New Mechwarrior coming

Welcome to Frozen City, come for the winter beauty, stay because you get friggin lost in a blizzard all the time.

LobsterMobster wrote:
Irongut wrote:

Ages ago (when I was a young man) I remember seeing a Mechwarrior PC game in EGA with polygon/vector robots and knowing PC gaming was for me.

I remember that game! You were the leader of the mercenary group, the Flaming Aces!

Hey, stop giggling!

I think they were called the Blazing Aces. But a remake with the Flaming Aces would be pretty funny.

Gideon Braver, the leader of the Blazing Aces. That was Mechwarrior 1.

fangblackbone wrote:

Gideon Braver, the leader of the Blazing Aces. That was Mechwarrior 1.

OMG! I can't believe that. So BAD! Sadly I missed out on MWI - I was deployed at the time. I remember catching a ride on the Fort McHenry and seeing some of the crew playing.

But I did catch-up on MW2 and Mercs! So goooood.

I finally got Mercs running okay under DosBox a while ago. I really does hold up, even if it's hard on the eyes.

fangblackbone wrote:

Gideon Braver, the leader of the Blazing Aces. That was Mechwarrior 1.

They also had a brief cameo in Cresent Hawk's Revenge. Which is still the best darn RTS game ever. I wish they'd make another Battletech title like that too.

hannibals wrote:
fangblackbone wrote:

Gideon Braver, the leader of the Blazing Aces. That was Mechwarrior 1.

They also had a brief cameo in Cresent Hawk's Revenge. Which is still the best darn RTS game ever. I wish they'd make another Battletech title like that too.

Man, that game was hard. I remember a mission where you had to take on a sh*t ton of mechs and tanks with a couple of (I think) hover tanks.

Nevin73 wrote:
hannibals wrote:
fangblackbone wrote:

Gideon Braver, the leader of the Blazing Aces. That was Mechwarrior 1.

They also had a brief cameo in Cresent Hawk's Revenge. Which is still the best darn RTS game ever. I wish they'd make another Battletech title like that too.

Man, that game was hard. I remember a mission where you had to take on a sh*t ton of mechs and tanks with a couple of (I think) hover tanks.

Was that the one where you break your father out of the Kurita prison? That was a hard mission, but it gets a lot easier once you get to the mech factory in the northeast corner and steal a few heavy mechs.

I'm a big fan of the MechCommander series, but then I've always had a soft spot for squad level tactical games (be they real time or turn based.)
--
TAZ

Was that the one where you break your father out of the Kurita prison? That was a hard mission, but it gets a lot easier once you get to the mech factory in the northeast corner and steal a few heavy mechs.

My favorite tactic was to put the tanks in a hiding spot until the mech reinforcements came.

Yes, that was an awesome game. RTS sans base building but with tactical pause. I mean really there would be no Baldur's Gate without it.

"If making people furious is your game...."

And that's why I don't want to pilot a Jenner.

I hope the mechs that get command gear have the ability to call down tanks or direct vehicles to a certain location. I really don't like the stories I am hearing about the light mechs being able to run faster than heavier mech's torso twist rate.

I hadn't heard that.

That's going to make circle-strafing into a whole Vienna-waltz.

fangblackbone wrote:

I hope the mechs that get command gear have the ability to call down tanks or direct vehicles to a certain location. I really don't like the stories I am hearing about the light mechs being able to run faster than heavier mech's torso twist rate.

That's why you have a wing man or keep your back to a wall or reverse and counter. I'm sure it's not the end of the world, but you do have to be more tactical and aware of your terrain.
--
TAZ

fangblackbone wrote:

I hope the mechs that get command gear have the ability to call down tanks or direct vehicles to a certain location. I really don't like the stories I am hearing about the light mechs being able to run faster than heavier mech's torso twist rate.

Isn't that the only thing that would make them remotely survivable?

Yeah. From what I've seen, that leaves them prone to arm-mounted lasers, but it's the only thing that will keep them from getting fried by torso-mounted lasers.

Or maybe having some skill at fighting in a light mech and not going toe-to-toe with something huge? Light mechs should come in packs, and they have a whole set of tactics they should be using that minimizes that circumstance. You don't give them training wheels to act like Rocky.

Why are these kids stomping across my lawn again!? grumble....grumble....grumble.......

momgamer wrote:

Or maybe having some skill at fighting in a light mech and not going toe-to-toe with something huge? Light mechs should come in packs, and they have a whole set of tactics they should be using that minimizes that circumstance. You don't give them training wheels to act like Rocky.

Why are these kids stomping across my lawn again!? grumble....grumble....grumble.......

Not that I'm in the beta or anything...but I've heard that the best way to get those little guys is through lock-on missiles and close-in A/C bursts. They are just very fast and unless they stop moving, it is hard to hit them with anything substantial.

momgamer wrote:

Or maybe having some skill at fighting in a light mech and not going toe-to-toe with something huge? Light mechs should come in packs, and they have a whole set of tactics they should be using that minimizes that circumstance. You don't give them training wheels to act like Rocky.

Why are these kids stomping across my lawn again!? grumble....grumble....grumble.......

It's been a long time (too long...) since I broke out and played the Battletech board game, so please correct me if I'm wrong: if I remember right, isn't there a penalty to the to-hit roll of the attacker based upon how many hexes the target moved during that turn? Also, just thinking in terms of "reality" here, but isn't there also a chance that a 'mech will fall over if it turns too sharply while moving beyond a "safe" speed for that degree of turn? That would limit circle-strafing (or even eliminate it) as a viable close-combat tactic.

So basically, the only time that lights would really be able to move across a heavy's vision faster than the heavy can track it is if they're fairly close, and lights should be avoiding that for the most part.

This is all purely speculation on my part from what I've read about MWO and what I recall from the boardgame.

Nevin73 wrote:
momgamer wrote:

Or maybe having some skill at fighting in a light mech and not going toe-to-toe with something huge? Light mechs should come in packs, and they have a whole set of tactics they should be using that minimizes that circumstance. You don't give them training wheels to act like Rocky.

Why are these kids stomping across my lawn again!? grumble....grumble....grumble.......

Not that I'm in the beta or anything...but I've heard that the best way to get those little guys is through lock-on missiles and close-in A/C bursts. They are just very fast and unless they stop moving, it is hard to hit them with anything substantial.

I've also heard that leap frogging backwards to get extra shots in on the back or run away is also fun.

Farscry wrote:
momgamer wrote:

Or maybe having some skill at fighting in a light mech and not going toe-to-toe with something huge? Light mechs should come in packs, and they have a whole set of tactics they should be using that minimizes that circumstance. You don't give them training wheels to act like Rocky.

Why are these kids stomping across my lawn again!? grumble....grumble....grumble.......

It's been a long time (too long...) since I broke out and played the Battletech board game, so please correct me if I'm wrong: if I remember right, isn't there a penalty to the to-hit roll of the attacker based upon how many hexes the target moved during that turn? Also, just thinking in terms of "reality" here, but isn't there also a chance that a 'mech will fall over if it turns too sharply while moving beyond a "safe" speed for that degree of turn? That would limit circle-strafing (or even eliminate it) as a viable close-combat tactic.

So basically, the only time that lights would really be able to move across a heavy's vision faster than the heavy can track it is if they're fairly close, and lights should be avoiding that for the most part.

This is all purely speculation on my part from what I've read about MWO and what I recall from the boardgame. :)

That's my point, precisely. The lights should be avoiding that - they shouldn't have warped their specs to make that safer. Unless it's just how that worked out - I don't have the numbers to see if they have changed it from what it was. I can tell you that a Puma did not used to be able to out run the torso twist from a Marauder in Mechwarrior 2, 3, and 4 unless they wasn't any room for Jesus between them.

I think they've taken the fall-over thing out, though. Circle-strafing is deadly effective in the PC games.

I'm going to have to start reading through my Master Rules book again. And then compare that to how MWO actually plays. I love this stuff.

Is there anyone who wants to try talking me out of the $120 Legendary founders package, I am sweating, panting, and my finger is shaking hovering over the mouse, ahhhhhhhhhhhh

If you're in the beta and you're hooked, go for it. If not, why would you pay $120 for a free game you haven't even demo'd?

The problem (as I see it) with the legendary package over the middle $60 package (forget what it is called) is that they do not increase the amount of in-game currency that you will be getting ($80 worth). Instead they give some useless stuff (like the "Legendary" forum tag) and all of the Founder's mechs instead of just a choice of one. Now the Founder's mechs, as I understand it, are special configs of "regular mechs (Atlas, Jenner, etc.), but they can not be modified, so I see them getting real old, real fast.

Nevin73 wrote:

. Now the Founder's mechs, as I understand it, are special configs of "regular mechs (Atlas, Jenner, etc.), but they can not be modified, so I see them getting real old, real fast.

Hi Nevin, the Founder's mechs are fully upgradable for that variant. The major difference between them are A) they have a unique paint scheme, B) they earn more monies, and C) they come with free garage slots.

http://mwomercs.com/forums/topic/110...

koshnika wrote:
Nevin73 wrote:

. Now the Founder's mechs, as I understand it, are special configs of "regular mechs (Atlas, Jenner, etc.), but they can not be modified, so I see them getting real old, real fast.

Hi Nevin, the Founder's mechs are fully upgradable for that variant. The major difference between them are A) they have a unique paint scheme, B) they earn more monies, and C) they come with free garage slots.

http://mwomercs.com/forums/topic/110...

Thanks for the correction. I didn't realize that they had that many benefits. Still, not sure they are worth double the price of the package.