Showing posts with label #MechWarrior. Show all posts
Showing posts with label #MechWarrior. Show all posts

Monday, January 21, 2013

Neurohelmet and MechWarrior Online

"To 'unlock' a neurohelmet, the pilot transmitted a special, brief series of motions or entered some word or number command into the onboard computer. This code was secret and different for each individual pilot and his 'Mech, and prevented anyone else from simply climbing in and taking over the machine. Failure to transmit the proper sequence could result in damage to the helmet or the wearer." The Sword and the Dagger by Ardath Mayhar 1986.

Imagine no locks or keys needed on vehicles ....just moing into it an placing a helmet and with a certain number of commands or motions would allow you to drive ...the incorrect command or motion would get you nothing or possibly killed.

In MechWarrior Online, of course nothing feels close to this ...there may be a few people who say a prayer before dropping that the game wont crash or they are hoping to score a kill or a hit even. No risk involved at all.

The book gave me all new appreciation for the honor of piloting the mechs.

Friday, January 18, 2013

Tactic Tip #110

"Halt and identify yourselves!" the Wasp challenged, as Sep and Jarlik continued moving forward. The guard then lifted its right arm in an accusatory gesture that spat fire from its medium laser.

"Hostiles on Palace grounds. Engaging!" they heard him report frantically over the crackle of the general frequency. The two heavy 'Mechs dodged, and the shot missed.

"Concentrate fire!" Sep yelled into the com. "Right leg! Give him everything you've got." The combined fire from their lasers, autocannon, and SRMs was deafening, almost blinding. Then they saw the Wasp fall to the ground, its right leg totally disintegrated. The huge machine was now effectively out of commision.

"One down," said Sep, "but he's put out the warning now, and it won't be long before the rest of them show up. We better get done with this now!"


"The Sword and the Dagger"


Ardath Mayhar


Thursday, January 17, 2013

Mechs Listed in "The Sword and the Dagger "

I have finished reading and thought it might be cool to list all the mechs used or discussed in the game or mentioned at all.
Only 2 mechs mentioned in the book exist in the game so far. I posted pictures of them. PGI is hoping to release every mech known to man so all of these will be coming at some point :D


Mentioned in the book but no detail
Wasp
Rifleman Stinger
Enforcer
Catapult












Ostroc
Archer
Trebuche


Listed in the glossary and used in the book.
Victor:
This 80-ton assault 'Mech moves at a maximum speed of about 64.8 kph, and is the only one of its class with jump capability (120 meters maximum). The Victor mounts an autocannon in its right arm, two medium lasers in the left arm, and an SRM 4 in its center torso. In battle, the Victor is often able to throw its opponents off guard, as they do not expect to find a heavy 'Mech with jump capability.
 
Zeus:
The 80-ton Zeus is the pride of House Steiner. whose designers created it as a heavy 'Mech capable of performing hit-and-run tactics. It mounts an LRM in the right arm, a large laser and medium laser in the left torso, a medium laser in the center torso, and an autocannon in the left arm. The Mech's top speed is 64.8 kph. Its excellent armor, especially around the chest and legs, allow it to withstand all but the heaviest fire. Its strong, heavily armored legs make the Zeus a feared kicker, and a bludgeon feature on its left arm gives it a mighty punch.

Battlemaster:
A formidable assault ‘Mech, the BattleMaster weighs 85 tons and has a maximum speed of 64.8 kph. The firepower that the BattleMaster can generate in one volley is staggering and more than deadly at close range. Its main fire weapon is its right-arm PPC, and its three right-torso and three left-torso medium lasers provide close support fire. Of the six lasers, two are mounted on the 'Mech's right and left rear, making it one of the few models equipped with rear firing weapons. An SRM 6 and two machine guns complete the BattleMaster's weaponry. 



  Dragon:
The Dragon is a well-armed 'Mech whose top speed of 86.4 kph makes it one of the fastest of the heavies. Armed with 24 rounds for its LRM and a whopping 40 rounds for its autocannon, the Dragon can carry on sustained battles without reloading. Even if ammo does run low, the 'Mech's left-arm and left-torso medium lasers ensure that it has other weapons to fire.




 
Warhammer:

Because of its size and weaponry, the 70-ton heavy 'Mech War-hammer is one of the most dangerous and powerful on the battlefield. It mounts PPCs on both right and left arms, an SRM on the right torso, and a medium and small laser and a machine gun on each side of its torso. These give it the sheer firepower needed by a first-line fighter. The special searchlight mounted on the 'Mech's left torso ties in with its tracking system. Able to function either as a light or as part of the targeting system, this feature makes the WarHammer a formidable night-fighter. The Mech's top speed is 64.8 kph.
JagerMech: This 65-ton 'Mech mounts two light and two medium autocannon and two medium lasers. Its top speed is 64.8 kph. Crusader: A heavy BattleMech, weighing 65 tons, with a top speed of 64.8 kph. It is heavily armed even for a 'Mech, mounting a laser, heavy machine gun, and massed LRM batteries in each arm, and SRMs on each leg. The Crusader is capable of delivering a full spread of 42 missiles at optimum 160-180 meter range, with the potential of crippling or destroying even the mighty BattleMaster
Thunderbolt:
The Thunderbolt is a 65-ton heavy 'Mech, and is one of the best-armed 'Mechs in existence. Its arm-mounted large laser packs a powerful punch. Combined with its three left-torso-mounted medium lasers and the SRM 2 mounted on its right torso, the 'Mech has ample firepower at long and medium ranges. For close combat, it mounts a torso-mounted SRM 2 and two left-arm machine guns.  Vindicator:
The Vindicator is a 45-ton medium 'Mech that is not particularly fast (top speed 64.8 kph) for its size. One of the most common 'Mechs among the House Liao forces, the 'Mech mounts an LRM in the left torso, a PPC in its right arm, a small laser in its left arm, and a medium laser that bulges from the left side of the 'Mech's head. 

Valkyrie:
A 'Mech design seen only among the forces of House Davion, the Valkyrie is a highly regarded light 'Mech. Its six tons of armor, top speed of 86.4 kph, and 150-meter jump capacity allow it to outmaneuver heavier units in battle and to absorb a fair amount of damage. Its left-torso LRM is unusual in a light ‘Mech, making it a potentially tough opponent at long range. At close range, its right-arm medium laser and super jump capacity can be a potent mix. Though no match for a medium or heavy ‘Mech in one-to-one combat, the Valkyrie is effective when part of a lance.


Friday, January 11, 2013

Tactic Tip #109

State your intent


Many times in matches especially with 4 man premade and 4 pugs you have no idea what the pugs are doing (are they another premade?)
We have some guys that are fast typist can put in our intent in chat and can coordinate on the fly.  We tested this last week - our team running 4 fast mechs to cap their base while the rest distracted the enemy. Yes a fast cap and a cheap shot but a shot none the less ....they could have defend but chose to run at the 4 pugs.

The match before that we made a mistake of not telling our pugs what our intent was and they were really bend out of shape about it. We tried delaying the game to 10 minutes not killing them or capping just pure survival ...there were only 3 of us and only one pilot was able to survive ....he was still running when they gave up searching for him and capped instead at 13:23 minutes. The rest of our team was complaining that we should have told them and looking back they were right.

They would not have helped us but it made with good watching. we were cheering him on the whole time ...running and hiding in a awesome was funny.

Thursday, January 10, 2013

Book One: The Sword and the Dagger


I started this book and while it is difficult to tear myself away from it I am reading it with a completely new perspective of MWO ...it is amazing to think something written this long ago is influencing the game today.
 
 
I do not want to give any of the book away but I plan on posting my thoughts on the book as I read it.

Wednesday, January 2, 2013

Quotable Wednesday version 10.0

“We need a plan of attack.” – Captain America  
“I have a plan – ATTACK!” responds Iron Man. 

In our 4 man lance we have tried rotating who is leading. There is a new problem I think I have discovered. Since every match up is different one strategy wont work every time. The time in one match is not enough to know if the leadership worked.

The thing is we in our 4 man lance are not talking about the game as much as we were. 
So what are we doing is saying "what do you want to try this time?" Instead of having a leader.

Leaders are people of action and make things happen.


Huge problem when one person in a lance won't step up. 

Saturday, December 29, 2012

MWO Booklist

http://www.stargazerserv.com/csv/btech/battletech_novel_list.htm

BattleTech Novel List

This is a complete listing of BattleTech Novels in the order in which they should be read which is in approximately Chronological order, not when the books were actually published. This will give you a sense of flow for the events of the BattleTech Universe.

I say approximate Chronological order, because some books, or series, cover the events in others.  For example, the Jade Phoenix Trilogy acutally starts before The Blood of Kerensky series, and ends after it.  It is placed where it is because, The Blood of Kerensky Series, while written later, provides background for the Jade Phoenix.  (confusing is it not??)


Book Title Author Comments
Sword and the Dagger Ardath Mayhar The 31st Century begins
Decision at Thunder Rift William H. Keith Jr. Saga of the Grey Death Legion -- Book 1
Mercenary’s Star William H. Keith Jr. Saga of the Grey Death Legion -- Book 2
The Price of Glory William H. Keith Jr. Saga of the Grey Death Legion -- Book 3
Warrior: En Guarde Michael A. Stackpole Birth of the Federated Commonwealth--Book 1
Warrior: Riposte Michael A. Stackpole Birth of the Federated Commonwealth--Book 2
Warrior: Coupe Michael A. Stackpole Birth of the Federated Commonwealth--Book 3
Wolves on the Border Robert N. Charrette  
Heir to the Dragon Robert N. Charrette  
Lethal Heritage Michael A. Stackpole The Blood of Kerensky -- Book 1
Blood Legacy Michael A. Stackpole The Blood of Kerensky -- Book 2
Lost Destiny Michael A. Stackpole The Blood of Kerensky -- Book 3
Way of the Clans Robert Thurston Jade Phoenix Trilogy -- Book 1
Bloodname Robert Thurston Jade Phoenix Trilogy -- Book 2
Falcon Guard Robert Thurston Jade Phoenix Trilogy -- Book 3
Wolf Pack Robert N. Charrette  
Main Event James D. Long  
Ideal War Christopher Kubasik Is there room for Honor in a dirty little war?
Natural Selection Michael A. Stackpole  
Assumption of Risk Michael A. Stackpole  
Blood of Heroes Andrew Keith  
Close Quarters Victor Milan  
Far Country Peter L. Rice  
D.R.T James D. Long  
Tactics of Duty William H. Keith Jr.  
Bred for War Michael A. Stackpole  
I am Jade Falcon Robert Thurston  
Star Lord Donald G. Phillips  
Highlander Gambit Blaine Lee Pardoe  
Hearts of Chaos Victor Milan  
Operation Excaliber William H. Keith Jr.  
Malicious Intent Michael A. Stackpole  
Black Dragon Victor Milan  
Impetus of War Blain Lee Pardoe  
Double Blind Loren L. Coleman  
Binding Force Loren L. Coleman  
Exodus Road Blaine L. Pardoe Twilight of the Clans -- Book 1
Grave Conenant Michael A. Stackpole Twilight of the Clans -- Book 2
The Hunters Thomas S. Gressman Twilight of the Clans -- Book 3
FreeBirth Robert Thurston Twilight of the Clans -- Book 4
Sword and Fire Thomas S. Gressman Twilight of the Clans -- Book 5
Shadows of War Thomoas S. Gressman Twilight of the Clans -- Book 6
Prince of Havoc Michael A. Stackpole Twilight of the Clans -- Book 7
Falcon Rising Robert Thurston Twilight of the Clans -- Book 8
Threads of Ambition Loren L. Coleman The Capellan Solution -- Book 1
The Killing Fields Loren L. Coleman The Capellan Solution -- Book 2
Dagger Point Thomas Gressman  
Ghost of Winter Stephen Kenson One of the MechWarrior Books, while set in the BT Universe, presents no information that furthers the time line.
Roar of Honor Blaine Lee Pardoe One of the MechWarrior Books, while set in the BT Universe, presents no information that furthers the time line.
By Blood Betrayed Blaine Lee Pardoe & Mel Odem One of the MechWarrior Books, while set in the BT Universe, presents no information that furthers the time line.
Illusions of Victory
Loren L. Coleman
Is the game world of Solaris VII a reflection of the Inner Sphere?
Flashpoint
Loren L. Coleman
Measure of a Hero
Blaine Lee Pardoe

Path of Glory
Randall N. Bills

Test of Vengeance
Bryan Nystul
Patriots and Tyrants
Loren L. Coleman
Call of Duty
Blain Lee Pardoe
Initiation to War
Robert N. Charette
A MechWarrior Book, it does further the time line
The Dying Time
Thomas S. Gressman
A MechWarrior Book, it does further the time line
Storms of Fate
Loren L. Coleman
Imminent Crisis
Randall N. Bills
A MechWarrior Book, it does further the time line
Operation Audacity
Blaine Lee Pardoe
EndGame
Loren L. Coleman
Ghost War
Michael A. Stackpole
First of the MechWarrior Dark Age books:  set approximately 80 years after End Game
A Call to Arms
Loren L. Coleman
Ther Ruins of Power
Robert E. Vardeman
A Silence in the Heavens
Martin Del Rio
Truth and Shadows
Martin Del Rio
Service for the Dead
Martin Del Rio
By Temptations and by War
Loren L. Coleman

Friday, December 28, 2012

Tactic Tip #108

Map: River City
Mode: Assault
Time: Day
The last game of the night for our group. The team request the run straight at the enemy base; straight up the river. We are running stealth since the Atlas DDC is leading the charge (slowly) with EMC.
We expected to either meet them in the water or for them to base defend.
However, we walked straight into the enemy base and killed the hunchback guarding it in a focused fire attack.
By now, the rest of the opposing team had turned back to their base ...the result of doing this is heavy loss if you "conga-line" into the base.


You must have one mech in the base to stop the capture the problem is getting into the base to staying alive long enough to take out the mechs capping you.

Do not be distracted by the number of mechs in your base  ....you must stay in the base to stop a capture. I like to win by combat but in this case the strategy (communication, capping, stealth, focus fire) beats almost anything hands down.
What could you do different?
You can send out scouts to find the enemy leave 3 mechs behind to watch the base. Send 4 mechs to capture the enemy with the knowledge that a enemy capture means stop whatever you are doing and return to base. The 3 at base will need to stay on base or keep the enemy completely disorganized while the rest of the team returns.
That was a great end to the matches last night.
 
 

Thursday, December 27, 2012

State of the Game (MechWarrior Online)

TL;DR: It is still beta.

Details:
Right now, we have no repair or rearm bills. Once you purchase a mech (either with C-bills you earned or by dropping real money in game) you can play that mech without any penalty. This leads to some reckless behavior by some pilots. It also leads to some severe frustration when playing with people outside of communication.
There is a side of people trying to play this game as if it were solo ...they are very interested in their stats (either win loss ratio or kill death ratio or both). There is another set of people interested in playing a team game with comms that is learning to play using strategy and techniques. Then there are those who just play the game for fun they love the IP and will play just to pilot a 80 ton mech.
Now you can be a member of any of these groups or all of them but there are 2 pieces of information that are vital.
With so many gaming choices out there - Are you coming back to play this game?
What would you pay to play if they were charging or would you find something else?

Replayability is huge it keeps you drawn in and talk to your friends about it. It makes you stay for "just one more" when you are thinking about shutting down. It makes you say the next time I/We will win or at least take out an enemy before I/we am/are done for the night.

ECM is a problem.
http://www.sarna.net/wiki/ECM_Suite
The game shows one mech umbrella covering all the mechs in 180 meter of the ECM. It is overpowered and with little negative repercussions. Sensors can sometimes override this jamming, though by that point the enemy unit is already within visual range and can track the opposition with their own eyes.
What this has led to is a game of who has more ECM in many cases.
My Suggestions:
  • A huge cost for ECM if destroyed (100,000 cbills) 
  • A large amount of heat generated while in use 
  • Forcing the ECM mech to remain stationary while active (reducing the range while moving would work)

Stalkers are HARD to kill!

Thursday, December 20, 2012

Back in my day the trouble with games.

I was watching a movie recently
"Trouble with the Curve" - if you havent seen it - it is ok. A baseball movie from a scout perspective. A scout who uses his eyes vs all the new techniques offered by stats and computers.

This scout is portrayed by Clint Eastwood ....a favorite actor of mine from when I was a kid. However, in his old age I think he is nothing but a washed out, grumpy, old, man ...in every movie he is in ...it isnt getting better. He is an ass - so I am wondering if this is his real peronality sneaking into the movies or he is really a great actor. I guees I just don't like him any more. He growls and complains the whole movie.

 Gran Torino - I saw in the theater and I hated it ...you just cannot get grumpier than this --->
 Dirty Harry .....right on! Angry cop and he fit the bill.
Good the Bad and the Ugly. Greatest Spaghetti Western ever!
 
What does this have to do with gaming? you may ask. Well I have begun to hear a lot of people say things like "well in this game they do this" or "that game they fixed this issue with this solution" I even find myself doing it. The question is can PGI fix the issues with ideas learned from other games or come up with a solution of their own ...and implement it quick enough not to turn people away from them. OR PGI could just grumpier and old ....eventually they will be praised for something I just hope they arent recognized for growly grumpiness.
 
 

Wednesday, December 19, 2012

Quoteable Wednesday version 9.0

Hicks: I like to keep this handy... for close encounters.
Frost: I heard *that.*
Aliens 1996





Wow huge patch yesterday ....I have never ran out of ammo so much lol! Final match of the night I played my dual AC2 hunchback. AC/2's are lightweight autocannons they work from pretty far away and they sound awesome. They can rip apart a mech if you can get a clean shot off.
The sound though they make is awesome - my wife can hear them through my headset and she does this every time.

Friday, December 14, 2012

Tactic Tip #107

So the other day our team is in a huge heated battle in Caustic Valley. Caustic Valley is a horrible place and really not worth fighting for but that is for the policians to decide ...we fight.
We also are losing ...the enemy is down to 2 mechs both torn up really bad we are down to ONE.

We had all thought he was either disconnected or AFK because he wasn't moving. He was sittign as if he had just landed from the dropship. We announce over com ...he is afk or disconnected ...leg him and cap us.

When they shoot him suddenly he springs into action. Now thsi is just sick ...he destroys both of them and our team which had for all intents lost ...was victorious.

Was it a trick? Was he really afk? Did I inadvertently give false information?

I do not know if this guy was just waiting or was in another window however it reinforces 2 things:
  1. Communications are vital.
  2. Dis-information is valueable if not unreliable.

Wednesday, December 12, 2012

Quotable Wednesday version 8.0

Bryan: "I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of skills; skills I have acquired over a very long career. Skills that make me a nightmare for people like you. If you let my daughter go now, that'll be the end of it. I will not look for you, I will not pursue you. But if you don't, I will look for you, I will find you, and I will kill you."  TAKEN 2008

Classy line ....overquoted some may say. I feel many times running into a match feels this way. You join a match for a battle ...they sneak to cap the base. You have 2 choices really. Run back and defend or race to cap them first.

The strategy is deciding at what point you have overcommitted to running to the enemy base. I got "yelled" at by someone (not sure if it was a pug on my team or a enemy mech). Telling me what kind of person I was for running to base instead of fighting it out with the enemy.

Saturday, December 8, 2012

Tactic Tip #106

Stay in the bubble of the ECM (Electronic Counter Measure)
 
This simple device limited to certain mech's has become a hugely popular and integrated tactic. I believe it will be nerfed  fixed but we will see.
 
What has happened is more people are using The D-DC Atlas (which is devastating) 4 of them are extremely difficult to manage or using 2 Ravens with ECM and staying in range of them so effectively you cannot hit them with missiles or jamming you so you cannot see any of them on your map until it is too late.
 
By staying with your team under the bubble of ECM you are effectively able to keep going as long as you stay with your teammates.
 
Here is how I see ECM
Your team EMC Jamming the enemy.
Your team has EMC Counteracting the Jam from the enemy.
 
It has become a game of who has more EMC or mechs with only ballistics and lasers.
 
Here is a new good fact I have found ...run only 4 man groups ...Yup you heard me run a 4 man group and you will launch more often and win more frequently.

Thursday, December 6, 2012

Quotable Wednesday version 7.0

Mugatu: "I feel like I’m taking crazy pills!”- - Zoolander



Seriously PGI adds 8 man groups back and ECM.

ECM makes me feel like a the whiners in the forums ...its so overpowered. It jams electronics or can obscure the enemy  from your view. It makes it very very hard to target the mechs from range.

A lot of losing. CRAZY PILLS!

Saturday, December 1, 2012

AMD vs Intel

It is not every game I play that this even comes up. In fact, most gamers don't even know what they have ...will my computer be able to play it? Will it run on a mac? These are more common than "what processor are you using?"







I guess the thing with MWO is connection matter, memory matters, video card matters, CPU matters ...or does it?



Everyone knows by now that AMD is ATI now. Intel has its own video card division but most people when given the choice will choose a external video card ..In my case it has been Nvidia for years. I have never owned a ATI except for a home theater pc with an all-in-wonder card. I never was impressed with the graphics (probably due to the TV I was outputting to).
My opinion has been that AMD exist to keep Intel pricing down and to force them to remain competitive.  AMD has some really good technology but unless you are writing code to specifically take advantage of it there is no benefit. I still believe this to be true. The last computer I built (Jan 2012) I tried to build AMD but the Intel components were only 10$ higher - of course I went over my original build budget because I saw shinies and in reality I increased my own cost.
My wife needs a new pc and here is another opportunity for AMD.
I am looking at Sapphire's EDGE
http://techiser.com/sapphire-edge-vs8-mini-desktop-amd-trinity-cpu-153908.html













 

Wednesday, November 28, 2012

Quotable Wednesday version 6.0

Cain Marko: "Don't you know who I am? I'm the Juggernaut, bitch!"
X-Men: The Last Stand (2006)



With the 4 man lance we have been stuck with since the end of October. I have gotten to be pretty good with utilizing 3 other players and "hoping" the other guys either
  1. act as a decoy
  2. act as a meatshield
  3. follow us and assist focus firing
The only issue with 4 man lance is someone taking charge. I get nominated by default from some of these guys ...I get a kick out of it because I never want to lead but I pop into the channel and they are like "oh cool you lead" lol Fine fine!
Focus firing is key. I am running my dual ac/20 cat ...if you get in my face I will kill you. I will also overheat LOL.

I have to get screenshots of some of these kills. I killed a jenner that had been harassing us in Forest City ...he had the unfortunate problem of coming around a corner and running straight toward me. I blasted 2 ac/20's at point lank range and killed him. BOOM like he was there then he wasn't there. It was kind of like Kirk demanding to be beamed up before some emergency killed him. The emergency happens and they are all screaming into the com ..." Did we get him?, did we get him?"

Saturday, November 24, 2012

Third person view MWO?

Wow, PGI is actually now talking about how they could include a third person view.

This has been a hotly requested and denied request. Just about 50% of noobs, players of other mmos have either asked about it or stated this game will fail without one.

Old school players, beta players and everyone else has either stated they will quit or learned to play without it.

So what is PGI to do ..they have to appeal to the masses because they are a F2P game or languish in obscurity. They are talking about how to add it in without giving an advantage - something that everyone could turn on and off.

How about a 3rd person view after you die that is limited to what other mechs can see?
How about a remote cam you can release as a module limited to one shot per game?
How about third person view to take screenshots? Maybe even after a match like a replay mode?


What would you suggest? Remember it cannot give an advantage to your team.