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Author Topic: Mechwarrior Online  (Read 1029789 times)
Sir T
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Reply #3675 on: January 27, 2014, 08:15:04 PM

I actually reduced my settings to low and textures to medium a few weeks ago. Not only did it largely stop the crashes, but Frozen city textures now load every time :)

Next week for ui 2.0 goodness. Cant wait for the weeping and gnashing of teeth :D

Hic sunt dracones.
Zaljerem
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Reply #3676 on: January 28, 2014, 06:40:29 AM

I actually reduced my settings to low and textures to medium a few weeks ago. Not only did it largely stop the crashes, but Frozen city textures now load every time :)

Next week for ui 2.0 goodness. Cant wait for the weeping and gnashing of teeth :D

Thanks, I'll try this for the texture issues; limiting the FPS seems to have fixed the crashes for me.

Every problem has a better solution when you start thinking about it differently than the normal way. - Steve Wozniak
When is [Minecraft] going to get together with DF, have a nice cuddle and a bottle of wine and finally produce the Baby that I want ? - Ironwood
"Thank you for helping us help you help us all." - GlaDOS
Falconeer
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Reply #3677 on: February 03, 2014, 09:22:16 AM

New 'mech is a light, the Firestarter. 35 tons.

Look at those fuel canisters.



Shannow
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Reply #3678 on: February 03, 2014, 09:58:05 AM

Looks sweet! Probably useless, but looks sweet!

btw do we get our big patch this week?

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Sir T
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Reply #3679 on: February 03, 2014, 11:40:17 AM

Tomorrow is the day!! Reserve your popcorn now! Oh ho ho ho. Reallllly?

Hic sunt dracones.
Falconeer
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Reply #3680 on: February 03, 2014, 01:53:41 PM

Yes, UI 2.0 -1 (so basically UI 1.9  why so serious? ) is tomorrow. Somehow I suspect a huge fiasco considering the terrible state of the mechlab we've seen in the public test, and that will kill the will to play of so many people.

Ironwood
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Reply #3681 on: February 03, 2014, 02:22:18 PM

FUCKING BE THERE.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #3682 on: February 04, 2014, 11:08:54 AM


Sir T
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Reply #3683 on: February 04, 2014, 11:27:01 AM

The servers are down for maintanence. THIS IS SO EXCITING!! I can taste the tears already!

Hic sunt dracones.
Sir T
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Reply #3684 on: February 04, 2014, 01:35:36 PM

Ok. loaded it tried it. Mostly it will take a LOT of getting used to. However that stupid chunk when you mouse goes over anything will slowly drive me up the wall.

Hic sunt dracones.
Ironwood
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Reply #3685 on: February 04, 2014, 03:16:46 PM

Crash, crash, crash, FAIL.

 swamp poop

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
5150
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Reply #3686 on: February 05, 2014, 03:52:48 AM

Is the X-5 worth getting at 50% off [given that it doesnt have jump jets or ECM]?

I don't tend to do well in anything less than a heavy (this maybe due to my crappy framerate due to needing a better graphics card), my medium stable currently consists of:

Founder Hunchback
Wang Centurion
Phoenix Shadow Hawk
Phoenix Griffin
Phoenix Wolverine

Shannow
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Reply #3687 on: February 05, 2014, 10:21:27 AM

I have a X5 and I like it, but ill admit Im just as good if not better in a 2A. Still a cpl of Cicadas in a wolfpack are fricken deadly.

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Ironwood
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Reply #3688 on: February 05, 2014, 12:33:39 PM

Words can't describe how awful this new UI is.


"Mr Soft Owl has Seen Some Shit." - Sun Tzu
HaemishM
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Reply #3689 on: February 05, 2014, 01:45:54 PM

Tried to install it on my new computer at work - it's never been installed on this machine before, though I did copy all my settings from my previous computer using Transwiz. I just wanted to see how bad the UI was.

It will not allow me to install the game. Running the installer tells me there is a previous version. Uninstall the previous version from the Control Panel (since it had copied my settings). Still won't install. Even tried changing the install location to a different folder - it then tells me that folder location is in use, EVEN THOUGH THE FUCKING FOLDER DOES NOT EXIST.

Fuck these guys.

Lantyssa
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Reply #3690 on: February 05, 2014, 02:59:49 PM

Words can't describe how awful this new UI is.
You know what I want for the Mech Lab?  Nothing more than the basic damn BattleTech sheet.  Why in all the gods' names do I need to select each section to then load it up?  I should be able to go drag stuff from one list on the right into each section and be done with it.

Hahahaha!  I'm really good at this!
Shannow
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Reply #3691 on: February 05, 2014, 03:51:30 PM

We got a UI reskin. That's it. Not even new social tools.

 Facepalm

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
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Reply #3692 on: February 05, 2014, 04:18:58 PM

No, a reskin wouldn't have messed up the mechlab. That said, they stated that the "smurfy" mechlab will be up in about a month. Meh.

Sir T
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Reply #3693 on: February 05, 2014, 05:54:15 PM

The Smurfy mechlab is the one we had before this.

Having big pictures of components covering half the screen and forcing the actual bit where you load your components off into a much smaller space and forcing it into half covering the most important thing on the screen, namely your mech, becasue theres no more room. Who in gods name thought that was a good design. Its ficking horrible. My 4 year old nephew could do better, since he's big into jigsaw puzzles. Whoever came up with that and got it into the game must be blowing the boss.

However there is a few nice shortcuts you can do for other things, like finding what modules are on mechs by simply clicking down the mech inventory. That's a nice feature, pretty minimalist. So whoever came up with that did good work. And its really nice to be able to spin your mech around in the lab.

Hic sunt dracones.
Sir T
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Reply #3694 on: February 05, 2014, 06:21:38 PM

http://mwomercs.com/forums/topic/149554-february-5th-hotfix/page__pid__3127636#entry3127636
Quote
I am pleased to announce that a small hotfix will be deployed on February 5, 2014 at 10am PST to address the following issues occurring for some players:

View PostDestined, on 04 February 2014 - 11:12 AM, said:
Players may on occasion become stuck shortly after login with a 'Connecting' message displayed onscreen. This issue will normally manifest if the client was closed immediately after changing the selected `Mech.
The Activate Button for Banked Premium Time is currently non-functional.

Hic sunt dracones.
Falconeer
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Reply #3695 on: February 05, 2014, 11:38:03 PM

I really wish they could explain to me why I can't spin my 'mech in the home screen and have to go to the mechlab to do it. The first thing that comes natural, as in ANY other game where you pilot a big machine/robot/tank/ship/car/airplane is to spin your thing as soon as you see it. Why in the universe is it fixed in the home screen in MWO? These guys' heads are built backward.

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Reply #3696 on: February 06, 2014, 04:31:54 AM

Has anyone else noticed an FPS drop since UI 2? (despite the fact that the core gameplay wasn't changed?)
Falconeer
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Reply #3697 on: February 06, 2014, 05:54:26 AM

It's probably the new font. Changing that wasn't a small feat! It's a heavy set of characters, but don't worry it will be optimized with DX11.

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Reply #3698 on: February 06, 2014, 03:50:12 PM

This video is fuckin amazing! When do you think we'll be able to play that game?

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Reply #3699 on: February 11, 2014, 01:34:12 PM

Video log #2. Devs being awkward and all.




EDIT: Also Firestarter available for MC.

« Last Edit: February 11, 2014, 01:45:23 PM by Falconeer »

Falconeer
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Reply #3700 on: February 17, 2014, 04:22:01 PM

Incoming nerf to Highlander and Victor, mostly agility ones (because of Jump Jets).
I approve.

Quote from: Paul Inouye
I'll chime in here since the write up was well thought out and presented. (Not that other posts haven't been the same, but I'm being prodded by other internal influences)

Josef above touched on the critical issue that we are looking at... increasing the time to kill. I'll go as far as saying this... some of the medium and heavy 'Mechs went through a quirk balance pass. This has not happened for any of the assaults. Currently, assaults are a little too agile for what they are... the giant sledge hammers of the battlefield. The two Mechs which are currently above expected behaviour are the Highlander AND the Victor. Now keep in mind, it is not just the chassis that is the problem in this case, the jump jet effects on turning and lift also compound the issue with these two 'Mechs specifically. We will be addressing both issues at the same time.

Remember.. the nerf gun is a mid caliber gun... it can do little to medium changes but it's not going to render the targets useless.

Falconeer
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Reply #3701 on: February 21, 2014, 10:20:28 AM

Free 'mech!

Quote
Win 5 games before Tuesday February 25 and receive a free Champion Centurion CN9-A(C)! We'll also include a Mech Bay to store you new Champion, so stay sharp and win 5 battles for the glory and the goods.

The InnerSphere needs all the defenders it can get! This offer is available to old and new players alike, so be sure to grab your friends and have them join us in the Mech-blasting mayhem for this rare chance at grabbing a Champion Mech and Mech Bay for free!


Shannow
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Reply #3702 on: February 21, 2014, 11:45:58 AM

cant believe i actually paid for one of those. HATED that mech.

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Sir T
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Reply #3703 on: February 21, 2014, 07:32:51 PM

So, win 5 games and get a free mechbay and some cash?  DRILLING AND MANLINESS

Hic sunt dracones.
Falconeer
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Reply #3704 on: February 27, 2014, 01:38:16 PM

LAUNCH MODULE UPDATE – FEB 27, 2014

Quote
Launch Module Update – Feb 27, 2014

The Launch Module, a new means of connecting players together in a more comprehensive and structured manner with the ability to play in a space that suits their own needs.

This Launch Module incorporates changes to how teams are assembled in the Match Maker and how groups are dealt with when queuing for matches. A separate game space is created as well that allows players to take more control of their experience in terms of a player controlled Lobby.

In this post, you will learn about the following:
Changes to the Solo/Group Public Match
Addition of Free Private Matches and Premium Private Matches
How the design and engineering team made certain key decisions on getting the features implemented.
Surprising Stats:


Let’s start with some surprising facts pulled from the game server’s metrics:
Out of all matches launched, 84% are solo launches.
16% are group launches. (We omitted our 12-mans because they will be dealt with separately)
Of that 16%, 8% are 2-man groups, 4% are 3-man groups and 4% are 4-man groups.




Fig 1 – Group vs Solo Launches


This was very surprising to us as it was assumed that most launches would have been groups.
That being said, we looked at our overall goal of what we wanted the player experience to be when players launch into our game. Right now we have issues of lopsided teams in terms of Mech builds and overall tonnage. Another thing we kept in mind was the number of team players being mixed with the solo players.
We deem that public matches are where we, the developers, set the rules and expectations of the end player experience. Private matches are where the players set the rules and expectations of the end player experience. (Private matches detailed further down.)


Our Vision for Player Experience:
Drop into a match and play against a team of reasonably equal skilled players and equally balanced lance builds.
The ideal lance build would consist of 1 Assault, 1 Heavy, 1 Medium and 1 Light ‘Mech to bring the full breadth of play types to the battlefield. We do understand that this isn’t the best lance build within a company since you’d probably want to have your scout lance, skirmish lance, support lance and assault lance. This 1/1/1/1 build however would bring lances together that made a company build a lot more strategically balanced.
Teams should not be mixed with multiple groups on 1 team and solo players on the other. An equal balance must be maintained due to the groups having much more communication and can affect how a team performs.
As a 12-player group, we want the player to be able to choose who they fight against. This is a major feature for the competitive groups and league players alike.
Here are our steps involved with solving these issues in a way that keeps our vision integrity intact and at the same time address some of the hot topics within the community.



Tonnage:
Our initial plan was to implement a fairly rigid tonnage limit into team building. While this did solve the issue of a specific weight class outnumbering the other weight classes drastically, there were some key edge cases that came to light while we went through the design.

Issue 1:
The ability to create lop sided builds still existed. If a team wanted to, they could create a team of 6 Assaults and 6 Lights and still fall within the tonnage limits. This is not the type of gameplay we envisioned when looking at the restrictions.

Issue 2:
Players would not always be guaranteed to play the ‘Mech they wanted. Imagine a 2-man group with the proposed 120 ton limit. If a player and his friend both bought the Atlas with MC because they thought it looked cool, they would not be able to group up and play together since they’d be 80 tons over the limit. 1 Atlas would require the other player to play a Locust and there is no other option. What if the other player didn’t own a Locust? The group would then be at a stalemate and not able to launch.

Issue 3:
Players trying to min/max the system would drive a meta that once again does not fall into the vision of our player experience. Min/max will happen but we can control it to a certain extent.

Our Solution:
Instead of restricting team builds by tonnage and causing these weird edge cases, we decided to implement a team building limitation based on Weight Class. This means for each ‘Mech of a certain Weight Class, there is one on the opposing team. On top of that, we will enforce a 3/3/3/3 team build based on Weight Class as well. That is, a team is to consist of 3 Lights, 3 Mediums, 3 Heavies and 3 Assaults. No more, no less in each class.

This helps keep our vision point of a lance being created using a 1/1/1/1 lance build. 3 Lances, each at 1/1/1/1 giving a team build of 3/3/3/3. This 3/3/3/3 build is also a lot easier for new players to understand and it is also a good way of preventing a single weight class dominating a team’s build.

With this solution, players are able to launch in any ‘Mech they own without having to worry about a tonnage limit restricting their ability to do so. Those two players who wanted to play in a group of 2 Atlases are now able to do so. The Match Maker at this point would simply queue them as a group of 2 Assault Mechs.

Also within this solution is a restriction to the amount at which a team of players can min/max the team builds in terms of tonnage preference of one ‘Mech over another.

Queuing Solo vs Groups:

A big problem we had back in Closed Beta was the fact that a 4-man group in an 8-man team could sway the course of a battle drastically. This became less of an issue when we increased the size of teams from 8 to 12. Just because it was less of an issue does not mean it went away completely. Depending on how the match maker assigned groups to teams, it was still very possible to have 2 4-man groups on a single team and various permutations of team size as well. With the release of the Launch Module, we plan on addressing this on a new level.

Yes, groups will still mix with solo players but on a much stricter level. Each team will have a maximum of 1 group in it. No longer will 2 groups of 4 be put on the same side. It will still be possible that a group of 4 is on one team and a group of 3 or 2 on the other but the Match Maker will try to find groups of equal sizes first and only go for smaller groups if even groups are not available.

Also, the Match Maker will not balance a group of 4 with 2 groups of 2 as it will be hard limited to 1 group per team. A double 2 player group combination does not necessarily balance directly with a 4 player group since they won’t be directly communicating with each other.

Group Sizes:

As indicated in Fig 1, at the opening of this post, 84% of our player base launches solo. When it comes to groups, the highest percentage of groups kicking off is 8% being 2-man groups. 3 and 4-man groups make up 8% combined and are split equally at 4% each.

Now one thing we had to keep in mind when determining the maximum group size was the issue we first had where a 4-man group on an 8-man team could sway the outcome drastically. That being said, the same could be said about a 6-man group in a 12-man team. Instead of just picking arbitrary numbers to limit group sizes, we decided to stick with lore and allow players to form a lance. Ideally we would have stuck with a 3-man group to make the match maker’s job a little easier with the 3/3/3/3 team structure but BattleTech™ has always been about the lance.

We had mentioned earlier that we wanted to allow groups of 2-12. With the above investigation this has proven to be troublesome. Groups of 5-11 would have 2 issues. A group of 5-11 can sway the battle too much in a 12-man team, and groups of 5-11 would have to be matched equally on both teams in order to keep it balanced and to do that would drastically increase wait times for matches to kick off.

When it comes to the 12-man queue, we plan on watching the number of players still playing in this queue. We have a feeling that the majority of these matches are being played by the competitive crowd and that the functionality of Private Matches (explained later in this post) would be used by them rather than public drops. We expect a drastic drop in 12-man public matches but will monitor the match counts to see what will come of the 12-man public queue. Right now, the only way for a 12-man team to earn rewards is in the public queue. If we find that the 12-man public queue is just not worth the overhead, we will probably put rewards into the 12-man Free Private Match but not the Premium Private Match as the Premium version allows too much player customization and opens a large venue for exploiting the system to farm CBills and XP.

Stretch Goal for Matching Tonnage Even More Rigidly

Along with the Class balancing, we are looking into making the Match Maker take into consideration the tonnage of the Mechs it’s polling to put into teams. For example, the Match Maker would not only say a player has a Heavy, but a 75-ton Heavy. If available, find another 75 ton heavy to put on the other team. If another 75-ton Heavy is not found, it will try for a 70-ton Heavy and eventually try to match the tonnage as closely as possible when building the two teams. This will dramatically increase the tonnage accuracy between the two teams in terms of balance. Even though this is a stretch goal, it is the desire of the team to push hard to get this in for the first iteration of the Launch Module. If it does not make the release date, we will make sure it’s in one of the immediate follow-up patches.

What the Solo Public Match Queue Looks Like:



Walkthrough:
A solo player can still select which Game Mode they wish to drop into.
Upon clicking Launch, the player is bucketed into one of 3 tiers based on their Elo score. 0-1000 = Tier 1. 1001-1500 = Tier 2. 1501-2800 = Tier 3. (Keep in mind, these thresholds will be tuned as we monitor games being played.)
The now Elo Ranked Player is put into the Match Maker queue and their Mech’s Weight Class is recorded.
The Match Maker now looks for any games available that have room for the player’s Mech Weight Class and are in the same Elo tier.
When an opening is found, the Player is injected into a Team in that game.
The Match Maker fills both teams with 3 Assault Mechs, 3 Heavy Mechs, 3 Medium Mechs and 3 Light Mechs.
When both teams are full, the Match Maker kicks off the game and players connect to their dedicated server and play a match.
Upon completing the match, players are returned to the front end where they can re-prep their Mechs for the next match.

What the Group Public Match Queue Looks Like:



Walkthrough:
On group creation, max group size = 4
A maximum of 3 Mechs in one weight class is allowed (e.g. max of 3 Assaults, 4th player cannot bring an Assault)
When the group leader clicks Launch, they start the queue process.
Match Maker calculates average Elo.
Average Elo is used to put the group into their respective Elo tier.
Match Maker now gets the ‘Mech weight class of each player in the group.
Match Maker will check available games for room for the group.
If there is no room for the group’s Mechs, the Match Maker will create a new lobby for them to join.
One group per team is hard limited so a group of 4 can be matched with a group of 2, but the match maker will not match a group of 4 with 2 groups of 2.
All extra slots on a team with a group in it, will be filled with solo launch players fitting the weight class restriction.
12-man Public Matches
The 12-man public matches do not change from how they operate right now with the exception that they must adhere to the 3 Assault, 3 Heavy, 3 Medium, 3 Light team build restriction.

Private Matches


Private Matches are where the players get to choose the rules and limitations of a match. There are two types of private matches:
Free Private Match
Premium Private Match
In the Free Private Match, players can create a group up to 12 and launch into a pre-match lobby. In this lobby, the creator of the lobby (group leader) will have to invite the rest of the players to fill out the full 24-man match. Inviting a group leader to a private lobby will pull that leader and his group into the Lobby provided there is room.



What this allows players to do is to choose who they play against (a major win for the competitive crowd).
The option available to the Free Private Match creator is the same as the public launch option, that being which Game Mode is to be played. The Free Private Match creator also has the ability to drag and drop people from one team to the other if needed. Both Team Leaders can sort players amongst the 3 available lances on their own team.


The Premium Private Match behaves the same way as the Free Private Match with a few exceptions. These include:
Ability to set game mode.
Ability to select map.
Ability to select view lock (1st person only, 3rd person only, both).
Ability to select tonnage limits or remove tonnage limits completely (yes, actual tonnage limits).
Ability to set match time.
In order to create a Premium Private Match, the lobby creator must have Premium Time active on their account.



If the leader of the opposing team has Premium Time active on their account, a final option is made available. This is the ability to create uneven teams (12v10 for example), of varying sizes. This includes the ability to create 5v5 games, or 1v1 games.

The reason for the need of a second Premium Time for this last option is that games that are not full 12v12 cost us extra dedicated servers that normally would be used for full matches. Dedicated servers running 1v1 games are not running optimal player/server loads and are more expensive to run. There was a thought to have all lance leaders to have to have Premium Time but we figured that was just too much and hard to organize so we settled on having the leaders of both Team 1 (who is also the lobby creator) and Team 2 being the only two who would need to have Premium Time active.

Special Note: The use of Premium Time to get access to the more advanced options is currently a temporary implementation. The plan is to eventually move to a pay-per-use model which will fit much better into both the player experience and business model requirements.

Expected Release Date:
With all of the changes to both the Match Maker and Lobby systems, this feature is going to go through extended testing. That being said, we are going to be pushing out the expected release date to April 29th, 2014.



Sir T
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Reply #3705 on: February 27, 2014, 10:20:15 PM

As an aside, I bought the Protector Orion Hero Mech in he sale, and I don't find the center torso to be particularly vulnerable. Whatever they did to it seems to have worked properly.

Hic sunt dracones.
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Reply #3706 on: March 03, 2014, 02:58:31 PM

Next 'mech leaked: Banshee. Assault. 95t.


« Last Edit: March 03, 2014, 03:00:17 PM by Falconeer »

Ironwood
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Reply #3707 on: March 04, 2014, 02:42:05 AM

While that looks cool, it just reminds me how much I hate the new mech lab and how little I've played since the last patch.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #3708 on: March 04, 2014, 03:57:19 AM

Honestly, I tried to not let the new mechlab hinder me and to just play the game, and it's impossible. While the UI 2.0 could be bearable, the mechlab is NOT. It's impossible to know what's on your 'mech and what was fun -fiddle with the lab- is now a terrible chore. At the moment all I can do is log in and play with my already made 'mechs as if they were stock. Thinking of tuning them gives me a headache and frustrates me. So yeah, until they fix the mechlab, fuck them hard.

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Reply #3709 on: March 04, 2014, 11:17:24 AM

New Banshee Hero 'mech video. "La Malinche."

EDIT: Always a good idea to make a promo video where you clearly show how terrible your environment is with its ghost trees totally unaffected by 95 tons giant of steel, gently fading into it.

 Ohhhhh, I see.
« Last Edit: March 04, 2014, 11:19:57 AM by Falconeer »

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