Plus the benefit of the HUD being in the cockpit would show up even more in VR. I am somewhat concerned about the lack of a central storyline though so I guess we will know once this gets at least into beta.As someone who'd never played mechwarrior but loves mechs, when I tried MWO, my main complaint (besides pay to win stuff) was the UI. I think the whole fun of first person mech stuff is having as much of the UI stuff in the actual physical cockpit as possible. I wanna feel like I'm IN the mech
So looking at those screens it seems they still have a lot of floating game HUD stuff. Hope that gets tidied up or at least has an option to make it in cockpit only
That would be great. I'm still waiting to jump on PC VR, there's no killer game that I need yet but this one might do it.They've stated previously that it'll have vr.
As someone who'd never played mechwarrior but loves mechs, when I tried MWO, my main complaint (besides pay to win stuff) was the UI. I think the whole fun of first person mech stuff is having as much of the UI stuff in the actual physical cockpit as possible. I wanna feel like I'm IN the mech
So looking at those screens it seems they still have a lot of floating game HUD stuff. Hope that gets tidied up or at least has an option to make it in cockpit only
The article does mention they're going to be pretty gung-ho when it comes to environmental destructibility (including being able to waltz through buildings and the like).I really hope you can leg people in this game and they really go all out with the physics for the game when it comes to the environment, etc.
That was something I hated about Mechwarrior Online, it legit felt like a step back compared to the older single player games because you couldn't even do dmg like you could in those games.
I really hope they pull this off.. Mechwarrior 2 was one of the first games I played endlessly on PC in the 90s.
I hope this game gets VR Support too.
That's just the way Battletech works.Me too played MechWarrior and death track endlessly.... Sounds almost too sim or rpg though ... Every bullet counts ? I mean I like maths like front mission but let's not go overboard otherwise I hope they have a quick play option
That's just the way Battletech works.
You only have so much tonnage and you can only devote so much of that tonnage to ammunition. If you don't like dealing with the eventuality of running out of ammo, you (thankfully) have the option of relying on backup energy weapons instead - or even just eschewing ballistics and missiles entirely if you're so inclined.
In addition, ammunition costs money, so every shot quite literally counts. You have to weigh that against considerations like how many energy hard points you have available, how much space you can devote to heat sinks vs ammo, how much you value the particular properties of the weapons you're eyeing (AC/20s, for example, will have a very different appeal vs SRM6s or large lasers), and so on and so forth. It's just how the game rolls. Expect to spend a decent amount of time in the mech lab weighing these considerations.
It's not going to be MWO-level, however. Don't expect to freely swap out engines or switch to endosteel structure or whatnot like you can in there. Not that you'd understand any of what I just said if you haven't played MWO, but eh, it's still worth noting. They explicitly state in the article they're limiting the customization a bit compared to MWO to ensure folks regularly churn through equipment and buy into the free market.
Either way, it shouldn't be too much of an issue. You'll eventually get a feel for how much you can get away with and whether or not you need to put more tonnage into ammo or if you'd really rather just energy boat things as much as possible. You shouldn't ever run into a situation where you're completely out of ammo and you have nothing you can swap to in the mean time.
Oh, don't worry about that. The game does indeed calculate everything for you. What you need to look out for are just tonnage, heat management (really just number of heatsinks vs the heat generated by your weapons), ammo, and firepower. Getting a decent build down is just something you'll likely figure out with experience, and the game is going to be heavy on stock builds anyway.Yeah I've played battletech but even back in the paper days my friend wrote a program to calculate tonnage . What I mean is youre playing a computer game with giant robots so I expect the game to calculate the maths for you in most cases, I find it odd when users have to create massive spreadsheets for these games you know? Like you pilot a giant robot but it doesn't calculate odds or math for you. Meh I'll enjoy it either way...
The mercenary subtitle is used to denote a specific style of play. It's too useful to be dropped in this case.I wish they'd stop using Mercenaries as the subtitle... It was great for Mechwarrior 2, was a nice callback for 4, but now it's just unoriginal.
Group fire engaged
Heat level critical
Shutdown sequence initiated
Shutdown sequence overridden
Internal ammo explosion detected
Worth it.
Oh, don't worry about that. The game does indeed calculate everything for you. What you need to look out for are just tonnage, heat management (really just number of heatsinks vs the heat generated by your weapons), ammo, and firepower. Getting a decent build down is just something you'll likely figure out with experience, and the game is going to be heavy on stock builds anyway.
The mercenary subtitle is used to denote a specific style of play. It's too useful to be dropped in this case.
I could be off-base here, it's been a while, but... Doesn't setting this before the Clan invasion heavily limit the amount of customisation available? No Clans means No Omnis.
Oh shit it thanks
Everything sounds perfect.
Except the part that it's being made by PGI. Fuck those incompetent liars.
So was it IGP or PGI who we blame for it all.. can't remember anymore.. but the grudge is real!
I mean, it's right there in the article:Pls have tanks and infantry and VTOL's!!!! Plsplsplsplsplsplsplspls!
Enemy mechs wont be the only thing melting under your alpha-strikes either. MechWarrior 5's battles will feature combined arms of infantry, artillery, and both land and air vehicles. During my demo, flyers swarmed above me, whittling away my armour while I focused down the more dangerous mechs. Meanwhile stationary turrets tracked me as I trudged through a copse of trees, their shots quickly obliterating my cover with each salvo. When you consider that your own lance of mechs will accompany you into battle, I'm excited to see how MechWarrior 5s missions will turn into frenetic firefights as both sides whittle away the other.
Except the part that it's being made by PGI. Fuck those incompetent liars.
Scrub. Group fire all lasers while standing in a pool of water. Instant reactor shutdown and instant reactor reboot. Repeat.