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Reader Comments (30)

Posted: Dec 21st 2011 3:18PM Lateris said

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Is that the actual in game footage of the cockpit?

Posted: Dec 21st 2011 3:28PM houser said

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Come on, 12 = 3 lances? You painted figs so you obviously know it's 1 COMPANY! Expand people's minds.

Or for the various space phone companies 12 mechs = two level II's.

Posted: Dec 21st 2011 3:40PM Dblade said

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Eh. There's some stuff that worries me. Melee combat for one-it never worked well in the BT universe. Also talent trees for pilots and experience gain for mechs are horrible ideas that never existed in the real game-a lot of players stick with stock mechs from the readouts to avoid the twinking you can already do with mech design. Plus, it's not an MMO-it's a lobby shooter. Getting a stat buff or exp gain because you win matches doesn't make it a persistent world.

Cash shop still needs to be addressed. I'd honestly rather pay 60 bucks and play this on my PS3 or 360 rather than have it for free and deal with the cash shop imabalance and nickle and diming most games do. I don't want to come in and find out that the devs just released a gauss rifle mech in the CS while I'm rocking a wolverine,dragon, or locust.

Posted: Dec 21st 2011 4:40PM NathanAllen said

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@Dblade

Melee Combat:
Works great in cities, mountains and with mobile mechs. Charges and Kicks are high risk but very high reward since a prone mech loses half their weapons and a legged mech is a sitting duck

Skill Trees:
Btech doesn't have them, but Mechwarrior certainly did. Traits, Character Advancement/etc. Ultimately it breaks down into Piloting=X and Gunnary=Y, but there was heat management perks, piloting roles perks, etc

No Customization:
Up in the air on this one. There are plenty of Canon examples of heavily customized mechs, not only the core varities (Swayback versions of the Hunchback for example) but also unique mechs cobbled together or modified for significant persona (Dire Wolf-Hohiro for example).

But I agree on min-maxing. A rifleman isn't a rifleman with anything but paper thin armor.

Cash Shop:
In game cash or real cash. As long as there is parity to being able to purchase a mech for virtual and real cash it won't be as much of an issue.

Now if say the Hauptman, Wraith, Saggitaire, Devestator, etc are only available in the cash shop...

Another possible problem will be when everyone discovers that certain mechs are extremely effecient; aka the only way we can win as a team is if we have 3 Stalker-7Ds, 2 Thunderhawk-7X, etc. There is a problem in a game where there are over a thousand Inner Sphere designs and only a handful are viewed as "good" mechs instead of what is affordable/available.

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Posted: Dec 21st 2011 4:55PM (Unverified) said

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@NathanAllen

The thing is unlike WoT where there are some tanks that literally can't even damage other tank, in MW a medium laser is a medium laser, regardless if it is on a Flea or an Atlas.

With the 'role' system they talk about it might be moot. With the amount of mechs it would be hard to have a 'always' anyway, especially once folks level up their pilot and mech.
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Posted: Dec 21st 2011 6:58PM Dblade said

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@NathanAllen mechwarrior was more for people who wanted an out-of-mech experience. Pilots in the original game were hard to make persistent because all it takes is one lucky crit or gauss rifle slug to the mechs head and you were instantly dead.

Melee-eh. I don't think a videogame is going to be able to replicate the effects of missing kicks, so it will get way buffed, especially if one of the mechs is the Hatchetman.

Mech customization isn't so much the issue as this: I don't want to find out that if i level up my urbanmech it gets double heatsinks and gets switched to all clan weaponry. I think that simply having the mech is enough, especially if the objectives are varied enough. I don't want to have to play one to unlock its powers and stats.

The devastator shouldn't be in the game period. I'd be very happy if the highest class mech was 65 tons-assault mechs were originally supposed to be rare as heck to balance out how op they are in the pen and paper game.
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Posted: Dec 22nd 2011 11:52AM NathanAllen said

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@Dblade

The difference between MW and CBT does bring up an interesting permadeath question; how would people receive the idea that a head hit should result in experience loss for the player?

While assaults shouldn't be the entire battle squad; BV was introduced to reduce this issue. How they'll balance that with 12 players maximum? Sounds like a combination between level requirements and RL/Game cash. Say at 3025 tech a Zeus is 7,617,900 C-bills (courtesy of sarna) and a Locus is 1,512,400 C-bills; which is more affordable in terms of the game? Depending on how much money you earn per fight and how much you need to spend on new mechs/repairs. Considering lvl2, lvl3 and lvl4 tech all get progressively more expensive (example DVS= 22 million,)

I'd love to see at least some implementation of battle values to balance fights since showing up with 12 light mechs versus even 2 assaults is a turkey shoot.

Then another huge issue is introduction of the tech levels beyond the 3042/3050 range. Some of the stuff above XL enginges and ER/Pulse isn't even remotely balanced. Rotary Autocann, Stealth Armor, Heavy Gauss (25 damage!) , advanced jump jets and so on.

I can understand why they changed the IP; 3025 (vanilla) was incredibly balanced, but there were only so many configurations. As soon as they split into lvl2 tech and clan tech it started the acceleration of throwing the great balance of vanilla off. Gone was heat management, gone was the balance between the only sure one hit/kill weapon (AC20) being short range only, long range weapons couldn't be used up close, etc.

CBT broke their system long ago though; back when it was a FASA property, everything since has been to try to balance IS and Clan; not the core of restrictions on Range, Damage, Heat, Mobility and Ammo.

But I digress, interestingly enough there are already a couple (very small) Battletech "MMO" games. The one I play; invasion3042 is probably an example of everything that can go right and wrong. Right is that the world is persisstant; wrong is that the learning curve/development time for a new player is absurdly long. Right is that BV is balanced within a formula for invasions, Wrong is that every battle feels like it has been min/maxed; very little mech diversity.
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Posted: Dec 21st 2011 5:29PM NeverDeath said

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Man, I remember the good old days of Mechwarrior 2, 3, 4 and the Black Knight xpac, with my trusty Sidewinder joystick...

This has a lot of potential to work as an MMO, but we'll have to just see what happens, since potential is the number one source of disappointment in this industry.

Posted: Dec 22nd 2011 7:28AM KHORG said

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Could you elaborate on what this means?
"Players will sometimes jockey for the best positions" ? Just the usual objective missions or something else?

I'm curious if anyone recorded the discussion also, would be great to have on mp3 as we're somewhat starved of info on this game.

Posted: Dec 30th 2011 7:06AM AbelNightRoad said

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can't wait to get back into my AshiTaka Tag from my Vengeance days.

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