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Mechwarrior 5: Mercanaries

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Thread replies: 152
Thread images: 58

https://www.youtube.com/watch?v=Gz8Y1V8gy1A
I hope Piranha can do a better job this time since they aren't F2P anymore and are using UE4 instead of Cryengine

Focus is on Single Player this time. Footage shows a very early build as the game isn't expected until 2018
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>>14990683
so fucking hyped for this shit
apparently it's being developed by a different team from MWO
hopefully they deliver
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>I hope Piranha can do a better job this time
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>PGI
>PIRANHA FUCKING GAMES
>same MWO assets
Nope.
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>>14990683
>Piranha announces MW5 again
Deja vu! I've just been in this place before!

Alternatively:
>Good evening. Tonight on 'It's the Mind', we examine the phenomenon of deja vu. That strange feeling we sometimes get that we've lived through something before, that what is happening now has already happened.
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>>14990683
I know they're sitting around, but I just don't like MWO designs. Knowing Alex can do better bothers me.

But hey, if it's like 15 missions of killing AI mechs and getting salvage, I'll be happy enough.
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>>14990757
It might not be taking the UE4 engine to it's full potential visually if they end up reusing the existing models and map assets as a starting point rather than making new ones from scratch. It'll may just end up looking like a shader and texture pass if they go that route.
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>>14990683
How disgusting
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So, if they're using MWO's assets, are the bad guys the Clans again?
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>>14990683
On one hand, it's a new singleplayer mechwarrior.
On the other hand
>Piranha
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>>14990683
>Mechwarrior

Fuck, enought with slugbox simulator

Rise From The Ashes 2.0 fucking when
no, those ps3 shit doesn't count
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>>14991532
>new MW game
>still no Punching, kicking, shoving and AXE TO YOUR FACE FUCK YOU

Honestly, why even bother when I can't even Jumpjet behind them and tell'em that it's nothing personnel?
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>>14991614
Not having a neurohelmet or waldos kinda hurts.
>>
Should I even bother with Vengeance if I didn't like MW4: Mercenaries? I'm mainly interested if it has better mission design than Mercenaries. The missions in Mercenaries seemed to lean towards 8v8 group battle clusterfucks and I got tired of it real quick.
>>
I hope it's set after 3025. Or before, even. 3025 is such a boring setting, IMO.

>Their first attempt still looks better
https://www.youtube.com/watch?v=ONEjoRQ0Cg8
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>>14990683
There was already a thread, you mongoloid. >>14990173

>>14990948
>>14992655
Judging by the trailer, it's going to be 3015, meaning just really basic tech and no Clans.

>>14991614
The upcoming BattleTech game is reportedly going to give us actual melee options.
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>>14992933
Oh, the one by Harebrained Schemes?
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>>14992933
>Judging by the trailer, it's going to be 3015

There's no way it's 3015, there's a Raven running around. That fucker wasn't even made until 3024
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http://www.pcgamer.com/mechwarrior-5/

Apparently, it goes from 3015 to 3049.

All these promises, it's reminding me of the buildup to Mechwarrior Online, and all the features they never implemented.
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>>14992946
>>14993026
Yup, the HBS one. They explicitly said there'd be melee options:

https://www.kickstarter.com/projects/webeharebrained/battletech

>we want to put the PUNCH back into BattleTech. This game will include MELEE COMBAT and DEATH FROM ABOVE!
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>>14993407
>BATTLETECH is a turn-based, tactical 'Mech combat game for PC.
>turn-based
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>>14990683
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>>14993587

>Not realizing that turnbased strategy is the best option for commanding a squad of Battlemechs and support vehicles
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>>14993587
>he doesn't know that MechWarrior is based on the turn-based tabletop game

If you've ever played MegaMek, you would realize the stupidity of your statement.
>>
ああメックアサルトといろいろな事しててたツケがこんな形に・・・・・
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>>14990683
>Piranha
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>>14993755
MechCommander was very well-done. Let's see if the HBS game manages to do strategy better.
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>>14992643
Vengeance and Black Knight are worth it if you can get your hands on them, there were also the IS and Clan Mech Packs that added 8 Mechs, a few weapons and maps and that should work with all three versions of MW4.
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>>14993026
It's an oversight on PGI's part if the context of the trailer itself was 3015, but it might cover a time period from 3015 to 3049 overall in the game. Who knows if it will incorporate the start of the Clan invasion at the end, but it seems likely to focus on Inner Sphere tech for the most part. Seems obvious they are attempting to tap into MW2 Mercs nostalgia with the setting.
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>>14993785
Considering that Jordan Weisman is a part of the developing team, yeah, I'd say that it's in pretty fucking good hands.
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Any word on when the beta of that turn-based Battletech game is gonna start yet?
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>>14993785
>MechCommander was very well-done
I didn't like the "gunbag" feel of the loadouts, nor that blowing a limb didn't necessarily remove the weapon there located
Also MC 2 is a bit misleading with the mechs availability per faction: I was a little pissed to discover that my bro the Shootist is Comguards only and not a common Steiner heavy
Otherwise yes, pretty cool game, a bit on the hard side, but cool
>>
Have they gotten a letter from Harmony Gold yet? That tends to happen with every new Mechwarrior everything it seems.

Unless MW5 isn't featuring any of the Macross-derived designed like the Marauder?
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>>14994794
Is it that difficult to avoid using those mechs?
I wouldn't think so.
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>>14990683
Why didn't this come out first instead of that online microtransaction bullcrap?
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>>14994794
>Marauder
mwo has had no problems
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>>14994842

I guess nowadays it's more distinct, but the classic Marauder is straight up the Zentradi Glaug.
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>>14994808
dunno
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>>14994794
>>14994798
A good chunk of the unseen mechs have been redesigned and are able to be legally used in advertising now. The Shadowhawk you see in the pre-alpha video was originally based off of Dougram.
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>>14995609
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>>14995611
The Phoenix Hawk used to be a Valkyrie, too. I understand why a lot of people dislike Mechwarrior Online, but it's been a huge step forward in getting the Unseen back.
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>>14995620
I mean, just look at these redesigns, they're pretty fantastic
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>>14995624
The Warhammer has probably the least changes of the redesigns. It's till pretty obviously a Destroid
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>>14995633
>>
>>14995636
>>14995620
>>14995609
Yeah, though you can still certainly see the Dougram in the Shadowhawk (different color, but it has the shoulder cannon and gun on its hand) and to a lesser extent the Valkyrie in the Phoenix Hawk (It's differently colored and shaped, but the silhouette, especially the back, is similar).
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>>14995609
>>14995682
In all fairness, Sunrise had already given permission for the use of the Dougram designs in BT a few years back, but the recurring HG brouhaha made them decide that it was better to be safe than sorry with all the Unseen.
>>
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>>14992933
I love it when someone gets salty their thread didn't get the replies
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>>14994794
They came to some sort of ''understanding''
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>>14990683
Shame you can't hijack mechs anymore.
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>>14994437
I didn't get to read your post until now but I went ahead and gave Vengeance a try anyway. I've completed operations 1 and 2 (eight missions total) and so far I'd say it is indeed worth playing. The missions I've played are a lot more enjoyable than what i've played of Mercenaries. There's more combat involving tanks, turrets, helicopters and the missions are more nuanced and have a slower and more tactical pace. Positioning and strategical aggro-ing of enemies seem to play actual roles here. This is in contrast to the missions in Mercenaries which always seem to devolve into chaotic all out war battles where the outcome is purely dictated by your team's overall firepower. It's possible that Vengeance will also fall into the same trap as its missions ramp up in difficulty but hopefully that won't be the case.

The voice acting is also more tolerable in Vengeance than in Mercenaries. One of the lancemates, Jen, is pretty cringeworthy in the cutscenes but it's kinda cute in an awkward way. I actually can't tell if her actress was just bad or if her character is supposed to be on the spectrum.

It's a shame that all fan support went towards Mercenaries and that there isn't even a widescreen patch for Vengeance.

I avoided the mech packs because they supposedly install some copy protection software called C-Dilla which seems to have caused a lot of grief to people. The content of the mech packs is only available for instant action and multiplayer anyway. Patches 3.0 for Vengeance and 1.1 for Black Knight also supposedly install C-Dilla so I've stuck with patch 2.0. Interestingly enough, it seems that patch 2.0 is also the only available patch on Microsoft's website.
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Between this announcement and the turn based game due next year I am actually hyped. About time we got more Battletech games.
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>>14993587
>>turn-based

You mean the original turn-based tabletop game didn't exist?
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>>15002515
I honestly don't know what he's complaining about.
It's literally gonna be Mechs-Com in 30XX; how can you not be excited?
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Time to dig out those TROs.
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>>15002279
>The voice acting is also more tolerable in Vengeance than in Mercenaries.
Oh man, why did you have to remind me of Vengeance's dub? I played the spanish version and it was hilariously bad.
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>>14992655
according to an interview I recently read [which I'll have to dig back up.] the game is supposed to take place durring 3rd succession war. 3025 all the way to 3049. Game will likely end similar to Mech 2 Mercs. [which is the stated inspiration for Mech5.]
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>>14994794
Harmony gold ended up in some legal trouble around 2014ish and has basically fucked off in regards to anything Mechwarrior.

Also, all Battletech designs that were previously considered "HG Unseen" have been released in MWO, Marauder, Warhammer, Archer, Rifleman are all in MWO currently and look fairly good. Harmony Gold fucked off and hasn't said shit, and these mechs have been in for over a year, after a fairly robust advertisement campaign for them on the MWO website.

>>14994798
Given the setting era, yes, it would be very difficult. Warhammer, Marauder, Archer, Rifleman, Shadow Hawk, Griffin, Phoenix Hawk, Wasp, ect. All of these are quintessential Battlemechs from the 3025 era.
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>>15004759
>Game will likely end similar to Mech 2 Mercs. [which is the stated inspiration for Mech5.]

Here's to hoping that they will leave out the randomly generated missions. Those were garbage.
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>>15004802
>Let's hope they leave out mechanics that have been perfected over the years and help pad out gameplay time and replayability.

u wut?

for real though, why wouldn't you want missions that allow for more replayability? That was one of the best things about Mech 2 mercs, the randomly generated missions, that way you never really knew what exactly you'd be getting yourself into.
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そんなんだから口ばかりウジウジして何もしないで終わるんだ
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Yessssssssssssssssssss
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>>15004817
What game perfected random mission design? You can't make anything complex with it. It's either you get single-objective missions which are worthless, and if you do get multi-objective missions, they're going to have to be segmented (and thus predictable) to ensure that the various objectives and involved parameters (e.g. enemy placement) don't clash with one another and create unreasonably difficult or buggy scenarios. Hell, even with some of MW2's random missions which are already extremely simple you can still get instant mission fail scenarios. You can't make anything in the same caliber as the missions in MechCommander, the Battletech videogame with the best mission design, with an algorithm.

If you want to create plenty of replayability, you can do it with good and complex mission design that can be completed in many ways and with different tactics. Some games let the player choose the starting position of his team members in a map, for example. You can also do it by having certain objectives you complete or fail in one mission have consequences which change the parameters in another mission. Having randomized missions is just the lazy way out of having to do all those things to create replayability.
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>>15004920
And you expect PGI to do BETTER than that?

Fuck man, I'll just be happy if they get the random shit right enough that I can constantly take contracts, take different chassis, and have a fun time. shit man, you act like they're a AAA dev or someshit.
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Alright guys, I need a hand finding something. It was some sort of MW4 pack that had a bunch of added mechs. Would anyone be able to toss a link to that on here? Google is not being helpful.
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>>14990892
UE4 dev here.
Models mean shit in UE4, MWO models are passable enough that new better improved shaders/normal maps will more than make up for the detail from before.
If anything they will probably round out some edges and leave the rest to material.

This is of course implying the MW debts are competent
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>>15004971
If you're referring to the freeware Mektek release of MW4: Mercenaries, it's called Mekpak 3.1. It's been a while since I last had that installed and the download link I used to get it is no longer active so I can't help you on that end.
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>>15005014
Many thanks, comrade
>>
The movement speed of the unit is pretty good. Much more in line with MW3 and 2.

But just wondering, why can't they bring back 3's mouse target?
Do people hate that or something?
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>>15002279

Keep playing. The early missions are great when you really don't have many options around to customize and you have to pull through with escort missions and such.

Some personal advices, though.
-Always experiment with different ammos, armors, speed and that. Don't stick to a type of build, for a different approach might help.
-Get used to missions at night, when you have to use the lights on your mech and radar on/off. Won't be as hard for you when one mission has to be done in that way.
-Don't rely too much on lancemates. At least i found myself doing most of the job while they were soaking bullets or finishing off damaged mechs. Gonzales is a bro, though.
-Use the repair stations. There's some red, small hangar-like structures in which you must WALK SLOWLY to use, and some closed pods where you must stop and power down to repair. Lost limbs/weapons can't be replaced on mission. I think it appears in the boot camp, but it's good to remind you that.
-Aim at the torso/cockpit. Legs are highly resilient in this game and disabling them only makes the mech limp, not fall and blow up to the next moon.
-Jump Jets are good, but not critical. At least they weren't for me.

Black Knight is a great expansion campaign. Both games on Hard are worth of that name; you have to make precise shots, both at long and close range to take out mechs as quickly as possible. One of my favorites, despite being less popular than other entries of the Mechwarrior games as i've seen.
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>>15005303

And remember.
SAVE YOUR FUCKING SISTER.
Just do it.
>>
We've still got a (very) small community playing MW4 Mercs, if anyone is interested in playing I can provide links. Have to matchmake through Game Ranger which sucks, but works.
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>>15005272
MWO went for kinda a hybrid design, with the mouselook being viable like Mech3, but with a "torso chases the mouse" addition. Meaning that not ALL weapons fire pinpoint on the mouse without taking the time to re-allign the torso to bring torso mounted weapons to bear.

In MW3, it was much more of a point and click and done affair. As much as I LOVE MW3, it's best enjoyed with a joystick, else it's FAR too easy to just mass mlas and shoot everything's legs off with pinpoint mouse percision.
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>>15005594
Mouse control interface is lostech obviously.
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>>15005303
I'm playing on only Regular difficulty and already some of the missions had me holding on for dear life. I actually end up relying on my lancemates often to draw enemy fire away from me when my mech gets down to critical health. I agree that having the player's options be limited and only open up little by little as he progresses through missions (like in MW3 and MechCommander 1) is part of what makes the missions interesting and enjoyable; it makes the challenge of each more defined.

How different does the game play on the higher difficulty levels? Is it like many other games where it merely buffs the enemy's hit points and damage?
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>>15005303

>Aim at the torso/cockpit. Legs are highly resilient in this game and disabling them only makes the mech limp, not fall and blow up to the next moon.

It's also a bad idea to get used to aiming for legs anway because "legging" is highly frowned upon in MW multiplayer communities.
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>>15005787
Overall, enemy mechs seem more coordinated and accurate. I think there's more mechs per map, but i don't know; i kept playing on hard once i got the hang of it. And it doesn't feel like bullshit difficulty, like throwing a Raven with a Heavy Gauss or ten Atlas with Jump jets at once or that. It makes you manage your resources, your repair points and your lancemates' health because the enemy is constantly harassing you, even with helicopters.

>That mission in Black Knight where you have to blow up some mobile orbital defense cannons escorted by 8 mechs in the open.
You can take them from afar, dogfight the long range ones, destroy the cannons and run for it, whatever you want... But it's hell on Earth with no repair around.
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>>14990683
Legitimately the worst looking trailer I've seen for a long time.

And it will probably be ass because piranha.
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>>15006172
Then I guess we can't blame them for false advertising.
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>>15006172
Clearly you haven't seen any Mass Effect Andromeda trailers.
Also, I really don't see anything bad about this to be honest.
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>>15006229
>Also, I really don't see anything bad about this to be honest.
Yeah, it's not great, but if the current tutorial in MWO is any indication, it has the potential to at least be decent.
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>>15005594

The briefings alone made MW3 GOAT.

https://www.youtube.com/watch?v=7RxBv7OF3yQ

https://www.youtube.com/watch?v=597fVQG5CAo
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>>14990683

Why is the walking anim so slow? Also do battemechs literally not have linear cockpits? The Zaku probably has a more ergonomic cockpit and those are literally three tv screens in a box.
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>>15006498

On that note, has anyone created a neural net Vagina system or a VR headset in Battletech?
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>>15006467

It isn't the same without the cheesy 90's acting and early 3D rendering.

https://www.youtube.com/watch?v=HcCxK5jq65I
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>>15006498
Indeed, some 'mechs are well known for their cramped cockpits. Which does not help when trying to gtfo from a crippled machine.
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When are we getting a sequel to the mechwarrior anime?
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>>15006514
IS mechwarriors use a neuro-helmet that reads their brain-waves and helps with keeping the mech standing. The clans went one step further: some warriors had circuitry implanted under their skin, which improves control and balance but turns them into psychos.
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>>15007918
IIRC IS tried the implant thing once. It was a Capellan project I think. It went south and no one tried it ever again.
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>>15006514
Clans have Alaya Vagina (with degenerative effects), otherwise an EKG helmet is required to pilot a battlemech.

Unless it's a Hunchback IIC.
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>>15007925
Word of Blake went full fucking retard on it, forgot about battlemechs, and made a ton of cyborg ninjas.
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>>15007926
The Hunchback doesn't need a helmet?
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>>15007934
Omitted.

If you're in an HBK-IIC, it's because someone has arranged for you to die.
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>>15007934
Well, technically you can move the mech without a neurohelmet since all the basic tasks are done my the computers and sensor networks. But forget about any fancy maneuvers or speed.
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>>15006514
The Word of Blake jack themselves directly into their mechs.
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>>15008000
Funnily enough hbk 2c is pretty meta in mwo
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>When you get too swole and you don't fit in a Battlemech no more, so they make you a suit to take them down with CQC.
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What is the most "out of my way fucking shits" 'Mech out there? I would assume it's one of the bigger ones like Atlas.
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>>15009303
looks a lot like those bootleg-looking little interchangeable robot toys they sell at wallgreens and family dollar.
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>>15009465
>looks a lot like those bootleg-looking little interchangeable robot toys they sell at wallgreens and family dollar.
Like this?
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>>15009460
A lot of Assault type mechs make that impression.
One of my favorites would be the Daishi. Thick as fuck and packing a lot of heat; It's lika a walking wall slowly approaching you.
The Highlander would also make you shit your pants in the games if jet jumping and kicking your opponent in the head/crushing it with your weight worked as expected.
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>>15009636
yeah those guys
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>>15009741
I'm more partial towards the King Crab myself. There's nothing that says "Fuck you, get outta my house!" like a pair of AC-20s to the face.
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>>15009761
>like a pair of AC-20s to the face.
>Not sextuple AC-2s
HERE COMES THE DRUMS!!!
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>>15009761
enjoy your ghost heat with dual AC-20.
oh, and ammo explosion as well.

dual Gauss master race here. feels damn good when dual gauss-ed a mech's cockpit & see it crumble down like fuck.
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人ので無く自分の使えよ
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普通は日本人にこれやってれば奴らは馬鹿だからメックが最強なんて日本人に言えば怒るのは当たり前だが最近の日本人は知能が無く人の悪口言ってれれば喜ぶのが多いんだ、俺がボードが要ると言ってんのは黒板の事だがあいつ等はスケボーの事なんだよ演劇や弁論会でバカが舞台に上がると怒られるけど、今の日本は誰も気にしてないからどんな奴が喋っても気にしないんだ
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>>14990683
>Mercanaries
The madman finally did it, they fused canaries with merpeople
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How do we fix mechwarriors damage model? Everything from MW2 to MWO has used an adaptation of tabletop but failed to have any balance every time. The problem is MW has no concept of armor the mechs are just pools of hit points. The weakest weapons still damage the most heavily armored parts of assault mechs. As soon as human players are introduced you have assault mechs being out gunned by groups of weak lights and mediums. Assaults vs Assaults just result them being killed in one shot due to focus firing, there's no need to find a way to overcome the heavy CT armor, just fire every weapon at one mechs CT and it melts, doesn't matter if they're all weak medium lasers, machine guns and AC/2s.

Meanwhile if the enemy outfitted their mechs according to lore with AC/20, Guass rifles, ERPPC, try to engage by targeting each mech and destroying less protected areas they will just lose. The heavy weapons have little advantage over boating weaker ones.

Then when there's no balance in the basic damage model you see disastrous attempts to work around it with weapon restrictions and heat penalties in MWO.
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>>15010267
>The weakest weapons still damage the most heavily armored parts of assault mechs. As soon as human players are introduced you have assault mechs being out gunned by groups of weak lights and mediums. Assaults vs Assaults just result them being killed in one shot due to focus firing, there's no need to find a way to overcome the heavy CT armor, just fire every weapon at one mechs CT and it melts, doesn't matter if they're all weak medium lasers, machine guns and AC/2s.
Uh, that's kinda how armor works in the real world, it absorbs the damage that would otherwise harm critical systems, but it can only take so much before it gives out.

Concentrated sustained fire is going to ruin your day eventually, you just need to survive long enough to kill the other guys first.
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>>15010385
>Uh, that's kinda how armor works in the real world, it absorbs the damage that would otherwise harm critical systems, but it can only take so much before it gives out.
>Concentrated sustained fire is going to ruin your day eventually, you just need to survive long enough to kill the other guys first.
No it doesn't, you can shoot 20mm autocanons and old RPG-7s at the front of main battle tanks all day, they won't suddenly get through if you shoot enough.

Assault mechs cannot tank in MW because everything eats away at their CT armor. While guass rifles and AC/20s have low damage output per ton. With no requirement to damage thick armor you will always get medium laser spam and boating in general.
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>>15010213
Yes I love a chicken sandwich with fresh ingredients too.
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>>15010267
The whole armor as HP is true to table top.

As is the whole lore not matching up with optimized builds. Some of it is because aspects of lore and/or design were not particularly well thought out (hello Atlas). Others are due to reasons relatively well explained (supply/infrastructure issues, limited access to tech, different mission profiles) that players, both electronic and table top, can largely sidestep.

If mechs are getting shredded by continuous small weapons fire, that's probably a symptom of a couple things.. One thing that comes to mind is that map design. Arenas not well designed enough to give long range and high burst weapons their chance to shine can lead them to falling by the wayside.. Another is the relative damage for the heavy weapons is too low. The speed differences between lighter and heavier chassis could be too great.
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>>15010385
>Uh, that's kinda how armor works in the real world, it absorbs the damage that would otherwise harm critical systems, but it can only take so much before it gives out.

Not really. When it comes to vehicle armor, it's pretty much all or nothing. Damage to armor from threats below what the armor is rated for do more or less fuck all in terms of damage to the armor, and anything strong enough to penetrate is going to, well, penetrate, and fuck whatever is beyond the armor, potentially immediately destroying the vehicle. Nobody's going to let you fire some kind of not-quite-good-enough weapon at them for long enough for it to start affecting the overall structural integrity of their armor. Either they'll figure out where you are and shoot back, or be taken so off guard that they have to withdraw or abandon the vehicle.

It's not like it's rated for X number of megajoules, and so the armor can either take 1 big hit or N hits of X/N strength. You could fire a machine gun at a tank for a fucking week straight and never get any closer to penetrating the armor. It's more like the armor is rated for X mm of penetration, and can take any hit that would penetrate less than X, and any number of such hits so long as they don't happen to perfectly fall on the exact same spot like some robin hood bullshit.

Of course, there's some stuff on the outside of the armor that can't be armored, which can be broken by lesser threats. Sensors, optics, pintle mounted guns, beer coolers, antennae, headlights, infantry hitching a ride, that sort of thing.
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>>15010737
>lore designs
>we've distributed machine gun ammunition through every important critical location, so you'll never have to worry about running out

wew
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>>15010760
well while that be true, lazers will cause melting and fractures, so in this case, the armor regardless of size or class, will degrade because of thermal discharges put against it..
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>>15010789

That gets me to thinking. Lasers make heat in battletech, but it's assumed any mech can power any loadout of weapons that will physically fit on it. Because nuclear, I guess. It'd be interesting if power management was a thing. Of course it's decades too late for that.
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>>15010737
>If mechs are getting shredded by continuous small weapons fire, that's probably a symptom of a couple things.. One thing that comes to mind is that map design. Arenas not well designed enough to give long range and high burst weapons their chance to shine can lead them to falling by the wayside.. Another is the relative damage for the heavy weapons is too low. The speed differences between lighter and heavier chassis could be too great.
Increasing heavy weapon damage won't work. It will just result in light and medium mechs carrying a single heavy weapon.

A health pool and weapon damage as the only two variables is too simplistic to be balanced in a real time game.

You need some sort of armor strength variable and weapon AP value to do it properly. So you can have High AP low damage weapons and low AP high damge weapons. That way people will use mechs with a guass rifle and 2x AC2 rather than just twin guass. That way they use the guass to damage assault mech CTs while the 2x AC2 are better for light targets or finishing off damaged enemies.

Almost all the mechs are designed around just boating one type of weapon being too specialized to be usefull. But MW games have never had much incentive to carry different types of weapons.

The damage location model needs more detail as well, external poorly armored weapons should be fair game for smaller weapons. At the moment a mech like the Atlas or Awesome gets no advantage by having weapons heavily protected in the torso. Armor strength values would solve most of the clan vs IS balance issues, most clan mechs have weapons in external pods and arms so you could give these lower strength ratings. It would make omnimechs a trade off between better weapon loadouts vs not being able to tank smaller weapons without risking weapon damage.
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>>15010789
>well while that be true, lazers will cause melting and fractures, so in this case, the armor regardless of size or class, will degrade because of thermal discharges put against it..
Lasers would work well with more complex damage system, just have the damage de-rated by armor strength rather than out right penetration or nothing. The important thing is to give ballistic weapons recoil and not 100% accuracy. That way lasers feel more unique and have a role even if their damage is lower than previous MW due to the introduction of armor strength.
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>>15010767
似たのを知ってる
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>>15010882
>XNT-2O test run
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>>15010842
As long as PPCs get back their cockpit scrambling side effect I'll be happy. My favorite thing to do in MW4 was take a light mech with an ERPPC, find some poptarting fucker on the team, and piss him off all match.
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>>14991532
Only if it has HMD/VR support.
It's not like it'd be hard to code.
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>>14990683
>Trusting Piranha
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>>15001941
That screenshot is from the MWO teaser back when they were still considering a single player. Then the HG faggots made a stink again.
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>>15007925
>It was a Capellan project
No surprise there
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>>15004735
Yo man where did you get them sick mech drawing
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>>15011425
Got the PDFs from HBS BATTLETECH kickstarter. Got them printed and framed.
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>>15010732
>No it doesn't, you can shoot 20mm autocanons and old RPG-7s at the front of main battle tanks all day, they won't suddenly get through if you shoot enough.
Actually they will, you just need to do it for about a half a week...

>>15010760
>Nobody's going to let you fire some kind of not-quite-good-enough weapon at them for long enough for it to start affecting the overall structural integrity of their armor. Either they'll figure out where you are and shoot back, or be taken so off guard that they have to withdraw or abandon the vehicle.
Well yes, hence why you normally won't get a chance to erode a tanks front armor with a solid year of dumping pistol rounds into it.

Thing is, this is Battletech/Mechwarrior, where even your lightest machine gun is probably something in the .50 cal range AND anti-material to boot; A Battlemech isn't going to be packing any weapon that can't somehow harm another Battlemech.
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>>14991532
YES PLS
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>>15006130
Finished the campaign on Regular, but man that was difficult enough for me. I felt that the complexity of the level design in the late game, particularly the urban missions, were pushing the squad AI beyond their capabilities. Sometimes I want them to run straight along a highway and rush an enemy but they try to act smart and flank which just ends up with them getting caught on buildings and all disorganized.

The final boss was surprisingly tough. Fucker legged me on one of my attempts when I decided to skimp on leg armor. It seems his AI fucks you up in the center torso with gauss rifles if you don't use reactive armor, and it tries to leg you with PPC shots if you do. I ended up using flamers for once, though I can't tell if two were enough to make a difference or if I just got lucky.

My favorite mission was the dropship assault in operation 3. I liked that it has a less obvious approach where you can use jump jets to climb to the mountaintop overlooking the dropship from where you can snipe out the APUs and soften up the enemy defenses mostly unchallenged. Then you can have your lancemates wait in the river and ambush the defending enemy mechs when they try to circle the mountain to get a shot at you. It would have been nice if the campaign had more missions which have less obvious approaches to completing them such as that example, but I think it's been varied and interesting enough and does a good job of avoiding tedium which is something few other games manage to do.
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So for whatever reason, Vengeance and Black Knight work just fine on my computer (a pseudo-toaster running W10, but still), but 4 Mercs has issues. I don't get it.
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What are some mech games on the PS2 I can emulate?
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>>15014352

That last mission is a bitch. I remember on my first attempts i actually lost a leg to the last mech... when the dropship took off i kept firing a Gauss rifle that i had but i was too far and had to do it all over. On Elite i had to use a Mad Cat MkII to take my lancemates over a hill, jump and hit a mech from long distance with a Gauss shot to start them up, softening them up as they came and finishing them when they were there. Then it was taking the other mechs in the palace and repairing when i could.
MW4 may not be a favorite among many, but i loved how the missions developed in each terrain. Some favorite missions of mine would be taking over the park in the middle of the city where you have to snipe turrets and beat the Daishi, and the one at the swamps where you destroy some recon vehicles and then you fight your relative alone (cousin? i don't remember).
And keep going with Black Knight. Voice acting reaches its peak in cheesiness, but it's an overall good experience with the types of missions and the mechs it introduces.
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>>15004766
Mechwarrior boys need to work with Kawamori to really fuck with Harmony Gold sooner than later.
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>>15015322
But MW doesn't have LAMs.
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>>15015330
One day anon, one day.....
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>>15014352
Now get Black Knight. It's my favorite of the trio, and I think it has the best level design.
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>>15015899

This man gets it
>That early mission where you have to get into an enemy base to blow up some facilities and make a run for it to lure some Assault mechs out.
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>>15009460
what a fatass
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>>15015299
>>15015899
>that inventory reset in operation 2

Will I ever get my old stuff back? I had an ER PPC in there, and all those light mechs could add up and allow me to buy expensive gear.

Things went relatively well in the first mission I did after breaking out of the spaceport, which was to raid the mech base. My lance's sole Bushwacker got crippled and I lost an LBX10 and an AC10, but those seem like minor losses when you gain a Thor, a Loki and a Thanatos. The tactical officer said that air threats could pose a problem because I didn't choose to do the mission where you take out the airbase first, but all I encountered were a couple nightshades and a few peregrines which were just a slight inconvenience. Maybe they're enough to make a difference on higher difficulty levels. I never got to aid the rebels at the end because I was too busy trying to get my damn lancemate in the mech repair bay; her faulty pathfinding didn't allow her to, which explains the crippled Bushwacker. Aside from failing to help the rebels, I also failed the secondary objective of destroying a mech patrol in the prior mission where you break out of the spaceport.

So far this expansion pack has exceeded my expectations. I'm impressed that there are numerous missable secondary objectives, though I'm impressed only because I'm assuming that they have consequences, I don't know yet if they actually have any. A lot of the missions I played had multiple routes and angles of approach to the objective which is great. And being able to do some of the missions in varying order and having the mission parameters change depending on the order is also highly impressive and something I've been wanting to see in more games. Hopefully Mechwarrior 5 will take notes from this game and try to do the same things for its campaign. If an expansion pack could do it, then a full game scheduled to be released close to two decades later should too.
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>>15017138
>Will I ever get my old stuff back?
Not that i remember. You've got to keep salvaging.
That second scenario is great with those three missions. I remember doing the air base first, then the mech raid second and the trail/base assault at the end. I think the next missions don't let you pick options in that way, but you'll be amazed when you see your following objectives across the galaxy.
And the introduced mechs really shine once you get a hold of them. Especially the Black Knight, if you either load it with energy weapons or two LBX20.
And yeah, let's hope MW5 has a dynamic single player experience, but i guess that would be hoping for too much. I'm afraid they'll lean to the multiplayer aspects. But that's me, i guess.
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>>14990683
I like the freelook stuff. I hope that stays in the game so I can walk around and look at everything.
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Is there something about the AI in Vengeance that makes it gun for you every time no matter what?

I did some experimenting in wave mode, having different Lance sizes using different 'Mechs against a single Mad Cat MKII, but no matter what, it always targeted me and solely me, completely ignoring everything else.
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>>15021577

What difficulty did you have the enemy 'Mechs on? Were you going up front to face them or did you have your lancemates go first?
Most of the times i've played in Elite the enemies always came for me unless any of my other lancemates did some considerable damage to aggravate them.
I'm currently going through MW4: Mercenaries, on those missions where you have to recon some rainforests for Jade Falcon presence. There's one of them where you navigate Alpha through Delta destroying one enemy Loki (or Thor?), two Stars of lights and mediums, a third one with a Daishi on it and a Dropship at the end. By the time i reach the second one my assault mech has the central torso on critical while the other seven lances are green.
I know those fuckers are Trueborn and that, but to have every shot and missile land on me flawlessly, no matter how much i evade or attack sideways...

>MFW one of the next missions is that deathmach of 8 against 10 on the beach.
God damned Clanners.
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