Sep 24, 2013Piranha has long promised that “community warfare” will address this lack of endgame, but that feature has been delayed so often that it’s hard to be sure if it’s ever coming out. It’s a bit of a shame that there’s so little reason to keep at MechWarrior Online. The matches themselves are fun–and as it is free-to-play, there’s no barrier to entry–but without any form of metagame it’s hard to stay engaged.
Sep 30, 2013At the core, MechWarrior Online delivers deep, fun tactical combat, serving it up with a fantastic visual experience. There are all sorts of nuances and tricks to discover that help set skilled players apart from newcomers. But all of that is squandered by an incomplete wrapping that’s more focused on selling items than covering the basics. This is reinforced by the high price of some item shop ‘Mechs.
Sep 17, 2013It's a F2P game you can play every night and enjoy with friends. It has classic Mech combat and at this moment I think the balance is the best it's ever been since Closed Beta. The game is addicting and it's incredibly fun to design different Mechs. Between this and League of Legends all my competitive Multiplayer needs have been ruthlessly satisfied for many, many months. All the stuff that isn't in the game yet isn't a buzzkill to me like it appears to be for many others, and only gives me something to look forward to. Judging the game as it is currently though I figure if I am looking forward to sitting down for a couple hours on it nearly every day then it deserves a rating of ten in my book.… Expand
Sep 18, 2013Game is pretty solid all around. You can use alot of different mechs and play alot of different styles which keeps it pretty interesting even having played since closed beta (over a year). In game purchases are a bit pricey so i don't make them as regularly as I might like, but it by no means is 'Pay-to-Win' so even without making much of a financial investment you can have a great time.… Expand
Oct 28, 2013This game is heaps of fun if you've played the previous Mechwarrior games and are a long-time fan of the Battletech stuff, like I am. But I'll start with the bad. Promised development and improvements are slow in coming. They introduced 3rd person. Some of the chat from other players is atrocious, and there will always be a few idiots that think friendly fire is somehow fun. The ELO system is not based on individual skill.
But here's what's really special about it:
1. It's not pay-to-win! Plenty of other games out there are, but I do much better in the mechs I got without spending any money on than I do with the special ones that cost me $.
2. There's no respawning. It matters to you and your team if you get destroyed in the match. Most games respawn, so it doesn't matter like it would in real life. Immersion is king!
3. Deeeeep customisation.
4. There is some form of teamwork, albeit it handicapped by PUGs and voice-chat options that aren't particularly user-friendly.
5. There's nothing random in the gameplay, winning or losing is entirely based on skill and teamwork.
All that together makes it a very engaging, complex and awesomely fun shooter.
But if you're not a fan of the whole battletech thing and aren't used to the previous Mechwarrior games (which came out over a decade ago) you can expect a tough time in your early days. Stick at it though, it's fun already and will get better.… Expand
Sep 18, 2013MechWarrior Online brings BattleTech back to the forefront of digital gaming once again.
Anyone familiar with the series will recognize much of the content here.
1)Battlefield simulation is excellent.
2)Player versus Player is satisfying.
3)Graphics are very good.
4)No expenditure required to play!
5)Multiplayer appears to be fairly well balanced at the moment, although many players will dispute this.
6)Lots of vanity items, paint jobs, and camouflage available for players who are willing to spend real $$.
7)"Hero" 'Mechs available for real $$.
1)Aside from the beginners' "cadet" bonus, which grants new players a boon for their first 25 matches, the game is largely a grind, at least for the first ~30 hours of gameplay. This is due to the nature of the billing. It's "Free to Play", so there's got to be a strong incentive for players to purchase MechWarrior Credits(MC) in order to shortcut much of the game's more boring content.
2)The learning curve for players new to the MechWarrior universe is very steep. There is a tutorial, but it does not explain anything beyond basic battlefield movement at this time.
3)The 'Mech Lab, which is where players customize their 'Mechs, is unforgiving, at best. Most changes result in high CBill(in-game currency) penalties, and tinkering with new load outs in-game simply isn't feasible for newer players, who are the ones most likely to be experimenting to find their preferred 'Mech and load out. Testing a load out requires the player to purchase all the modifications they want to test, and then take the new load out into the "Testing Grounds". Most players will find they are better off tinkering in a 3rd party 'Mech Lab known as Smurfy's; a player created 'Mech Lab simulator which accurately displays custom load outs along with cost-to-own in CBills. Unfortunately, there is currently no way for players to experiment with any custom load out in-game without grinding out the CBills necessary to buy it, or injecting some MC into their account, straight from their wallet. The only other option for players to run in 'Mechs they don't own is a set of four Trial 'Mechs, which change regularly, and typically are not worth piloting, because most of them do not make optimal use of the options available to them.
4)The real money aspect at this point does, unfortunately, still have "Pay-to-Win" aspects to it. Battlefield consumables like CoolShot, and Artillery Strikes are available for purchase for CBills(not real money equivalent), and each one has a bigger, badder cousin which is purchasable for MC(real money equivalent). This equates to consistent bonus damage for the player who can throw the most money at the game, which pretty much defines "Pay-to-Win".
5)Another grind aspect entirely, the Pilot Lab allows pilots to spend accumulated per-chassis Exp, and General Exp on perks. Some perks only affect specific 'Mech variants, and some affect all. Players can convert excess per-chassis Exp into GXP for a small MC(real money equivalent) fee. Otherwise, new players have only another long grind to look forward to before they become truly competitive with other players. The only saving grace is that the CBill grind and the Exp grind can be completed simultaneously.
All in all, while the game has solid multiplayer offerings, the in-game menu and the system put together for modifying and testing new 'Mechs is clumsy and unforgiving. If User Interface 2.0 proves to be what the developers are saying it will be, I would wait to spend any money on this game at least until we see what that brings.
Also, as of this writing, one of the core features of the game, known as Community Warfare has still not been implemented. Presumably, this will bring the game to a whole new level, but again, I'd wait to spend money on this game until the planned features prove to be worth it.… Expand
Sep 17, 2013Their launch should really be open beta:
- No collision detection light mechs run rampant into larger mechs with no consequences for bump and grind
- Poor heat system and weapons balancing. Instead of small changes, they paint with broad strokes and introduce multiple changes at once making it hard to discern the actual impact of said changes
- Maps have numerous bugs and catches where you get hung up on the smallest of obstacles
- Weapon mechanics for various weapons render them for the most part useless resulting in FOTM builds
- 3PV mechanic destroys pillar of recon role of light mechs
- Minimal map selection
- Matchmaker and grouping requirements not small group friendly 5-10 man teams
- Clunky Interface although UI 2.0 is promised...someday
- No lobby or means to host unit player events
- Prolonged development cycle for core main features of community warfare missing for launch day
All in all a stunning visually beautiful game executed in a craptastic development cycle. Todays launch should be open beta as it seems somewhere in the order of 3-6 months development for basic core functionality to be released around its community elements.… Expand
Sep 17, 2013I write this poor review with a heavy heart. At the core this game is not horrible, not good, but not horrible. Game play is actually fun, for a few weeks. The problem is that eventually you will grow tired of the repetition.
Buy mech, outfit mech with weapon systems and armor, shoot other mechs, rinse repeat.
The game developers attempted to alleviate this by adding "objectives" but they essentially boil down to shoot mechs at specified locations. There is no real depth or reason to replay this game other than playing a deathmatch. If you're a fan of CoD then you will enjoy the game play mechanics. Sounds good right? Stomping around in a walking machine of death with lasers, missiles, and gauss rifles sounds fantastic right?
Well you would be half right. There are several things standing in your way. There is a very steep learning curve that will frustrate many new players. Every weapon system has it's own unique damage, heat, firing rates, and weight profiles. The tutorials and in game help are minimal at best. Old school battletech players will feel right at home (the heat and damage profiles do not equate to an exact tabletop replication but still feel very familiar). New players can easily become overwhelmed by the slew of controls and near endless weapon, armor, weight, and engine combinations.
To it's credit the devs added a 3rd person view (much to the chagrin of approximately 90% of the existing player base) which is touted as being a tutorial tool for new players. Unfortunately this does not replace a good tutorial and explanation of controls and functions. Instead of developing an in-game tutorial the development team opted to include videos on for year's that the complete lack of in-game tutorial options would be extremely detrimental.
The actual game play is fun for a quick game but quickly get stale. There is no core game other than shoot the other guy. There is no interactive terrain. There is no in game communication except for text chat, which can quickly lead to a severe loss if you are playing against a team using a third party voip tool. Don't get me wrong, shooting the other guy in the head with my lasers is somewhat satisfying but there are absolutely no accomplishment to be made or had. No leaderboards, no badges to be earned, no planetary faction to earn stats for, nothing.
That leads me to my final, and biggest, point of contention. YEARS(I cannot stress that enough, it is not a hyperbole but literally years) a feature called community warfare was promised. Many of the founders bought founder packages based solely on this feature. To date this feature has not even been hinted at. This feature is essentially what would give players a replayability factor. An entire galaxy full of planets that are fought for by different factions. Ownership of the planets dynamically changing hands as players face off for control of the planet and resources it offers. Unfortunately it was promised before final release and has, as of yet, even been mentioned as to having any kind of release date.
The game itself is fun for a short period. It's free to play so you have nothing to lose by giving it a try but if you are looking for something deeper than "run out there and shoot the other guy" then pass this one by. I really wanted to give this game a great review but due to consistently missing the mark, failing to follow through with promised features, disregard and lack of communications on the forums by the dev team I simply cannot recommend this game.
In closing this game ALMOST delivered. I suppose there is still a lot of potential but as a final release this is a very shallow game. I can easily get the same type of game play out of free games offered on my tablet and smartphone. In today's market you simply must offer more than just point and shoot gaming.
Social functions(voip, player communication options in game, lobby to chat with other players):0
Unfortunately the complete lack of being able to communicate effectively in a PC MMO is unforgivable
That averages to a 1.75… Expand