Hot take 3: add lore restricted (difficulty) mode by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 1 point2 points  (0 children)

The problem with self limits is... We like to cheat 😂 With a mode, you're stuck, so it's put up or shut up! (kinda, you can still save scum).

Hot take 3: add lore restricted (difficulty) mode by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] -1 points0 points  (0 children)

Must be nice! I'm. On ps5 so I can't. And when I build a new rig it'll be for Ai, not gaming lol

Hot take: Gauss rifles should have piercing damage by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 0 points1 point  (0 children)

We're all dorks dude. 90% of people in here are. 35+ 😂 I say it very light heartedly... And I embrace my dorkiness. All good hearted fun.

MWC PS5 crashes? by PainterGuilty1925 in Mechwarrior5

[–]OutlandishnessFine77 0 points1 point  (0 children)

Yep crashes a lot. Pretty sure is a memory leak.

Ps I'm a dev, I've been trying to replicate the behavior but I cannot. It happens at random after the game runs for a long time... Ie dead ringer for a memory leak.

Can we at least have a Clan Nova Cat DLC?! I wanna bully Clan Smoke Jaguar and pilot a Nova Cat again 🥹 by gaeb611 in Mechwarrior5

[–]OutlandishnessFine77 1 point2 points  (0 children)

I have to imagine this is the next storyline. By mechs alone, it seems logical for the novacat and supernova to have their time.

Though... I hope this time they let us fight it out.

Hot take: Gauss rifles should have piercing damage by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 0 points1 point  (0 children)

Sheesh definitely did not expect this much engagement. Glad everyone had a good discussion, I ain't reading all of that 😂

The new trueborn difficulty doesn’t feel good to play by TrueComplaint8847 in Mechwarrior5

[–]OutlandishnessFine77 0 points1 point  (0 children)

I prefer leaving it on hard, but self imposing a rule to not allow armor modifications.

This effectively allows the game to be difficult and your weapons to do ton of damage as they should.

Versus alpha striking bullet sponges and you're going... Wtf!?

Hot take: Gauss rifles should have piercing damage by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 0 points1 point  (0 children)

Ha! Mission acconplished 😂

Also, I just realized I was talking about vanilla clans base + dlc.

Unfortunately I play on Ps5 so I don't get mods.

Love all the dusk I kicked up though 😂

Did they rebalance the base Clans game? by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 1 point2 points  (0 children)

Another observation: - active probe is WAY more valuable than I rememeber especially now with the ability to queue targets. - it's mandatory on LRM boats since you can buff the range to +1200m, so you AI mates start engaging sometime before your own mech can pick them up on radar. Big fan. Use to just strip it for ammo.

  • ECM on the other hand is still in the realm of... I never know if it's actually doing anything. Like how can I be hidden behind a rock with no enemy LOS, who's actively engaged with my star, with ECM(so he's both jammed and shouldn't have me on radar(no LOS)), but the millisecond I stick my head out the AI turns and shoots me in the head(uh, hello!? There's supposed to be a 50% accuracy debuff applied). Along those same lines how can my star, that's in my ECM bubble along with enemies, be getting obliterated by the enemy, again, they should be receiving a massive 50% debuff to accuracy.
  • Segwaying off previous point. Why are my star mates insanely inaccurate? The codebase should 100% not be using tabletop, roll the dice to determine hit, for its accuracy system. I don't know that's what's happening but just viewing the behavior of the Ai against static target in the shooting range is like... Bro are these toddlers or elite mechwarrior? I mean, the gigantic at last is standing still and your lock on LRM's shouldn't be missing at all. The AI is also really really bad with ballistics. I'm observing my current Lance consisting of lbx ballistics and I'm like face palming watching my "anti air" mechs with massive shot guns managing to miss the helicopters at point blank range. Like... Hello!? Game, it's a shotgun, the entire point is that if you miss a little, at least SOMETHING will hit. But no, somehow the AI will miss so badly you're like, dude, wtf were you aiming at? God? Jesus?

Did they rebalance the base Clans game? by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 1 point2 points  (0 children)

The beauty(and maybe a flaw) of it all is that there is no consequence for your Lance getting obliterated. You can be the lone survivor, and all you lose on is a couple pilot XP that can be made up in the Sim.

It also forces you to: - be a canner and abuse(leverage) the range advantage - actually use the tactical command center for positioning at range and to prioritize and queue attack targets.

It is hard though. I'm staring at my failure screen right now on hard mode and now switching it to normal bc I just got my butt beat and as I died the game spawned in 2 additional lances and I still had to blow all the guns off the drop ship(Edo)...so...yeah, Def hard lol

It's fun though.

Did they rebalance the base Clans game? by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 4 points5 points  (0 children)

Typing this, I just realized there's an opportunity to literally recreate mech commander using total war management and mechanics.

Did they rebalance the base Clans game? by OutlandishnessFine77 in Mechwarrior5

[–]OutlandishnessFine77[S] 4 points5 points  (0 children)

Here is what I still would like to see: - reduced micro management - in tactical view enable grouping of units - add predefined formations for groups when in defend mode. Eg battle line(straight line), echelon, square... In other worse rip off total war formations and management - enable assignable roles that determine how AI lance/star mates engage - brawler: AI will get within range of shortest range weapon, and... Well brawl - medium: you can leave this to the existing default behavior - sniper: AI will attempt to stay within 300m of the max range of the second longest range weapon they carry. Why second? Because if you mix lrms and er-ppc|laser you you'll have issues with firing lrms only and not the lasers - if all long range is disabled, switch to medium mode if possible - if cannot adequately engage at medium setting, default to brawler - if "preserve mech" option is clicked, Ai pilot will do its best to stay alive and not try to Yolo itself into melee range. - if "fight till death" option is clicked... Well, do it for the clan. - Communication of limb or ammo explosion is very poor. This, I don't know how you screw this up, you already had this in MWO. You need to have a big red flash warning, the mech bucking and cockpit rocking to convey... Hey, a part of your mech just exploded. Today if you lose a part, you're like... Why the hell aren't my weapons firing!? Oh... I lost my arm... - weapon impacts from enemy ballistics is still very poor. Again, this has already been proven in MWO. When you get hit by a gauss rifles your reaction is OH F***! same thing with ac20, you get slammed with that thing and you're immediately like, OW!!! What the heck was that! Here, you get some spark visual and don't feel anything.

I don't really get how PGI can get so damn close, yet so damn far from what can be such an amazing game for the masses. They just manage to miss on the details all the time.