MechWarrior 5: Clans

MechWarrior 5: Clans

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Saica-Fox Oct 18, 2024 @ 7:37am
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the disappointment
Game feels like a downgrade from MW5: Mercs.
On one side, I do understand that it's meant to be a more narrative experience, but they had to cut way to many gameplay features to make that work for very mediocre story.
- Game story is pretty demanding as far as lore goes, since it barely explains anything about Clans and their history, throws around very clan-specific slang at every opportunity. And at the same time it have some very questionable lore elements (why do random pirates in periphery have Ravens in 3049?)
- I guess not surprising given overarching story of a clans, but even within scope of the game it's hilarious how bad clans are with this whole invasion. You practically have "Win in the game, lose in cutscene" every other mission, which gets very jarring very fast.
- Playable Mech pool is very limited at only 16 BattleMechs, MechLab could not decide if it want's to use slot system or hardpoint system, so it created unholy agglomeration of both.
- Salvage is now just generic currency only used for "+5% range for ER lasers" research, which completely removes any reason to ever try to do anything by CT enemies. Repairs are free, so loosing mechs / parts is not even a consideration. Credits are so abundant, they are pretty much meaningless.
- UI is bad. Not that PGI ever been good at making those, but come on. The fact that you have 5 different characters, with different skills, and the only way to pick which one do you want to play in Coop is to have host invite you into a correct party-slot (and if host want's to play anyone but Star Commander, too bad they're locked in first slot)
- AI is still as dumb as it was in Mercs. They will rush into melee even on long-range support mechs, and most missions consist from game drip-feeding you 1-2 enemies at a time like a glorified shooting gallery.
- Game is very poorly optimized. Even with pretty high spec PC it struggles to consistently stay above 120fps, and once in a while some mechs would spawn which would instantly tank averages to 70-80s with 1% lows dipping as far as 30s for very rough experience until you will manage to find that one mech that somehow causes it and kill it.
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Showing 1-15 of 100 comments
Saica-Fox Oct 19, 2024 @ 1:48pm 
its worse now what is going on
vilewisher Oct 19, 2024 @ 1:53pm 
Most jank HOTAS support (or lack thereof) also. This is an absolute travesty.
Bazongo Oct 19, 2024 @ 7:07pm 
well you should have known it was a cash grab and nothing would change, they just pretended it was a new game instead of DLC to charge full price again
Saica-Fox Oct 19, 2024 @ 7:24pm 
Originally posted by Bazongo:
well you should have known it was a cash grab and nothing would change, they just pretended it was a new game instead of DLC to charge full price again
u know what blows my mind only 16 total mechs in the game wtf
(J) Oct 19, 2024 @ 7:34pm 
Originally posted by Saica-Fox:
Game feels like a downgrade from MW5: Mercs.
On one side, I do understand that it's meant to be a more narrative experience, but they had to cut way to many gameplay features to make that work for very mediocre story.
- Game story is pretty demanding as far as lore goes, since it barely explains anything about Clans and their history, throws around very clan-specific slang at every opportunity. And at the same time it have some very questionable lore elements (why do random pirates in periphery have Ravens in 3049?)

I like how you complain about the game being demanding about existing lore then immediately pop off lore that no novice would know. LOL
(J) Oct 19, 2024 @ 7:36pm 
2
Originally posted by Saica-Fox:
Originally posted by Bazongo:
well you should have known it was a cash grab and nothing would change, they just pretended it was a new game instead of DLC to charge full price again
u know what blows my mind only 16 total mechs in the game wtf

What blows my mind is people not understanding how many options that really is.

In the BattleTech universe, OmniMechs are a type of Clan BattleMech that can be equipped with different combinations of omni-pods, allowing them to change their weapon loadouts and equipment configurations without needing to refit the entire Mech. The key feature of OmniMechs is their ability to swap out entire systems (like weapons, armor, and sensors) in modular pods, making them highly versatile.

Omni-Pod Configurations:

Each OmniMech typically has 4 to 6 omni-pods, depending on the specific design of the Mech. The number of possible configurations for each OmniMech is determined by how many pods it has, as each pod can be loaded with different equipment or weapons.

For simplicity, let’s assume you’re asking about OmniMechs that have 4 omni-pods, as this is common for many Clan mechs like the Nova or Timber Wolf (Mad Cat).

Calculation for One OmniMech:

4 omni-pods means each pod can be replaced or configured differently.
Each pod has multiple configuration options, but let’s assume an average of 5 different pod configurations (which is a rough estimate, as some pods can have more or fewer options, but we’ll average it out).

Thus, the total possible configurations for one OmniMech with 4 pods would be:

5 options per pod (assuming an average number of loadout choices per pod) → 5 × 5 × 5 × 5 = 625 possible configurations.

For 16 OmniMechs:

If you have 16 OmniMechs, each with 4 pods, and each pod has an average of 5 configuration options:

The total possible configurations across 16 mechs would be:

625 configurations per mech × 16 mechs = 10,000 total possible configurations.

Conclusion:

With 16 Clan OmniMechs, each having an average of 4 omni-pods with 5 configuration options per pod, you would have around 10,000 possible unique configurations.

This number could vary depending on the actual number of pods and the range of available loadout options for each Mech, but this is a solid estimate!
Last edited by (J); Oct 19, 2024 @ 7:37pm
holi_shet Oct 19, 2024 @ 7:42pm 
Originally posted by (J):
Originally posted by Saica-Fox:
u know what blows my mind only 16 total mechs in the game wtf

What blows my mind is people not understanding how many options that really is.

In the BattleTech universe, OmniMechs are a type of Clan BattleMech that can be equipped with different combinations of omni-pods, allowing them to change their weapon loadouts and equipment configurations without needing to refit the entire Mech. The key feature of OmniMechs is their ability to swap out entire systems (like weapons, armor, and sensors) in modular pods, making them highly versatile.

Omni-Pod Configurations:

Each OmniMech typically has 4 to 6 omni-pods, depending on the specific design of the Mech. The number of possible configurations for each OmniMech is determined by how many pods it has, as each pod can be loaded with different equipment or weapons.

For simplicity, let’s assume you’re asking about OmniMechs that have 4 omni-pods, as this is common for many Clan mechs like the Nova or Timber Wolf (Mad Cat).

Calculation for One OmniMech:

4 omni-pods means each pod can be replaced or configured differently.
Each pod has multiple configuration options, but let’s assume an average of 5 different pod configurations (which is a rough estimate, as some pods can have more or fewer options, but we’ll average it out).

Thus, the total possible configurations for one OmniMech with 4 pods would be:

5 options per pod (assuming an average number of loadout choices per pod) → 5 × 5 × 5 × 5 = 625 possible configurations.

For 16 OmniMechs:

If you have 16 OmniMechs, each with 4 pods, and each pod has an average of 5 configuration options:

The total possible configurations across 16 mechs would be:

625 configurations per mech × 16 mechs = 10,000 total possible configurations.

Conclusion:

With 16 Clan OmniMechs, each having an average of 4 omni-pods with 5 configuration options per pod, you would have around 10,000 possible unique configurations.

This number could vary depending on the actual number of pods and the range of available loadout options for each Mech, but this is a solid estimate!

guys dont waste ur time with this comment he just trying to make a fancy way to say, you can only costumize your weapon slots and thats it, slap some weapons and rush b cuz we have a free repair and no need to look for a part scavange just go go go rush b. lvl up and buy new mechs that dosent feel anything rush rush rush b
talemore Oct 19, 2024 @ 10:46pm 
The issue is that you been secretly invading the inner sphere as a clan inside mechwarrior 5

So it's no big deal for you to remake a mech.

Refiting a mech wasn't a thing. Inner sphere used the mechs as they were made. Which makes Inner sphere lack of customize being compensated with more mechs.
talemore Oct 19, 2024 @ 10:47pm 
Originally posted by Starker:
GAME
IS
NOT
FINISHED

For ♥♥♥♥'s sake. Modern games are released in beta state because people are buying them based on a delusion of trust. Try before you buy, research heavily, or wait for a sale, but, for the love of God, don't give them your money on day 1.

It is finalized and released.
Alrik Oct 20, 2024 @ 3:30am 
The big thing with Omni Mechs in the lore is that changing the loadout is very quick.
It can be done prior the mission to fit the loadout to the enviroment.
If the unit is fighing in the desert and the loadout is build for low heat (missles and balistics) and the next day the unit is transfered to fight in the arctict the techs can quick swap the pods and weapons to energy.

To make Omni mechs work in a Mechwarrior game changing the loadout should be done before mission start, after reciving all the enviroment and tactical intel.
Could be work like:
1.) building multiple loadouts in the Mechlab with the aviable Omni Pods and weapons and save them
2.) selecting a saved loudout before starting the match
3.) maybe add a setup time for each loadout to restrict the selection per mission. Some missions would have a low set up time, for example if the players unit gets attacked and don't have much time to change loadouts.
Also repairs should be faster than with standard mechs.

Standard mechs in the lore are more restriced - if you look at the time (the rules for that are in the old Mercenaries Handbook).
Exchanging a PPC with a Large Laser is possible, but takes more time than on an Omni Mech.
Exchanging a Medium Laser with an Large Laser... takes a lot of time and the tech may fail.

Yes, it's possible to replace Internal Structure with Endo Steel, Standard Armor with better Armor and even the Standard Engine with a bigger XL Engine on Non-Omni Mechs... but that takes weeks or months to do, and the tech doing the work might fail.
Usually such big modifications are only done for special mechs (like the Ye Lo Wang use for Solaris Combat) or as part of a field upgrade kit for old mechs.

PGI didn't bring that to MWO because no player wants to modify their mechs and then get a time out for the mech to simulate the worktime.
Choosing a loadout for the Omni before starting the match would have work in MWO if they use dropdeck... but most players hate dropdecks, so no chance for that.
Tr0w Oct 20, 2024 @ 3:55am 
Originally posted by Saica-Fox:
Originally posted by Bazongo:
well you should have known it was a cash grab and nothing would change, they just pretended it was a new game instead of DLC to charge full price again
u know what blows my mind only 16 total mechs in the game wtf
Well you see with MWO they learned that selling mech packs is a way to print money. So expect to see more coming with DLC.
Vesperal Oct 20, 2024 @ 4:41am 
2
Originally posted by (J):
Originally posted by Saica-Fox:
u know what blows my mind only 16 total mechs in the game wtf

What blows my mind is people not understanding how many options that really is.

In the BattleTech universe, OmniMechs are a type of Clan BattleMech that can be equipped with different combinations of omni-pods, allowing them to change their weapon loadouts and equipment configurations without needing to refit the entire Mech. The key feature of OmniMechs is their ability to swap out entire systems (like weapons, armor, and sensors) in modular pods, making them highly versatile.

Omni-Pod Configurations:

Each OmniMech typically has 4 to 6 omni-pods, depending on the specific design of the Mech. The number of possible configurations for each OmniMech is determined by how many pods it has, as each pod can be loaded with different equipment or weapons.

For simplicity, let’s assume you’re asking about OmniMechs that have 4 omni-pods, as this is common for many Clan mechs like the Nova or Timber Wolf (Mad Cat).

Calculation for One OmniMech:

4 omni-pods means each pod can be replaced or configured differently.
Each pod has multiple configuration options, but let’s assume an average of 5 different pod configurations (which is a rough estimate, as some pods can have more or fewer options, but we’ll average it out).

Thus, the total possible configurations for one OmniMech with 4 pods would be:

5 options per pod (assuming an average number of loadout choices per pod) → 5 × 5 × 5 × 5 = 625 possible configurations.

For 16 OmniMechs:

If you have 16 OmniMechs, each with 4 pods, and each pod has an average of 5 configuration options:

The total possible configurations across 16 mechs would be:

625 configurations per mech × 16 mechs = 10,000 total possible configurations.

Conclusion:

With 16 Clan OmniMechs, each having an average of 4 omni-pods with 5 configuration options per pod, you would have around 10,000 possible unique configurations.

This number could vary depending on the actual number of pods and the range of available loadout options for each Mech, but this is a solid estimate!

Oh and you forgot to say that with 26 letters in the alphabet and the capacity to name your mech, it's actually multiplied by 26^26^max number of characters options, leading to infinite number of possibilities to customize your mech and have a fully renewed gameplay.

Or just simply they cash grabbed the whole community with a trashgame, as with any new "big" title those days. Yeah keep defending it, you'll do wonders ! :)
demonwarcat Oct 20, 2024 @ 4:53am 
TRO3050 introduced 16 clan omnimechs with a variety of pod sets. Each variant in the IS would be a completely different mech. All mechwarrior games since MW3 intoduced the mechlab have made it simpler to customise mechs than the lore. It would not make for a player friendly game if cannot deploy your CN9-A because you can't get the customised Luxor AC10 it uses. Even with the mech-lab system you can't rebuild a CN9-A to CN9-AL the hardpoints don't permit it. A Mad Dog prime is LRMs and pulse lasers. A Mad Dog C is dual gauss rifles. I haven't experimented with it yet but it looks to me as if you can build custom omnipod sets for your mechs.
Saica-Fox Oct 20, 2024 @ 7:40am 
im just blown away how many steps back this is from mercenaries
Sir_Blaze Oct 20, 2024 @ 7:53am 
Originally posted by demonwarcat:
TRO3050 introduced 16 clan omnimechs with a variety of pod sets. Each variant in the IS would be a completely different mech. All mechwarrior games since MW3 intoduced the mechlab have made it simpler to customise mechs than the lore. It would not make for a player friendly game if cannot deploy your CN9-A because you can't get the customised Luxor AC10 it uses. Even with the mech-lab system you can't rebuild a CN9-A to CN9-AL the hardpoints don't permit it. A Mad Dog prime is LRMs and pulse lasers. A Mad Dog C is dual gauss rifles. I haven't experimented with it yet but it looks to me as if you can build custom omnipod sets for your mechs.

yes and no, you can customise the omnipods within the hard point type and space requirement, aka you cannot put a 2 slot large MP laser on a 1 slot point, nor can you put a SRM 6 on that small point you'd need to use a different pod, and you cannot save said configurations to then copy and past onto other mechs of the same type you have to go in and manually change them too.
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Date Posted: Oct 18, 2024 @ 7:37am
Posts: 100