I will have to test it out sometime. haarp Who the hell said anything about having a hard-mounted single primary weapon? We need to respond! If we can get the srms to always be selected I would make it something like this: :D ALSO!!! Trust me, I can relate; it always ticks me off when I see Star Wars games where 3 or so Nebulon-Bs can take on Imperial Star Destroyers. What do they have? You are ignoring the fact that MWLL has balanced teams and is PvP, so every player has to be roughly as capable of helping thr team win regardless of the asset class they take. Battle Armor are extreme high risk, high reward units. I mean who doesn't want to use the Atlas' famed battle fists to punch things or hack into another battlemech with a Hatchetman or actually use a Centurion's shield arm to protect themselves. The attempt is to balance Battle Armor, giving ejecting pilots a small fighting chance while making dedicated ones more powerful. Sliding Scale of Linearity vs. But fair enough, it's a sort of "third weapon". And wasn't the reasoning behind not touching BA always that any work that went into them now would be washed away with the BA patch which would completely rework BA anyway? Though they were unable to match the original Clan-tech machine, the Longinus came the closest of any Inner Sphere attempt at the time, thanks in part to the help of the Word of Blake. DeimosEvotec I would want to at least try to fix the grenade bugs before just removing them outright. They'd been itching to pull the trigger, but your sudden acceleration couldn't be accounted for, so their LBX shots graze just past your visor. Shadowcat Jump Jets Jump Jets, often abbreviated to "JJ", enable a Mech or Battle Armor to become airborne briefly. But if you don't believe me, that's fine. Over a decade ago, a talented team - Wandering Samurai Studios - began work on what would become an award-winning and much-beloved game: A total conversion bringing the BattleTech universe to Crysis Wars' Battlefield-inspired combined-arms experience. "attempt to balance Battle Armor, giving ejecting pilots a small fighting chance while making dedicated ones more powerful. And let's be honest here, SRMs as they are now are only a threat if the BA player is either very patient or facing idiots. A srm that they can fire once every blue moon? I don't mind if he has higher chances to escape from the fight. MechWarrior: Living Legends is a combined arms game. Functionally, it is currently no different than the Clan Elemental. Nobody plays every role. While this is also canon-accurate, and you'd expect 3-6 BA to be required to take a mech down, press that Tab button again. SRMs cannot be taken into the cockpit either. Backing up a few meters behind him puts you at risk of his blast again, but you have to finish this half of the fight quickly. You fling a satchel at his back successfully, but since you've been forced to hold position to hide, your target's torso twist has put his back out of line for your second satchel. Battle armor can do a fair amount of damage and even if they do nothing but get a few shots off and die they can respawn with at any base with a full loadout. Mouse3 fires the SRMs (same limitation as for MG). Having to constantly switch weapons and wait for it to rise up to see with ease which one you have selected is horrible UX. It's an easy target, can't really shoot back but suddenly with the press of a button an asf also equipped with a super aa gun pops out of the longtom. Date Introduced 3057 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Infantry - Battle Armor, https://wiki.mechlivinglegends.net/index.php?title=Battle_Armor&oldid=10898. ... welcome back, if you are new, welcome to the most special battle tech game yet. Your weapons aren't just sources of damage and they certainly aren't annoyances to manage, they're tools and lifelines! I on the other hand have no idea why I let myself get roped into a personal slugging match in an open forum, but there we have it. But if you don't want to buff the damage of the srm too much I would argue that four shots just isn't enough. The point of battle armor, at least in Living Legends (the fantastic Crysis Wars mod) was that you could deal massive damage to an enemy mech, especially if you manage to land on their head. How about, if the grenades absolutely must remain, we only keep them as non sticking ones - and we give them somewhat more splash to compensate for that nerf? How much of a damage buff do you think you can give BA SSRMs to make up for losing infinite refills? Despite a hefty point multiplier for using a 2 ticket unit, it can be difficult for new pilots to generate score and rank up when using them. You might chime in and say that I'd also have a Light M.Gun, so I'd be able to take out other BA. Without an mHC, your DPS drops by 1/2. Do you really want a single BA SSRM to deal damage equivalent to 15 SSRMs in damage? From your posts, it is obvious you have yet to understand what is even proposed, jump to conclusions based on ignorance, then have the gall to question my skills. At the same time, the most annoying bugs, related to grenades, will be entirely avoided. ! The Longinus Battle Armor was developed in 3058 by the Free Worlds League to attempt to duplicate the functionality of the Elemental. "But wait, BA are great at disrupting enemy lines and sabotaging slow mechs and vehicles!" I mean who doesn't want to use the Atlas' famed battle fists to punch things or hack into another battlemech with a Hatchetman or actually use a Centurion's shield arm to protect themselves. In a ba vs pilot (or ba) fight srm are not that important. To get the game go here. Without grenades and with only 1 anti-mech weapon and just 4 missiles, they sure as heck are NOT good at that. RDL_Vitos. So get closer. Severed limbs are actually capable of crushing unlucky/oblivious Battle Armor players in Living legends. I would like to go back to arguing about battle armor. You laugh maniacally as you casually shut down a mech's night vision on Monument Valley (Night). Makes AMS have an useful function against BA too. Very well, @DeimosEvotec , @Fluffy_Destroyer. It misses but sticks onto an object next to him. Your jump jets have only recovered a little bit of juice. It's a dance of distance and height, gravity and bursts of acceleration. Then that was a miscommunication due to bad wording of the first post. On the contrary, having SRMs replace the pure damage output of C8 charges should improve the effectiveness of each dedicated BA. Aren't grenades supposed to come instead of swarm/leg attacks since those can't be implemented yet? The point of the hardmounted BearAC is to offer limited self-defense capability due to the fact that primary weapons may not be taken into cockpits. Battle Armor: Living Legends I want to preface this by saying that I love this game. A top ASF player should be as effective as a top mech player should be as effective as a top BA player. The lack of SRMs and primary weapon is not a large disadvantage? To maximize damage output, BA must juggle their weapons between weapon 1, weapon 2, and SRM all while using their jump jet fuel sparingly to avoid running out, but enough to avoid getting shot. We can keep a selection of switchable primary weapons. If you have a bearac in a ba fight you don't need another primary, tho the mPPC would be useful just for the utility. The second you started questioning my experience in favor of arguing about the actual matter, you invalidated your own opinion. Want another one? If he doesn't buy something or the base was neutralized what should his fighting chance be against the ba? History []. haarp. Note: This is a very old interview from spring 2010 and is saved here for archival purposes. But it already exists. I would give them smoke grenades and a machine gun that doesn't deal as much damage against ba but shakes their aim instead. But just running won't work; you have to fight and defeat them somehow. The Elemental is the default Battle Armor for Clan players. Don't say "just ride a light mech into battle!" It appears you dislike the removal of grenades. Mouse2 fires the MG (can't be fired if the primary weapon has been fired within the last 2 seconds). 11:35. That is what makes the asset type fun. BAs are the weakest assets in the game, so you have to win be using everything at your disposal as tools, first and foremost. Wandering Samurai tried and failed, and none of us managed to do it either. m1 primary fire, m2 grenades throw, m3 srm fire, mw-up cycles between the two primaries and mw-down cycles through the grenades. This allow the battle armor increased control and maneuverability - allowing them to handle similar to a VTOL. Having to constantly switch weapons and wait for it to rise up to see with ease which one you have selected is horrible UX. Battle Armor are extreme high risk, high reward units. Though slower, his SRMs look pretty scare this close to his feet, now that you are on the ground. Mouse1 fires the primary weapon. They don't stick the mechlegs. There's no need to redesign any core mechanics; it was fun and balanced when it was working properly. DeimosEvotec having the c8 damage potential being shot down by lams. Have two missiles by default, and allow X reloads, where X has to be bought manually, similar to current C8. If you choose an mpPPC, you'll be able to move around the battlefield effectively and dodge enemy fire, but you won't deal enough damage to anything to be worth playing. While they're rather squishy, a skilled BA could ninja out of most mech attacks and even 1v1 a full sized mechs, in fact, they're stronger against bigger, slower mechs such as the Fafnir. The ba intrudes the space of the pilot aka the ba, moves into a base where the pilot spawned. How much damage a missile deals and how many reloads can ultimately be carried will be tweaked. Stride the battlefield in a titanic BattleMech - or swarm enemy 'Mechs as armored infantry. And BA is the most frustrating to get good with, perhaps aside from ASF. As can be seen, the classic Elemental has four different weapon systems. They're annoying because they often win by attrition. Currently the only way to deal lots of damage undetected is against assets without enhanced radar suit with the mhl staying in the small 25m window outside of detection but inside the range of the micro heavy laser. You are not the #Resistance, you are the #Assistance. With only a single anti-mech weapon and 4 missiles, I can tell you that my effectiveness would be cut by at least 80% - that is, I'd be about 1/5 as strong as I was when BA worked properly. Openness: The first game, MechWarrior, is a type five, nearly a Wide Open Sandbox. In 3064 the Bluecoats were attached to II Corps of the Taurian Concordat, but are no longer in the Concordat.The are currently serving in Capellan Confederation space, were there have been attempts to lure them into Liao service.. Around this same time, a company of Bluecoats deserted the regiment after their captain was killed. Pilots need to have either less health or less firepower. I, the research team used the Blakist Tornado PAL as the basis for the new suit while seeking to overcome some of its defects. It is the most durable vehicle available, and all variants have plenty of free space for extra ammunition, giving it excellent staying power on the battlefield. Currently C8 requires you to be at very close range already. But I'm gonna spout some heresy and say that I think just looking at the game from the perspective of a Battletech enthusiast will leave you missing a lot of the game's beauty, AND that it is an unrealistic expectation to have. MechWarrior Living Legends is an important part of MW BattleTech history. Functionally, it is currently no different than the Inner Sphere Longinus. And when someone manages to HGauss you in the face when you through you were perfectly safe/mobile, you laugh with them and type "great shot" when you respawn. Sure if you get right under their feet you are harder to hit, but you're more likely to get killed by probably-buggy legs. It's quite simple tho. Your reluctance has doomed us all. Nobody, I was talking about one hard-mounted bearac and one other primary vs the current 2 primary weapons. DeimosEvotec the pilot should not have equal odds to win a fight against a ba. So the 4 super srm will have roughly equal or less damage than 4 c8 which is a big overall reduction in potential damage but a big increase in the range which that potential damage can be dealt. As a single Battle Armor actually represents Five Battle Armor from the Battletech board game, their weapon firepower has been significantly boosted. Not that I care that you attacked me, but this manner of discourse that involves belittling those of different opinion is not appreciated. haarp They're awful. Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. Now what are the cases where a pilot is fighting ba? Just a couple of those pellets would have spelled your end. The short fuse of the Inferno Charge and its large blast radius make it particularly deadly to... well, yourself, so you reverse jets immediately to hop over his soon-to-be-incoming SRMs with the fuel you had reserved. On each of my lives, I probably connect with between 10 and 60 missiles. While you get into weapon range it spots you and out of the mech pops an asf with a super aa weapon. Dedicated ba don't need a hard-mounted bearac, the anti vehicle weapons might be harder to use against ba but they do the job just fine. Explosions below tell you he took his shot, but in just another half-second, he is shaken and shrouded in fire that almost engulfs you as well. Having 2 primary weapons is more important than having a bearac. This site is best viewed in a modern browser with JavaScript enabled. Sarna's HPG Station: Latest Newsbursts: 24 Dec 2020: Merry Christmas With Christmas around the corner and, I imagine (or at least hope for you), many people signing off for the rest of the year to enjoy the holiday season and get some well-deserved R&R, it's … ... - Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button). the small laser as it is currently would be a good candidate imo. Unfortunately grenades are simply broken and no fix can be expected. So you throw an Inferno Charge at him. So it's no surprise that you haven't really had moments like these: You're alone in a base being attacked by multiple mechs. You might rack up a lot of kills, but at the end of the day, you're dead weight to your team if you concentrate on killing other BA. If you pop into the air or duck out of cover, you'll be dead before you can pull the trigger (and certainly before you can do much damage). In addition to this equipment, Battle Armor are able to sprint using the (by default) Left Shift key, similar to a Battlemech equipped with MASC, except that you cannot fire while sprinting. deimos and knighcrawler in charge of reading comprehension. If you use next/previous weapon on the mousewheel try replacing those with select primary and select secondary, I find that that works better. What the BA needs more than anything is bug fixes to take it back to where it was in the 0.5x versions. Check out my twitch channel! Unlike mechs, who can fire all of their weapons simultaneously, BA can only fire one weapon at a time. They're awful. Originally, development was done on the Doom 3 engine[citation needed], with the team switching to CryEngine 2 after the release of Crysis. It's the Mechwarrior game that I've been trying to find for a long time, ever since I played MW4 Mercs to the ground. To me it seems we are both skeptical about the merging of srm and C8, tho I'm willing to test it out. If that makes it sound like JJ fuel is the be-all-end all of buff stats, it's not. If it's against an ejected pilot you have probably already shot two of the four ssrm against his asset and only have 2 left. I personally use select primary weapon and select secondary weapon on the mouse wheel instead. This page was last edited on 16 September 2020, at 00:57. Try it. Also you steal candy from little kids. The Uziel in Living Legends has its armored torso panels fall off when the armor is destroyed. The fight can end before both touch the ground again and if it doesn't they'll try to land in cover. MechWarrior: Living Legends - Featured Community Vid: City Fighting. This would be a simple and easy-to-implement interim solution paving the way for future BA upgrades. The canon Elemental only has one shot of SRM2, whereas the MWLL Elemental mounts two. A single full blast from a medium laser can end them, but they are also the single most agile asset in the game, allowing them to weave between an enemy's feet, hide in urban areas, and even hitch rides on allies - and enemies. But the bearac is useless at least 80% of the time since you wont be fighting ba or pilots 80% of the time. Who the hell said anything about having a hard-mounted single primary weapon? New MechWarrior: Living Legends Forum ... Battle Armor revision. Less damage than that. I rather have two primaries and having to switch than not having to switch but only having one primary and a hardmounted bearac. His LBXs will be ready again soon and he is further away from you; if you don't make him your next target, you're as good as dead. DeimosEvotec Also what about inferno and narc grenades? Description []. This isn't ... better. The radar mode can be toggled by pressing the [R] key. You are also good at throwing around random, baseless accusations. POP! /rant start I'll cover the second point first: Why is canon-accurate BA an unrealistic expectation of MWLL? It wouldn't. Every other weapon is worthless already. One of them gets there first, but you were ready. You have perhaps 2 seconds to close the distance with him. For the controls I don't really see the big problem, the defaults aren't that great imo because the next/previous weapon cycles are used on the mouse wheel. Health Regen (6 points/sec) after 10 seconds of taking no damage- regen rate can be doubled if the BA stops moving or crouches. Mechwarrior: Living Legends #4 - Battle Armor - Duration: 11:35. But if you don't want to buff the damage of the srm too much I would argue that four shots just isn't enough. Fluffy_Destroyer And wasn't the reasoning behind not touching BA always that any work that went into them now would be washed away complement with the BA patch which would completely rework BA anyway? Likewise, taking away a player's ability to choose their primary weaponS, taking away their SSRMs as tools they can use consistently, and taking away their ability to capitalize on getting close to enemies, are all bad options that can't be made up for simply by increasing SSRM damage by a bit. Just try it in a real game. And they don't stick to torsos half the time, on top of being the victim of lag. Just because you might die before firing your fourth SSRM doesn't mean a dedicated BA player does. The attempt is to balance Battle Armor, giving ejecting pilots a small fighting chance while making dedicated ones more powerful. It seems you're thinking this proposal would make BA weaker than they are now. Knightcrawler I'm sorry to say that this is a bit tl;dr for me. You could choose the AC2, but without an mpPPC you'll never get in range to use it in anything other than single-shot mode. You time your SSRM and mpPPC attacks very carefully to make the screenshake you deal more effective. So get closer. A single scout mech can turn the tide of battle, keeping artillery supplied with live information, distracting and antagonizing dangerous enemies, and hammering lightly armored enemy mechs. BA SSRMs are critical for fighting enemy mechs and enemy BA (especially when every ejected pilot has one of the best anti-BA weapons by default). Introducing MechWarrior: Living Legends - Community Edition!. For the Inner Sphere it is the Longinus, and for the Clan it is the Elemental. Yes this doesn't avoid the bugs but the apc spawn bug seems fixable (even if it might be something hacky like spawning on an apc spawns you in the main base instead and then teleports you into the apc). Without an mpPPC, you can't catch up to enemies, dodge incoming fire, deal death blows at range, shake enemy cockpits at opportune times, and your DPS is cut by about 1/4. And besides, BA are better off acting stealthy. To me it seems we are both skeptical about the merging of srm and C8, tho I'm willing to test it out. Without infinite SSRMs, your DPS is cut by another 1/4, again you can't shake enemy cockpits at opportune times, and you cannot play mindgames with enemies (target lock warning). They don't stick to tanks, as that led to mass-crashes. At the same time, the most annoying bugs, related to grenades, will be entirely avoided. Even the noobiest of noobs can end your life in a single hit, and with only one or two of their weapons. This is up to a balancing pass. I agree with Knightcrawler. If you don't want to read a very nice post I made for you, HAARP, let me summarize rudely: from your posts, it is obvious you are garbage at playing BA because you don't understand how they play. If you don't want to understand the very nice posts I made for you, Knightcrawler, let me summarize rudely: You suck. Anytime you are in a game, press the Tab button. You laugh maniacally as you're forced to flee from an unexpected group of mechs... but not before giving them the gift of Surprise NARC Beacon. Welcome, Living Legends! The next major release after the initial one, version 0.5, dropped support for … Your proposal basically forces dedicated BA to take a BAC instead of something useful, which is something no good BA player in his right mind would do. The Demolisher is an Inner Sphere main battle tank. A fight with roughly equal winning odds ensues either you win and destroy the asf and lt or you loose and it gets back into the lt but in both cases a previously easy target suddenly transformed into an opponent with roughly equal strength to you. Battle Armor are equipped in three default features: In low gravity environments, BA are able to change their thrust vector by aiming up and down, and roll left or right (X and C keys by default). I don't mind if the pilot has better jj, I don't mind if he has a lower radar signature. I'm not that great in the air and I am garbage with assault mechs. A full stack of grenades that everybody nobody always ever buys before they get into an asset? You arc SSRMs over walls in hopes that they will hit. This is to compensate the lack of grenades. Two missiles are loaded by default, additional salvos may be purchased at an APC. Jump to: navigation. This way AMS becomes a valuable asset against BA, but does not prevent daring close-range attacks and ambushes. No, it didn't. And that's awful. This last point goes back to the question(s) of when should a pilot eject / in which situation is a pilot fighting a ba and what should the odds be for both? The Hauberk is a battle armor that was designed by some of the members of the New Avalon Cavaliers at the New Avalon Institute of Science.They wanted to take the basic idea of the Undine and make it more broadly useful. It's a fun trick when it doesn't glitch out, and it can be good for returning to base, but unless you want to die the first time your friend is pegged by an enemy, you're better off not doing it. Beyond that, it needs more viable loadouts to choose from, as there are only two (mpPPC and mHL OR mpPPC and AC2) unless you want to tag exclusively (and even that is very rarely actually useful for reasons I could explain if you cared). It is very often a sublime experience; it's distilled adrenaline laced into a chocolate drumstick. But, on the other hand, I see how much the grenades add to the feeling of special combat and the immersion. Simply saying "we'll take away these tools and increase these numbers" isn't a design strategy that can lead to a viable or fun BA. As can be seen, the classic Elemental has four different weapon systems. Inferno and NARC missiles may be an option aswell. You see relatively even teams, with at most 28 players (or more if you want to F the server). haarp As I said, I'm not proposing a single primary weapon. 8-16 minutes of walking to fire four times. HAARP and to a lesser extent Fire Hound's proposal would drastically cut the strength of each Battle Armor, to the point where it is approaching canon-accurate. There's no reward to getting close to enemies because you have no grenades. I can't but agree removing the grenades would make few of the quite old bugs obsolete and non applicable. Easy 1K DMG. The standard against which all Battle Armor is measured, the Elemental Battle Armor was first introduced in 2868 by Clan Wolf in a Trial of Possession against the Nova Cats. You can show me just how amazing the BAC really is. This is why a top tier weapon should not be a default weapon, rather give everybody a mid tier weapon instead and keep the bearac as buyable weapon. Oh, it must be the bearac dealing massive no damage. 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