![]() Adding to matchmaking issues however, is the 'social' interface where players can manage friend lists and form groups with friends who are online. We expect this will change on game launch when a second mode is planned to be added as well. Matchmaking in the beta test is currently randomized meaning that players don't know where they'll be fighting beforehand and cannot pick mech loadouts accordingly. Outside of the weight of the weapon and how many slots of the mech it takes, players are not provided in-game information on the specific differences between a small laser and an ER Large Laser for instance, outside of gauging the overall "firepower" meter for changes. There are no options to strip all of a mechs parts and armor off, or to compare weapon damage between types. Selecting components in the main window is impossible at times, especially when going from center torso to the limbs, so using the selector in the bottom left will be necessary. It starts with the MechLab where players must select a part of the mech before being able to alter modules on that component. In short, MechWarrior Online has the mech customization and mech gameplay down well, and some great maps to go along with it, but it's wrapped in some menus and interfaces which need a little work. Using owned mechs allows players to earn more C-Bills per match, earn experience to unlock skills, and allows players to customize the mech design. After the initial grind, purchasing a mech opens up the real meat of the game. By participating in matches with the trial mechs, players earn C-Bills (the in-game currency) which can be saved up until the player has enough to buy a mech of their own. They're free to use and freely repair and rearm themselves after each match. Who wouldn't want to destroy some bridges that enemy mechs are walking along?Īs for the mechs themselves, as soon as players enter the game, they'll have access to four trial mechs, one for each of the four classes (light, medium, heavy and assault). As a game that's still early in its continuous development cycle, we hope to see map objects eventually become a factor in the CryEngine 3-powered gameplay and it is something that's being worked on. ![]() Piranha smartly designed gameplay so mechs can traverse smaller objects smoothly without hindering player movement, but walking through trees has no effect on said rooted objects, nor does unloading a pile of short-range missiles into the side of a building. While the maps are detailed, they lack interactivity. ![]()
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