- Jan 7, 2007
- 3,713
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Looks kinda cool.. but I'm not sure the price to play vs activity level is quite there..
I gave up on it long ago when they created more and more balance problems for themselves as they continued to move further and further away from Battletech/Mechwarrior equipment stats. While they had reasons to do what they did, almost everything could have been fixed by adding weapon "shake" (i.e. hit probability, based on combination of factors such as movement speed, terrain footing, heat, and/or jumping). I also understand wanting to make matches last long and agreed that the doubling of armor points made some sense, but in doing so, ammo based weapons should have had their ammo per ton increased to compensate for the loss of deadly damage.
These simple changes would have made balance so much easier, but they decided to not listen to the people in beta test, and went their own way for trying to balance things, which simply lead to one unbalanced setup after the next with people simply changing what they did based on what the new "balance" rules created.
Holy crap!Holy DLC $147 for all the packs
Holy DLC $147 for all the packs
Awful game. I paid $60+ for it years ago, and it just kept getting worse and worse. Tried it again half a year ago and it was just as bad plus even more P2W than before.
This was one of two games that really opened my eyes to the scam potential of kickstarter and early access games.
All of the top tier competitive mechs and weapon loadouts can be obtained with c-bills earned in game.
I would not pay $200 for a video game if Helen Mirren's boobs were the controller.I paid about $200 bucks to be a founder when the thing came out originally and was last time I pre ordered anything myself. If it was the same one from a couple years ago, I imagine it is.
It was a resounding thud even then and I never played it after launch.
I gave up on it long ago when they created more and more balance problems for themselves as they continued to move further and further away from Battletech/Mechwarrior equipment stats. While they had reasons to do what they did, almost everything could have been fixed by adding weapon "shake" (i.e. hit probability, based on combination of factors such as movement speed, terrain footing, heat, and/or jumping). I also understand wanting to make matches last long and agreed that the doubling of armor points made some sense, but in doing so, ammo based weapons should have had their ammo per ton increased to compensate for the loss of deadly damage.
These simple changes would have made balance so much easier, but they decided to not listen to the people in beta test, and went their own way for trying to balance things, which simply lead to one unbalanced setup after the next with people simply changing what they did based on what the new "balance" rules created.