They seem to have brought the servers down for some reason.

Maybe a surprise patch?

I think they just removed Holiday cosmetics for sale, that’s it.

I though this was very interesting and good points -

http://www.pcgamer.com/2013/01/03/why-mechs-are-the-most-fun-thing-to-shoot-in-a-video-game/

It is something very unique to MW. Even Hawken 100% ignores modular damage and instead goes for 1 hit box/equal damage on any hit, which I was honestly shocked to learn.

Hey guys,

so I’ve been working on-and-off on a little hobby program, and I figured I’d share it with you so it could get some more testing: http://mechromancer.wordoflowtax.com/

It’s essentially a web/HTML5-based mechlab that sources the game’s XML files for mech and weapon stats. There are still some minor cross-browser compatibility issues, but it should work on most anything fairly modern – it’s even pretty usable on tablets, from what I’ve been told.

Anyways I figured I’d throw it in here. There are some minor issues that I know about, but please let me know of any bugs/annoying quirks that you run across.

Nice! there is also one now at http://mwo.smurfy-net.de/ though I havent really tried it out yet.

Here are a pair of interesting fan vids:

Nice, worked on my Surface. Found it to be a better interface than the real one. Though I couldn’t see ammo per ton, or a summary anywhere of the ammo my mech had.

I’ll try it out soon. It’s funny how the community has developed multiple Mech Labs for out of client use which are much better than what PGI has. It just confirms that I hope they someday allow the community to get involved in at least map making (if not mods/PvE, etc). PGI seems like they struggle to generate enough content so involving the community would be a great step. They’ve also monetized the game in such a way that it doesn’t seem like mods or maps would interfere with their profits. I imagine they’d have to rent out private servers they controlled for custom content however but that’d be yet another way to monetize MWO.

I’ve been quite impressed with the videos coming out considering how crude MWO is compared to other games in that regard (no demos, no cam tools, etc).

They hired Hayden right out of the community to do texturing, so I think they are trying to spot talent along those lines.

MW:LL is shutting down, some rumors and conspiracy going on as to why exactly. Not sure we’ll ever know. I wouldn’t be surprised however to see some of those guys end up at PGI.

http://youtu.be/38KwroxllVc - this made me laugh way too much and I didn’t know you could do this

I’ve still been reading Battletech books instead of playing lately but that’ll be changing soon because I can’t pass up a double XP weekend (1pm EST Friday till 1pm EST Monday). The new Spider mech looks lame. The problem is jump jetting doesn’t work too well in this game and when you land you take leg damage along with losing all your speed.

Both parties have clearly stated that no threats or legal action took place. I think MW:LL playerbase has simply dwindled away. MWO surely stole a huge chunk of that.

Agree on the spider but I will say it is probably the hardest mech in the game to kill. Small hit boxes and easily able to hit maximum speed. I do not understand why the limited it’s hardpoints so severely, though CT lasers are nice to have.

It jumps like a pre-nerf Jenner with more fuel. There is a version that can mount 12 jumpjets but from my testing this has no benefit over 8 or 9. Maybe if they ever remove the engine rating cap it will be something to behold.

I’d like to see them add an ability to curve your jump path left or right and retain speed on landing. Heck I’d LOVE to see them add terrain costs for movement (reduced speeds for going and down slopes, halved speed in water) which would also make jumping more attractive.

I have a spider with 4 machine guns, it’s beautiful to watch, but oh so useless. I spent almost 6000 rounds not even denting the armor on a hunch…the single laser does all the damage really.

They should add unmanned drones or something to the game. Then you could use your machine guns as AA. How are battlefields treated in Battletech lore? Shouldn’t there be conventional units around such as tank columns, air support and artillery? I remember in Mechwarrior 2: Mercs you could hire plane pilots as well as mech wingmen. This game needs more stuff!

I think the machine guns are ment for infantry.

Fixed.
Right now in MW:O, especially since there is no infantery, they are just for show ;) .

Had a tree fall the other day, was in shock.

IIRC, there were conventional military units in the BattleTech universe; Mechs were pretty big-ticket items and a lot of local military work was armor and infantry, etc. Oh, and later Elementals of course.

So basically if you had a lot of weakly armored Elementals zipping about you would have use for weapons that can spread around bullets with a high rate of fire. They could be AI-controlled and help defend capture points in attack/defend games. Or something!

Had a tree fall the other day, was in shock.

Really, trees are destructible now?

I haven’t seen that…

In one of their novels they mention that mechs could be in trouble without anti inf weapons as they are quite numerous.

I think you can shoot down some trees and light poles but they have extremely small hit boxes. I’d love to see them add mixed warfare to the game eventually even if it was primarily AI controlled. I also hope if they do add Elementals that they are traditional FPS movement, not tank movement. Once you get a better mix of units it makes more sense for asymmetric battles as well which would be quite interesting.

I was also thinking about the double XP weekend. It sort of makes sense for them to do double XP, as higher XP actually might encourage people to spend MC. If it was a double CBill weekend or both I don’t believe people would spend much more MC.