NPC's in MWO would be interesting. But i'd see it more like how NPC's are implemented in Titanfall. There's a TON of NPC grunt soldiers around the battlefield. Makes it feel more alive. For mechwarrior that would be all the combined arms vehicles that are in the lore. Tanks of various loadouts choppers and starfighters/bombers. I would have a starting amount - a few that just patrol the base and a few that goes out - but once they run out you can manufacture more with fuel cells. Having these things around would also give greater depth to customizign your mechs/lances if you group up - having dedicated builds to hunting and destroying enemy grunts - like you would do in Titanfall.
I'd be in favor of having the NPC minion/tank waves spawn automatically, and you could choose several options for the power cell: add an assault tank (e.g. Demolisher, Behemoth, Challenger, Morrigu) to each lane for the next wave, add a wave of hovers that will follow you and target what you target, refuel your team's consumables, something along those lines. Some form of respawns would be a necessity, tho.
My idea for base assault was similar, except you have one team running a long tom and either a set group of tanks or a facility that would spawn faster tanks like harrassers, then the base defense can spawn some heavier tanks like Bulldogs etc. If you wanted to do energy, have energy closer to the defenders, so they have a reason to try and hold the field. The Long Tom also fires something like once every 5 minutes, if you don't have an enemy selected it fires randomly at the base.
What you described with the factories and lanes is basically a moba and the power nodes are the central areas where the npcs would fight each other. Just as an expansion to that idea, Im not asking for this to be made but just something that sounds fun 1 make that the primary gamemode of CW and 2 make it so mechs can repair and rearm at a garage of sorts between fights.
Add good old Mechwarrior 3s Mobile Field Bases to Community Warfare. Change the mode to work like Rush from Battlefield. Make the maps bigger, give multiple objectives, and each time you complete a set of objectives you need to escort the MFBs to the next point. Also the spawning system should be Asymmetrical to emphasis this, meaning allow the Defenders to use 2 or even 3 drop decks worth of mechs while the Attackers only have the 1 drop deck. Meaning the MFBs are a absolute NECCESITY to accomplish your objective.
I think you should have a similar thing with conquest mode as well- each of the resource points when they get captured should have NPCs arrive to claim it for your side. Then attacking mechs should destroy those defences and have them replaced with their own to claim the point. That would make the whole game mode make a lot more sense, and there would be a bit more risk. And it would negate the fairly silly thing where you just sit on the point till it flips.
I was thinking about this kind of solutions for FW. Huge map with objectives that help you when you hold them (like radars, fuel cells / supplies), with artillery positions that the enemy lights can destroy to prevent the consumable artillery strikes, and npc vehicles convoys helping on the battlefield etc etc... Ehhh one can dream.
You know, in almost 700 games since its release I still have yet to see a single one of these little buggers. Though this video does make me want to pick one up because I play my Raven a lot like this.
That would be awesome Baradul, please tell me you made that suggestion at MechCon lol. I saw someone mentioned MW:LL too, which they definitely should take more design cues from imo. The big thing thats missing from MW though, ships. This universe has some of the best ships there are, along with capitol-ship level weapons and a select few mechs that can mount them. Like the Behemoth ii and its orbital defence rail gun. Sure, its slow, and easy to hit, but it can knock a direwolf on its ass with a single shot. They passed on a LOT of shit to male mwo more balanced. Only issue is ots not balanced and the more they try, the more they fuck it up. Jordan knew what he was doing when he designed BT/MW and they should have stuck with that. I would even argue that mwo isn't a real MW title, just a testing/fundraising platform for the actual releases.
Gotta lead people in a framework they understand. If you try to lead then in something they dont understand, you'll only lead them to failure. The build is really good though.
It is not available for C-Bills yet. PGI rotates the Mechs into the games slowly. But you can buy them here as a kind of early adopter: mwomercs.com/civil-war-escalation
I don't mind seeing losses. I think the gutless long range meta makes for some cowardly players, afraid to commit to anything which may resemble teamwork. Pug life sucks.
There are problems with BOTH playstyles. Long Range isnt neccesarly gutless, they are trying to soften up the targets before the brawl starts. It doesnt help the good brawl players that there are WAAAAAAY to many YOLO 420 Blazins in game that think they can COD with a Heavy into half the enemy team. You need to have good players of both types. Long Range snipers to soften up the enemy but that will push when the time comes, and Brawlers who know they have to have the team behind them to succeed.
NPC tanks and even infantry that die quickly to demonstrate the power of 'Mechs would be awesome. I've always wanted it.
NPC's in MWO would be interesting. But i'd see it more like how NPC's are implemented in Titanfall. There's a TON of NPC grunt soldiers around the battlefield. Makes it feel more alive.
For mechwarrior that would be all the combined arms vehicles that are in the lore. Tanks of various loadouts choppers and starfighters/bombers.
I would have a starting amount - a few that just patrol the base and a few that goes out - but once they run out you can manufacture more with fuel cells.
Having these things around would also give greater depth to customizign your mechs/lances if you group up - having dedicated builds to hunting and destroying enemy grunts - like you would do in Titanfall.
I'd be in favor of having the NPC minion/tank waves spawn automatically, and you could choose several options for the power cell: add an assault tank (e.g. Demolisher, Behemoth, Challenger, Morrigu) to each lane for the next wave, add a wave of hovers that will follow you and target what you target, refuel your team's consumables, something along those lines.
Some form of respawns would be a necessity, tho.
What Gwenster said!
My idea for base assault was similar, except you have one team running a long tom and either a set group of tanks or a facility that would spawn faster tanks like harrassers, then the base defense can spawn some heavier tanks like Bulldogs etc. If you wanted to do energy, have energy closer to the defenders, so they have a reason to try and hold the field. The Long Tom also fires something like once every 5 minutes, if you don't have an enemy selected it fires randomly at the base.
What you described with the factories and lanes is basically a moba and the power nodes are the central areas where the npcs would fight each other. Just as an expansion to that idea, Im not asking for this to be made but just something that sounds fun 1 make that the primary gamemode of CW and 2 make it so mechs can repair and rearm at a garage of sorts between fights.
Add good old Mechwarrior 3s Mobile Field Bases to Community Warfare. Change the mode to work like Rush from Battlefield. Make the maps bigger, give multiple objectives, and each time you complete a set of objectives you need to escort the MFBs to the next point. Also the spawning system should be Asymmetrical to emphasis this, meaning allow the Defenders to use 2 or even 3 drop decks worth of mechs while the Attackers only have the 1 drop deck. Meaning the MFBs are a absolute NECCESITY to accomplish your objective.
You forgot consumables.... POSTCARD GIVEAWAY! :P
I think you should have a similar thing with conquest mode as well- each of the resource points when they get captured should have NPCs arrive to claim it for your side. Then attacking mechs should destroy those defences and have them replaced with their own to claim the point. That would make the whole game mode make a lot more sense, and there would be a bit more risk. And it would negate the fairly silly thing where you just sit on the point till it flips.
game 2 first 2 kills were brilliant. such a good trade
I was thinking about this kind of solutions for FW. Huge map with objectives that help you when you hold them (like radars, fuel cells / supplies), with artillery positions that the enemy lights can destroy to prevent the consumable artillery strikes, and npc vehicles convoys helping on the battlefield etc etc... Ehhh one can dream.
I like that idea... it would make incursion more interesting.
You forgot one NPC to add for clans, ELEMENTALS.
Happy New Year. Looking forward to a Year of MWO Fight‘s. Sounds like you allready picked up your New Years wishlist.
thank you for taking time out of your holidays to make such wonderful video's. We enjoy them very much.
Thanks for watching them! :D
The power cells do have a lot of significance through the match in faction play.
Man, they killed you so hard in that first game that your left arm flew off.
i think it would be cool if there was a bots mode where you fight the word of blake with like superheavy mechs as like a boss
You know, in almost 700 games since its release I still have yet to see a single one of these little buggers. Though this video does make me want to pick one up because I play my Raven a lot like this.
You just said "MechWarrior MOBA" and my brain detonated.
That's the best idea since sex. Period.
The thing in MW5 that I think is sorely missing is the mechlab. it's not mechwarrior without it. I'm so pissed at PGI for not putting it in...
That would be awesome Baradul, please tell me you made that suggestion at MechCon lol. I saw someone mentioned MW:LL too, which they definitely should take more design cues from imo. The big thing thats missing from MW though, ships. This universe has some of the best ships there are, along with capitol-ship level weapons and a select few mechs that can mount them. Like the Behemoth ii and its orbital defence rail gun. Sure, its slow, and easy to hit, but it can knock a direwolf on its ass with a single shot. They passed on a LOT of shit to male mwo more balanced. Only issue is ots not balanced and the more they try, the more they fuck it up. Jordan knew what he was doing when he designed BT/MW and they should have stuck with that. I would even argue that mwo isn't a real MW title, just a testing/fundraising platform for the actual releases.
sounds like a great idea...
7 line for a fun time
MWO needed a Moba mode 4 years ago
MWO the first person MOBA. Yeah I want that....
What the hell were those 2 enemy assault mechs doing in the second game?
Getting left behind, cut off, and killed. Happens all the time in PUG play.
Gotta lead people in a framework they understand. If you try to lead then in something they dont understand, you'll only lead them to failure. The build is really good though.
I see a trend in skipping survavibility tree in your videos
Newest fun for me is kit fox hero 1 c heavy lrg laser 3 er medium.
Oh and ecm
Where do you find this mech? I've never seen it before. It looks cool
It is not available for C-Bills yet. PGI rotates the Mechs into the games slowly. But you can buy them here as a kind of early adopter: mwomercs.com/civil-war-escalation
Osiris Release Dates
MC Release Date: April 4th 2018
C-Bill Release Date: May 2nd 2018
mwomercs.com/forums/topic/251728-civil-war-escalation-faq/
MoltenMetal Oh cool! Thanks
It's been around since MW4. I'm glad to see it return, personally. :)
Nice build.Shame I didnt buy th Osiris. I like your moba like idea.
SNPPC LOCUST!
Or you could play MWLL and drive Battletech tanks and hovercraft, and fly Battletech planes and VTOL yourself.
JUST SAYIN!
This. All of this. The best part, you have everything from the start.
Or give us flying vehicles too
7:43 ... If only ... (Sighs)
Jenner IIC-Fury plz
Yea, make mechwarrior like League of Legends with minion tanks and heli going down the lines and towers on each side.
I don't mind seeing losses. I think the gutless long range meta makes for some cowardly players, afraid to commit to anything which may resemble teamwork. Pug life sucks.
There are problems with BOTH playstyles. Long Range isnt neccesarly gutless, they are trying to soften up the targets before the brawl starts. It doesnt help the good brawl players that there are WAAAAAAY to many YOLO 420 Blazins in game that think they can COD with a Heavy into half the enemy team. You need to have good players of both types. Long Range snipers to soften up the enemy but that will push when the time comes, and Brawlers who know they have to have the team behind them to succeed.
This is the most janky looking mech I've seen