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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Thu Dec 31, 2009 4:36 pm 
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come into the FUCKDOME
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shattered horizons is windows7 only, I think.
Heh, you're right.

Windows 7 and Vista only. Must have Direct X 10.

Im still running XP :/
Maybe its finally time to cave in and upgrade.

Edit: I also have a free full version of HL2 that I can gift to one of you guys.


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Fri Jan 01, 2010 12:48 am 
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disable the gamespy comrade installer (steamfriends/xfire knockoff) and EA/etc intro ads.
http://www.incrysis.com/forums/viewtopic.php?id=24229

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Fri Jan 01, 2010 2:10 am 
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install instructions in case the site is still past its bandwith cap
Code:
01:59 <Dukes^F> How do you mod crysis to run the Beta?
02:00 <Dukes^F> is there a forum w/ a readme up?
02:00 <Agent_137> the site is over capacity
02:00 <Agent_137> in short,
02:01 <Agent_137> drag the mod folder in the beta.rar file
02:01 <Agent_137> into your c:/programs...whatever/crysis directory (do the same for the hotfix)
02:02 <Dukes^F> rgr
02:02 <Agent_137> then start the game as vanilla crysis, create a profile, create a multiplayer ID. (you have to create it within crysis even if it already exists as a gamespyID) 
02:02 <Agent_137> Exit the game, go into the mod/mwll folder and do two things: put a shortcut to the mwll exe there on your desktop, and...
02:02 <Agent_137>copy one of the actionmaps example xml files into your "my documents/my games/crysis/profiles/default," replacing the one there and in your personal crysis profile folder.
02:02 <Agent_137> From now on don't boot into regular crysis as it may F up your actionmaps.xml. (play warhead if you must.) Run mechwarrior from that MWLL shortcut you put on your desktop.
02:03 <Agent_137> once you're in you can test your controls by creating a local game. Singleplayer, configuration, and tutorial do not work. If you need to change controls you have to do it in actionmaps for now.
02:03 <Agent_137> to buy a mech hit [b],[/b] in the hangar
02:03 <Agent_137> to get in the mech jump on the cockpit and hit F
02:03 <Agent_137> (space to jump)
02:03 <Dukes^F> kewl thanks.
02:04 <Agent_137> p.s. joystick is goofy right now and doesn't work out of the box, stick to the keyboard & mouse. and beware - mouse x-axis (pitch) is inverted for airplanes

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Sat Jan 02, 2010 11:36 pm 
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alright, i installed and am up and running on it. It seems like the developers ideas are good, but multiple issues right now, espically the 'float-y-ness' of the controls.


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Sun Jan 03, 2010 4:38 pm 
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alright, i installed and am up and running on it. It seems like the developers ideas are good, but multiple issues right now, espically the 'float-y-ness' of the controls.
the floatiness is due to awful collision detection. So stay away from poking your manhammer into other ships' butts if you can.

it's definitely just at the stage for mech lovers right now. (which includes me at least)

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Mon Jan 04, 2010 10:52 am 
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it's definitely just at the stage for mech lovers right now. (which includes me at least)
Have been playing for a couple days now and I'm digging it more and more. The gameplay mechanics are really well done (get starting amount of cash; more damage done with each life = higher starting cash for next life = able to buy bigger mechs later in game, but still performance based rewards). At this time I'd say it's still optional for those that want to play and either have crysis or can pick up a copy cheap. If the developers manage to finish this off well it could easily be an underscore-wide replacement for the greatness that was BF2.


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 05, 2010 7:41 pm 
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Image


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Wed Jan 06, 2010 9:37 pm 
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How to vids by one of the level designers - clear, concise, and very well done.

7 min part 1


5 min part 2


stuff i learned:
ejecting when mech is powered up destroys your head armor effectively ruining the mech. power down first if you actually want to get back in it.

Heavy Gauss cannon is not as worthless as i thought.

mechs can do backflips.

we should try pooling our cash at the start of the round with the best pilot so he can get a big mech and we ride out on his shoulders as mobile infantry.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Wed Jan 06, 2010 9:56 pm 
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How to vids by one of the level designers - clear, concise, and very well done.
we should try pooling our cash at the start of the round with the best pilot so he can get a big mech and we ride out on his shoulders as mobile infantry.
Never thought of that...very good idea. atlas at start supported by 4-5 elementals would be great!


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Wed Jan 06, 2010 10:00 pm 
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hahaha, that atlas would just insta-kill all those harassers and partisans. An awesome would probably rock the house to, with 5 Large lasers you'll destroy anything very quickly (as long as you don't ever miss.)

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Thu Jan 07, 2010 10:28 am 
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Man looks great. I will get it asap. Been playing mechwarrior on my labtop offshore forever.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Fri Jan 08, 2010 9:39 pm 
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here's a beta for a single player mechwarrior 2 remake to play on your rig
http://www.mektek.net/projects/at1/promo/

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 12, 2010 2:42 pm 
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Got it.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 12, 2010 8:11 pm 
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Great game for a beta. I would have expected to shell out $40 for a beta as good as this.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 12, 2010 9:10 pm 
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yea they do it FOR LOVE OF THE GAME.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Wed Jan 13, 2010 12:15 am 
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been playing all day and have started t o get good enough feel to be top3-4. Just figured out how to target rofl.

Is there not a way to invert controls for airplanes and choppers?

Here are my mechwarrior pro hints for an edge.
Don't use heavy energy weapons on the heat planet due to long cooldown times.
only use a little bit of coolant flush at the end of the cooldown unless your going to die anyways.
you can over-ride auotshutdown from overheating with O. You might splode though.

The heavy tank with ac20 can take down a lot of bigger mechs during large battles because they seem to ignore you and go for mechs. Remember that tank has a ton of firepower especially if you hit them in the back.

Glitches they need to fix now is sometimes planes or choppers wont fly at all.
Sound wont work randomly making incoming misles a nice surprise.
Would like to be able to customize in greater detail my weapon load outs.

Well worth the cash for crysis never played it rofl.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Wed Jan 13, 2010 6:30 pm 
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Is there not a way to invert controls for airplanes and choppers?
You can try to remap the controls, but it takes a ton of effort and a lot of luck. That's one of the hot topics the developers are addressing
Quote:
you can over-ride auotshutdown from overheating with O. You might splode though.
Your mech takes a little damage from it, but far better then the 10 sec +/- it takes to auto-shutdown/restart in the middle of a fight.
Quote:
The heavy tank with ac20 can take down a lot of bigger mechs during large battles because they seem to ignore you and go for mechs. Remember that tank has a ton of firepower especially if you hit them in the back.
Very true, most players always target the closest mech and ignore most of the rest. Vehicles are usually the last targeted. If tanking just stay to the sides of friendly mechs. When they engage just circle to the back of enemies and pound their rear (intentional). Other favorites of me:
1) is to grab the catapult with the pair of arrow's. Follow a little ways behind friendly mechs, let them soak up the damage and soften targets while you get a lock, then finish off enemy mechs quick and easy with a bit of missle arty.
2) get one of the tanks with the rc's (or rac's, or ra's, or whatever the minigun things are). They're light damage but very fast firing. Stay just behind other friendlies and do both Anti-air support and take out all the elementals(BA), works great and all the vech's configured that way are low cost, so easy way to up your rank/starting cash.
Quote:
Would like to be able to customize in greater detail my weapon load outs.
Mech-lab is a big component the dev. are working on right now. Once done supposed to be able to configure mechs from ground up, save configs, etc.
Quote:
Well worth the cash for crysis never played it
Yeah, MWLL is fully worth the cost of crysis, but I did play about 15-20 minutes of it prior to loading MWLL, and was fairly impressed with it. Pretty standard Far Cry-ish shooter, but some cool morphing stuff and really slick interface. Will definately go back and work through it some day.


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Sat Jan 16, 2010 8:47 am 
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1. don't bother with crysis unless you've mastered mechwarrior, l4d, mass effect, fallout 1 and 2, dues ex, max payne, tropico 3, and the countless other great games of which crysis is not. However, if you just LUUURVVVEED far cry, then Crysis will make you jizz your pants.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Sat Jan 16, 2010 10:50 am 
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New patch out for MWLL.

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Sat Jan 16, 2010 4:15 pm 
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http://mwlldownload.com/

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Sun Jan 17, 2010 2:16 pm 
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New patch definately helps stability and fixes the various sound bugs (randomness as to when sounds play and when they dont), dont have a good grasp on all the gameplay changes yet...


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 19, 2010 5:23 am 
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Balance

* Damage drop off added to Heavy Gauss after 300m.
* Increased damage of all Gauss (except Heavy Gauss).
* Increased Gauss and Clan Gauss ammo per ton from 8 to 12.
* Increased LRM ammo per ton from 120 to 240.
* Decreased SRM ammo per ton from 240 to 120. Increased radius of splash damage.
* Decreased NARC ammo per ton from 6 to 4.
* NARCs no longer emit a signal if they attach to the ground.
* Decreased Medium and Large Pulse Lasers damage.
* Increased damage of all Beam Lasers. Lowered heat of ERLBL.
* Decreased Clan ERPPC heat and increased PPC heat. Increased heat transferred to targets for all PPCs.
* Decreased heat transferred to targets by Flamers.
* Increased RAC2 and RAC5 Damage.
* Increased accuracy of AC2 and AC5. Increased damage to light armor (Battle Armor, hovercraft, VTOL, aerospace).
Decreased damage to heavy armor.
* Decreased turn rate of Arrow IV.
* Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).
* Decreased Battle Armor health from 150 health to 125 health.
* Inferno charges now add heat to vehicles they detonate on.
* A mech's back torso can now be repaired once destroyed.
* Improved Harasser drivability.
* Changed Harasser C weapon loadout.
* Slightly decreased Partisan armor.
* Decreased Huitzilopochtli heat efficiency and increased price.
* Increased price of Sulla B.
* Increased price of Shiva C.
* Increased MASC speed boost amount.
* Increased mech turn rate.
* Increased Owens and Uller top speed.
* Increased price of Hollander II. Changed weapon loadouts of Hollander II B and C.
* Changed weapon loadout of the Vulture B.
* Changed weapon loadouts and improved heat efficiency of MadCat A, B, and C.
* Changed weapon loadouts of Mauler A and C. Improved heat efficiency of Mauler A, B, and C.
* Changed weapon loadout of MadCat MKII B.
* Changed weapon loadouts of Atlas A, B, and C
* Increased point requirements for every rank.
* Increased CBill rewards for damage.
* Increased rewards for killing Battle Armor.

Bug Fixes

* Fixed several crashes.
* Fixed bug where NARC and TAG gave extremely large rewards.
* Fixed bug where your rank and cbills were not saved after reconnecting.
* Fixed bug that allowed tanks to greatly increase their speed.
* Fixed being able to fire some weapons while shutdown.
* Fixed LBX being able to reload a shot higher than max.
* Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.
* Fixed bug where pulse lasers could shoot multiple bursts at a time.
* Missiles no longer explode on contact with water.
* Mechs no longer play their fall animation for short falls.
* Fixed turrets firing randomly after firing once.
* Aerospace can now buy SRM ammo.
* Mechs no longer shutdown after the pilots ejects.
* Brake now works on vehicles with ramping throttle.
* Fixed some of the arm parts on the Shadowcat not falling off.
* Fixed bug where a mech's shutdown sound would loop.
* Fixed PPC third person effect.
* Fixed player name display in the target box.
* Fixed TAG graphic display at certain distances.
* Ammo display now hides empty ammo types.
* Fixed ammo count displays in buy menu.
* Removed some of the console debug messages.

New Features

* Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.
* Added Aerospace altimeter.
* Added new C3 equipment, which allows a mech to upload their radar data to friendlies within a certain radius. Available on the Raven and Cougar.
* New radar icons for turrets and Battle Armor.
* Friendlies and detected radar entities are displayed on the overview minimap.
* Added a random chance for parts to blow off when a mech or vehicle explodes.
* Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.

Optimizations

* Reduced server network and cpu usage, especially during large fights.
* Heavily optimized usage of sound channels.




Side note wtf is tag lazer?

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 19, 2010 6:20 am 
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Balance
Side note wtf is tag lazer?
Sighting laser for others LRM's. Just hold it on a target and anyone with LRM's equipped has a little "TAG" icon pop up in the HUD. All they have to do is fire and the missles automatically home in on wherever that laser is pointed. Just remember distances, hand held is max 400m, mech-borne is 1000m.


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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Mon Jan 25, 2010 1:55 am 
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Man they need to fix the chopper/aerospace jet lag. So hard to lock on with misals. Once you lock on and fire them off they seem like they will hit then it lags 40 ft away and misles can't get close to it. BTW how do you spell missles?

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 Post subject: Re: Mechwarrior: Robgasm
PostPosted: Tue Jan 26, 2010 12:29 am 
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missiles

miss ILES

MISSed by mILES

anyway, yea, worst part about this mod is the crysis engine. I don't know if that's fixable.

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