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Author Topic: MechWarrior MMO  (Read 18021 times)

Silas Vitalia

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Silas Vitalia

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Re: MechWarrior MMO
« Reply #106 on: 10 May 2012, 12:31 »

I'm quite ignorant of the finer points of the game/history, but are there methods to "jam" or otherwise divert these long range locking missiles?

Based on those videos.... it would seem a group of 5 or 6 missile spammers with a few scouts to eyeball would be impossible to beat....?

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Mithfindel

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Re: MechWarrior MMO
« Reply #107 on: 10 May 2012, 13:41 »

Depends on equipment. By pen&paper rules, you're still harder to hit the faster you move. And then there's "point defense" in the form of anti-missile systems (laser anti-missile systems have not been invented yet in the Inner Sphere). I would assume AMS will be available.

Edit: Also Blake help you if you are in a pure LRM boat and someone catches you at point blank.
Edit2: http://mwomercs.com/news/2012/05/232-battlemech-10-cicada (Wtf, Cicada? ...Locust pilots are still the craziest.)
« Last Edit: 10 May 2012, 14:02 by Mithfindel »
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Silas Vitalia

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Re: MechWarrior MMO
« Reply #108 on: 10 May 2012, 14:18 »

This will require some serious and delicate balancing, as I'm imagining any long-range maps will nothing but kite, kite, missile death. 

I couldn't be more exited about this game though.

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GoGo Yubari

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Re: MechWarrior MMO
« Reply #109 on: 10 May 2012, 15:12 »

I'm definitely jazzed about the game. Probably the game I most want to see right now!

I wouldn't worry about missiles. Sure, they have their place, but they are also pretty random weapon (the number of missiles actually hitting varies and there's no aiming them). Having them and kiting is an option for a 'Mech that's fast, but they aren't going to have that much ammo.

Shooting legs off and then killing you when you can't do anything is more likely going to be the order of the day, if anything.

That is depending a little on how aiming works (I'm assuming it's basic FPS stuff here, ie. point, click and hit). In the boardgame, shooting legs doesn't predominate because target location are random. Well, except with Targeting Computers (which are Clan Tech anyway), but even then the Called Shot penalty is sizable. However, Clanners with big ER PPCs shooting your legs off is nasty business (a Light 'Mech will lose their leg in one or two shots), but it doesn't dominate gameplay (because those types of 'Mechs are rare and expensive) in the boardgame, but those tactics very well might in-game. That said, hitting legs isn't the easiest affair necessarily.

But boooooyah I wanna get in this game!!
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Silas Vitalia

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Re: MechWarrior MMO
« Reply #110 on: 10 May 2012, 16:30 »

I'm definitely jazzed about the game. Probably the game I most want to see right now!

I wouldn't worry about missiles. Sure, they have their place, but they are also pretty random weapon (the number of missiles actually hitting varies and there's no aiming them). Having them and kiting is an option for a 'Mech that's fast, but they aren't going to have that much ammo.

Shooting legs off and then killing you when you can't do anything is more likely going to be the order of the day, if anything.

That is depending a little on how aiming works (I'm assuming it's basic FPS stuff here, ie. point, click and hit). In the boardgame, shooting legs doesn't predominate because target location are random. Well, except with Targeting Computers (which are Clan Tech anyway), but even then the Called Shot penalty is sizable. However, Clanners with big ER PPCs shooting your legs off is nasty business (a Light 'Mech will lose their leg in one or two shots), but it doesn't dominate gameplay (because those types of 'Mechs are rare and expensive) in the boardgame, but those tactics very well might in-game. That said, hitting legs isn't the easiest affair necessarily.

But boooooyah I wanna get in this game!!

Regarding shooting this is indee FPS skill-based for what you hit.  They might be doing some under the counter dice rolls for damage, but if you can't aim correctly and lead your target with your mouse, you will shoot only air.  So unlike EVE in that sense, you have to have the hand-eye to drive/aim/shoot. 

The missiles in the video, I think they were called LRMs? were seeking and hitting targets spotted by the scouts.  Shot up and from a long distance, arc down and directly on to targets that were lit by the scouts, so they are currently tracking. There are some 'dumb' missiles Ive seen in videos but these particular ones are guided. Not sure if that is tabletop cannon or not?



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Mithfindel

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Re: MechWarrior MMO
« Reply #111 on: 11 May 2012, 00:40 »

Narc-enabled missiles will track any target with the correct beacon attached to it. The short-range missiles (SRMs) were dumbfire here, I think. (Streak SRMs will acquire target lock, though.) Using FPS style combat, dumbfire LRMs wouldn't likely hit anything. And since they arc up, they can't hit anything close. The Cicada introduction fluff text actually mentions that the scout 'mech was shot with LRMs which exploded near harmlessly around it due to speed, so at least for LRMs, there would seem to be some kind of a tabletop style hitting penalty due to movement. So simply sitting on the throttle may also help when you're on the receiving end of unfai--- I mean indirect fire.

The Guardian ECM suite may also have some use on disrupting indirect fire, but not sure how that gets implemented in the game. On tabletop, it'd disrupt Narc, Artemis Fire Control, C3 equipment and Beagle Active Probes.
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Graanvlokkie

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Re: MechWarrior MMO
« Reply #112 on: 23 May 2012, 03:34 »

Beta testing is starting! http://mwomercs.com/news/2012/05/259-operation-inception

The current servers are only up in North America, so I wouldnt be paying to participate, but is there anyone here looking at participating?
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Victoria Stecker

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Re: MechWarrior MMO
« Reply #113 on: 23 May 2012, 07:20 »

When I get home from travel this weekend, I will definitely be looking into this. Depends on how much I'll have to pay, can't get to the site at work.
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Silas Vitalia

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Re: MechWarrior MMO
« Reply #114 on: 23 May 2012, 07:36 »

I'm all over this, but I'll have to see what I'm 'buying'...

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GoGo Yubari

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Re: MechWarrior MMO
« Reply #115 on: 23 May 2012, 10:49 »

If they get a way for us Euros to get the benefits from paying (they said they are looking into it, but no promises), then I'll be in for sure.
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Akrasjel Lanate

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Re: MechWarrior MMO
« Reply #116 on: 23 May 2012, 13:02 »

Yea waiting for mine hope i get it.
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GoGo Yubari

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Re: MechWarrior MMO
« Reply #117 on: 24 May 2012, 11:25 »

Earlier in the thread I was concerned about "legging", ie. blowing off enemy 'Mech's legs and making them utterly useless. They have actually removed the "limb blown off" effect from the game. You can otherwise destroy the leg, which basically means that it will slow down the enemy, but you can't totally blow it away, resulting in a crash. That's an interesting change and - I must say I approve - because it will keep battles more interesting.
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Silas Vitalia

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Re: MechWarrior MMO
« Reply #118 on: 24 May 2012, 12:04 »

I'll be opening my cash veins for them to feat on as soon as possible, and will happily report here on Beta shenanigans
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Graelyn

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Re: MechWarrior MMO
« Reply #119 on: 01 Jun 2012, 17:03 »

I've had a lot of doubts about this one over it's development cycle.

Some of those doubts are being firmly put to rest, to my relief. Others not so much.
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If we can hit that bullseye, the rest of the dominoes will fall like a house of cards. Checkmate!
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