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I have to agree. Living Legend was great fun to play and was better than mwo.
MWO is a shooter (player is shooting things like Mechs), and it uses 1st person perspektive.
If you want a true tabletop conversion play Battletech - and even this turn based strategy game isn't true to the old FASA table top, despite being made by the same creator.
Stuff like usless CASE in Mechs with XL engine was useless in the tabletop.
Additional slots for engine heatsinks was in the tabletop too - and also didn't make sense here.
It was never in the old Mechwarrior Games, with a good reason.
Taking stupid rules from a board game and putting them into a shooter "just because it's lore" is a good way to create a trash shooter.
Don't forget to plug in your official Microsoft joysticks and orb mouse for the authentic experience.
Fun fact: Joystick for movement (or a gaming keypad like Razers Orbweaver) & mouse for aiming works pretty well in MWO.
And MWO is one of the shooters a special gaming mouse with lots of buttons (like the MAD Catz R.A.T.) is realy usefull.
MWO also supports Track Ir for head tracking, but it doesn't make the game easier ;-)
WAIT A FREAKIN SECOND. i've had this game installed for how many years and had trackIR just sitting here .. and i just learned this NOW..
obviously just my take.
I got 5 mechs in the last couple months playing about 12 or so hours total. a few hours a couple days a week gets you a mech.
for more mechs, save your c-bills and buy at 50% off sales.
You need 2, of the same type, with the same loadout so you can leave a game ASAP after death to respawn in the next match and don't have to get used to an other loadout.
Of course those 2 Mechs must be the good ones, for example fast SRM or MRM bombers ideal suited for the NASCAR in quickplay.
Switching Mechs & loadouts and grinding up unskilled mech is actuall bad for your K/D and tier level.
Like the mandatory 10 heat sinks that punish you with less slots if you downgrade the engine.
Or the IS XL rule, or the useless CASE in IS Mechs with XL Engines.
Both were bad in the boardgame, and are bad in MWO.
Also MWO doesn't care about lore and history in it's most populated game mode, Quickplay.
Clans & IS are mixed in the same team.
As team shooter MWO is bad because it uses team made up from random strangers what play only one match before being disbanded for the next random team.
This is a bad idea for any team based shooter.
PGI planned to make MWO "a thinking mans shooter" with "role based warfare" but forget simple stuff like Icons (or other descriptions) for the roles.
Also by the nature of MWOs quickplay & missing respawn any other role than damage dealer is useless.
You don't need to scout if the players always play nascar at the same spot.
Also bad is the lack of balancing due the almost unrestriced mechlab.
You can put any weapon in almost any hardpoint, as long you got tonnage & slots.
Due XL Engines and Endo Steel tonnage isn't much a limitation, especially if you play Clan Mechs.
That kills the unique features of Mechs.
The Hunchback is one of the few medium Mechs coming with a AC 20?
So what, you can put a AC 20 in almost any medium IS Mech. And many of those Mechs have a better hardpoint placement than the Hunchback, making them a better choice for AC 20s.
Mechwarrior 4 did this better.
Same goes for a certain degree also for Mechwarrior Living Legends with it's arena style game play and lacking Mechlab.
While MWO has at least some working kind of Lance & Commander system Living Legend hopes that any one is using VOIP in a Battlefield like game mode.
There is a good reason why DICE added Commander & Squads to Battlefield 2.
Did you use it to take command of a lance?
No need for that in NASCAR.
So whats the sense of a rule that punish a player with 2 - 6 slots (single - double heat sinks) less if going from a 250 Engine to a 200 Engine?
That's also a punishment for all Mechs that Engine cap is below 250.