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  • MechWarrior 5: Mercenaries Standard Edition Download and ...
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Mechwarrior 5: Mercenaries brings back most of the combat and management the series is known for. Your mileage may vary on just how satisfying that is, but in objective terms there are a number of small issues—from AI to graphics—that add up and keep this game from its full potential. MECHWARRIOR IS BACK! MEKTEK CRASHES HARD DURING RELEASE! The web server is back online and we have a new version of MTX available. The new version brings with it an offline mode, allowing you to install games and updates when the web servers are down. Release Date: May 26, 2021 Visit the website MechWarrior 5 Mercenaries on YouTube View the manual View the manual View update history Read related news View discussions Visit the Workshop Find Community Groups Nov 16, 2021. MW5 Mercs Nov Patch. November Patch Notes for MechWarrior 5 Mercenaries Release Date: May 26, 2021 Visit the website MechWarrior 5 Mercenaries on YouTube View the manual View update history Read related news Find Community Groups Share Embed BE YOUR OWN WEAPON OF WAR Welcome to the year 3015! It’s a hell of a time to be alive. Humanity has colonized thousands of star systems spanning a vast region of space known as the Inner Sphere. The golden age of cooperation and advancement is now a distant memory, and humanity has once again splintered into disparate factions all vying for supremacy. Officially announced on 16 April 2020, Heroes of the Inner Sphere is the first DLC for MechWarrior 5: Mercenaries.The release date of the game's DLC has repeatedly slipped, originally being forecast for release in April 2020 immediately following the game's initial release in December 2019 before receiving a 10 December 2020 release date and eventually Spring 2021 following the announcement of ... MechWarrior 5: Mercenaries JumpShip Edition includes MechWarrior 5: Mercenaries including the year one update and the New Legenday update featuring Melee and Mech Switching, the first DLC Heroes of the Inner Sphere, Legend of the Kestrel Lancers Expansion, and the MechWarrior 5: Mercenaries Digital Extras. MechWarrior 5: Mercenaries honors the 30-year MechWarrior legacy very closely: in mechanics, in controls, and even in soundtrack. Bombastic guitar riffs thunder over every combat encounter, lasers ... MechWarrior 5: Mercenaries achievement list revealed 2 Xbox Game Pass adds Conan Exiles, Maneater, Knockout City, and 12 other games soon 3 MechWarrior 5: Mercenaries comes to Xbox Series XS and ...

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Russian reservation

2021.12.17 01:14 SlaveLabor27Russian reservation

From the official group of the game MechWarrior Online (Russian localization):
'Friends!
While the MWO team continues to prepare for the launch of the game on the 4game platform, we are in a hurry to share great news. :)
Starting today, you can pre-order on the official website of the project: https://ru.4game.com/mwo/
Pre-order kits provide guaranteed access to closed beta testing. And also inside there are Mechs and [in-game] currency. It will be available already at the stage of open beta testing.
Up-to-date information about the game will be published on the 4game forum: https://4gameforum.com/categories/2869/
Closed Beta Test is scheduled for the first half of 2022.
See you on the battlefield!'
Cool, right? There is more, the FAQ (part of it):
  • How to enter the closed beta test?
The purchase of any of the three pre-order sets is guaranteed to give access to Closed Beta Testing (the purchase of a set for access to CBT is possible until its very end, i.e. it is possible to get to the CBT on the last day of the stage). At the end of the CBT, it is planned to wipe servers. The injection of items from the purchased sets will occur during open beta testing.
There is a small chance to get into closed beta testing by pre-registering.Denmark
  • When will the game be released?
The release is scheduled for the first half of 2022. Before the release, we plan to conduct closed beta testing and open beta testing. To access the testing, you need to purchase any of the pre-order kits or try your luck and apply for possible participation in the test.
The exact dates will be announced later.
  • Can I transfer my mechs from other platforms or servers?
No. If you have previously played MechWarrior Online, you will have to start your journey from the very beginning.
The vk.com group used to be dedicated to another game, because since yesterday it's clean and there are already 53k members in it, the list of members is hidden by the group admin.
The pre-orders have regional prices, which is actually good, if you don't take into account the fact of pre-ordering a game released in 2013: ~$8,11/~$16,23/~$27,05.
I think this will give a small advertisement of the game among Russian-speaking players, but the online will not increase due to a separate server. Strange? Upsetting? - Same as many other things PGI has done before. Feels like scam actually, for those unfamiliar with the game. I bet EG7 made PGI do this, because there is little logic and moneymaking for our developer in such a move.
So I wanted to know what do you think about this?
submitted bySlaveLabor27toOutreachHPG [link][comments]

2021.11.23 01:40 Cornflakes_91[PC] [late 90s] First Person western mech shooter

Platform: PC
Genre: Action, FPS
Release Date: 1997-2000 ish
Graphics: western, realistic, style for the time, desert tones dominant in my memory
Notable Gameplay: First person mech command, arcade-y supply pickups. Limited command of other types of vehicles (i remember aircraft). Limited base management, maybe building.
Was a western style mech game, think mechwarrior rather than gundam.
with you in first person control of the mech, i think you could call in droppods with arcarde-y ammo pickups in them.
i remember playing the demo in which you were tasked to attack a base in a complex ravine network in a yellow sanded desert. (the target building was vaguely triangular in shape, but thats probably my memory filling in details)
it was implied that in the full game you'd have some control about your own base and allied vehicles.
submitted byCornflakes_91totipofmyjoystick [link][comments]

2021.10.10 20:23 madcat529PWW Update #6

PWW Update #6

Greetings one and all!

It's been a couple months since the last true update but let's catch up on what's happened since then;
First off, we opened up PWW Cannon submissions to the public. We go over what you can submit and where. Also, we've seen a couple great submissions that we have integrated into the project already. Of course more helps, so if you want to submit something, come join the discord, read over this post, and get yourself a permanent place in this fan project.

Catching up
The most recent event was the launch of DLC 2 for Mechwarrior 5, that being the Legend of the Kestrel Lancers. I think most of us were surprised that the DLC turned out to be rather great. There was a Battletech narrative that felt grounded in the universe, compelling characters and events, and not to mention some great gameplay tweaks that thankfully didn't break mods as badly as DLC 1 did. I have been told MercTech has already been adjusted so that's awesome on modders end.

So now let's talk about current events for the project. First and foremost being the past weeks updates to PWW Tech, Mechs and the Mechlab. This past week Evolved Mechlab (EML) 1.2 was released on the public repository. Let's tackle the EML first since it's rather quick. EML 1.2 improved the usability of the custom 'software' (for lack of better term) in making it more obvious what to use, why and how, while also providing people manual tools to better create mechs. And while a big deal to me and a few other people, the expanded Quick Reference Panel enabling you to compare up to 3 of each category instead of one is a huge bonus when trying to figure out what you want to mount on your mech. I have terrible memory so flipping between a Large Laser and a UAC 15 caused me to forget the stats of each one. But now I can look at them both at the same time and throw in a third option!
The more lengthy part of the EML update was the finalization (patches/fixes excluded) to the 3240 TRO page. As of now, what you see in the TRO in the Repository is what is going to be there day 0 of Chapter 1's release (Unless Spectre has some obscure items he mentioned and I didn’t pay attention to). And that is also staying static for table-top usage. What does this mean?
No more additions, removals of any new weapons or equipment on either the Synth or Evolved sides of the coin. Any new additions or removals are going to be shifted to a timeline and/or experimental list that we have no plans on doing at least until 2022. Our focus is on what is there right now and nothing else. As said above, the only changes we'd be making are small fixes for balance sake. Let me tell you how liberating that feeling is knowing that the TRO is final both on Dev and Public sides.
With the TRO being solidified, we also have a lot of the mechanics and functions nailed down on both sides. To save making this update more of a text wall, we are going to be providing the 'patch notes” with the PWW Tech Repository for you to read over, as well as making a separate post on the subreddit just for the patch notes. But to tackle the highlights in rapid fire; Evolved Ballistics got a huge overhaul in terms of functions, UAC and RAC getting jam chance reductions, and LBX taking steroids quietly and showed up suddenly to clap some mechs. Evo also got some new melee weapons and Dragonscale Armor Construction. On the Synth side, we also see the addition of melee weapons, some dedicated equipment to enhance HAG and RAC cluster rolls, and a slew of fixes and some obsolete and legacy removals. Again, check out the patch notes for specific information (Information varies since 2 different people made notes). Synth was already pretty finished, in case you needed a reason Synth didn’t get any massive changes.
Yeah, the game just got far better and more interesting. Of course we love hearing your feedback and experiences with everything we have made, so these changes definitely count.

A Novel Idea
Alright now it's time to talk about something I mentioned in the Discord as September rolled around; PWW's Prelude Novel titled 'Autumn Shadow'. At the time of me saying 'It would be fun to release AUTUMN shadow in AUTUMN', but Luna and myself came to a few realizations. First, it being a Novella made sense at the beginning of this year, even after Hour of the Wolf screwed and saved the story of this project at the same time. As we approached August, Luna and I had already written most of the stories contained, and a lot of the background lore for PWW, one thing became apparent; It was not a novella carrying a story, it was a collection of short stories leading up to 3240. This to us was unacceptable and felt massively disjointed and more like a tacked-on thing than a native story within this project. We went over a couple different solutions but settled on one; Novel. Shifting a Novella to a Novel enabled us the one thing we needed desperately to connect these short stories; a longer expected book length. Instead of a collection, we can now tell one story.
With that said, I cannot think of a Battletech novel that from start to finish, carries nearly 100 years of fiction. If there is, hey, maybe you should tell me which one so I can see if it ended up working well or not at all. But while Battletech books traditionally set the Time Period as the main charactestory, they do so over the course of a year or less in most instances. We need to account for many characters that will die naturally or unnaturally over the course of almost 100 years in this book, so yeah... there are gonna be time skips. But we are hoping these time skips are not too jarring as they will carry the reader from event to event without making them feel like they missed out on important details or events that would create character development. Autumn Shadow itself will end up being an interesting Battletech book, as the perspective and 'main character' is the Time Period AND peoples that will be forming everything that Clan Ash Leopard is. From philosophy to culture, from technology to their beliefs. It is all connected and presented in a way that will let the reader experience this great shift in identity CAL brings to the term 'Clan'.
So now that we have the time and freedom to tell the story properly, we had to take what we had already written back to the open word document because we need to seamlessly connect these events, and are now able to add critical details that were missing originally that were... I guess 'cut' from the writing. We believe this change is for the better and are going to make sure the writing reflects that.
To summarize; Autumn Shadow is now a novel and the change came from us realizing the stories that needed to be told didn't fit with the main story of the project. Be patient.

Progressive Progression
Now onto development of the actual mod.
As I have stated before, MercTech is a huge part of our mod, as MT alone does 99% of the overhauls we wanted to do, and Magnum who made the mod is more than eager to work and help us. What we are ready to do is begin adding in our weapons and equipment to Mechwarrior 5. We expect this to begin at the end of the month.
'YOU ARE STARTING THIS AT THE END OF THE MONTH? WHAT HAVE YOU BEEN DOING ALL THIS TIME?'
If that's a question that appeared in your head just now as you read that, you haven't been paying attention to this project or past updates. We're not sitting on our chairs with our thumbs up our butts doing nothing. We're busy, we're all fans with real jobs and life commitments that come first. We are not a game dev studio working full time. On average, 2-5 people are working on this project every day and not all of that progress is put into actual game mechanics. Why? Because we are not there yet. We all expect Game Development to be this very understood quantity and we all know how it 'should' work, but in reality that is far different.
Time for me to be brutally honest.
I am very confident in saying we have been out of pre-production since March of this year. When DLC 1 for Mech 5 came out, there was a hard delay on PWW. Furthermore, when the Cryengine importer stopped working for mech models around summertime, that massively delayed getting any mechs into the game. I said in a previous update that once all the mech models we 'NEED' are in the game and working, we'd be in the neighbourhood of 1 year to Chapter 1's release. This is still true, but we have not gotten the models we NEED yet.
I have also seen various comments around the community about these updates, mostly 'Ahh another text wall with no information'. I am unbothered by this. Tiring maybe, but unbothered and let me tell you why.
This is an extremely ambitious project. We are promising the stars and all of us want to deliver on that. So why would we in any reality rush, work harder than needed, and invoke a negative work environment when this is first and foremost; a fan project made by fans. We are not beholden to timelines or due dates and we do not want to be. 'It's done when it's done' is very accurate here. The past 2 -4 years alone, we have all seen what happens to games that are forced to release far too early and we do not want to be 'The project that promised the stars but only delivered dirt'. That's not us. Never will be.
These updates are one of many ways we are able to communicate with the community and let you all know at the same time without repeating ourselves where we are, how we're doing and the status of the project.
Be patient. This is a slow burn project that WILL take a lot of time. Don't like waiting? Too bad. You are more than welcome to check in on us every few months if that is what you want, but I will be the first to tell you that you'd be missing out on things if you did that.
For those of you that understand this and support the project faithfully, YOU are the people we are doing this for. You know why we are doing what we're doing and how long things take and you are more than okay to wait until it's done. We love that and love you for it. I promise we will make good on your patience and make the wait worthwhile. Thank you.
With that out of the way, let me actually answer what is going on currently and the perfect segway into connected events.

New Staff
Right now, we are taking some feedback presented in the previous news post when we opened up PWW Canon submissions. There we revealed new and old mechs, but we still missed the mark on the Inner Sphere/Clan side while Evolved was complete. Before this, it was Spectre and myself creating everything there, weapons, mechs and the stock loadouts that came with them. This is why there was a large ol' hole in the middle of the entire roster as we didn't completely account for the other mechs we didn't list but implied were still around, so we made corrections.
As of September, we have expanded our dev team by 2 higher tier devs and given them their tasks which they were interested in doing far before bringing them onto the team.

Handling Aerospace and Naval assets (YUP. We are looking into it) as well as the mech or two here and there, is new team member ToothlessSal!
I asked him to give a little greeting here for everyone so here is what he said;
'Greetings all, Toothlesssal (or just sal) here. I am very excited to be included in this project. As the Naval Architect (as I am titling myself) I am designing new and reworked versions of Aerospace Fighters, Warships, Dropships, and everything that is not ground bound. My hope is that this project will help draw attention to one of the often overlooked parts of BattleTech. As of now there is not much I can reveal about the progress on my front, other than I think you will like what we have in the works.' -toothlesssal

And as for our dedicated Quartermaster and secondary Loremaster, Gentleman Reaper! He is making a ton of mechs to fill in the gaping holes we made with the roster release. Let's hear from him now;
'Hello my good people. Gentleman Reaper here, and it's good to finally have a hand in this massive project, which I've been personally following for over a year and had a desire to become involved in some capacity. Now here I am, involved directly with the story and being able to make some fun mechs. My goal as Quartermaster is to help fleshen out some of the intricacies of the Winter War lore, such as weapon manufacturers and the like, as well as expand the mech roster to include new variants of both iconic and underutilized chassis throughout Battletech history. What is important is to capture the essence of what makes a particular mech said mech, while still being able to take it into interesting and fun directions with the new tech we have at our disposal. Some variants are straight upgrades of classic variants, while others expand into more experimental, and radical, variants that you might find if you dig deep enough into the books. I know you guys will enjoy some of the products of our labor (what we jokingly called our joint building sessions the 'Methlab') and I hope to hear your impressions and ideas for some future variants to add.' -Gentleman Reaper

They've already done incredible work, and while the Aerospace/Naval stuff is still in extremely early development, we will have some news on those things in the near future. But we've been busy doing these things so when it comes time to populate our mod with ALL THE MECHS and their attached variants and configs, everything is done. However, I made a gaping hole in my own roster as well which leads into the next point;

Where Mech?
I have said many times that Evolved Technology is great and wonderful, but no one is really able to experience it because... well... I am the only one doing those mechs. This is intentionally unintentional. As of writing, I've already started correcting this problem during this 'slightly more downtime' for the project and committing it towards making all the mechs for Evo Gen1. Beginning to end. E1 E2 and E3 lineups, with Legendaries, record sheets, Battlevalue, and TRO pages. If that's not enough, it will all be tied up in a nice box with a pretty bow for you. When will this be done?
I wouldn't learn my lesson with release dates if I gave one now without really getting too deep into this workload so... we'll see how it goes. As I get closer to finishing, I'm sure I will find myself bragging about the progress I have made in the discord at some point. But the intention is to have ALL of Evo Gen1 done in its entirety so all those mechs and accompanying information can be available in the Tech Repository for you all to see and use. So give me some time, I am gonna work through over 300 configs by the time I am done, so... yeah. Dropping another use of the word 'patience' in case it is needed.
HOWEVER, just because Evolved Mechs are going to be arriving later, I am pleased to say a bunch of additions on the Synth side are being made SOON. How soon? Within a weekof this post, mechs that Gentleman Reaper and -Spectre have been working on since September will be added to the public Tech Repository! So if you have been hankering for some fresh Synth-updated mechs of your favourite chassis, you'll be looking forward to this coming week!

SpookTober
That should be everything that has been going on recently, and while there are a few annoyances, it is minor stuff that doesn't affect us as much as it affects the impatient people that exist. Impatient or patient; we’re still working and we love that you care enough about this project to see it complete.
To recap; talked about the PWW Canon Submissions, the arrival of DLC 2 and how little it affected us and other modders, updates to our own stuff like the EML and TRO. Next, I went over why the changes with our prelude Novel Autumn Shadow and how much better it will be in the end, why this project is taking as long as it has, and will take longer than most people would like. Also went over why that path is the best path since it will make the quality of this project all the better in the end. Lastly, we brought on 2 new higher tier devs to help take a lot of the workload off Spectre and myself and have been making incredible progress so far, which finally enables me to start and finish all of Evo Gen1 mechs coming Soon(TM).
With that, I gotta get back to my Mechlab which will no doubt be on fire soon with how many mechs I have to make with it. I will probably get OSHA and worker unions on my butt with how hard I'll be working my digital minions to put everything together. Don't worry, I am feeding them and they don't live in the mechlab. Don't believe them if they say otherwise.
Until then, another update is done and read through, and many more down the line. Enjoy your Spooky October, and eat lots of candy in a healthy manner!
And a Happy Canadian Thanksgiving to my fellow northerners!
PWW Discord

'I keep trying to sneak around back, but the clap of my dual RAC 20's keeps alerting the guards!' -Some poor Davion dakka lord circa 3240.
-Madcat529, -Spectre, Gentleman Reaper, ToothlessSal,
-PWW Team
submitted bymadcat529toprojectwinterwar [link][comments]

2021.09.18 08:58 FaldangGOG Store Stealth/Silent changes for 2021-09-11 through 2021-09-17

Explanation for these posts can be found in the original one: https://www.reddit.com/gog/comments/kkg559/gog_stealth_releases/
TL:DR - I have a weekly routine for checking the changes to the GOG store which didn't have a News article (as of the time of writing this post), and I'll be sharing the results here every Saturday morning.
IMPORTANT NOTE: A lot of the new releases that don't have a News Article can actually be found here, and forum posts about delisted games can be tracked here, so there are places on the GOG site where this information can be found

REMOVED
Highrise City Demo - Game is still Coming Soon
Holomento Demo - Game is still Coming Soon
Legacy of Kain: Soul Reaver - Temporary delisting, game will be back
Tandem: A Tale of Shadows Demo - Game is still Coming Soon

ADDED
Hoa Soundtrack - Store Link
Kitaria Fables - Pirate Hat - Store Link - FREE
Loop Hero Soundtrack - Store Link
MechWarrior 5: Mercenaries - Legend of the Kestrel Lancers - Store Link - Coming soon

As always, if you have some suggestions on how to make these posts more useful, let me know :)
submitted byFaldangtogog [link][comments]

2021.09.16 19:30 SocialSherlockMechwarrior 5 PS5 Release Date — Mechs Stomp Their Way Onto PS5 Soon

submitted bySocialSherlocktoWePC [link][comments]

2021.08.24 17:03 NestledrinkNVIDIA Gamescom Megathread (Giveaway Inside)

Nvidia's Articles:
Gamescom 2021: RTX Coming To Battlefield 2042, Marvel’s Guardians of the Galaxy, Dying Light 2 Stay Human, and More
Battlefield 2042 GeForce RTX-Powered Desktop and Laptop Bundle Available Now
NVIDIA Reflex Update Reduces Latency Even More In Rust and Escape From Tarkov
GamesTechnologyRelease DateVideo
Marvel’s Guardians of the GalaxyDLSS and RT ReflectionsOctober 26Link Here
Dying Light 2 Stay HumanDLSS and RT Global Illumination, Shadows, and ReflectionsDecemberLink Here
Battlefield 2042DLSS and NVIDIA ReflexOctober 22Link Here
MystDLSS (also in VR Mode) and RT ReflectionsAugust 26Link Here
Chivalry 2DLSSFuture UpdateLink Here
GRIT: Wild West Battle RoyaleDLSSSeptember 1Link Here
Black Myth: WukongDLSSOut NowLink Here
The AscentDLSS and RT Reflections and ShadowsOut NowLink Here
SYNCED: Off-PlanetDLSS and RT Reflections and ShadowsFuture Update?Link Here
Bright Memory: InfiniteDLSS and RT Reflections, Caustics, Shadows, and Global IlluminationLate 2021Link Here
LoopmancerDLSS and RT Reflections, Shadows, and Global IlluminationTBALink Here
Faraday ProtocolDLSSOut NowLink Here
Naraka: BladepointDLSS and NVIDIA ReflexOut NowLink Here
NVIDIA DLSS Linux Proton DirectX 11 and DirectX 12 Game Support Launches Next Month
Recently, we launched support for NVIDIA DLSS in Proton, enabling Linux gamers to play Vulkan API games with NVIDIA DLSS, including DOOM Eternal, No Man’s Sky, and Wolfenstein: Youngblood. Next month, support extends to dozens of DirectX 11 and DirectX 12 games, including Control, Cyberpunk 2077, Death Stranding, F1 2020, Mechwarrior 5: Mercenaries, and Necromunda: Hired Gun.
Battlefield 2042 GeForce RTX-Powered Desktop and Laptop Bundle Available Now
Image Link - Battlefield Bundle
Detailed Article: https://www.nvidia.com/en-us/geforce/news/battlefield-2042-geforce-rtx-bundle/
Video Link: https://www.youtube.com/watch?v=sO058e1kR7w
Participating Retailers Only. Desktop and Laptop only. Not Standalone GPU
How long will this contest run: Starting today (August 24th) through noon eastern time Tuesday August 31st
What do you need to submit: Answer the following question: Which game from the list above are you most looking forward to playing, and why?
How to enter: Reply to stickied comment with your entry. If you are not replying to stickied comments, your entry will be void and will be removed. Please also add #RTXOn with your entry.
How will the winner be determined? This contest is run by NVIDIA. We will be randomly picking the winner from the comments
What are the prizes: NVIDIA is providing 5x $50 Steam Giftcards and 1x Grand Prize winner of RTX 3070 Founders Edition! There will be 6 winners being picked in total.
Disclaimer: This contest is open WORLDWIDE with exceptions for the sanctioned countries
submitted byNestledrinktonvidia [link][comments]

2021.08.13 06:14 KolazarReply About warframe. ( I'm terrible at grammar and structure but here is my reply.)

Ahem this is my brief reply (I dare you to finish it 2,729 words). As a veteran of warframe with 5k+ hours of gameplay I think you might find some of my insight interesting
Let’s Rock.
  1. Gender locking: Warframe original had the Idea of having a male and female variant for every warframe. Nyx Originally was the female version of Excalibur. They ultimately chose to make the war frames more iconic and different.
a. Also, the story has progressed and revealed they player isn’t the warframe. The Frame is something you control or inhabit. It’s like asking why there’s no male variant of Windowmaker. In addition, you can now soul jump into Necramechs which is basically MechWarrior in the game. Their pretty cool but sadly can only be used in open world as the procedurally generated corridors is too small.
  1. Power Creep & gluttony: First of all, warframe was always designed as a power fantasy. Originally the warframes in lore were on the same power level as Greek gods. Like when the game was first released 3 different characters had full on invincibility. Nyx could absorb all incoming damage and repel it to clear the map (smart players would opt to shoot Nyx during this time to maximize her nuke). Frost Could create impenetrable Snow globes one could stand in and shoot out of. Only being in danger of melee targets. And trinity could give every player in range God mode where you can’t die for X seconds with Zero Cooldown. (Also, cool downs don’t exist in warframe) This was going on back in January of 2013.
Note: DE has actively moved to nerf warframes in game and lore instead of Greek gods more like Greek demigods. Where battalions of enemies would be less laughable.
Gluttony: Warframe has a lot of stuff in it. And a good amount of that stuff has crazy depth to it. I personally feel the view point that mmos having too much stuff is bad. Is just factually wrong. It should be easy to navigate menu screens and clear chat systems. But as far as game interactions and stuff to collect knowledge to know and places to go shouldn’t have a limit. You should feel like you’re entering a whole new world of possibility.
Example: The fact that I know that increasing a weapons crit chance above 100% to 300% (and beyond) Causes an exponential growth on weapon damage. So that the gun I moded to have a 7X crit multiplier that coupled with 300% increased crit chance will result in a 21X damage multiple for base damage on hit. Coupled with warframe abilities and mods. And knowing that X monster takes 75% increased damage from X element. Leads to my weapon saying it does 50k base damage but when I pull the trigger and I watch the strongest enemy in the game get one shot by a gun that just did 6 million damage. Where a new player would struggle for a great deal of time to over come such an enormous foe meanwhile a player so veteran, I’ve been dubbed an ancient veteran comes in and slays the beast so effortlessly. It is beyond comprehension, that’s what it means to be fucking cool in an mmo.
And being able to take the knowledge I’ve acquired over years of playing and being able to support and train a fresh player over the course of a couple months to be on my level of power. Is also cool as hell but also very rewarding.
Or taking my best friend to a very secluded cave and going spear fishing for several hours so we can sell some of the rarest fish on the market for in game currency so he can get all the cool stuff he wasn’t but doesn’t necessarily need. “Should I get this cape?” Me: “why not get all the capes good sir” twirling mustache and tipping top hat.
Or the time I had to take him credit farming for hours on end so he could pay the tax necessary for me to give him 10,000 platinum of in game currency. Which is 5 million credit tax. Or 20 runs of the index on the highest difficultly. The enemy were so strong a new player can’t scratch them. And would often get one shot trying. So, his main obj was to hide and run while I protected him as well as helped him get rich.
The WTF moment when I showed him Cephalon Simaris and that if we helped Simaris take pictures ( 3d scans) of targets we could buy a in game GameCube to play mini games on.
Going on a boss killing spree so we can get him 12 starter frames so he can build all of them at the same time. At one point he had like 50 different guns crafting all at the same time.
Like and MMO can be good if it’s new player friendly but how could it every be amazing? Without vast depth. I Personally don’t want my mmo to be a little coffee shop where everything is easy and nearby. I want my mmo to be like a pre-covid New York city. Where I can take my friend to be crazy people. Do crazy things. Have tons of money to take them to the malls and to concerts and parks and do all the fun stuff. And I know where all of it is because I live there.
( let it be known this was a game I had been play for 5 years which would explain why I was so strong and wealthy.)
  1. Greed: Warframe has been the least greedy free to play game on the market and is the gold standard on how monetization should be handled. For more info feel free to Watch Jim Sterling’s video covering the game.
a. Side comment: One of the daily rewards a player can commonly find is a 25-75% discount for in game currency so for 4300 in game currency for 50$ with a 75% discount. An average frame is 325-375. But if your intelligent and thrifty you can buy the primed version of a frame from a player for 25-125 on average plat. Also primed versions are better than base versions. (Primed weapons are usually very cheap. When buying from players.) The most recent Primed weapon to date melee weapon players is selling for 40plat. Which can be farmed in game.
b. The game only becomes expensive if you’re trying to do everything in one day or trying to buy literally everything and not farm it normally.
  1. Lazy Design: The game is visually stunning and there’s so many particles from effects and explosions they literally added in a ludicrous option for how many particles you want the game to render on screen.
a. Problems in design in my opinion come from the story writing. I greatly enjoy the main story impossibly entangled as it is, but it does make logical sense once a player understand everything going on. And is no longer lost in the sauce.
b. It’s the side stories I feel objectively need work. But warframe has always been a giant frame slowly filling itself in over the year to craft something truly amazing.
  1. PVP: There’s been a very small PVP community almost nonexistent in the game. And the Devs wanted to create a space for them. The problem with pvp in warframe is that warframe are so crazy to fight. Like trying to shoot a warframe with a gun is like trying to hit a cat on cocaine with a base ball while blind folded as it flys around defying gravity. Not to mention their warframes who can teleport. Make clones of themselves Illusions and real versions. Make traps turn into traps (and I mean all of uses of the word trap Nezha is a trap frame and you will get banned in chat for saying Nezha is a trap.). Limbo can do that Ethereal untouchableness Obito does in Naruto Shippuden.
a. Many people don’t want to deal with how insane the pvp is plus the rewards are only useful in pvp.
b. That and warframe was designed for people to chill and have fun and pvp isn’t really that for them.
c. I want to say this because almost no one knows this. At one point in the game Explosive throwable javelins use to be the meta for pvp because javelins were the only weapon that could reliably one-shot people on hit. And people would use the fire javelin because it did a small aoe explosion on landing. And then later they introduced a warframe who could summon cats as her pets (originally pets couldn’t be brought into pvp) And the cats were so strong pvp devolved into Pokémon battles between cat summoners.
  1. Envy and cosmetics: In warframe Fashion frame is end game. Is the rule of the land. There are season color pallets that come and can be purchased for almost free (1 credit, every mission gives at the absolute min 200 credits.) Some that come to mind are Valentine’s Day saint Patrice’s day and Halloween. And probably some others. The store sells pallets for 20plat each and there’s like 10 or so pallets and they even have bundles for cheaper prices when totaled up.
a. There are many cosmetics that can be obtained in game (The ones I use most are the armor set from the wolf of Saturn six and they are fucking bis.) But most cosmetics are purchased in store. Since the game is free to play This is very reasonable.
b. Warframe is one the only online game that I know of that allows player custom crafted cosmetics into the actual game. Although this must be bought with steam money and can’t be purchased within game currency because the mod authors give a cut of the profits.
c. This causes the Devs to step up their game and make better store cosmetics equivalent to the community modded gear. Which originally was vastly superior.
i. The only unobtainable gear in the game is Excalibur prime and his sword and gun. Which I have. Because it was released in the founder’s pack back in 2013. Everything else gets cycled back into the game eventually. So, for the price of 400$ I got the frame that was consider the Jar-Jar Binks of frames because of how weak he was. Like he literally had a power that just was just jump higher ability. In a game where you can run on and up walls. With a gun and sword that was the slightly better version of the starter weapons. Excalibur prime isn’t so much as a frame as it is a trophy for people who helped make the games possible.
  1. Pride: DE has had its clashes with the community some success and some failures. One success I know off the top of my head was Rivens.
a. Rivens were one good answer for veteran players. Basically, player wanted more power and something to do. So, DE created an RNG mod. You get a blank card with a type on it primary, secondary, melee ect. You do a challenge it opens the riven and then that card becomes weapon specific and has starting stats on it. Using a special resource, you must farm in game. You can then reroll the card for better stats. An unlimited number of times. So long as you have enough of the resource.
Originally the community hated it and there was a lot of backlash. But eventually the community realize how amazing they could be. Because while they could be damage mods that are 3-4X as strong as normal mods (you can only use 1 per weapon). The mods also changed certain aspects of combat. For example, you could purposely choose negative stats to make you gun bullets/arrows/bombs move slower. Or if you had a mod for one of the many boomerangs like weapons you could mod in additional bounces making the weapon silly and tons of fun. In addition, let’s say you’re a player with low funs. You can farm up riven mods and when you crack a riven for some of the top tier guns. You could then choose to put in work to roll the mod to perfection. When every you rolled, you were allowed to either keep the previous stats or take the newly rolled stats. Which were random. That way there was constant progression but the road to perfection could be short or very long. But if you did roll a perfect mod for a great weapon. Players could then sell those mod to other players for giant chunks of in game currency For example a perfectly rolled opitcor riven could sell for like 3,000 plat. But to buy an unrolled opticor riven was like 300-600 plat.
b. The Grind. The grind in warframe as always been there. Veteran players will often joke when someone say “warframe? , you mean farming simulator!” And the grind is very fucking real as someone with over 5 thousand hours in the game. But the problem is getting everything. In a looter shooter people want all the stuff. Where getting what you need or like isn’t too crazy difficult. With the exception of Tenno power. You operator or Tenno is the true you in warframe and starts out weak and fragile and must be built up in power. And it’s very important you do this. But the problem comes in that the tenno power system is huge with 5 schools. Your only supposed to learn 1 school but you can learn all 5 and unbind powers so all the schools stack together making your Tenno literally Goku. This isn’t a joke I made and amp (wrist attachment weapon) for my Tenno that allows him to fire giant Orbs of power and long instant travel beams of light that do crazy damage. Plus, I have unlocked the Void Strike power in the Madurai school. Which means for every second I channel my character I gained 12% increased damage on my next eight attacks. This stacks infinitely. I could channel spirit Bomb for eight hours if I felt like it and probably crash the game with my damage.
c. Other than that, it’s getting all the stuff that’s the impossible feat.
d. But places like Cetus was a large backlash from players because the grind was very over tuned.
e. Time gating. The Devs do the sin of time gating. The devs actively try to limit they players who will try to do everything in one day and they complain there is nothing to do. But can’t force themselves to escape the game they love to play something else. resulting in them hating it. the devs eventually figured out a system I do like but still sucks those parts of the open world are time gated is by giving players token turn ins. So basically, you can farm as many tokens as you want up front. But you can only turn in so many each day. So, you could farm out all the tokens you would ever need on the first day. And then log in one a day turn in the tokens and log out. Rinse repeat until it’s finished.
  1. I’m not trying to argue there isn’t quite a few Problems of pride or clashes with the community.
a. What I am saying is that those problems come from the players telling the devs what they want and the devs actually listening for once.
b. Many of the terrible and crazy things that exist in warframe are because player wanted it.
c. And Digital Extremes did promised players the Moon. Instead of getting lies, terrible systems no one asked for and deafening silence as a response. Instead, we have gotten a large chuck of that space rock to stand on. Which is far more that any other game has put out in a long time. (FF14 being a large exception).
d. And to sit her and have someone show up with starter gear and hasn’t even gotten to the story missions. And tells them that they need to do better. After I’ve seen firsthand all the work that has been put into the game is absolutely infuriating.

Teen Dating Sites


[MC1]
submitted byKolazartou/Kolazar [link][comments]

2021.08.11 12:28 skavenger0[PC][Late 1990s] Flying Robots FPS Wargame

Platform(s): PC (Not sure on Consoles)
Genre: Campaign and Skirmish
Estimated year of release: Late 90s I think
Graphics/art style: 1st and 3rd Person (Includes Spectator Cam)
Notable characters: Various styles of small ish flying and walking robots.
Notable gameplay mechanics: PVE Combat where the winning robot / team won.
Other details: You piloted robots with rocket launchers and lasers, think along the MechWarrior and HeavyGear kind of route but these were smaller and some fly permenatly. There was 2 modes, one being a last bot standing skirmish with a really large amount of enemies for the date of release. The campaign I remember destroying bases. Pretty sure I only had the demo from a PC gamer disk.
I thought it was named something along the lines of Zed, similar to Z (the RTS) but obviously isnt or I can't seem to find a record of it.
submitted byskavenger0totipofmyjoystick [link][comments]

2021.06.18 20:59 madcat529Update #5: Ashes Fall, Legends Rise

Update #5: Ashes Fall, Legends Rise
Hello There!
...I feel like there's an appropriate response to that greeting but it's escaping me at the moment.
Happy June! It is in fact, happy times for the crew at PWW, which we will get into shortly.
First off, let's go into what we'll be covering in this update. To begin, we'll catch up with the status of the project, and maybe be a little too honest with ourselves (still good). Next, we will finally unveil 95% of the Mechs you'll be encountering in Project Winter War: Chapter 1. Then, by community interest (Shout outs to Pieguy, Lilith, Gentleman Reaper, toothlesssal for the suggestion) to discuss the State of the Inner Sphere in 3240 and also talk a little bit more about Clan Ash Leopard.
**Dev Update**
Last time I wrote an update, we had suffered the departures of our Composer and lead 3D Modeler, which put the work of bringing over non-native models into Mechwarrior 5 into question. While I am confident we would have gotten there eventually, we did have a great stroke of luck that has made this process not only doable, but guaranteeable. For those unaware, we had 2 people working on this at a point in time. Those individuals were GentlePayload, and Zombeh. The former made and got the Thug mech into Mech5, the latter got the Lineholder into Mech5.
Well, Zombeh was the first to vanish and well, he's back. And he did a guide about the entire process not only for us, but for everyone. The guide can now be found on Nexusmods and the 'hidden' Steam Workshop page for Mech5 (Edit; It’s visible now). And he has further made himself available to people who need help, while he too works away on models on his own time, choosing to not be attached to a project. Which is also fair. Furthermore, we have a few partners that are also externally working on some stuff, most of it is the same things we were also looking at doing. However, instead of doing pretty much everything ourselves, we have the great benefit of having others come together to accomplish these goals. Just earlier this week (as of posting), Rumia who makes 'PirateTech' for Mech5 revealed that some amount of Clan content made its way into the game. We previously announced we were looking at doing Operation: Revival ourselves, but if someone else is able to get some work done on it sooner than us, why not 'pass the task' and refocus our efforts on something else? We'll explore this later, but for now, there's a very high chance that PWW Team will not be the ones to bring Clan Mechs into the game, but PWW will be the one that leverages them the most, and be doing story content as well. So how are we all working together despite everyone being in separate projects? Well in the realms of Harebrained Schemes BATTLETECH, there is a community package for all the models for Modders to then use, it's called a 'Community Asset Bundle'. We and our close partners will be the curators for such a thing for Mechwarrior 5. Which means that everyone that needs the models will be able to use them, while maintaining consistency and removing 'doing twice the work' because of 'other projects'.
In short; Less workload on us. More time and effort free to devote to other innovations. On top of that, we have a way to get models in ourselves, so that is back on track-ish. Thanks to Rumia and MagnumGB on all of these great tech-side developments, and Zombeh for making the Model Guide.
So that leaves us a Composer, which by the way, we are in talks with someone about that. Until something is confirmed, that is all I will say.
As far as the Development, well we have a little news there. At this point, everyone should know Mechwarrior 5 got an update and DLC release. Of course there came a host of issues that could have been avoided if us modders had more time to use the new Editor and test it, but a recent update fixed most issues. Beyond that, Modders who had a lot of work done have to go back to fix and update all their work. Which includes MagnumGB's MercTech. So right now, we're kinda waiting. The other priority is mech models which is not a huge concern anymore, but is a high priority. When we bring both of those together, PWW will go into full production. And everyone knows when that happens, we will officially be on a countdown to release of Chapter 1. When we get to that point, we'll make a big deal out of it because we'll be just as hyped as you. But are we just sitting on our hands while everyone else is running around putting out fires? No. We've been extremely busy on the back-end of things. We'll get to that when we start talking about the story later in this post.
Things are looking great, and we're excited for the immediate future.
**Roll Call**
As promised, the Mech Roster will be released. So before the bullet point list begins, you'll want to warm up your mouse-wheel finger and read the rest of this block. We are listing Mechs that exist IN ACTIVE USE (caveats in general) up to and during Chapter 1: Ashen Eclipse. This will cover both Inner Sphere and Ash Leopard (Evolved) Mechs. Omissions fall under the category of 'Player Surprise' and 'Timeline' limits. Player Surprise being we want some mechs to be seen first-hand by the player in the middle of combat. Timeline ones are straight up ones that won't exist yet. Buuuuut that being said, I will extend the courtesy of revealing a few that appear after Chapter 1 on the Evolved side.
First up, here's all the Inner Sphere/Synth Chassis both appearing, and returning. Bonus; Sorted by Faction
IS Wide;
  • Warhammer (Variant Updates) 70T
  • Blackjack Omni 50T
  • Lineholder Omni 55T
  • Firestarter III 45T
  • Locust II 20T

Clan Sea Fox (IS);
  • ??? 70T
  • ??? 20T

Rasalhague Dominion;
  • Jarl 90T
  • Shiroshi 95T
  • Berserkergang 75T
  • Blockade 100T
  • Karhu 65T

Draconis Combine;
  • Ryuu-ou 75T
  • Strider II 40T
  • ??? 50T
  • Jenner II 30T
  • Panther II 30T

Free Worlds League;
  • Bulwark 100T
  • Battlemaster II 75T
  • Battlemaster III 75T
  • Thunderbolt Omni 65T
  • Quickdraw Omni 60T
  • Assassin II 40T

Federated Suns;
  • ??? 100T
  • Crusher 85T
  • Combatant 55T
  • Centurion III 50T
  • Trebuchet Omni 50T
  • Enforcer V 50T
  • ??? 35T

Lyran Commonwealth;
  • Hauptmann II (Spectre doesn't have Tonnage for this YET)
  • Sunder II (Spectre doesn't have Tonnage for this YET)
  • Archer Omni (Spectre doesn't have Tonnage for this YET)
  • Zeus Omni (Spectre doesn't have Tonnage for this YET)
  • Banshee II (Spectre doesn't have Tonnage for this YET)
  • Hunchback II (Spectre doesn't have Tonnage for this YET)
  • Fafnir (Variant Updates) 100T
  • Berserker II 85T
  • Bushwacker Omni 55T
  • ??? 35T

Clan Wolf;
  • ??? 70T
  • Cleric 35T
  • Earendil 25T

Clan Jade Falcon;
  • Black Merlin 55T
  • Vicious 45T
  • Cricket 25T
  • Cricket II 30T

Capellan Confederation;
  • ??? 95T
  • Sun Tzu 60T
  • ??? 50T
  • Wu-Zing 40T

Raven Alliance;
  • Gunner 75T
  • ??? 100T
  • Deimos II 85T
  • Ogre 85T
  • ??? 55T

So there you are! For both Spheroid Clans and Great Houses, older Chassis are still around, just not as common. Repeating the phrase, you can imagine their more venerable chassis are still being used, especially on the Clan side. But for the most part, these are the ones you'll be seeing, with some visual caveats, since we won't be able to get EVERY single PWW Original mech model into the game with Chapter 1. So expect some placeholders to be updated as time goes on.
Now, let's look at what the big guys are bringing on the Evolved Side. I might have mentioned it before, but Clan Ash Leopards' mechs work quite differently than the standard assumptions. 1st off, they're organized in 'Generations', as tech and production changes. What you will be looking at is Evo Generation 1, which you will see during the events of Chapter 1. As a bonus to round it off for reasons I'll explain after the list, I will also enter Evo Generation 2, which appears after Chapter 1.
Clan Ash Leopard EvoOmni Generation 1;
  • ??? 100T
  • Dire Wolf E 100T
  • Nova Cat E 80T
  • Ebon Jaguar E 65T
  • Dusk Wolf 75T (Madcat's note; This is a re-christened Timber Wolf. Enjoy)
  • Warhawk E 75T
  • Sand Cat 35T
  • Mist Lynx E 25T
  • Kit Fox E 30T
  • Cougar E 40T
  • Huntsman E 50T
  • Orion E 75T
  • Summoner E 70T
  • Supernova E 90T
  • ??? 55T
  • Tiburon E 35T
  • Courier 20T
  • Drifter 45T
  • Nebula 55T
  • Tenebris 65T
CAL comes in kinda heavy, eh? Well they know exactly where their Evolved Technology shines, and it's in the Heavy Mech Class. You'll also see some tonnage changes here and there too. Now as for Generation 2, this sees the end of reprised Chassis (officially), as due to lore reasons which will be explained in our Origin Novella 'Autumn Shadow', CAL stops reprising older designs, and will plan on adding in more originals. There is a Generation 3 that will exist, but whoa boy. That's far off. And Spoilers. Now I'm not too mean to leave it there. There is a Generation 4, but we are anticipating the reality that these chassis in Gen4 won't make it to the game, as they are post-PWW creations in the timeline. Regardless, all of Gen4 consists of original designs. So beyond the following Gen2, there will not be anymore older chassis, so in other words, CAL aren't digging up any more graves. As said, there is a lore reason they have brought back so many familiar mechs, but I would be stepping on the Toes of Luna, my co-writer who is writing Autumn Shadow.
Clan Ash Leopard EvoOmni Generation 2;
  • Stormcrow E 90T
  • ??? 75T
  • Hellbringer E 85T
  • Mad Dog E 80T
  • Executioner E 70T
  • Shadow Cat E 55T
  • Arctic Cheetah E 90T
  • ??? 100T
  • Bolt 25T
  • Warpath 70T
  • Extinguisher 60T
  • Pulsar 100T
  • Seeker 40T
  • Maw 95T
  • Breaker 65T
  • Severer 90T
  • Mako 50T
  • ??? 35T

Reminder Gen2 will not appear until Chapter 2. With that, we have very full rosters on all sides. Not only that, but as stated previously, we have published our Evolved MechLab for everyone to use and create their own mechs with all of our tech. Your own creation could even be added to any of these rosters, provided some caveats. By the way, we will be talking about Mech Submissions very very soon. So if you want to try to bolster your faction, or perhaps create a great challenge for yourself to encounter, try your hand at creating a mech! The EML is found on our discord server, link to which will be at the end of this post. We are also hoping with this released Roster that people know what soft limits are there for mech creation, so we'd love to see what you guys are building in the EML!


**State of the Sphere**
We have briefly mentioned what happens in the Inner Sphere following the events of Hour of the Wolf up to our 3240 invasion date. If you missed when, I recommend going and reading Update #2. Caught up? Good. Moving forward, expect some slight and light spoilers as we'll be discussing events in slight more detail from 3160-3240.
First off, with the end of the IlClan War, we saw the departure of the entities that called themselves Clan Smoke Jaguar, Clan Nova/Spirit Cat, an Aimag of Sea Foxes, and the Wolf's Dragoons, along with a decent chunk of Clan Wolf and handfuls of warriors and other caste members from the Spheroid Clans. We now know they eventually return as Clan Ash Leopard. As for the Inner Sphere? Well... things didn't really change much. Great Houses will be Great Houses, right? The time immediately after the ilClan War, the Great Houses and Clans alike were very exhausted from the war. Clan Ghost Bear has taken up the mantle of defenders of Terra. Mistake me not, they are not claiming ilClanship, the Bears are merely protecting Terra as ComStar once did to keep the cradle of Humanity neutral. They are not doing it alone though, as Clan Jade Falcon as the Royal Black Watch reborn are also guarding near-Terra Space, intending to keep their grip on the space firm, and discouraging the curious. Clan Snow Raven as part of the Outworlds Alliance are mostly minding their own business, helping the other Clans here and there with a ship or two to help safeguard Terran space. They are otherwise building up in all aspects, and by the time of 3240, have achieved enough economical, political, and military power to open the discussion if they could be considered a Great House. For you Snow Ravens out there, enjoy that. They/you deserve it.
The Rasalhague Dominion continues being as they always are, staying out of most conflicts as much as possible unless otherwise prodded into conflict. They are very good at keeping to themselves and the Ghost Bear military serves well to discourage those that would provoke the wrath of the Bear. Same goes for the Jade Falcons. Out of spite or out of honour is up to interpretation, as the very person and Clan who made them the Black Watch once more, the Falcons have a near-zealot like behaviour to make sure Terra remains guarded and neutral. The behaviour of both of these Clans suggests some larger plan at work, but nothing is for sure. Most chalk it up to the Two Clans agreeing that Terra being owned or controlled is a very very bad idea.
As for the Great Houses proper, tensions between them all are running pretty hot. With HPG's slowly getting back to working order, communications start getting fed through again, and the realization that the Great Houses have military forces on all borders came as a wake-up call to how close war was. And it ended up happening. In a conflict and era we're calling the 'Cold War' starts right at the end of ilClan and takes us right up to 3240. Sub-events happen of course, but we want some other writers beyond myself and Luna to tell these tales. We'll start with the first IS-Wide conflict called the '5 Years War'. Yeah, the name is meh but there's no other way to describe it. Small pockets of high-intensity combat breaks out using, and you can probably guess, MERCENARIES. No Great House wants to commit to a full scale war, and as such, they fight the war by Proxies (seem familiar?). The 5 years was spent as each Great House realizing the heavy use of Mercenaries meant their enemies were not ready to commit to a war, but had interest in it if they found a weakness. Considering everyone is pretty even at this point, everyone had the same strengths and weaknesses. So the 5 years war would later be seen as the Great Houses testing the waters.
The Five Years War took place from 3186 to 3191.
Before and after there were border skirmishes, but only the 5 Years War got close enough to a true '6th Succession War'.
From 3200-ish to 3239 there were a lot of direct border skirmishes, and the Great Houses began testing their abilities to expand borders. As new age technology and mechs were produced and used, each Great House was... let's say 'enjoying themselves' and trying a new method, like one flexes their muscles as a show of intimidation. But everyone else has the same 'muscles' you're using, just having a different way to use them. These decades show a slow boil towards what is inevitably a 6th Succession War, but we know that is interrupted in 3240.100 Free Dating Site In Denmark
As requested (many times), people are wondering how their favorite factions are looking in 3240. So I'll break it down real quick.
Federated Suns are being as they normally are, flexing great military strength while continuously poking at their neighbours who also are known for messing with the Suns. Politically, they have a First Prince(ss) by the name of Carolynne Davion. She's a nice girl, but has a habit of wanting to do more than she is actually able to do. Otherwise, you can imagine a Hanse Davion-era FedSuns except Carolynne is much more reasonable. Her motives are bluntly to ensure the survival of her nation. As for political relations, the FedSuns and Lyran Commonwealth are on great terms, however neither side is interested in risking a merger like they did before with the Federated Commonwealth. Current enemies are the Draconis Combine and Capellan Confederation.
Speaking of Lyrans (Hi Pieguy, I know you're reading this with giddy excitement), what if I told you... they still like money and Atlas'. In truth, the Lyrans are arguably the strongest Great House as of 3240. Their economy is extremely strong, as is their military. Their borders have fluctuated little, and their political relations are stronger than the others, being on good terms with the FedSuns and neighbouring Rasalhague Dominion. Archon Erik Steiner is a well-liked leader of his nation, his only enemies being the Jade Falcons as of 3240, with timid relations to the Free Worlds League.
Going off these 10/10 segue's, Free Worlds League is up next. Led by Captain-General Zachary Marik, not much has changed for his nation. The Free Worlds League was always a semi-fractured territory, and this is even more true by 3240. The FWL by far has suffered the most in the years leading up to the Winter War, with entire 'provinces' seceding so much they have all but declared independence from the FWL proper. The FWL are as close to 2nd world country, dipping into the 3rd by 3240. As the Great Houses have become more independent, the FWL's economy and trade nearly dried up, and their actions previously of seeking gains through war have quickly backfired and left them on life support. Due to this, their political relations are few, as they are only on talking terms with the FedSuns and Lyran Commonwealth, everyone else did not really acknowledge them unless necessary. Economically and Militarily, they are getting by, but barely. A stiff opposition would be all it took to make them crumble. In a turn of irony, the Outworlds Alliance's rise to power meant the Great Houses were looking to them as the new Industrial superpower in the Sphere, and by proxy, the Sea Foxes as the 'boutique merchants'. Zachary Marik as of 3238 has reapplied himself to building internally rather than externally, and by 3240, sees the FWL long-term future starting to turn for the good. But again, Clan Ash Leopard's arrival changes everyone's plans.
Capellan Confederation Chancellor Zang (Zang-Wu) Liao is leading a well-off nation. While showing active hostilities to the FedSuns, he doesn't go after fights 'just because'. By the time you get to know him in PWW, Zang Liao is one of the best military minds the Inner Sphere has seen till now, expertly winning battles he commits to only when victory is guaranteed. Conflicts between his nation and the FedSuns is near-tipping point, as altercations between the two are few, but large in scope. In 3239, Liao decimated an entire battalion of AFFS troops, only losing roughly 20% of his own forces which were in a 1:2 ratio Liao to Davion forces. This particular attack would sting Davion heavily. Politically, they are still the blacksheep, keeping to themselves and not trusting soft relations with the FWL, still having a strong garrison on that border. Having only one enemy and no allies serves them well so far. Otherwise, the Confederation remains the same.
Finally, the Draconis Combine. While openly hostile to the Federated Suns, the DC military has been probing the borders of the Rasalhague Dominion. Coordinator Taguchi Kurita leads the most military capable nation of the Inner Sphere, despite being pushed fully out of the FedSuns space, losing New Avalon during a co-op'd “alliance” between the now former ilClan sending the Smoke Jaguars to assist in kicking the Combine out of Fed Suns space. Even dealing with a strong counter-attack after such events, the Combine held their borders strong, intending to tire out the AFFS and strike once more. However as this temptation is happening even in 3240, those plans must change. Politically they are in the same space as the Confederation, no allies and a single enemy they can hold at bay. Since the walls on one side of the room hold firm, they are testing the strength on the other side. Of course, the Dominion doesn’t appreciate these adventurous attacks one bit and are gearing for their own conflict. Otherwise, the Combine is still the same Combine you know.
Whew! That was a lot. I think I got most everything there, so we'll move onto the next bit; What and Who is Clan Ash Leopard?


**Legacy of Ashes**
At this point, if you don't know who Clan Ash Leopard is, you have missed a little bit. It's okay. Here's the quick catch-all. CAL or Clan Ash Leopard is the new apparent threat to the Inner Sphere. Formerly departed Clans and peoples after the ilClan War have come together as one, merging all the cultures of their former identities, and even incorporating new ones. To outsiders, they will be very very similar to the Rasalhague Dominion and Ghost Bear, as a hybrid society, teetering the line between Inner Sphere and Clan cultures and societies. While it might sound like the perfect and idyllic faction, they, like everyone else, are not perfect.
I have to be careful how I talk about CAL, because Luna would kick my ass if I took away cool plot points she wants to use in Autumn Shadow, but I'll tread as close to the line as possible.
We'll address some of the quirks that have changed that comes with the territory of being called Clan. In short, CAL is NOT what Nicholas Kerensky would have made, CAL is what Aleksandr Kerensky would have made. Like the SLDF before them, CAL identifies as the evolution of the SLDF-In-Exile. They have no desires beyond serving The Star League. Conquering? Nope. Protecting? Nope. They are whatever they need to be at the time. People wonder sometimes what Clans would be like if they are logical, and this is what ends up happening. It's a strange existence that almost makes too much sense while making no sense at the same time. The IS saw the Clans as alien when they arrived. The IS and Clans will see CAL as alien when they arrive. It's like poetry.
Furthermore, what became of Zellbrigen and Batchalls? Only in their Clan structure. Otherwise, you are not going to get a batchall out of the Leopards. Internally, they still fight to prove their abilities for rank and position, now accounting for both instead of one or the other. If you came in and asked for a Trial of Refusal against their apparent invasion, you're gonna get laughed off the battlefield while they prepare to revoke your subscription to life.
While capable of protecting, they are very capable of attacking too. As the player will see, CAL are extremely efficient, using a new type of Blitzkrieging tactics to steamroll their enemy into submission, minimizing casualties on both sides. On the other end, any territory they claim, they will hold onto with a white-knuckled grip. If they get in, you're not getting them out.
The player will also realize the idea of Clan Efficiency has changed as well. Normally, Clans conserve everything they can, in part due to what their definition of efficiency is, but also in part to the Clan Homeworlds being rather... sparse... in natural resources and the like. Well, CAL doesn't have such weaknesses, as they have the population and resources. We have not settled on a solid number, but I have set a minimum. CAL will arrive in the IS in 3240 with more potential than all 4 invading Clans (Operation: Revival era) combined.
Sounds like an unstoppable machine? You bet it is. But there are drawbacks as I said. Clan Ash Leopards' Khan, Corvyn Darkmoon is a patient man, but he values image more than he should. He wants his Clan to be the paragon of society, and lead humanity into a permanent golden age, peacefully if he can help it. Therefore, how his Clan is viewed will drive a lot of decisions, not only for him, but for the people of Ash Leopard. They want to be seen as heroes when in reality, they are not heroes, nor are they villains. As said above, they are what they need to be, nothing more, nothing less, and constantly fighting desires of greatness for all, balancing with the humility that reality brings.
Culturally, they are what you'd think when you tell the IS and Clans to kiss and start dating. There are rigid structures of the Clans, coupled with the freedoms of Spheroid culture. For instance, people can freely move between castes, however much like real life, any application into the Military Caste requires screening. Trueborn Warriors are exempt from this obviously, unless they are coming back from another Caste.
Speaking of Castes, CAL has an expanding social system. We haven't finalized all the Castes yet, but we know the minimum of the following; Political, Scientific, Warrior, Technician, Civilian, Worker, and Intelligence. For now, they cover the broad strokes of society, but we will and are increasing this number, but not by much. Furthermore, each Caste has an elected Khan, equal to in power of a senior Khan of old. You know of one of them already, that being milKhan Lucilla Kotare. To Darkmoon, the expanded Caste and Leadership position relieves the workload of senior Khans of old, as Clan Khans typically handled EVERYTHING, and they were Warriors at that. Imagine a warrior trained from childhood being plopped into a leadership position that required politics. That's like taking someone out of High School and telling them to run a country. It doesn't work. Darkmoon is part of a new Clan Phenotype, called a 'Commander Phenotype'. This Phenotype is bred for heightened mental skills, and are trained in tactics, leadership, and politics. Corvyn in particular in his early years was fascinated by history, both IS and Clan. Easy to connect the dots on how he got to the 'Final Shape' of Clan Ash Leopard now, huh?
We're exploring the idea of 1 or 2 more Phenotypes, but that's a huge maybe right now.
Off the top of my head in no particular order, here's some other details about CAL's society; Marriage is common and often encouraged, mysticism and spiritualism is accepted due to Nova Cat origins, I already mentioned the measure of being vain, military tactics are very out-of-the-box (story implications), they are patient and well tempered people, the Leopards are also open to understanding others, instead of dismissing what they don't know out of hand, and they're not beyond humility. Without spoiling too much, the Player will be the catalyst of a lot of humbling of the Leopards, and will welcome the shift in thinking rather than typical Clanner-isms of 'this goes against what I know. Blow it up'.
Let's see... They also have modern businesses as well, their entire Military production is actually one 'Company' that came from 4 smaller ones. So all of EvoTech eventually was made by one Company with a Military Contract. Relationships between people are familial or close friends, meaning you will never see a bad soul anywhere you went. Of course there will be black sheep in the crowd (*cough* Lucilla *cough*), 99% of Ash Leopards will shake your hand, also provided you have proved yourself honorable.
Speaking of, how does CAL see honor? Easily answered; Honor is how the deed is done, not what deeds are done. There will be many instances of CAL having to resort to drastic measures, and they do not take it lightly, nor do they enjoy it. They prefer to avoid it if it could be, but sometimes things are unavoidable. See; What Aleksandr Kerensky did to dissenters on the Exodus. He spaced them. Not saying there are dissenters in CAL, that is just confirming they will do what it takes to get somewhere. Again without spoiling, the player will humble CAL and open their eyes to the players' deeds and start seeing them & their mercenary company differently. For the better or for the worst? That, friend, is up to you.
To finish, there will be more Ash Leopard details to come in the future. The Novella “Autumn Shadow” will speak of their home space in great detail, and give you a close perspective of their culture before and after. That and you’ll be meeting a lot of the Characters you will come across in the PWW Story as well. To top it off, when we open mech submissions, there’s a key aspect missing for people to make CAL mechs for canon. Everyone knows all the famous military units in the Inner Sphere, but with us introducing a brand new Clan, we need to give you guys a little “Cheat Sheet” about what units are in CAL. Of course this Cheat Sheet will be a little spoiler-y, but that’s why we will keep it out of these updates so people can avoid them. In fact, I’ll even make separate documentation for all of it. You’re welcome.


**Text Walls**
I know not everyone is a fan of giant text posts, and that's 100% okay! That means detail-oriented projects aren't your thing, and you're more than welcome to skip these if they really bother you. That means you'll be coming into the project blind, which also isn't a bad thing. In fact, you'll probably be more impressed with the final product. But for those of you that love all the details, I see you. For those of you that don't like details, I also see and hear your feedback.
I keep saying 'we're closer and closer to showing stuff off', and while we did air a lot of things out in Update 4, we're not done. Not even close. As things click into place and we dive into the MW5 editor once more, you'll start seeing live concepts, behind the scenes images, and even Dev Diaries. As for when? Well, let's let MagnumGB finish re-working MercTech first, then we'll talk.
In the meantime, I hope I got a lot of community questions answered in this post, answering IS Side stuff, and letting people in on Clan Ash Leopard as well. So far, our discord is dominated by Lyrans and Rasalhagians. I hope this update adds a few more Ash Leopards to the server, I love seeing those royal purple names.
Speaking of Discord, here's your reminder that we have a community Discord where you can talk to all the people supporting our project, staff, and the Creators of PWW including myself. While General Chat is quiet, once someone starts talking, everyone comes in and keeps the conversation flowing well until night time. In this Discord you can also access the Evolved MechLab (EML) and build mechs using our 3240+ Technology. PWW Discord Server.


**Back on Track**
As said above, we're getting things back on the rails after the past few months of chaos, and things are looking VERY good right now. Once MercTech is back in our hands, and we get some mech models brought in, we're gonna be cruising right along, and can't wait to bring you all along on the ride with us. Like Khan Corvyn Darkmoon would say; 'Everyone deserves greatness. It is up to the great to elevate everyone else with them' and we will be doing just that.
In the next couple weeks, we will have our Mech, Character, Faction submission requirements ready for people to look over, and for us to accept all these submissions and start working to inject them into the PWW story in some way. I've already mentioned how previously, but I am not going to repeat it here, as something this important deserves it's own post to explain it. But put shortly, YOU (yes, you) can be in our Story. Passing character? Temporary Lancemate? Mech Tech? A guard on your dropship? Your own merc group? Your criminal? Have a homebrew mech you want cemented in Battletech (we're unofficial, but doesn't stop us from pretending we are)? You'll be able to do just that. We're exploring some ideas here and there, but again, we'll be going into details towards the end of the month about what is possible.
With that, that brings us to the end of this update. Thanks for reading, thanks for supporting, and hey... speaking honestly? I'm glad you're here. We're still doing this for you. By Fans. For Fans. Let's make our mark in the Universe together.
Can't forget a shitty battletech joke to end this off either. Have a good weekend!!
-Madcat529


'The Urbanmech is the greatest war machine ever created!' -Some poor mechtech
'...Trothkin. Bring me the Ultra Autocannon. The Ultra 20 Autocannon. ....Yes, both of them!' -Clanner who can't believe it's not butter.
submitted bymadcat529toprojectwinterwar [link][comments]

2021.06.13 02:47 ThisCouldBeMe_Road To E3: 3 - Day 1 Recap

Ubisoft absolutely stole the show with major drops!
See all announcements:
Guerilla Collective
• UnMetal (Fran Games), a Metal Gear Solid parody game
• Firegirl (Dejima), a firefighting platformer
• BATS the Game (One Robot), starring the Bloodsucker Anti-Terror Squad
• Hello Neighbor 2's Mr. Peterson AI learning trailer (Eerie Guest, tinyBuild)
• Archvale (Idoz & Phops), a fantasy Enter The Gungeon-like
• Neverwinter Bard class gameplay (Cryptic Studios)
Wholesome Direct
• Paralives (Paralives Studio), a Sims-like house-builder
• Yokai Inn (ShibaPixel), a Ghibli-style Stardew Valley-like
• The Gecko Gods (Louis Waloschek), a lizard-starring puzzler
Ubisoft Forward
• Brawlhalla x Teenage Mutant Ninja Turtles reveal
• Watch Dogs: Legion Bloodline DLC trailer
• Rainbow Six Extraction story trailer
• Rainbow Six Extraction gameplay
• Riders Republic release date trailer
• Rainbow Six Siege crossplay and Thunderbird trailer
• Assassin's Creed Valhalla Discovery Tour reveal
• Far Cry 6 Anton Castillo cinematic
• Far Cry 6 villain DLC trailer
• Mario + Rabbids: Sparks of Hope reveal
• Mario + Rabbids: Sparks of Hope cinematic and gameplay
• Avatar: Frontiers of Pandora reveal
Devolver Digital's MaxPass+
• Shadow Warrior 3 gameplay (Flying Wild Hog)
• Trek To Yomi (Flying Wild Hog), a black-and-white samurai side-scroller
Gearbox E3 Showcase
• Additional Tiny Tina's Wonderlands details
Other
• MechWarrior 5: Mercenaries crossplay trailer (Piranha Games)
What announcement are you most excited about?
submitted byThisCouldBeMe_toBOTW2 [link][comments]

2021.06.02 06:28 burtonsimmonsOdyssey: The Good Bits, The Bad Lie, and The Ugly Truth

Yeah, the lighting. When things are lit up and visible it looks damn good. Kudos to the team for that.
That station lighting is fantastic, but everything else is just impossible to see.
Of course, everything is really, really dark in this game. The interfaces seem darker. Night is darker, and night vision seems to offer less. Yeah, I get it, trying to really simulate dark is nice... but it's not actually that fun to play in.
Parts of the new mission board I like, such as the ability to see ALL missions, that it'll highlight where you have existing missions. That part is pretty cool! Some information was removed, so that part is less cool.
Also, the concept of Apex Interstellar is pretty cool - I love being able to hop around and do things without having to manually fly myself sometimes. It's slower, but the game has never been a 'pay full attention to it all the time' game.
I mean, the list is long, and there are literally thousands of bugs. David Braben himself had to come out an apologize for the launch.
After two years of neglect for Elite Dangerous, this is it? Grafting Call of Duty into the Elite Dangerous galaxy? The gameplay's not even that deep.
Hardware performance is awful. In settlement conflict zones, my traditional 60 FPS drops to 22 on my Alienware M17 laptop - an i7-8750, Nvidia RTX 2070, on a fast SSD.
This here is a 26 FPS wall that I'm looking at.
The UI is hot garbage and far too big a problem to go into here. However, the new galaxy map and system maps hide necessary information behind multiple clicks. For instance, no longer hovering over a planet shows how far it is from arrival! The maps are covered in yellow or orange information - and they'd literally just increased the color range in the last Horizons patch! The whole design is completely different from Horizons and established UI elements - even down to surface Conflict Zones counting progress down for while space Conflict Zones count up!
It's as if somebody said, in a meeting, 'Hey, I know, let's reduce the color palette and hide useful information' and everyone thought that was a great idea. Old is on the left, new is on the right, as God intended.
The shipyard, though, is the absolute worst. More clicks to do anything and previously-available information is just plain hidden. You can no longer even sort your list of ships except to filter by manufacturer, and they're all presented in the order in which you purchased them, possibly the least useful ways of sorting them that I can think of.
That list on the right is absolutely useless. I don't have my initial Sidey, but that Viper Mk IV has been with me for over five years now.
Also, I can't take on Odyssey content without leaving my ship. Want Odyssey missions? I have to disembark from my ship (which requires waiting through a pad retraction), run across the pad to the lift, wait for the lift to take me up to the lounge, run over to a terminal, and then interact with it from there. Same process, but in reverse, to then return to my ship afterward.
Fleet Carriers - remember them? That multi-billion credit sink is inaccessible on foot. The only real new content added to the game in the past year or so and you can't even take Apex Interstellar there or have any new interaction with it. Why is there no lounge on the fleet carrier? Why can't I take a shuttle there?
Speaking of gameplay, though, what have they added? Short answer is: there's really not much to actually play. For two years of development they haven't added much compelling content, and they did all this at the cost of any development that builds on the base game we were all playing. I mean, there's a suit mechanic of rapidly-decreasing power, which you have to fill at a power terminal or use a power cell, but why are there no external power terminals on your ship or SRV? The touchpoints with Elite Dangerous as we knew it are pretty thin.
Let's not talk about the mess that is suit engineering, either. Oh, and those fancy cosmetic flight suits I paid actual money for back in the day? Sure, I can use them... unless I want to use one of the suits that allows me to hold a primary weapon or do any of the actual Odyssey content. I guess I can look good hanging out in the lounge at low FPS if I want to press the 'change loadout' button.
Finally, there's no narrative advancement. There's just nothing adding to the long-term story of the game. The last two-and-a-half years were a huge hiatus, but Odyssey missed an opportunity to do, well, anything. (Beyond 3.3. was released in December of 2018!)
This is a game that obviously wasn't ready for release.
  1. Only available on one platform? Check.
  2. Released two weeksafter the alpha period ended? Check.
  3. Can't instance with players who don't have the DLC? Check.
  4. A completely separate installation? Check.
This was released, by design, as a beta, and we were lied to. That's the big lie right there. This isn't a complete product. We were charged full price for a game that's not done, that's not nearly what was promised, and we're being told to be grateful for it.
You can buy Odyssey for the same price as, for instance, the Halo Master Chief collection, where you get 5 games! Mechwarrior 5 Mercenaries costs less. Satisfactory costs less. Those games delivery hundreds of hours of content for considerably less investment - plus they have the added bonus of not ruining a pre-existing game!
I maintain that the secret to success is the proper setting and maintaining of expectation. Frontier set a bunch of expectations for Odyssey and none of those were met. They fleeced us for profit at the expense of the relationship with the customer.

It would be a lot cheaper and more convenient if I could convince my billionaire Elite NPC crewmember to shuttle me in one of my own ships.
At this point, Frontier owes me - owes us - a game. They said they were going to deliver a game, it was going to run well, it was going to be amazing, and this is not what they promised. Frontier has amends to make, and 'asking for patience' or promising a belated roadmap on how they're going to fix this isn't among them. We're all used to releases having bugs - and remember when we were chastised for complaining about bugs after years of 'free development'? - but there's no excuse for what's been released. A roadmap? This roadmap leads to the end of the year, when they'll release the final product for consoles, and that will be the end of the beta period we unwittingly paid to be in.
Elite Dangerous - the game I've played for thousands of hours - is no longer being actively developed. The focus here, for the past several years, has been on Call of Duty: Elite and it shows. Major player groups are uncertain as to what to do, major content creators are disillusioned, and the Steam reviews for this shining jewel of mediocrity are a generous 'Mostly Negative'.
I propose the following as a way of fixing the making it right and making us whole.
Make it right:
  1. Stop further sales of Odyssey until it's ready to release with consoles and Horizons integration.
  2. Confess that we are in a Beta period and announce an actual release date when the game will be finished and ready for all platforms.
  3. Provide a weekly list of bugs that are being actively worked on, with a weekly release to test those bugfixes.
Make us whole:
  1. Give the ongoing game some actual story, instead of just re-elections, random Thargoid attacks, and station attacks using the exact same assets as Thargoid attacks but without anyone to fight.
  2. Compensate those that pre-paid for the game with (a) 30,000 ARX (it's a made-up currency for virtual assets that die when the game dies.) (b) A limited-edition ship, much like the Cobra Mk IV - a little special, but nothing too special, and (c) another limited-edition suit (like the Pioneer).
These steps, taken together, can start to repair the trust Frontier lost with its players when they pulled this massive con.
submitted byburtonsimmonstoEliteDangerous [link][comments]

2021.05.27 09:24 ScarcerNewcomers Introduction - MechWarrior 5: Mercenaries - Xbox & Steam Release

Introduction to MechWarrior 5 for Newcomers

Welcome to the world of Battletech & MechWarrior

Hello! You're likely here because you've seen MechWarrior 5 pop up on Steam or your Xbox store and want to know what it's all about! This post is detailed, though not a complete overview of the history of the MechWarrior series, the world of Battletech as well as general Q/A for the latest release.
MechWarrior is a series traditionally known for its in-depth simulation of piloting 25 to 100-ton war machines during the 31st century in the rich world of the Battletech universe. If you owned an Xbox in the early 2000's you might recognize this franchise from the action arcade games MechAssault or even the RTS series MechCommander on PC. Or perhaps you are nostalgic about the old school tabletop Battletech game or the reimagined PC game version by the creator himself over at Hairbrained Schemes.
  • Watch a veryverybrief explanation ofthe world of Battletech/MechWarrior.

Within the MechWarrior games, players take control of a single BattleMech and combat other BattleMechs, tanks, infantry, and more, from within the cockpit of their machine. A third-person alternate view is available in MechWarrior versions 2, 3, 4, and MW:o (Mechwarrior:Online). Both MechWarrior 2 and MechWarrior 3 were Origins Award winners, taking Best Fantasy or Science Fiction Computer Game 1995 and Best Action Computer Game 1999 respectively. MechWarrior: Living Legends was the recipient of the ModDB2009 Mod of the Year[1] and - due to rules preventing one mod) from winning the same award twice[2] - an Honorable Mention in 2010. MechWarrior: Living Legends is not an actual MechWarrior mod, but rather a Crysis complete conversion.[3]
Wikipedia
BattleTech is a wargaming and military science fiction franchise[1] launched by FASA Corporation in 1984, acquired by WizKids in 2001 (which in turn acquired by Topps in 2003[2]) and 2007, and owned since 2007 by Catalyst Game Labs. The series began with FASA's debut of the board gameBattleTech (originally named BattleDroids) by Jordan Weisman and L. Ross Babcock III and has since grown to include numerous expansions to the original game, several board games, role playing games, video games, a collectible card game, a series of more than 100 novels, and an animated television series.[3]
Wikipedia
As you may see, Battletech/MechWarrior had a rich AAA history up until the turn of the millennium and as a result, while public exposure has waned, this franchise has one of the longest and passionate followings in Sci-Fi gaming history. The world's history is vastly complex and authors such as Michael A Stackpole began writing for Battletech nearly a decade before he touched Star Wars.
So while many people may see MechWarrior 5 simply as a cool new stompy mech game as the next Titan Fall alternative, for others it's a new entry into a deep world they have been dedicated to for years or even decades. For many of us, this is our Star Wars or Star Trek equivalent (though not necessarily exclusive.)
For those interested in a lore guide,Sarna.netwill serve as your encyclopedia.

A Brief History of the MechWarrior Series

MechWarrior 1989
The first MechWarrior) game was released in 1989 and offered the first pilots view experience in the Battletech franchise and simulated many factors from piloting & customizing mech load-outs to managing your company amidst the story.
MechWarrior 2: 31st Century Combat
The second game MechWarrior 2 was released in 1995 and offered a true 3D piloting simulation experience that was technologically groundbreaking at the time. The story was unique in that it was focused solely on inner struggles of the Clans (descendants of the Star Leagues military commanded by General Aleksandr Kerensky.) MW2 had several sequels/expansions covering different times and events as well. This game is still worth a play through and has recently been made available to play through your browser for free (super easy, links are in the subreddit wiki.) Additionally, MW2 is still fawned over to this day for it's stellar and inspiring soundtrack. You'll often find videos of people playing MechWarrior: Online whilst playing this OST in the background.
  • Intro - MechWarrior 2: 31st Century Combat (Still gives me the heebe-jeebies 24 years later.)
MechWarrior 3
Released in 1999, MechWarrior 3 had a bumpy development history with multiple studios but still managed to be a push forward in simulation experience, building on top and expanding of the standards set by MW2. While the story may be dry, it's arguably the last cutting edge game in the series. Still worth a download and play-through with out a doubt due it's complicated and hair pulling complexity and ingenuity, (find more information in the subreddit wiki.)
  • Intro - MechWarrior 3
MechWarrior 4: Vengeance
Released in 2000, FASA Studios took a more hands on approach with the design and development. MechWarrior 4 was unique in that it traded gritty style and simulation for a balanced focus on palatable design and semi-simplified game-play. Two things MW4 exceeded over previous titles were in the animation quality and the live action clip sequences for the story between missions. While the acting wasn't stellar, it added a believable depth to driving story-lines. MW4 received 2 purchasable add-on packs and a story expansion (Black Knight) and later a standalone sequel (MW4 Mercenaries.) Though not as popular as MW2's soundtrack, Vengeance also featured a stellar military inspired OST. After release, a small company known as Mektek came to fame for their successful efforts to expand and modify MW4 Mercs with additional computer support and large amounts lore friendly content. (Information also linked in the subreddit wiki. MW4:Merc will play the best on modern machines.)
  • Intro - MechWarrior 4: Vengeance
MechWarrior Living Legends
The following decade was cold and lonely as the IP for Battletech/MechWarrior after FASA shuttered it's doors in 2001 the rights were split and largely unused across several companies. Microsoft owns the rights to the games Topps now owning the physical merchandise/boardgame rights. In 2009, Wandering Samurai launched the beta for MW:LL... a mod completely overhauling Crisis Wars for the purpose of a MechWarrior experience featuring combined arms including but not limited to: tanks, small arms, vtols and jets. MWLL is free to download and play, it's also still under active development to date. While it's on an older engine & may not look as pretty as MWO and MW5, it remains the most comprehensive Battletech/MechWarrior experience on PC to date. Website here.
  • Trailer - MechWarrior Living Legends
MechWarrior Online
Piranha Games Inc, a small relatively unknown studio leased the license from Microsoft & partnered with another team that was essentially the remnants of FASA (now reborn as Harebrained Schemes) & released this marketing trailer for an attempted MechWarrior reboot. After failing to secure a publisher, PGI changed gears and developed MechWarrior Online with it's open beta release in 2012 . For MWO, PGI modernized a staggering number of battlemech designs (which were later leased for HBS Battletech and now MW5.) Dubbed at release as the 'Thinking Man's Shooter' and to large excitement and fanfare, MWO wasn't without stark criticism focused on PGI for their reliability during development from an extremely passionate fan-base. Still, MWO was the first official release in a decade and has remained popular as one of the longest running F2P games in history. The game is definitely worth a play how-ever it's late in the games life cycle; it's unknown how much longer MWO will be available. Website here.

MechWarrior 5: Mercenaries

Fucking, exciting.
MechWarrior 5 will be the first 'single' player campaign game in nearly two decades. While MWO was on the clunky Cry Engine, MW5 has been developed on the more powerful Unreal Engine. At MechCon 2016, an announcement trailer exceeding all expectations was released by PGI. After a couple of delays, the game's release was finalized on December 10th, 2019. The elephant in the room: largely PGI has been struggling to climb out of a PR dumpster fire for the last 7 years & there are concerns about significant changes in direction and design from the announcement trailer; where they have failed dramatically in some areas, they have greatly succeeded to improve in others.
What's difficult to argue is that MechWarrior 5 features beautiful assets and artwork coupled with slick gameplay. MechWarrior 5 feels like a simulator cockpit experience that remains easy to play similar to MWO, as it's largely vacant of deep complex simulator aspects. In lieu, MechWarrior 5 receives a detailed mech bay inside your dropship that you can fully explore while admiring the sheer size of your mechs. As with previous MechWarrior Mercenaries games & HBS Battletech, you have full control of your companies inventory, pilot hiring, and contracts as you chart a free choose a path from star system to star system and the planets within them.
Aside from being a new release, MechWarrior 5 also allows for a smooth co-op experience with up to 4 people total in both campaign and procedural generated instant action missions. What will give this game a life-cycle for years or decades to come will be the mod-ability along with PGI's first-party tools and support.
Possible mods by the aging and experienced community could include but are not limited to: PvP, custom campaigns, QOL fixes, graphical and performance improvements, additional assets, huds, and true simulation controls and features.
There is a ton of additional fan content that would make large studios blush. For instance, take a look at the 'Hired Steel' youtube series.
↲ MechWarrior 5 Wiki Index
↲ Central MechWarrior Wiki Index
submitted byScarcertoMechwarrior5 [link][comments]

2021.05.23 23:30 HammerGSNew Development Snapshot 0.49.1 for Megamek, MegaMekLab, and MekHQ

Welcome to 0.49.1 this release is all about bug fixes. Our 0.49.0 release was a very buggy release and while this release fixes a lot of bugs, expect bugs to continue for the next few releases. With all the new stuff in (and planned) for 0.49.x it will take us time to find and fix them all. But players that have been using the nightly builds are reporting things very improved over 0.49.0
We've have officially made the change to Java 11, meaning to use the 0.49.x Development branch you'll need to update.
Due to changes in downloading Java that Oracle has made, we are recommending players use OpenJDK 11. We have a help page for windows and macOS. For Linux, you should be able to user your package manager to install OpenJDK from their repositories.
MegaMek
As mentioned nothing but bug fixes and some new sprites and maps.
MegaMekLab
No changes from Stable 0.48.0
MekHQ
Bug fixes and continued improvements to Stratcon. Not sure what Stratcon is SEE HERE
We are also happy to announce we have an Official MegaMek Discord. It will function like our Slack but gives us better voice support for those who use the official public servers.
Other Discords with MegaMek channels -Everything BattleTech and Classic BattleTech.
Facebook - MegaMek BattleTech and MegaMek.
Another reminder when moving between versions:
  1. Make backups of your campaigns and customs.
  2. Always treat each release as a stand alone release and only copy your data forward from older versions.
  3. Versions are not normally backward compatible.
### MegaMek Change Log
Download MegaMek
  • PR #2823: Fix for issue preventing saving battle results to MUL and scenario resolution in MekHQ
  • PR #2825: Fixing Mek Tree Sorter NPEs
  • PR #2829: Fixing Mek Table Model Potential NPEs
  • Issue #2818: Placeholder Image on Destroyed Condor
  • Issue #2819: Fixing Left Click Targetting Issues
  • PR #2831: FovHighlightingAndDarkening Null Handling Improvements
  • PR #2835: ReadMe Java recommendation update and accessibility improvements
  • Issue #2820: Improved initial sizing of game options popup
  • PR #2850: Fixing LobbyMekCellFormatter NPE
  • PR #2849: Fixing Abstract Wreck Sprite NPE
  • Issue #2826 Traitor Context menu correction (no traitoring to teamless)
  • Issue #2856: Fixed Board Editor Level Up/Dn and left click dragging
  • PR #2862: Adding null target safety check for WeaponAttackAction.toHit() method
  • Issue #2963: Armor tooltip matches reality better
  • Issue #2776: Fix for frequent inability to start MegaMek scenarios with bots from MMS files
  • Issue #2727: Restore respect for client-side language settings (some things still aren't translated though)
  • Data: New sprites and unit file updates, updating Flynn Map pack, adding UlyssesSockdrawer Maps
### MegaMekLab Release Notes
[Download MegaMekLab]
*No Changes
### MekHQ Release Notes
Download MekHQ
  • Data: Fixing Aerospace Tech Portrait Folder Names
  • PR #2571: Fixing MechWarrior Salary
  • Issue #2569: Adding userdata to the build script
  • Issue #2574: Fixing Experience Tab Custom Skill Costs Formatting Type
  • PR #2584: MekHQ Options: New Day: Auto-hiring Pool Options
  • Issue #2568: Fixing StratCon Mission Completion NPEs
  • PR #2580: Campaign Options: Fixing doClick update issues
  • PR #2582: Fixing Astech and Medic pool salaries so they use the proper campaign options
  • PR #2587: Re-enable force deployment from TO&E
  • PR #2590: Take a breather after sending entities to MegaMek before trying to load transports
  • PR #2586: Fixing LAM Pilot Skill Level Calculation
  • PR #2599: Fixed multiple issues with deploying grounded dropships from MekHQ to MegaMek;
  • Prevent putting scenario into error state when editing a non-resolved scenario in briefing room
  • Issue #2594: Allowing Scenario Date Nullable Comparison
  • Issue #2588: Fixing unmarketable check value for personnel table filter support check
  • PR #2602, #2611, #2615: StratCon Data Fixes
  • PR #2583: Dependent Swapover: Removing Parental and Spousal Abandonment, Fixing None Primary Role
  • Issue #2566: Ranks Warning Expansion and Change Tracking
  • Multiple StratCon stability and data fixes:
    • scenario data updates
    • phantom scenarios no longer display in briefing room; fixed objective scenarios remain on tracks until encountered
    • logic update for force deployment right click menu
    • map size rerolls no longer generate tiny maps
    • descriptive text updates
  • Issue #2607: Fixing Payment Overage Option Implementation
  • PR #2581: Modernizing Presets to 0.49.1 Standards
submitted byHammerGStobattletech [link][comments]

2021.05.10 06:17 DaCrazyJamezAn updated overview of major mods for HBS Battletech

Hello, MechWarriors and MechCommanders!
This is an(another) expansion on previous posts by Morphyum and Haree78 to use as a guide for players considering extending the life of their game. There are many passionate and talented people trying to keep BattleTech exciting and offering new experiences. From the talented people porting, and making whole new mech models, to the many mods on nexus.
For many players new to the game or considering adding mods for the first time it is hard to discern the differences and what options are available, this post will attempt to give you a breakdown of the content of the major mod packs available for those looking into an enhanced version of the base game.
The so-called “Big Three” are:
  • BattleTech Extended 3025-3057 [BEX]: (nexus mods link is down)
    • Backup Mirror: http://www.crazyjamesmusic.com/BEX/Extended-3025-3057-Commanders-Edition-387-1-9-2-2-1618168509.zip
  • BattleTechAdvanced 3062 [BTA]:https://www.bta3062.com/index.php/Installation_Guide
  • RogueTech [RT]:https://discourse.modsinexile.com/t/rogue-tech/134
  • NOTE: all thre will need the Community Assets Bundle (A giant file containing all the 3D models of the new mechs, vehicles, etc..) which, if not included with the modpack, can be found here: https://discourse.modsinexile.com/t/community-assests-bundle-cab/115
There are also:
  • Vanilla+:https://www.nexusmods.com/battletech/mods/557
  • BattletechRevised [BTR]:https://www.nexusmods.com/battletech/mods/567/
  • Hyades Rim:https://www.nexusmods.com/battletech/mods/473
OVERVIEW:
All of the mod packs share around developers to certain degrees and packs use many of the same individual mods - some more, some less - and all of them have different default settings. As such, a lot of “content” isn’t unique to one experience.
From “simplest” to “most complex”:
Vanilla+ is, as the title implies, mainly Quality-Of-Life improvements to the base game. It ads some features that many would argue should have been included, as well as many new mechs, vehicles, turrets, and pilots. At its core, however, tries to preserve the core game experience.
Hyades Rim creates an entirely new campaign, with a planned 25-mission story. The primary goal is content creation, with new stories and characters and locations to support a completely new “lore-adjacent” plot in the BT universe. It includes new mechs, vehicles, and other assets to achieve that goal.
Battletech Revised is a gameplay mod, that “[uses] lore as a thematic guide, and not as strict dogma.” This mod differs the most from TableTop rules, and seeks weapons balance and replayability over faith to source material.
Battletech Extended takes the vanilla experience and expands it to the entire Inner Sphere and incorporates “real time” map and tech updates. This mod is truest to the lore (though not to TableTop rules), and reflects actual units and time/faction-appropriate mechs and vehicles. Combat and game mechanics stay fairly close to vanilla, with tweaks similar to Vanilla+.
Battletech Advanced “is a full overhaul for the game to enhance the tactical game experience with new systems, to minorly modify the strategic game experience, and to vastly deepen and detail the tactical game experience, including modified combat systems and new mech and weapon variety, as well as other features.” This mod pack includes an extensive list of new mechs, vehicles, and other assets, and seeks to overhaul the combat system in a truly detailed way.
RogueTech makes HBS’s Battletech as true to TableTop as can reasonably be. Mechs and weapons from the Star League to the Jihad and everything in between are here. Missions are long and the difficulty is intense, and the rewards are there to match. This mod is for-and-by Battletech Purists.
Now onto some breakdowns (mostly from Haree78’s post):
Timeline:
This may be interesting for people familiar with the BattleTech universe, since this will decide what kind of gear, enemies and factions you encounter in the game.
  • Vanilla+ - plays in 3025
  • BTR - Uses a timeline system that is somewhat unique. You can choose how fast time progresses (up to 4x normal) and mechs will appear if they are possible to make with the current times technology. BTR takes the videogame canon that mech's can be modified easily in a mechbay. So, if for example, Light Engines are available (3062), then any mech that features a light engine can appear in the OPFOR. Even before it's canon date, presuming that all the tech in the mech is otherwise available.
  • HyadesRim - Set at the end of the Third Succession War, 3025 (with appropriate tech levels)
  • BEX - Plays in 3025 to 3057, and adds almost all the gear, factions, including the invading Clans, and the map that wasn't in the vanilla to give the full 3025-3057 experience.
  • BTA - Set at the start of the FedCom Civil War (3062), including Clan and Inner Sphere technology. It also has timeline events that include large-scale conflicts in the era, such as the first Combine-Ghost Bear conflict and the St. Ives War with the Capellan Confederation.
  • RT - Doesn't really have a fixed date. It starts in the 3050th with the clan invasion and goes all the way to the dark ages, you can select what gear from what timezone you want to have when you install the mod, if its later then the clan invasion, but clans and clan gear are always part of RT.
The Map:
  • Vanilla+ - uses the vanilla map.
  • BTR - Uses the vanilla map, though some expansion to this map is planned in the style of H/RIM, we are not using the Inner Sphere Map for performance reasons. Old versions of BTR are compatible with ISM.
  • HyadesRim - Plays in the entire canon Rimward Periphery, with an expanded region of the vanilla map.
  • BEX - Includes the whole Inner Sphere with all its planets and factions accurate for 3025 to 3057. The map changes with the lore timeline including factions appearing and being destroyed, including the clan invasion when playing post 3049.
  • BTA - Includes the full Inner Sphere up to 3062, including Clans, minor Periphery factions and smaller Inner Sphere factions such as St. Ives and the Free Rasalhague Republic. BTA also includes a territory changing mechanic called WarTech IIC that allows the player to join planetary attacks to change ownership of worlds between factions and allows the player to import their map between playthroughs, so that they can slowly conquer the whole map for their chosen faction.
  • RT - Includes the whole Inner Sphere with all its planets and factions accurate for the 3050th including clan space and other deep space areas. Also makes you pick between Galaxy at War, a mod that simulates a war and changing planet owners and borders and the persistent online map, a shared universe where players do their missions to influence a shared only version of the Inner Sphere. (Client currently in revision to improve load times and lock down exploits)
Mech Bay:
  • Vanilla+ - Uses vanilla Mech Bay.
  • BTR - Uses Mech Engineer and a unique quirk system to make every mech interesting and viable. By researching the lore of every mech individually, BTR uses these quirks to improve or nerf mechs (i.e. the nimble Spider, or the unstable Stalker) so there is more choice and less 'the meta'.
  • HyadesRim - Uses the vanilla Mech Bay and building system, the added gear and mechs fit into what you are used to by the base game.
  • BEX - Uses the vanilla Mech Bay and building system, the added gear and mechs fit into what you are used to by the base game.
  • BTA - Uses MechEngineer, an overhaul that allows the changing of core mech components (engine core and type, armor types, HSs etc.) It also includes 50+ new weapon systems and advanced equipment (ECM, Stealth, AMS, etc) allowing near infinite customization. The only thing you cannot change is structure type.
  • RT - Uses MechEngineer, an overhaul that allows the changing of core mech components (engine core and type, armor types, HSs etc.) It also includes 50+ new weapon systems and advanced equipment (ECM, Stealth, AMS, etc) allowing near infinite customization.
Flashpoints:
  • Vanilla+ - Retains the FPs from the DLC you have.
  • BTR - Currently adds 3 new FP, and 7 more are planned.
  • HyadesRim - This is an entire new string of flashpoints to create a new story, will be 25 in all. Original flashpoints will be available as their own mini-campaigns, where you play each faction's FPs sequentially, starting with the lowest difficulty one.
  • BEX - Does add a few new flashpoints, but does not make any changes to the flashpoint system .
  • BTA - Adds many new flashpoints and includes the original Aurigan Restoration campaign in career mode as a FP (including a mission that HBS actually cut from the released game.)
  • RT - Uses the flashpoint enabler to modify flashpoints and add a bunch of new flashpoints to the game.
Campaign/Career:
  • Vanilla+ - Campaign and career play as normal.
  • BTR - Includes the original story as a series of flashpoints.
  • HyadesRim - Can be played both as Campaign or Career but the new story and its 25 flashpoints are only available on campaign mode. The new story starts in 3024, two years after Kamea was exiled from the Reach and it takes place over the entire Rimward Periphery
  • BEX - Is compatible with either Campaign or Career mode and can be started from 3025 to 3057. Shops are dynamic by time and adding mechs to buy on planets where they are being built when they are released. Planet ownership also changes as the time goes on in game with some fluff events to explain progression. There are also pilot skill changes and changes to argo upgrades.
  • BTA - Only permits career mode. However, it does include the vanilla campaign as a series of linked flashpoints, as described above. Campaign mode was disabled for stability reasons. BTA expands on available pilot skills, changes the shops dramatically, adds new Argo upgrades, and more, to make career a more interesting place to be.
  • RT - Career mode is heavily modified with new features in the SimGame like dynamic shops, new argo upgrades, new pilot skills, new events and also either an offline or online war changing the whole map. Campaign mode is not available in this mod, so all the story missions are included as a flashpoint chain, that give them a little twist.
Combat:
  • Vanilla+ - Combat plays exactly like vanilla.
  • BTR - Combat has some very noticeable changes. Beyond just weapon balance, movement, initiative, pilot skills, and to-hit numbers are handled very differently.
  • HyadesRim - Only three changes to the vanilla rules: reduce the Marauder's head shot chance from 35% to 25%; Opfor pilot levels being more varied for each contract; and half of each system's procedural contracts will have tonnage limits.
  • BEX - Combat has only small changes to the vanilla rules and plays very similarly with extra content and AI improvements. BEX is compatible with adding Mission Control and larger drop size for dropping with more mechs.
  • BTA - Includes a comprehensive combat overhaul, called Classic “BattleTech Behaviors: Enhanced.” This includes a detailed heat overhaul, different kinds of melee attacks (with punches, kicks, hatchets, swords, etc), permanent evasion, and so on. BTA also includes somewhat improved AI that can make use of different ammo types, new weapon types such as artillery weapons, and is generally more challenging. BTA uses Mission Control - an overhaul mod with spawn randomization, additional enemy or ally lances, expanded map sizes, and new contract types such as Duels and “Blackout.”
  • RT - Nearly completely changes every single aspect of the combat including heat, movement, initiative, vision, sensors, hit chances, AI and much more. Tries to be as close to Table Top as possible within the constrains of being a video game. RT uses Mission Control - an overhaul mod with spawn randomization, additional enemy or ally lances, expanded map sizes, and new contract types such as Duels and “Blackout.”
Unit variety:
  • Vanilla+ - Adds a large amount of mechs and vehicles, but not as much as larger packs.
  • HyadesRim - Opfor has access to 1000+ 'Mechs, vehicles and turret variants, many equipped with LosTech and only deployed by the new factions, several of which can only be found in certain locations of the new star map.
  • BTR - Adds an extensive amount of new mechs, vehicles, turrets, etc. It does not include clan tech, only tech which [they] feel is balanced in a 3050 environment. To this end, DHS and XL engines have been nerfed somewhat, in the same style as MWO et el, so they can exist in 3050 without breaking the balance.
  • BEX - Adds 100s of new mechs and ground vehicles from official sources for the period 3025-3057, following the Xotl table availability, the official randomization table determining what faction fields which units.
  • BTA - Includes roughly 260 mech chassis, with a combined ~1500 variants (many of which are in a BattleTech game for the first time ever.) BTA also includes a selection of player-controllable tanks, battle armor, and even combat zeppelins. BTA also includes quad mechs (which have not been seen in a BattleTech game ever outside of one secret mech in MechWarrior 2.) Almost no proxies are used, “if it looks like a Rifleman, it's a Rifleman.”
  • RT - Adds nearly every single unit that exists in the whole BattleTech lore including VTOLs, mechs, ground vehicles, turrets, hero mechs and much more. Includes a few creations by the RogueTech team that are not in the lore as optional install. Uses proxies where no model exists for a unit. And enemies in Missions are selected by faction as well as their Tech and Threat potential.
Learning Curve:
  • Vanilla+ - Negligible beyond vanilla.
  • BTR - BTR is not complex, playing mostly like vanilla, but it does become very difficult over time which will take some adjustment. Stock mechs are generally better, so OPFOR's are generally harder to deal with. Equipment for the A.I. is upgraded over time, so after 100-150 missions, expect the enemy to be running all +++ gear. Conversely, they will have a lot of - type and basic gear early on in your campaign, so the beginning of your career will not be the hardest part of your career.
  • HyadesRim - Learning curve is minor, it's vanilla rules for the most part. Difficulty is a different story.
  • BEX - Since BEX is very close to vanilla you basically can jump right in when you have played the base game. There is new content, but added mechanics are quite organic to learn.
  • BTA - Has many interlocking and overlapping combat systems, which take time to learn. There is a learning curve but it is all eminently learnable. BTA has various new player guides and has a very approachable community that is happy to help new players learn and get into the mod's content. BTA also has an actively updated knowledge base wiki for players who are interested in what BTA has to offer.
  • RT - Get ready to spent a weekend dying again and again while reading a wiki or asking other players for help if you are not used to the table top game. And even if you are there is enough differences to the table top still, that you will need time to figure everything out. This mod is close to a complete overhaul of every system.
Performance:
  • Vanilla+ - If your system runs Urban Warfare, this should pose no issue.
  • BTR - With some differing mechanics and more units, this is somewhat more taxing than the base game. According to the developer: “between BEX and BTA.”
  • HyadesRim - According to the developer: “If your system runs Urban Warfare, this should pose no issue.”
  • BEX - Since the mechanics are very close to vanilla the requirements for this mod are not that much different then the base game.
  • BTA - Because it adds hundreds of new visual assets, a half-dozen new audio assets, and a lot of new scripting to the game, it requires a somewhat more powerful machine than the base game. BTA recommends at least 16 GB of RAM, 32 preferred. Various performance enhancement options are detailed on both its Discord server and the BTA wiki. Some minor performance reduction should be expected.
  • RT - Adds over 21k new files and changes nearly every system in game. Will require a pretty good system and has extensive performance tweaks listed on the Wiki that help even lower end spec's. Launcher includes a option for enabling MultiThreading in Unity.
Summary:
  • Vanilla+ basically lumps together the basic mods most people would add to the base game individually anyways.
  • Hyades Rim - This is an extension that includes a new campaign more than an overhaul, and seeks to add hours of playability to base game.
  • BEX - BEX tries to refine the base game with balance and with some new gameplay layers while pushing through the world building and theme.
  • BTR - Is a modpack in which the team had some key objectives. Create a tighter balance where the A.I. can fight back effectively. Make mechs interesting and less generic, drawing from the books and lore to do so and make the late game the biggest challenge, not the beginning. [They] also welcome all to come and mod BTR, to create their own BTR experience
  • BTA - Designed to heavily overhaul the tactical game experience while remaining approachable and learnable by newer players who maybe aren't familiar with the tabletop game of BattleTech. The strategic game is largely similar and should be familiar to vanilla players. BTA also comes with a friendly, welcoming community that loves new players and welcomes them with open arms as well as coming with various external resources such as the wiki and the Discord server to help players get settled in the mod.
  • RT - RT tries to include everything that is in the lore, change everything to be closer to the Table Top to bring you a way bigger and more complex experience.
TLDR:
The order from simplest to most complex basically follows:
  1. Vanilla
  2. Vanilla+
  3. HyadesRim
  4. BEX
  5. BTR
  6. BTA
  7. RT
Resources:
Vanilla+
  • MOD: https://www.nexusmods.com/battletech/mods/557
Battletech Revised [BTR]
  • MOD: https://www.nexusmods.com/battletech/mods/567/
  • Install Guide (video): https://www.youtube.com/watch?v=5yDti8Pkevk
Hyades Rim
  • MOD: https://www.nexusmods.com/battletech/mods/473
  • Discord: https://discord.gg/zgeQrnV
Battletech Extended 3025 [BEX]
  • MOD: https://www.gamepressure.com/download.asp?ID=70575
    • Backup Mirror: http://www.crazyjamesmusic.com/BEX/Extended-3025-3057-Commanders-Edition-387-1-9-2-2-1618168509.zip
  • Discord: https://discord.gg/KSmamMz
  • Installation Guide: https://www.reddit.com/Battletechgame/comments/n5rwvs/how_to_install_battletech_extended_3025/
  • Community Asset Bundle (needed to run BEX): https://discourse.modsinexile.com/t/community-assests-bundle-cab/115

Battletech Advanced [BTA]
  • MOD: https://www.bta3062.com/index.php/Installation_Guide
  • Wiki: https://www.bta3062.com/index.php/Main_Page
  • Discord: https://discord.gg/g5nCYAV
  • Developer (BloodyDoves) Twitch: https://www.twitch.tv/bloodydoves (live plays, Q&As, New Feature previews, etc)
RogueTech [RT]
  • MOD: https://discourse.modsinexile.com/t/rogue-tech/134
  • Discord: https://discord.gg/93kxWQZ
submitted byDaCrazyJameztoBattletechgame [link][comments]

2021.05.03 17:34 WertheadBook Review: Warrior - En Garde by Michael A. Stackpole

The year 3027. Three hundred years ago, the great Star League, which united all the worlds of humanity in a peaceful, golden age of technology, fell into ruin. From the chaos emerged the five Successor States: the Lyran Commonwealth, the Draconis Combine, the Federated Suns, the Free Worlds League and the Capellan Confederation, each ruled by a Great House. At the centre of them all and controlling ancient, holy Terra is ComStar, a mercantile consortium turned religious institution and the arbiters of interstellar communications. Political intrigue is rife, and warfare is conducted by vast, towering war machines called BattleMechs. The period of chaos known as the Third Succession War has come to an end and the Great Houses are rebuilding, but stability is no guarantee of safety. The Allard family, in noble service to House Davion of the Federated Suns, is placed in the centre of huge events when one scion is disgraced and sent into exile on the game world of Solaris VII and another joins the legendary mercenary army known as the Kell Hounds.
BattleTech is the franchise that stubbornly won't die. Starting life in 1984 as a tabletop miniatures game, it quickly spun off a series of over one hundred novels and more than a dozen popular video games (most famously, the MechWarrior and MechCommander series) before petering out in the late 2000s after an ill-advised reboot (the Dark Age setting). After a few years in the doldrums, it suddenly spun back into life with a new edition of the tabletop game and two well-received video games: 2018's turn-based BattleTech and 2019's real-time simulator MechWarrior 5 (which is getting a wider release this month on Steam and Xbox). Capitalising on the moment, franchise-holders Catalyst Game Labs have started making the immense backlog of novels available again vie ebook and Amazon's print-on-demand service.
Arguably the best-known and regarded of the BattleTech authors is Michael A. Stackpole, whom in later years would gain much greater fame and success as a Star Wars author (particularly of the X-Wing series, alongside the late, great Aaron Allston). Stackpole has built a career on writing fast-paced but also character-based military SF and fantasy. Like Dan Abnett (his Warhammer 40,000 counterpart, or the nearest equivalent), Stackpole knows that writing good military SF isn't just about the action and explosions, but creating interesting characters and telling the story through their eyes.
En Garde, the first book in the WarriorTrilogy, was the fifth-published novel in the BattleTech line but is widely regarded as the best novel to start with. The earlier books were published when the details of the setting were still being worked out and are prone to bouts of early-installment weirdness (CW: TVTropes link). They were also not as well-written as Stackpole's work, and tended to be smaller in scale. In contrast, En Garde is a book at times so epic it becomes dizzying.
The novel packs more storylines and characters into its modest 320 pages than some 1,000-page epic fantasy novels. At the start of the book it appears that we'll be following Justin Allard as he tries to clear his name after being wrongfully exiled as a traitor. However, Allard's experiences rapidly turn him into an apparently rage-fuelled antihero as he murders and backstabs his way through the crime-ridden underbelly of the gladiatorial world of Solaris VII. His much more sympathetic brother Daniel, a member of the Kell Hounds, finds himself on the front lines when his mercenary company is targeted for extermination by the ruthless intelligence agency of the Draconis Combine. Elsewhere, very high-level political intrigue unfolds when Princess Melissa Steiner of the Lyran Commonwealth has to travel incognito to the Federated Suns to discuss an alliance with Prince Hanse Davion, a prospect bitterly opposed by the other three Great Houses and many factions within their own empires. Yet another subplot follows a dishonored MechWarrior of the Draconis Combine who is offered the chance at redemption by forming and training an elite new military cadre (a fascinating idea which, unfortunately, mostly happens off-page). On top of all that, there is a framing story revolving around the priest-businessmen of ComStar, who preach neutrality and serving all of mankind's needs but, predictably, are up to their elbows in everyone else's business and trying to pull everyone's strings.
Stuffed to the gills with political intrigue and crunchy, mech-on-mech action, En Garde moves fast. As Stackpole's first novel and written under an unholy deadline (the entire trilogy, totalling north of 300,000 words, was written in under ten months), the novel lacks the polish of his later works. There's a noted prevalence of exclamation marks, especially in Justin's storyline: Justin is a big fan of making threatening speeches to his enemies, which are sometimes icily effective and sometimes feel like a five-year-old on the playground explaining why he's so tough and about as intimidating. Dialogue favours exposition, which is often clunky but at least does a good job of explaining what the hell is going on. I do feel like an appendix of in-universe terms and maybe some head-of-chapter preambles explaining the factions (like those in Frank Herbert's Dune) could have been a more elegant way of getting this information across to the audience, rather than a few too many 'As you already know but I will explain anyway...' style conversations.
But Stackpole makes many of the characters complex and interesting: Gray Noton is initially presented as an antagonist but becomes a much richer character as the novel progresses, whilst expertly flipping Justin's storyline from a predictable 'clearing his name' narrative to a more elemental story of utter vengeance makes for a much more morally murky storyline. A few characters do get short shrift, but hopefully they will rise more to the fore in the succeeding volumes of the trilogy.
There are a couple of other issues stemming from the background material more than Stackpole's writing. The Capellan Confederation and Draconis Combine are fairly obviously based on China and Japan, and a few wince-inducing stereotypes ensue, such as House Kurita's warriors being obsessed with honour, relaxing in tea houses and sometimes inexplicably wielding katanas against enemies with assault rifles. To be fair this actually plays a key role in the storyline, with Justin's half-Capellan heritage marking him out for racist abuse, but it's unsurprising that later iterations of the BattleTech franchise beat a retreat from these kind of stereotypes, with the Confederation and Combine receiving a great deal more nuance. It doesn't help that they are presented as the 'bad guys' at this stage, whilst Houses Davion and Steiner, more Anglo-American in inspiration, are the 'good guys.' Very fortunately, Stackpole upends this idea as soon as the very next book in favour of the setting's more familiar equal-opportunities moral murkiness, with all the factions having good and bad elements to them.
Warrior: En Garde (***½) is a slightly dated but still readable slice of pulp military SF, with interesting characters and a fascinating universe (very much Game of Thrones meets Pacific Rim, with a light dusting of Dune). Some clumsy exposition and iffy dialogue are offset by a relentlessly readable pace and some very enjoyable action set-pieces.
submitted byWertheadtoFantasy [link][comments]

2021.04.16 07:50 theraxcStryker Booster Pack Release Countdown: Unique Bolt-Ons and Quirks Information - Intern Kyle #04

Greetings, MechWarriors!
We are now only a few days away from the April 20th release of the Stryker Booster Pack, available for preorder here: [https://mwomercs.com/stryker], which means it is time for another Mech Pack Release Countdown!!!
This represents the first all new Mech Pack to be released for MechWarrior Online since the Dervish on June 18th, 2019!!! [https://mwomercs.com/forums/topic/273878-countdown-to-the-dervish-june-18th/]
February and March Patch Review
A lot has changed in MWO since the Stryker Booster Pack was first announced back on February 19th, 2021! [https://mwomercs.com/news/2021/02/2494-stryker-booster-pack]
The February 17th patch brought about a fixed time of day on all maps, and also included changes to Bolt-ons where they stay attached on to Mechs after they have taken damage. I know some of you have been quite thrilled to see that your Mechs giant chainsaws are still comically attached to its arms at the end of a match!!
The March 16th patch brought about major balance changes to both the Gauss and PPC weapon families, and also had some changes to MASC performance. While we still intend to follow though on the decision to rollback some of the March 16th patch, the Stryker Booster Pack provides us with the opportunity to carry forward some of the design philosophies that were behind that patch!!
Stryker Booster Pack Unique Bolt-ons

100 Free Dating Site In Denmark Without

Unfortunately there is some bad news that we have to share regarding the Stryker Booster Pack unique Bolt-ons.
Due to the developmental crunch to prepare MechWarrior 5: Mercenaries for its global launch debut on May 27th, 2021 for Xbox Series S and X, Xbox One, GoG and Steam (PC) [https://mw5mercs.com/news/2021/03/53-mw5-xbox-steam-and-dlc-release-dates], and despite the mandatory overtime that all of our non-senior management employees have been putting in, we have been unable to reassign or hire an employee to finish the custom Bolt-ons that were intended to be included with the Stryker Booster Pack in time for its release.
We ask for the patience of all Stryker Booster Pack owners as we continue work to complete these Bolt-ons!!
As we have not finalized the appearance of the unique Bolt-ons that are to be included in the Stryker Booster Pack, we have also been unable to complete the final artwork for the Mech Pack before it is release on April 20th. We do still intend to complete the final artwork for the Stryker Booster Pack before the preorder bonuses expire on May 18th, 2021.
As a reminder, Stryker Booster Pack preorders remain available here: [https://mwomercs.com/stryker].
Stryker Booster Pack Mech Details
With all of the bad news out of the way, we can now move onto the initial release day quirks of the Mechs included in the Stryker Booster Pack! (preorder here: [https://mwomercs.com/stryker])
Grand Dragon DRG-1G
100 Free Dating Site In Denmark The Grand Dragon DRG-1G comes with a PPC in the Right Arm and three Medium Lasers spread between the Left Arm, Left Torso, and Right Torso, along with an LRM10 in the Center Torso.
The four energy hardpoints and two missile hardpoints provide the DRG-1G with a number of interesting build opportunities and allows for the quirks to focus on one specific build.
The DRG-1G also marks the debut of a new type of Mech quirk intended to differentiate the Grand Dragon from its less-than-Grand cousins.
Grand Dragon DRG-1G
QuirkValue
Base Armour (CT)+16
Base Armour (LA)+10
Base Armour (LT)+16
Base Armour (RA)+20
Base Armour (RT)+16
Base Structure (CT)+10
Base Structure (LL)+14
Base Structure (RA)+10
Base Structure (RL)+14
Ballistic Cooldown-10%
Energy Cooldown-10%
LRM10 Cooldown-30%
Volumetric Scaling+10%
Thunderbolt TDR-10SE
The Thunderbolt TDR-10SE comes with an ERPPC in the right arm, and an LRM10 and three ER Medium Lasers in the Left Torso. The TDR-10SE also comes stock with ECM and MASC.
Five energy harpoints and one missile hardpoint paired with both ECM and MASC ensures that the Thunderbolt TDR-10SE requires only minimal quirks to be competitive in the current meta.
The Thunderbolt TDR-10SE had its quirks designated with the MASC changes for the March 16th patch in mind. As a result of the April 20th patch rollback to those MASC changes, the TDR-10SE quirks were adjusted to compensate.
Thunderbolt TDR-10SE
QuirkValue
Base Structure (LT)+10
Base Structure (RT)+10
Energy Cooldown-5%
Energy Heat-5%
Energy Range-10%
ERPPC Heat-5%
Missile Cooldown-15%
MASC Deceleration-66%
MASC Turn Rate-50%
This has been a Stryker Booster Pack Release Countdown by Intern Kyle, and I look forward to seeing all of your Stryker Booster Pack Mechs on the Battlefield, MechWarriors!
The Stryker Booster Pack releases on April 20th and remains available for preorder here: [https://mwomercs.com/stryker]!!
submitted bytheraxctoOutreachHPG [link][comments]

2021.04.09 18:56 DeftHexHas anyone else lost interest in Mechwarrior 5 due to the release delays?

I've kept up closely with the mechwarrior series for years. I've been playing since elementary school, so to hear that mechwarrior 5 was coming to steam in 2019 made me count the days till it released.
Then it was launched as an exclusive for Epic games, and i thought 'yeah just a business trying to maximise profits that's cool' so instead i started counting my days until December 2020 instead as I don't ever plan on touching Epic, only for the game to yet again be delayed because there were concerns that cyberpunk would overshadow sales, which i guess sure i can kind of understand, maybe.
But that leaves us to today: it's scheduled for a late May release (that pairs with the release date of a dlc), if they decide to go through with it. At what point should we just wait for the next game in the series? I'm not sure if I'm going to grab this installment because at this point, a year and a half later, it isn't really a new game. It wouldn't feel fresh and new, is that just me?
What about you guys? Are you still diligently waiting? How do you feel about it? Would cyberpunk have prevented your purchase? It wouldn't have prevented mine.
Edit: wanted to thank this community for having a proper discussion. You guys and gals are excellent, and I appreciate that you all can make your points without any hostility or rudeness. It's truly refreshing.
submitted byDeftHextoGames [link][comments]

2021.04.03 09:16 FaldangGOG Store Stealth changes for 2021-03-20 through 2021-03-26

Explanation for these posts can be found in the original one: https://www.reddit.com/gog/comments/kkg559/gog_stealth_releases/
TL:DR - I have a weekly routine for checking the changes to the GOG store which didn't have a News article (as of the time of writing this post), and I'll be sharing the results here every Saturday morning.
IMPORTANT NOTE: A lot of the new releases that don't have a News Article can actually be found here, so my listings of Added items might be redundant. Let me know what you all think, if I should continue with these posts.
SPECIAL NOTE FOR 2021-04-03: Something changed the order of a lot of things on the overall list, but I can't figure out if it's my spreadsheet, or if it's GOG. So, if I missed anything this week, that's probably why.

NONE REMOVED

ADDED
CrossCode: Manlea - Store Link
Inspector Waffles Purrluxe Edition - Store Link
Inspector Waffles Soundtrack - Store Link
MechWarrior 5: Heroes of the Inner Sphere - Store Link
Minute of Islands - Artbook - Store Link
Minute of Islands - Digital Collector's Edition - Store Link
Minute of Islands - Soundtrack - Store Link
Monster Jam Steel Titans 2 - Inverse Higher Education - Store Link
Northgard: The Viking Age Edition - Store Link
Neon Abyss - Alter Ego Pack - Store Link

RENAMED
My Time at Sandrock - My Time at Rocksand
My Time at Rocksand - My Time at Sandrock
(had to leave this one in :D )

As always, if you have some suggestions on how to make these posts more useful, let me know :)
submitted byFaldangtogog [link][comments]

2021.03.30 19:37 unnaturalflavorsMechWarrior 5: Mercenaries & Heroes of the Inner Sphere DLC available to Add to Your Wishlist/Follow on Steam and GoG! Release scheduled May 27th

It's not new news, buuut some might be unaware that MW5 and the upcoming DLC can now be added to your notify/wishlists on a few gaming platforms besides EGS. The expected release date is May 27th 2021 for Steam, GoG and Xbox for both MW5 and the Heroes of the Inner Sphere DLC:
https://store.steampowered.com/app/784080/MechWarrior_5_Mercenaries/
https://store.steampowered.com/app/1456180/MechWarrior_5_Mercenaries__Heroes_of_the_Inner_Sphere/
https://www.gog.com/game/mechwarrior_5_mercenaries
https://www.microsoft.com/en-us/p/mechwarrior-5-mercenaries/9pb86w3jk8z5?activetab=pivot:overviewtab

Our team is eagerly awaiting the release of the new content and chomping at the bit for the latest MW5 Editor release to push further into the development of Mechcommander: Mercenaries!
submitted byunnaturalflavorstoMechcommanderMercs [link][comments]

2021.03.28 10:40 ZB_AUMechWarrior 5: Mercenaries

MW5
According to the announcement poster, it looks like MechWarrior 5 will be an Xbox console exclusive, coming to Xbox Game Pass at launch on 27th May. No official announcement yet, but signs look positive.
https://mw5mercs.com/news/2021/03/53-mw5-xbox-steam-and-dlc-release-dates
submitted byZB_AUtoMojoGaming [link][comments]

2021.03.20 20:49 LordofWhoreMechWarrior 5: Mercenaries - MW5 XBOX, STEAM, and DLC Release Dates

submitted byLordofWhoretopcgaming [link][comments]

2021.03.09 04:40 theraxcMW5 Steam Announcement - Intern Kyle #03

Greeting MechWarriors!
As most of you have no doubt heard by now MechWarrior 5 now has an official Steam store page!!!
https://store.steampowered.com/app/784080/MechWarrior_5_Mercenaries/
No doubt some of you are still wondering what exactly this means for you and MW5. While the Steam store page went up on March 4th, as of this post, we here at PGI have yet to make any official announcement regarding the MechWarrior 5 Steam Edition release date.
To Be Clear, and in light of recent events, let's be clear; the terms and conditions of the Steam Distribution Agreement have a requirement for all games previously released on another platform (Epic) that they must be made available on Steam within 30 days of their Steam store page being created. This means that the absolute latest MechWarrior 5 can be released on Steam is April 3rd. Do not expect for the Steam Edition MechWarrior 5 to be made available to you any earlier than that.
For official information regarding the MechWarrior 5 Steam Edition release date, information regarding the new targeted release date and price point of the Heroes of the Inner Sphere DLC, plus information regarding delays to the console versions, I am sure that Daeron (or whoever it is that PGI employs to create posts) will wake up soonTM to create one.
This has been another Monthly MechWarrior Update by Intern Kyle, and I look forward to meeting all of you on the Battlefield, MechWarriors!
submitted bytheraxctoOutreachHPG [link][comments]

MechWarrior 5: Mercenaries Standard Edition Download and ...

  1. GameTrailers - YouTube
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