Author Topic: MechWarrior 5: Clans Announced  (Read 35218 times)

Tyler Jorgensson

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Re: MechWarrior 5: Clans Announced
« Reply #270 on: 17 October 2024, 10:00:06 »
Literally this - I'm the person who added the Inner Sphere 'Mechs by literally pause watching the various teaser trailers. Just need to fill in gaps more play time people get in it - still a couple of hours away for me sadly.

Thank you for your work

VanVelding

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Re: MechWarrior 5: Clans Announced
« Reply #271 on: 17 October 2024, 10:09:39 »
Devastated to hear "two-man" and "kwee-aff" instead of "tau-man" and "ki-aff."

I hope these cutscenes fly for folks not familiar with the settings.

Been having a fun time with it. I would have liked to have taken on that Timberwolf, even if I would have lost. It's scripted, but that's what you sign on for when it comes to story-driven games.
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MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #272 on: 17 October 2024, 10:21:06 »
Well, they can't give you a fight you could potentially win if your character's rank is predetermined.
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Re: MechWarrior 5: Clans Announced
« Reply #273 on: 17 October 2024, 12:59:02 »
Got as far as the opening cinematic and happy with this game already, feels like people making it actually paid some attention to the source material
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Niopsian

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Re: MechWarrior 5: Clans Announced
« Reply #274 on: 17 October 2024, 14:53:33 »
I'm playing on console. Made it through the Trial of Position and really enjoying the vibe so far, but one major issue - is there no Invert Y Axis option?


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MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #275 on: 17 October 2024, 19:47:17 »
There's an Invert Y option on console, at least.

Also, this game has boss fights.  With actual health meters.  Fought something called a Sokol, which looked a heck of a lot like an Igor from Mercenaries but far, far tougher.  Took a lot of hits to bring it down.

This game feels less simulator and more arcade game like than Mercenaries did.
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Cyc

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Re: MechWarrior 5: Clans Announced
« Reply #276 on: 17 October 2024, 21:04:17 »
This game feels less simulator and more arcade game like than Mercenaries did.

It literally feels like a console port, rather than PC first like Mercs was. It would certainly explain PC being hit so heavily by issues and a lot of the UI decisions.

Niopsian

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Re: MechWarrior 5: Clans Announced
« Reply #277 on: 17 October 2024, 22:16:04 »
There's an Invert Y option on console, at least.

Also, this game has boss fights.  With actual health meters.  Fought something called a Sokol, which looked a heck of a lot like an Igor from Mercenaries but far, far tougher.  Took a lot of hits to bring it down.

This game feels less simulator and more arcade game like than Mercenaries did.

I must be going blind - where is it?
EDIT: Never mind, I found it.
« Last Edit: 17 October 2024, 22:24:23 by Niopsian »


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MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #278 on: 17 October 2024, 22:18:42 »
Under "Controls" on the options menu, scroll down to the bottom.
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Niopsian

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Re: MechWarrior 5: Clans Announced
« Reply #279 on: 17 October 2024, 22:25:18 »
Under "Controls" on the options menu, scroll down to the bottom.

Lol, exactly the last place I looked. I thought for sure it would be with the Gameplay options and not the custom controls.

Thanks!


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MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #280 on: 17 October 2024, 22:29:33 »
Hey, I'm still trying to find the video controls.  Which don't seem to be in the game.
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Re: MechWarrior 5: Clans Announced
« Reply #281 on: 18 October 2024, 05:10:37 »
There's an Invert Y option on console, at least.

Also, this game has boss fights.  With actual health meters.  Fought something called a Sokol, which looked a heck of a lot like an Igor from Mercenaries but far, far tougher.  Took a lot of hits to bring it down.

This game feels less simulator and more arcade game like than Mercenaries did.

Not sure I like the sound of boss fights.

One thing I'd really like if you were able to remap the controls on the controller. Basically turn them back into Mercs controls not a fan of the bumper trigger fire
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

JAMES_PRYDE

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Re: MechWarrior 5: Clans Announced
« Reply #282 on: 18 October 2024, 22:20:51 »
The cinematics and immersion factor is good, graphics could be a little bit better, but what I find lacking is, (like previous MW games) is the "Instant Action" mode, where you can set up a generic battle or scenario on the spot, with a range of different options, my gripe is with the "Sim Pod", is that you can only play and practice on what you have already done, and you are limited by the mechs you currently "own". In previous games, you could go in, choose any mech you wanted and have a good muck around.

I am considering going PC, as currently I have it on xbox, but honestly going to RTS view and ordering your star, and trying to use the quick action wheel is abit of a joke on console, in the heat of battle

MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #283 on: 18 October 2024, 22:45:42 »
To be honest, since the AI doesn't appear to have been significantly improved since Mercenaries I've been completely ignoring commanding my star at all.
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JAMES_PRYDE

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Re: MechWarrior 5: Clans Announced
« Reply #284 on: 19 October 2024, 04:11:26 »
To be honest, since the AI doesn't appear to have been significantly improved since Mercenaries I've been completely ignoring commanding my star at all.

Same conclusion I came too, lol

Just set them up with their roles in appropriate mechs / layouts that match their skills and let them auto play

Would not you think you could target an enemy mech, then hit a hot key button linked to Point 2, 3, 4 etc, then hitting another key to say attack or what ever, but without the wheel, making it alot quicker, especially on console

Cyc

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Re: MechWarrior 5: Clans Announced
« Reply #285 on: 19 October 2024, 04:19:46 »
To be honest, since the AI doesn't appear to have been significantly improved since Mercenaries I've been completely ignoring commanding my star at all.

Yes minimal spoilers, there is a stealth mission on Santander's World which ultimately I found easier to just Battlegrid place them on guard duty near the spawn and do all by the final stage all by myself.

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Re: MechWarrior 5: Clans Announced
« Reply #286 on: 19 October 2024, 05:38:13 »
Yes minimal spoilers, there is a stealth mission on Santander's World which ultimately I found easier to just Battlegrid place them on guard duty near the spawn and do all by the final stage all by myself.

Hogging all the glory I see.  How very Clan of you  :laugh:

This forum really needs spoiler tags.  I might have to look elsewhere for awhile until I get the game and complete it.

Is there a bug where custom control layouts for PC can't be saved, or is that isolated?
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Tyler Jorgensson

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Re: MechWarrior 5: Clans Announced
« Reply #287 on: 19 October 2024, 15:12:43 »
Hogging all the glory I see.  How very Clan of you  :laugh:

This forum really needs spoiler tags.  I might have to look elsewhere for awhile until I get the game and complete it.

Is there a bug where custom control layouts for PC can't be saved, or is that isolated?

Used to have them: they broke for some reason

Luciora

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Re: MechWarrior 5: Clans Announced
« Reply #288 on: 19 October 2024, 16:39:21 »
All these Ravens I'm fighting takes me out of the immersion a bit.   

MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #289 on: 19 October 2024, 21:44:00 »
At least they don’t jump like the ones in Mechwarrior 2.
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MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #290 on: 20 October 2024, 20:24:38 »
Well, I've made it to Turtle Bay and I have to say, it feels like Clan Smoke Jaguar is full of nice reasonable people... and also Cordera Perez, who's definitely a guy who'd blow up a city because he got mad.
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"I think I've just had another near-Rincewind experience," Death, The Color of Magic

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Dragon Cat

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Re: MechWarrior 5: Clans Announced
« Reply #291 on: 20 October 2024, 21:50:58 »
Well, I've made it to Turtle Bay and I have to say, it feels like Clan Smoke Jaguar is full of nice reasonable people... and also Cordera Perez, who's definitely a guy who'd blow up a city because he got mad.

They have made them quite... Human
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #292 on: 20 October 2024, 21:54:15 »
Now, if only someone had gotten their hands on a pronunciation guide...
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VanVelding

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Re: MechWarrior 5: Clans Announced
« Reply #293 on: 20 October 2024, 22:49:20 »
Well, I've made it to Turtle Bay and I have to say, it feels like Clan Smoke Jaguar is full of nice reasonable people... and also Cordera Perez, who's definitely a guy who'd blow up a city because he got mad.
He's a little intense, but I don't think he'd go that far...
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Dragon Cat

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Re: MechWarrior 5: Clans Announced
« Reply #294 on: 20 October 2024, 23:26:57 »
The Shadow Cat A is a complete beast in these levels though
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

MoneyLovinOgre4Hire

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Re: MechWarrior 5: Clans Announced
« Reply #295 on: 21 October 2024, 00:56:37 »
I've been using the Nova Prime but I can't seem to make it through a mission without losing at least one arm.  I've already unlocked the Mad Dog, so I'm contemplating what I should change Jayden's ride to.
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Dragon Cat

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Re: MechWarrior 5: Clans Announced
« Reply #296 on: 21 October 2024, 01:29:55 »
One of my star mates get the Nova she doesn't have near enough range to survive the missions
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Alan Grant

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Re: MechWarrior 5: Clans Announced
« Reply #297 on: 21 October 2024, 06:33:39 »
My biggest tip for this game is to make heavy use of the guard command. You can aim your reticle at a spot of ground and give the guard order via the radial menu and tell your star to "guard" that spot. They spread into a grid formation and will just engage whatever comes at them. I realized before I did this, I was always on-point and frequently taking the most damage if I stuck to "follow my lead" all the time. Also, the starmates would keep crashing into me or each other during "follow my lead" mode. Whereas with the guard order they mostly stuck to the same spot a short distance apart from each other, and that cut down on the friendly fire and crashing around.

Many times using this tactic, it allowed me to move back or off to one side, keeping a clear line of fire and contribute to the shooting, but also just monitor the big picture a little more. It gave me the excess mental brain space I needed to be more of a leader of the star and not just it's pointman.

I could even keep my unit somewhat mobile, changing the guard command location periodically. Particularly if my star was mostly of about the same speed, by accident, they would move like a box-shaped unit (more or less, it isn't perfect). So it felt more like moving a unit of 'mechs around the battlefield than trying to position individuals using the battlegrid or any other method.

I apply this once I realize red contacts are appearing ahead of us. Since most of the time the enemy AI just comes at you, it works pretty well for most situations this game presents you with.

I only occasionally would use the specific "attack target" command. Most of the time I'd let the starmates pick their targets. Unless I saw a particularly nasty threat I wanted deleted immediately. Or something mission-critical.

For choice of guard location, I've tried it both ways. Tucking my unit into areas where they have cover from long range fire, and positioning them on high ground in the open with good long range sight lines. High ground in the open tended to work better more of the time because it provided more opportunity to make use of long range weapons and do a lot of damage before it turned into a close range brawl, which was when the AI seemed to be the most effective at doing a lot of damage. But I guess that also depends on what 'mechs you are using and how they are outfitted. But the longer range of Clan weapons is an advantage to keep in mind.

Final semi-related tip. Make use of water wherever you can. The heat dissipation bonus of standing in water is awesome. It saved my butt a few times, most notably one mission where I lost every 'mech in my star but my own. I was in a Warhawk. I stuck to walking around in water and engaging the incoming targets one by one with my Warhawk until I had single-handedly deleted about 8 'mechs with nearly constant PPC fire and the mission ended successfully. It was one of my proudest individual moments in the game. I wouldn't have been able to keep up that pace of fire without the added bonus of water cooling.
« Last Edit: 21 October 2024, 06:46:22 by Alan Grant »

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Re: MechWarrior 5: Clans Announced
« Reply #298 on: 21 October 2024, 06:54:12 »
Outsider comment: I saw in one of the teasers/trailers the Clanners fighting, among other things, a Wolverine. Didn't notice that causing any specific reaction there, but it triggered a memory trace that described how the Clanfolk would go into a blind rage if they encountered one of those in the battlefield. It'd be a fun detail if that was reflected in the game as well :cheesy:

I didn't check the sysreq yet, but I'm very curious to know if this works well on Steam Deck, as my desktop is prolly a bit old for anything more modern than Fallout 4, which I set it up for back in the day :smiley:
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Re: MechWarrior 5: Clans Announced
« Reply #299 on: 21 October 2024, 06:58:54 »
I suppose I'm late to the party but the voice acting is...unfortunate.  A lack of rhoticism when they say "Khan" or other Mongolian-derived terms, the artificial nature of how they eschew contractions (Peter Cullen's Optimus Prime, for example, doesn't use contractions but his speech tends to feel far more 'normal' than those in the game), and other similar "no pronunciation guide was given" occurrences have me feeling *frumple.*

Not to mention Smoke Jaguars being concerned with civilian casualties and suffering (not to mention they expected a pirate to honor zellbrigen?), the fact that the AI tends to be an "each side focus fire on problematic obstacle" rather than the Clanlike "This is my duel, I will kill you if you interfere."

Gameplay is pretty fun though, but I keep thinking "are these Clanners--?"  Does not feel like the writers had a good sense of the universe or its factions, TBH.
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