefully orchestrated a better future for humankind, as he saw it.

Battletech is one of those works of fictions that are just completly ridiculous but so magical and interesting (like Star Wars, IMO).
Also, something i noticed in TV Tropes: They noted that BattleTech is seemingly science fiction version of a classic fantasy setting: Knights (MechWarriors and Mechs), Magic (Technology), Kingdoms (the Successor States), Dark Ages (the Succession Wars) and etc...
And then a real twist, with the technology becoming more common and the Clan Invasion.

...
We need BattleTech OT, ain't the first time i start rambling about BattleTech.

LOL, it's true, the fiction is a kind of unique hybrid of several orders of tropes. From that era, my two favorite fictional settings are probably Battletech and Rifts. (The premise and fiction of Rifts, not the play system lol - BOXING FOR EVERYONE!)

I went through some books I have and it was Ideal War in which the 'illogical' parts of Battletech's warfare premise were justified by the need to control and shape war so humanity didn't destroy itself with the technology of the 31st century.

Given that MWO is going to be played by a lot of people on GAF, I think a Battletech OT would be in order. Might be useful to help inform new folks on what it's all about. There's plenty of people who are gonna come in purely due to MWO being a F2P mech sim, who know nothing about Battletech.
 

Woorloog

Banned
LOL, it's true, the fiction is a kind of unique hybrid of several orders of tropes. From that era, my two favorite fictional settings are probably Battletech and Rifts. (The premise and fiction of Rifts, not the play system lol - BOXING FOR EVERYONE!)

I went through some books I have and it was Ideal War in which the 'illogical' parts of Battletech's warfare premise were justified by the need to control and shape war so humanity didn't destroy itself with the technology of the 31st century.

Given that MWO is going to be played by a lot of people on GAF, I think a Battletech OT would be in order. Might be useful to help inform new folks on what it's all about. There's plenty of people who are gonna come in purely due to MWO being a F2P mech sim, who know nothing about Battletech.

Rifts? *opens google* Wonder if it can be found on TV Tropes... gotta watch out for a Wiki Walk though... EDIT This? http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/Rifts?from=Main.Rifts

Ideal War? Hmm gotta read that, i guess. I need to get more BT books, i have way too few of them and they're kinda fun to read.

Yup. Some people might get interested in the fiction.

Also, have to ask, where did you get your tag? Sounds kinda... awesome?
 

Woorloog

Banned
Rifts was pretty dang cool, just straight combining stuff from all over.

Sounds a bit like a world i'm crafting in my mind and my notes (if i turned those notes into proper format, i'd probably have like over a hundred pages of text...).
Dyson Spheres, magic, space flight, monsters, dragons, aliens, humans, alien invasions, nanotech, modern times and bunch of other stuff...
 

Kai Dracon

Writing a dinosaur space opera symphony
Rifts? *opens google* Wonder if it can be found on TV Tropes... gotta watch out for a Wiki Walk though... EDIT This? http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/Rifts?from=Main.Rifts

Ideal War? Hmm gotta read that, i guess. I need to get more BT books, i have way too few of them and they're kinda fun to read.

Yup. Some people might get interested in the fiction.

Also, have to ask, where did you get your tag? Sounds kinda... awesome?

Yep, that Rifts. The big Palladium Books franchise; too bad the creator/publisher is kinda wonky. But it's the best exercise in 'organized chaos' I've seen in world building. Just plain throwing together all technology, cyberpunk, magic, and high concept sci-fi (even space opera) into a single setting and somehow making it work. The thing I like most about it is that despite the insanity, it somehow feels relatable as a reality, because it employs remarkable shades of grey morality. Lots of tropes involving who would be the good guys (and bad guys) are set up and knocked right down, comes across much like how real life is.

As for my tag, it was a bit of a gift one late night under mysterious circumstances. But I am, perhaps, working on just what the tag describes. Some day.
 

Woorloog

Banned
Yep, that Rifts. The big Palladium Books franchise; too bad the creator/publisher is kinda wonky. But it's the best exercise in 'organized chaos' I've seen in world building. Just plain throwing together all technology, cyberpunk, magic, and high concept sci-fi (even space opera) into a single setting and somehow making it work. The thing I like most about it is that despite the insanity, it somehow feels relatable as a reality, because it employs remarkable shades of grey morality. Lots of tropes involving who would be the good guys (and bad guys) are set up and knocked right down, comes across much like how real life is.

As for my tag, it was a bit of a gift one late night under mysterious circumstances. But I am, perhaps, working on just what the tag describes. Some day.

Sounds interesting. Guess i'll start reading about it... Need something to read, badly. Also more Battletech books. I don't understand why i decided i don't have any gaming budget left for this year but burning money on other stuff is fine...

I want to see that some day. Worth living till it.
 

Nymerio

Member
In preparation for MWO I'm reading some BattleTech books. A gaffer recommended me The Blood of Kerensky which covers the clan invasion and I have to say I'm positively surprised. The books may not be literary masterpieces but I'm really enjoying them.

I'm on book three now and I can definetely recommend the books to anyone who is interested in reading something about the clan invasion.

Oh, and thanks kagete for the impressions. Sounds pretty cool, though I don't like that mouse aiming so good. Would be nice if they could slow the turn rate down a bit to give those of us who plan to play with a stick a bit more of a chance.
 
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