I think the laser visuals have grown on me. Between MWO's highly visible beams (which, multiplayer chaos, so fine) and the books that seem to often mention "invisible" beams (which would be somewhat true to form if there's no smoke/dust/etc. in the air, but would be annoying to play with) I think they've gotten them just right.
Ah, the Shadow Hawk Gray Death, my favorite IS mech not equipped with a hatchet. It looks very well rounded! In MWO, most stock configurations of mechs in general felt odd. They make more sense in MW5, where there are multiple enemy types and objectives to attack. Versatility is key.
Looks like the GD will go from one of the "worst" Shadow Hawks in MWO to best Shadow Hawk in MW5. Meanwhile, the best Shadow Hawk in MWO (the 2K, which is also my favorite mech in that game) will become the absolute worst one in MW5. Pretty sad for it....
@@JAvellino669 Yeah. At least they could've retained the 3 missile hardpoints they gave it in MWO. That would enable it to boat SRMs and be a decent CQC mech. As it stands, the 2K won't have the tonnage to mount a large energy gun and large LRM (and enough heat dissipation) because of locked engine and non-Endo structure.
Matching your pilots to the mechs is important as much as possible. If you have a missile mech the pilot with the best missile skill, an all energy mech the one with best energy skill, etc. If I have to put someone in a light I try to get the one with the best defense skill in that one. If you have 15 or less salvage points you won't be salvaging anything over 40 tons anyway so core those big ones fast and put them down. Your employer is going to take the remains anyway.
I haven't found a perfect hit yet but if you take the legs it seems you are more likely to get the mech salvage.... but it seems that in some missions you wont get mech salvage no matter how well or how many mechs you destroy :-)
Head shots or legs. The more you destroy the less the amount of salvage ticks you need to salvage the mech. But honestly... I just leg everything that moves lol
I am Rank 5 in the initial campaign. I just completed the Pick Up The Pieces where you eliminate the merc commander Vogel. I was a but surprises at the 175 ton limit & since I had sold of some mechs to purchase the hero BJ-1 I decided to bench my Wlv hero mech & brought a Javelin w 2 srm6 & maxed his armor. This put me at the 175 tonnage & was the first time I had a full lance if 4 vs usually my 3 largest med mechs. Wow the difference a 4th mech seems to make vs just having 3 big guys. Being that I don't have any heavies, & just 3 50t, & a 55t for my heaviest mechs losing a 55t & bringing in my bj-1 which I piloted & the Javelin worked really well especially with all the vtols & armor.
If the AI didn't suck, I'd say it would make more sense to put the NARC on the brawler (in this case the Kintaro), but it seems like the LRM Trenchbucket is always in brawl (270m) distance for the NARC anyway...
So the Trenchbucket 7M has 3 missile slots, it has double heatsinks and endo steel.... That would make for an awesome SRM brawler actually. Better than the Cyclops Q in your other video due to the DHS alone I'd say.
To be honest, you make this game look a lot better than it is. For me, the demo is a great disappointment. Your narration makes the game look exciting, and you make it look like the mission was won because of your skills and lance coordination, but in reality anyone can complete those missions solo with a poorly designed mech. The AI in the game is almost braindead. This is sad, as I was looking forward to playing the campaign with a friend or two in co-op -mode and tackling all kinds of challenges... but unless there's a HUGE difference in AI in final release, there won't be any challenges to tackle.
The demo was originally going to be a beta. My guess is they want the screen full of enemies, with lots of explosions, lots of terrain damage, and lots of opportunity to discover rough areas for optimization. I doubt the purpose of the Beta/Demo is to be a perfect representation of the end-game difficult AI that would be planned for the RPG-like progression.
@@domongart9331 I know it was supposed to be beta - after all, that's one of the reasons I was one of the pre-orderers. And it's also another disappointment that they didn't deliver. You can stop calling it a "beta/demo", since it's clearly not a beta anymore. Also, there are not going to be many optimizations happening in these 10 days we have left till release. Actually, there probably won't be almost any changes based on player feedback on the demo, and they probably had like a 99,999999% ready version of the full game waiting, and they're just going to make a few small tweaks to it. The demo is probably a different, completely independent version of the game, made from an earlier stable version that they built to deliver the demo they promised. So yea, I assume there are going to be some differences, like for example the flamers that currently tank your framerate. AI, however, is a completely different thing. And honestly, it's starting to annoy me that people have such a hard time understanding how AI works in games. You can't just "downgrade" or "upgrade" AI reactions or behavior for demo or release. The way they behave is pretty much the way they are going to behave in release - unless the demo was made from some half-year-old build. Sure, you can easily bump or decrease simple stats like accuracy or damage, or even how much the AI concentrates on the player. But you can't rework how AI behaves on a larger scale - especially not in the 2 weeks between demo and release. Currently, the problem isn't the accuracy or damage done by AI. The problem is the AI is completely braindead. This kind of AI is really what you would expect in an alpha build, not a beta, demo or full release. The only thing the AI is currently capable of is walking towards whoever is shooting it and shooting back - poorly. It doesn't try to employ any kind of strategy, it doesn't coordinate with it's team, it doesn't even stop shooting when a friendly target steps in front of it. I've literally had mission objectives completed by the enemy. Multiple times. This is not an acceptable AI.
I think the laser visuals have grown on me. Between MWO's highly visible beams (which, multiplayer chaos, so fine) and the books that seem to often mention "invisible" beams (which would be somewhat true to form if there's no smoke/dust/etc. in the air, but would be annoying to play with) I think they've gotten them just right.
Yeah I dunno why that effect has so many critics, it looks kinda cool.
I like em, and they really pulled off the armor slagging effect and it looks great when you chop trees in half with lasers.
Ah, the Shadow Hawk Gray Death, my favorite IS mech not equipped with a hatchet. It looks very well rounded!
In MWO, most stock configurations of mechs in general felt odd. They make more sense in MW5, where there are multiple enemy types and objectives to attack. Versatility is key.
Looks like the GD will go from one of the "worst" Shadow Hawks in MWO to best Shadow Hawk in MW5. Meanwhile, the best Shadow Hawk in MWO (the 2K, which is also my favorite mech in that game) will become the absolute worst one in MW5. Pretty sad for it....
TTB sad.
2 hardpoints total, with one energy slot? Yeah, the 2K doesn't seem to have much value this time around.
@@JAvellino669 Yeah. At least they could've retained the 3 missile hardpoints they gave it in MWO. That would enable it to boat SRMs and be a decent CQC mech. As it stands, the 2K won't have the tonnage to mount a large energy gun and large LRM (and enough heat dissipation) because of locked engine and non-Endo structure.
I like the way you instruct the AI, i might have to try more locational orders
Really nice tip to equip NARC to a lancemate. Hadn't thought of that before. Going to try it tonight.
Keep up the funny fight for freedom Willy ;)
Matching your pilots to the mechs is important as much as possible. If you have a missile mech the pilot with the best missile skill, an all energy mech the one with best energy skill, etc. If I have to put someone in a light I try to get the one with the best defense skill in that one. If you have 15 or less salvage points you won't be salvaging anything over 40 tons anyway so core those big ones fast and put them down. Your employer is going to take the remains anyway.
Can you run a test on AI pilot skills? I havent seen a huge diffrence.
Would the hbk-j not be a better medium then the crab? The laser vomit touch's for 94 dmg better the kto-18 srm alpha of 86.
I prefer 2x centurion-A (LRM10, AC10, 2ML), a hbk-4g (AC20, 2 ML), and a trebuchet set up like yours. Great for those 200 ton drop limit missions
in the states we dont call it "going william wallace" to US its LEEEERRROOOOYYYY JEEEENNNNKKINNSS
What's the best way to eliminate mechs to get them on the salvage list? I'm on xb1 If that makes a difference.
I haven't found a perfect hit yet but if you take the legs it seems you are more likely to get the mech salvage.... but it seems that in some missions you wont get mech salvage no matter how well or how many mechs you destroy :-)
Head shots or legs. The more you destroy the less the amount of salvage ticks you need to salvage the mech. But honestly... I just leg everything that moves lol
I am Rank 5 in the initial campaign. I just completed the Pick Up The Pieces where you eliminate the merc commander Vogel. I was a but surprises at the 175 ton limit & since I had sold of some mechs to purchase the hero BJ-1 I decided to bench my Wlv hero mech & brought a Javelin w 2 srm6 & maxed his armor. This put me at the 175 tonnage & was the first time I had a full lance if 4 vs usually my 3 largest med mechs. Wow the difference a 4th mech seems to make vs just having 3 big guys. Being that I don't have any heavies, & just 3 50t, & a 55t for my heaviest mechs losing a 55t & bringing in my bj-1 which I piloted & the Javelin worked really well especially with all the vtols & armor.
Does it require internet connection to play with bots in instant action?
Pretty balanced. It turned out that having 2 LRM 15s on your treb was probably overkill. Swap one for something else.
play co-op with baradul and 2 other germans playing 4xJagermech while drinking jägermeister
Go ahead and suggest it to him ^^
@@TTBprime done
Any news?
@@generaldistrust didnt happen, baradul made a 4x jagermech with AI's
Baradul is awesome.
4 Atals scouting squad: STOMP STOMP!!
I would love it if they had gone the BattleTech rout and given you Battlemech parts to build your own full 'mech instead of a chance at a full 'mech.
If the AI didn't suck, I'd say it would make more sense to put the NARC on the brawler (in this case the Kintaro), but it seems like the LRM Trenchbucket is always in brawl (270m) distance for the NARC anyway...
This has me thinking of game breaking lance builds. Like 4 catapults with dual lrm 20s or something. Just ff and melt mechs from range
Quad Annihilator with quad UAC5s. DAKKALORD 5000 ARMY!
Weather forecast for all other missions: cloudy. :D
So the Trenchbucket 7M has 3 missile slots, it has double heatsinks and endo steel.... That would make for an awesome SRM brawler actually. Better than the Cyclops Q in your other video due to the DHS alone I'd say.
why do you not have any heavy or assault mechs ?
yarr har har and a black flag... game on!
Hmm. Needs moar dakka!
yeah, initially I didn't like the lasers either, but they've grown on me. They should get brighter at night.
Awwww
HAHA.
I find humor is better than pity so...
To be honest, you make this game look a lot better than it is.
For me, the demo is a great disappointment. Your narration makes the game look exciting, and you make it look like the mission was won because of your skills and lance coordination, but in reality anyone can complete those missions solo with a poorly designed mech. The AI in the game is almost braindead.
This is sad, as I was looking forward to playing the campaign with a friend or two in co-op -mode and tackling all kinds of challenges... but unless there's a HUGE difference in AI in final release, there won't be any challenges to tackle.
The demo was originally going to be a beta. My guess is they want the screen full of enemies, with lots of explosions, lots of terrain damage, and lots of opportunity to discover rough areas for optimization. I doubt the purpose of the Beta/Demo is to be a perfect representation of the end-game difficult AI that would be planned for the RPG-like progression.
@@domongart9331 I know it was supposed to be beta - after all, that's one of the reasons I was one of the pre-orderers. And it's also another disappointment that they didn't deliver.
You can stop calling it a "beta/demo", since it's clearly not a beta anymore. Also, there are not going to be many optimizations happening in these 10 days we have left till release. Actually, there probably won't be almost any changes based on player feedback on the demo, and they probably had like a 99,999999% ready version of the full game waiting, and they're just going to make a few small tweaks to it.
The demo is probably a different, completely independent version of the game, made from an earlier stable version that they built to deliver the demo they promised. So yea, I assume there are going to be some differences, like for example the flamers that currently tank your framerate.
AI, however, is a completely different thing. And honestly, it's starting to annoy me that people have such a hard time understanding how AI works in games.
You can't just "downgrade" or "upgrade" AI reactions or behavior for demo or release. The way they behave is pretty much the way they are going to behave in release - unless the demo was made from some half-year-old build. Sure, you can easily bump or decrease simple stats like accuracy or damage, or even how much the AI concentrates on the player. But you can't rework how AI behaves on a larger scale - especially not in the 2 weeks between demo and release.
Currently, the problem isn't the accuracy or damage done by AI. The problem is the AI is completely braindead. This kind of AI is really what you would expect in an alpha build, not a beta, demo or full release. The only thing the AI is currently capable of is walking towards whoever is shooting it and shooting back - poorly. It doesn't try to employ any kind of strategy, it doesn't coordinate with it's team, it doesn't even stop shooting when a friendly target steps in front of it.
I've literally had mission objectives completed by the enemy. Multiple times. This is not an acceptable AI.
@@jyidorne8042 Hmm. I guess I missed the promise where the beta was going to be identical to the finished game ;)
@@domongart9331 its too late to polish AI - whole mission design has to be desiged for it. expect the worst AI of 2019.
@@domongart9331 It's still not a beta! It's a demo. ;)