This game and the DLC has made it very easy for me to leave MWO behind and justify the $500+ I spent on that game because it made this game possible. IMO, MWO has become just a shooter with Mech skins and continues down that path. MW5 (and HBS BT) are the real Battletech/Mechwarrior games. They incorporate lore, story and immersion. I get much more enjoyment from this game than I ever did MWO. I hope that other Mechwarrior lovers that were totally turned off by the lack of depth and missed opportunities in MWO will give Mw5 a try and find the same level of satisfaction that I have. I have played every Mechwarrior game that has been released on PC. I still own most of them. I feel MW5 is among the best of the lot and has the potential to be the best of all time.
MW5's development is what led to the existence of MWO in the first place. But for whatever stupid reason, MW5 was abandoned in favor of MWO. But MWO became a sort of cash cow, so it still made MW5 possible in the end. MWO from the very beginning was just a shooter with mech skins. Not a mech-sim. MW5 at least has combined armaments scenarios. Even though I would have liked to see some naval assets in addition to the vtols, tanks and mechs that's just complaining on a high level by this point.
This game is good but the older mechwarrior game had a proper multi-player where you could fight other players hell I started mwo with loads of multi-player exp and I owned noobs at the game kinda missing the same feel here soni still play mwo but I enjoy a good mw story
I was going to rant on my own reply, but this hit it nail on the head!!! I am an epic beta tester....thats basically what any of us were. The game was rushed, Epic exclusive and average at best, but I am a mechwarrior fan boy, so had 2. Then they did the first paid dlc...which was good and added alot and fixed alot, should have been the game launched...but I got roped into another £15, but OK. Was semi worth it. But what, 3 months later they rush another update, that breaks a fairly fundamental part of the game...and I have to pay another £15? What happened to customer loyalty, giving us what we want for free?? That brings in new players?? Alot can be learned from no man's sky. Rant complete 😝
@@ragnarocdemon I totally agree with you. I'm playing on Xbox, and some of the controls options, like a one button push to center the torso is my biggest gripe. And what Phil said about not having the text read to us, but trying read it while we are in the middle of a fight. That just shows a total lack of common sense.
I just realized how important the autocannon firing and cycling/loading sounds are to the feel of the game. I'm not really enjoying the game when my autocannons don't go "BOOM.. ker-clunk"
And is it me, or are we 3 weeks on and not a single Fing patch??? Feels like "screw you, we got your money" not that I am getting the dlc until the game is fixed.🤬😡
11:00 The entire dialogue with them is an MJ12 cough moment. The characters act like they don't know who they were talking to in the post-mission story but the player can clearly see "Comstar Acolyte".
Dude! I'm the Comstar Acolyte in that fight! Hahaha! Honestly I completely agree with the critiques. I'm a huge fan of the series, and love the game as a whole, but literally all of the changes you suggest ought to be implemented. Love the channel and keep up the great work!
As someone who never really cared about Battletech's lore until coming across some of the videos Tex did, I was hoping for more scene setting with MW5. I don't need a novel of a backstory about Faction A, or Pilot B; but something that gives a little more depth to the massacres I'm committing. I understand as a mercenary, that I'm more beholden to the paycheck with flexible morality, than I am so much towards a particular faction--but I want that sort of slight morale ponderance, when I'm being pitted against two great houses, or other factions. Is House Marik's claim just? Does Liao have the right of things? Did that Capellan orphanage really need an airstrike dropped on top of it? I know that the development team isn't a AAA studio, and that's okay. However, with such an important story point in the lore, I had hoped for a little more, "This is what's going on"; especially if we might get some kind of Clan invasion some day. It would be great from a story perspective to know how all the prior conflicts and major players impacted this; or just how they impact the current timeline. I don't expect some motion captured mini-movie, but what would be nice would be some really nice artwork (that were also in the game files to use as backgrounds and such!) with voiceover. There's some wonderful artists out there, and I think in a lot of ways, good art can stir the imagination more than a 'movie' can; especially with a game as lore deep as Battletech. Explaining who ComStar is, and what an HPG is (and why they're important!), I think is crucial for player investment--especially when there's a more narrative campaign planned; among other important lore bits. Other indie and A/AA games/devs/studios/whatever, have used such artwork with narration and sound effects, to help convey story points to--what I think--is good effect. There are a host of issues I have with Mechwarrior 5, and I have them because I care, and I want the game to improve. It's the little things in a game that help one get past some of the more glaring, and 'death by a thousand cuts', is a horrible way for any creative piece to go.
Not to mention the switching is so bare boned its ridiculous. Im playing on ps4. Having to press down for camera d pad. Then right to switch mech is a hassle. Especially since all it does is go to the next mech in order. If you could select which mech to switch to would be a slight improvement on that system.
The thing that bugs me about "deep rosters" is that the scenario always is "right NOW, while we have a second" or "the dropship is out of range, we have to make due with what we brought to the last fight", etc. Basically, it's the lance of 'mechs you brought, and you're on your own for several missions in a row. The idea that you can just suddenly swap out 'mechs/pilots makes no sense if they weren't there to begin with. To be fair, this is an issue I have with HBS' Battletech, as well, and even something I took issue with during Mass Effect playthroughs: if I've got Liara and Tali off in a dark labrynth, then how can I suddenly swap them for Garrus and Wrex, who haven't been anywhere to be seen for the last half-hour? (And having 5 guns instead of 3 certainly would have made the fights easier, too!) I understand the purpose of the mechanic, but it's immersion-breaking. That's one of the things that I REALLY liked about MW4: Black Knight. The fact that TWICE in the game, you run into a "shirt-on-your-back" scenario, where you literally only have what you brought with you in the last mission, and you've lost all access to anything that might have been available one or two missions earlier.
MechWarrior 3 did this much better. Your lance, and the salvage that you can fit in the three heavy MFB trucks, is all that you have. "Shirt-on-your-back" scenario is a very good name for describing it. In a game like MW5, if we're running just the same 4 'Mechs and pilots for several missions in a row, then facing off a smaller number of enemies is acceptable in terms of difficulty. Also, the game needs to be able to simulate partial repairs due to time constraints. E.g. if a full repair would take 20 days, but we have only 15 days before the next mission happens, then we'd have to limit ourselves to 15 days' worth of repairs. Thus, sometimes we'd be entering missions with partially repaired 'Mechs. IMO if we're facing only one or two Veteran/Elite enemy lances per mission is tough enough, if we can't swap 'Mechs and pilots between missions, and if we might be taking to the field with partially damaged/partially repaired 'Mechs.. Contrast with the current Kestrel Lancers campaign missions where you face more than a full company of enemy 'Mechs but can pull fresh 'Mechs out of thin air between missions, even though your dropship isn't around.
@@cykeok3525 And that's why MW3 is still my favorite of the entire series, followed very closely by MW2: Mercs, and then the two MechCommander games. I especially loved it when I realized that, if I had 28 LRMs in my inventory after fitting out a build, and then went to reload mid-match, it only gave me 28 missiles. Similarly, if my LRM launcher got critted in the middle of a salvo so it only shot part of the load, and I ended a mission with that uneven amount of missiles, that would be reflected in my inventory at the end of the match. I also really appreciated how armor was tracked as a consumable item, too. There was so much attention to detail put into that inventory system, I will never get over how good it was. MW2: Mercs gets the credit for their amazing Market, and the way customization and repair worked: you could do superficial repairs in your dropship between missions, but you had to return to Outreach and schedule time in the factory to be able to do anything major, and any kind of refit would cost you, even if it was just swapping medium lasers from one arm to the other, you had to pay the Techs for their time. Endo, Ferro, and DHS were "kits" that were scarce, so you couldn't just upgrade everything as soon as the tech was available, and engine swaps, while possible, were prohibitively expensive. I feel like MW5 is kinda making light of how valuable and rare battlemechs really were by the whole repeated-wave combat style. The fact that they had to increase ammo counts by 10-fold to make their missions work should have been red flag number one.
Here's a new thing they could actually improve on.... add to the pilot roster characters more than just statistics with basic percentage abilities. We're going a lot of the other things like being able to kick I would really like to see the pilots have something a little bit more added to them then just seeing do this guy's good energy and that guy is good at speed. Like what does that mean? And why are these people like this? You know depth...
@@caradellinowazer2988 yeah but they are all a bit samey I mean Battletechs base charecter generator was rubbish with about 6 awful hairstyles which looked terrible but at least it allowed you to customise them so if one of the recruited pilots started to become good you could change their name or something. It's not a big deal but it is something that does seem to take a bit of the life out of the game.
10:50 I think we can definitely agree Phil talking while the fight scene is going is annoying because you can't hear anything important going on. Another one of those changes that would be happily applauded if done in a timely manner.
Totally agree. Info dump during combat is bad writing. Info dump when the player can pay attention to it, or at the very least summarize it again after the fight! That would be a cheap fix. "From the enemy commander's transmissions we learned..."
This is one of the things that was perfect about MW3: basically, the MFB commander handled all of the intel gathering and mission planning, and anything that happened "during the mission", he recorded it and played it back for you once you're done with the fight and have some time to get out of your 'mech and come into the MFB for some coffee and a piss.
This is one of the things that was perfect about MW3: basically, the MFB commander handled all of the intel gathering and mission planning, and anything that happened "during the mission", he recorded it and played it back for you once you're done with the fight and have some time to get out of your 'mech and come into the MFB for some coffee and a piss.
Overall I enjoyed it much more than I enjoyed the actual campaign. I feel that this short chain of missions is closer to what I'd like to see in mechwarrior. It had a core of trying to make you feel like a merc that signed on with a group. My critique is the lack of improvement in actual gameplay... meaning the enemy does nothing but get dropped off then swarm you. There isn't any immersion in it.
You know half the reason why we buy these games is for substance and depth... and it lacking those things doesn't really make for a good case to continue to keep coming back and buying it. But with that said I hope melee is enough to keep people coming back. Because from what I hear melee is everything everyone hoped it would be. It is a bonus to have extra biomes and Mission types it should add at least 40 additional hours of studying new biomes and exploring a little bit. My biggest hope is that they continue to bring out content... whatever it may be. To make it worth the purchase price.
The more i listen to the dialogue and info dumping in MW5, the more a difficult mission is just throwing more waves of helicopters and lolcusts at you, the more I feel like going back and liberating the Aurigan Reach again.
I would hope they would put a some time into just doing story content, or more mission variety. It would be interesting to also have missions where you have a prolonged contract with actual check points/ repair points.
@@ClnlBogey If they just incorporated the TT Rulez AI, Scary Tanks, Accurate Ballistic Velocities, 3D HUD, Coyote Mission Pack, Another Mechlab/Merctech/MW5 Reloaded/Piratetech, and Volumetric Rescale mods into the game, it would go a long way toward making it more engaging.
As a really critical bastard, I'd say yes. The scripted missions are really worth it, I think the cost came out at less than £2 per hour for the new campaign, and the additional side mission give a bit mor elife to the campaign. I mean, I want all my mods back, but this dlc is still good. The campaign mechanic of fixed time lines for battles also changed the game for the better.
Will we ever see any new mechs designed by Alex Iglesias? There's so many unique chassis's out there that could add character to the universe (Primitives like the Mackie or Hector that you could find abandoned on a jungle bog in the outer periphery and update it with 3015 tech). Also now that melee has been implemented they should give us the hatchetman from battletech. Seems silly not to add a melee mech with a melee DLC.
5:45 "being 2021" smh... That a game has lots of text is not something to be criticized. If people are so dumbed down by internet and instant gratification culture that they have artificial ADHD and cannot spend 3 minutes reading a text that's their problem. Catering to the lowest common denominator in everything is what brought us to this pathetic cultural state. Game devs should not be forced to do that. And as a sidenote, all that text is full of background and situational info, it reminds me of MW2 in that regard. Whoever reads it does so because they have actual interest in the story, and probably already reads the BT books so a bit more reading won't hurt them. Any millennial in a hurry who just wants to pew pew isn't losing too much anyway.
I'm waiting to see mods come out first before I make a commitment to buying this DLC. I bought the last one and I like the melee and scripting stories, but without mods to make the game better for my experience then it's not worth the money. There should already be thermal vision and other things in-game, but aren't. So mods are the only way to get them. I find the loss of AC sound when it fires is melodious to my ears:) I don't go much by their 6 stats but I do pay attention to the description that goes along with them. It is more of an indicator of what they will do and I have been happy with them so far. I read the screens myself as they can at times provide information. I agree about the convos during combats. It doesn't belong in the middle of combat. Mech swapping is of no interest to me. I want the old Merc4 commands we used to have. You could tell one merc to attack one Mech and the rest to attack another. It was good. This game lacks depth in that regard and needs something done with the AI. Theys still have a ways to go and the mods will help take care of some of the problems. The rest I guess I will have to hammer the Hell out of them. They got the radar in the right place but the maps are crap. The biomes are ok but could be better, but at least they look good. They got melee done right!!!! No, the mods are still broken.
Because of its linear campaign, the mods is kinda useless with the DLC. You will have no time to find good weapons/mechs, build & try them in the combat. You'll never experience vonBiomes, coyote missions, another mech variants unless you complete the kestrel lancers story and back to the starmap. Pilot overhaul mod work, but for what? We already have huge pilot roster with all 40 in level. The DLC is soo underwhelming and short. And I hate the fact that I need to start a new fresh career to play it.
Sure the DLC is a bit lackluster, but it's still more mech content so it's hard to really complain. Of course most everyone wants the Clans to show up but personally, I just want Solaris like we had in MW4. If it got its own DLC focused only on it, they could make it amazing. Multiple arenas; hand crafted or procedural so we get some variation. Different battle types like FFA, lance vs lance or 1v1, your lance vs waves of vehicles or mechs like Warzone but done better for the amusement of the screaming fans. New special mech variants and equipment focused around arena fighting. Maybe even recruit special well known arena gladiators that actually have a personality and depth... it could be amazing.
The continued lack of mission type diversity. The reliance on waves of enemies to create difficulty. The poor lancemate AI. The lack of features for co-op play. These are what continue to hurt Mechwarrior 5 and make it the least compelling of the Mechwarrior/Battletech games.
Don't forget mechs that suddenly spawn as soon as you hit a check point. I hated that damn Bring Her Back Part. 4 mission for it too. The waves of enemies is pretty damn crazy. At a certain point, you'd have wiped out most of a Great House's mobile artillery.
@@bigwavesun Last night I played one where as soon as the HUD came up it showed my back open and CT armor red. So I think it definitely hits you while in the ship.
Is like the devs have too much artists, and a lack of game designers. A modern problem in every game this days: lots of grafics, grafics and grafics x(
19:00 talking about the new switching mechanics basically Phil says it's pretty bare-bones. My personal opinion: Without any type of legit functionality it's basically worthless at this point. It can be helpful and very Niche situations but for the most part not really.
Initially I just ignored it, didn't even bother to look up for the proper control key (Y). Then I used it to get more output of my long range mechs (AI does just fire a bit sparse compared to riding the heat line) before jumping into "my own" mech, wich is usually heavy on SRM. I noticed two things that might be useful to know and take into account within the gameplay: First, the mech you leave will asume the last given lance order, i.e. it will return to an F3 set defend position (quite nice, because you know your scout will return back to the waiting lance automatically) Second, enemy AI still has a commander fetish ((C) TTB), but this also applies to the commanders mech (Bay 1 mech on the drop screen), even when it is AI piloted. So it is quite good to have the sturdiest mech in bay 1, the most agressive loadout in bay 2 and switching yourself to second lance position after drop. As I saw repeatedly even the slightest damage from the commander mech let's opponent AI mechs instantly change focus on it, while usually takes several salvoes from lancemate AI mechs to achieve a similar effect.
Well, if they make an expansion about the 4th SW and conquering systems, why not include a system on how to conquer a system. Like, a faction needs to take control of, guess, 2/3 of a planet, or planetary sectors and have missions there to gain percentages of control in one or the other direction. Not to mention lines of supply, who controls the air and space, etc. So, if someone would be able to program something like the Succession Wars board game around this mech simulation, I would wet my pants.
6/10 is a fair grade. So far I took all the time I could to build the Merc company before the new storyline commenced. I saw new mission types, got excited, but then was utterly disappointed to find out that they're just clones of existing mission types. All of your critiques are perfectly valid, and I think pgi once again promised something a bit bigger than what they actually delivered to the players. It is however satisfying walking up to a jagermech and delivering a straight up beat down. Next up needs to be Sparta kicks for handless Mechs. Imagine Sparta kicking a commando lol
Biggest proglem with this DLC (Other than breaking mods as they always do) is that the Trailer had possibly *THE* most iconic line in Battletech lore... And made it a private, intimate conversation across a digital map, instead of a grand proclamation for the collected nobility of the Inner Sphere to hear.
WHY does PGI still insist that you can ready up and use 12 mechs in a Leopard Dropship? Arrrgh, critical hit to the Lore! Give them a custom or different dropship like Harebrained did!
@@KlaytonTripleO Well let's see... a leopard has a standard thrust acceleration of 4G but can sustain 6G for a limited... Hours. The answer is hours. Essentially the speed of plot. =P
@@KlaytonTripleO Probably longer if you consider orbital velocity and/or the distances involved in geostationary orbits. Either the Leopard has to ferry back and forth to geosync orbit, or it has to wait for the mothership to complete a full orbit and be on the correct side of the planet again. Depending on how easy it is to orbit the "wrong way", the Leopard could conceivably backtrack the orbit to meet the mothership in time to pick up the next load of 'mechs and drop in the same pass, but more likely, the Leopard would have to descend to the surface and drop a lance, return to the mothership after it completes an orbit to pick up the next lance, use the 2nd orbit to complete the equipment transfer and be ready for its 2nd reentry, then have to wait out the 3rd orbit on the ground so it can use the 4th orbit to reload with the 3rd lance. Based on modern rockets ascending to orbit in about 10 minutes, a Leopard could probably match that. It's the in-orbit rendezvous that usually takes a REALLY long time to do safely. The ISS orbits every 93 minutes. Assuming our Leopard can dock, load, undock, and reenter in a single orbit, I stand by my 2-orbit turnaround, which is 3 hours per additional lance. At 10 seconds per turn on TT, (carry the one), infinity. You're looking at infinity turns before the next lance is available.
@@KlaytonTripleO The short version: MW2 remastered. The long version? An immersive and extensive campaign with a well written story, and game mechanics that simulate in the most accurate way possible the combat as described by the TT game rules. I'd LOVE to see functional Union-Class dropships which the player can upgrade to. I'd love to see a game as thoroughly developed and fleshed out as Mass Effect, set in the Battletech universe. I'll settle for MW2 (all three of them) remastered. :)
I completely forgot about the repair facility in that one mission until I saw a few buildings this week that looked like one. I was wondering if I just always missed where they were on the map.
So including mods: Battletech with DLC and Roguetech mod or MW5 with DLC and workshop. This if you only have the time to play one of both, the two gameplays are awesome so just checking which is the better investment here.
Full disclosure, I've only played HBS' Battletech so far. That said, from everything I've seen and heard, Battletech is the better investment if you can only do one. The base game is better, the mods are better, and I think it's cheaper, to boot (but don't quote me on that). HBS set out to make the best standalone game they could, and recruited Kickstarter support to flesh out and improve the existing base game. PGI set out by saying "we're relying on the modding community to fix this for us".
@@c182SkylaneRG I'm afraid you are correct. If the two games were the same, only Harebrained's product would sell. But Battletech is tactical and MW5 is FPS, so there's room for both. It sure does feel like PGI shoved it out the door without polishing it first, though.
@@c182SkylaneRG I doubt event he modding would be able to fix a game AI to introduce more tactics and strategies. However i have been wrong before... I like the strategic gameplay of Battletech but i also loved the visceral gameplay of MWO and by extension MW5. With a two years old at home, work and university i can only invest a few hours per weak so i have to make it count.
@@michaelgimenez4032 With time investment as a constraint, I have to point out that individual MW5 missions can probably be completed in 10-20 minutes, while individual Battletech missions can take up to an hour or two, apiece.
a few other oddities i and my friend noticed with the DLC; minimap: some desynchronizing; Targeting with mech switching, we've both tried it and if you mech switch alot your laser targeting gradually gets out of sync with the crosshairs, we think it has something to do with mech variation; also if importing a save game, some existing mechs from a save don't have hands, but have the slot you can't fill. On the upside, if you get the spawn bug where your mech can't move as it spawned a couple feet off the ground, mech switching "fixes" that, as well as switching to get ai mechs unstuck due to path finding issues in some new canyon maps.
At this point I think the community would happily bring back those cheesy live action clips from MW4. God, just give me the cool mission briefs from MW3 with the satellite shots and VO if no one wants to be in front of a camera. Give me dedicated pilots with unique VOs that give them personality. I don't understand how PGI is failing at basic game design elements that have been around for decades in previous titles. Hey gang, it's better to copy your HW and turn something in than it is to turn in nothing at all.
Agree with your assessment, just wish they would have made "Kill all enemy mech's" a secondary objective. Complete the primary and then have ability to withdrawn instead of "Stand and deliver" as your only win option...
Phil, please check this: imho there is a bit more than the 14 scripted Kestrel missions, I think the added also a couple of new quests, in my playthrough I think to have found some I never noticed before. Game experience: 2x campain vanilla, 1x campaign with heroes DLC (yes, this is a difference, as heroes quests are available and yu can use them within story missions, can't remember any streame or 'tuber mentioning that ever), 2x career heroes DLC, currently continued play after finishing Kestrel missions). Signing your critique points I still rate it a 10 for me, for I value the absolute joy I had (and have) playing it. The fun experienced outways all the flaws you pointed out. What I may add, I had display troubles in the warship mission, walls disappeared and reappeared constantly, whitch completely spoiled the idea and nearly cost me the mission. For the mission briefing, espacially for scripted story missions, IMHO best solution was in MW3, this was a really good presentation of facts, a lot of text read out and a proper use of visualization, at least in my book. PGI really should get some inspiration. Also I remember some of their own artwork in the original campaign missions debriefing (enormous holo tank...) that could be exploited. A word on the ever mentioned repeativness of the procedural missions... I played every one of my MW games over and over again beginning from MW2 on. MW3 has given me the most lore feeling, and everything, from mech behaviour to art work was top notch at it's time. Still, ther was just one series of campaign missions, scripted to the single mech step... well compare the 20 scripted missions played over and over again (it's that or nothing) to that procedrual missions of MW5 and talk about repeativness. With all their limits, those procedurla missions provide you with an ever changing landscape and ever changing opponents. And if you jump into a mech to combat other mechs (and stuff) there will be limits what you can do. After all, it's the military, it's repeat and wait all the time. Sure still room for improvement, in MW2mercs we had a mission as a tanker, man how big can even a Kitfox be from that POV. Or how about Aero lances, in Earthsiege2 you had flyer missions, batteling mechs on the ground. DLC content: you are right, there is not much you get from the DLC, as the only improvements are given away freely via the general game update. Honestly, kudos for that, or would you have liked to have melee and mech switching for DLC owners only? Although I Have a feeling, they really had no other choice to ensure the cross play function, I still feel like offered a DLC and not forced to buy mandatory to continue playing. On the contrary, I felt inspired to buy the DLC to show support and keep them interested in further developing, being it more updates and DLCs or MW6. Bottom: I loved MW5 from the start, other than MW4 or even MWO it gave me back that lore feeling I first experienced with MW3. Both DLCs just added to the experience, I even enjoyed the slight reduction in video quality, as it really improved performance on my a bit older equipement.
I just loaded MW5 on my 1S. I stopped playing in year 3111... so how would I start this DLC and is there any way I can use the mechs I have in the campaign in the DLC? Love to use my Atlases and Mark II Marauders, Nightstars or w/e, King Crab, Banshee, Battlemaster, Highlanders and others instead of the tiny mechs they start you with here.
I noticed that you can now see how many upgrade slots a mech has before buying it. It would be nicer if we could see what size weapon slots it had too. Or, better yet, remove the weapon slot mechanic entirely and go back to critical space.
@@Sorain1 Well, they could limit it by battlevalue or something. Of course I honestly don't mind going up against dire-star. Yes because it's fucking funny.
Picked it up, suffered multiple crashes at the end of missions (no mods installed). After the third time redoing the first dlc mission only to crash again I called it quits. I'll probably pick it back up after some patching happens, but in the meantime I got Mercs4 running on my system so I'm good for now. If I can't experience FedCom's birth, I'll profit from it's end.
Is this the best mw game? No. But since the only gaming system i have right now is a ps4. The lack of good mech games in general. And my love for this universe. I accept the flaws and have a good time.
@@NoGutsNoGalaxy oh no. This shit can and needs to be way better than it is. Ive played the older games on pc. This is def a step down. Its not really settling so much as its not so terrible it isn't worth playing, and there aren't really other options on console yanno. Console is probably the worst place to play this one due to no mod support.
It's been a while, but MW2 maps were much larger, had more varied objectives and mission types, and more AI commands. I wish they'd take a lot more from the MW2 series and even let you use the MWO Betty, or at least stop breaking the mods for music and Betty. It would be perfect if I could use the MW2 soundtrack and Betty, but the mods for it are out of date. I'm not sure why minor patches need to break music and voice mods
Somewhere at the 15-minute mark phil starts talking about AI units having strategy instead of the basic coffin nail strategy. Which I'll be honest I really think they could have on to something in the last update I do not understand why they're not using more of that type of thinking for this update. This is supposed to be an update moving forward not more of the same strategy. Which I completely agree with.
I agree with your critiques, especially #2. It's definitely a case of information overload at the wrong place, at the wrong time. Guess we should be thankful that we not getting a wall of SMS text with no audio on our HUD in the midst of fighting for our lives. Yea, for small favors.
I kind of wish that melee had more weight behind it, when you punch your mech throws it’s arm out but with limited speeds and with no melee lunge of any kind sometimes you end up just out of punching range throwing your hands wildly and it feels kinda bad. Another thing with melee is the lack of weight behind the hits, when throwing a punch in your mech it should in a sense, commit you to that action, (the lunge with a few slightly fast steps to really build momentum and throw that punch) and the mech receiving that punch should at the least stumble a bit. The pilots as it stands now are absolute masters of their gyros and don’t really even react to the punch other than to punch you right back. Having that *hit then stumble would give the initial melee attacker an advantage and put some distance between the two mechs afterwards so a decision could be made as how to react to the situation (fight or flight). It would add a bit more depth to the mechanic as a whole. Like imagine actually being terrified of a charger steaming towards you with its short burst small lasers, speed and melee, because you knew if that thing started laying into you, you would be in a very dire situation, if you run it’ll catch you. maybe you’d prioritize it over the atlas even. I think they nailed it with the sounds though. When mechs punch each other it is a massive metal on metal cacophony.
I'm generally happy with the game and it's expansions, but they need to add mission types, mechs, and the clan invasion with the ability to play as a clanner
One big issue with the whole game is that difficulty emphasizes on numbers, not individual unit skill, and it’s even more evident with the bloated ammo counts + ballistics damage (AC/20 damage is tabletop accurate tho), as well as you and lance mates getting skill bonuses the enemies don’t. It’s made even worse buy the fact that vehicles are only half as strong as they should be (not to mention the lack of locational damage), so there needs to be significantly more of them otherwise to put up a good fight later on. And to top it off, coming back to skills, the AI’s accuracy and such should be what their skill levels affect, rather than their skill being locked-in like a tier...and the fact that the skills themselves instead increase your weapons’ raw damage and reduce incoming damage is INFURIATINGLY bad for immersion... One other smaller issue, more nitpicking than anything...the XP system for reputation and such telling you your exact progress and XP makes things feel...gamey.
talking about bugs. btw.... i once had a megacity mission.... only to be surprised by a fulld esert biome. instead. but the skybox still was Megacity lol it was kind funny.. they could really do this with let say a park setting and fewer city building inside of it.. (you know but like centralpark NY:USA?) but yhe ai got a desert haha
Did not expect much from the DLC. PGI were never strong in the SUBSTACE part of the game. They are good with visual design but thats about it. Moders are what keeps this game alive, not devs. Vanilla stuff is just always so shallow FROM PGI. Cant wait until MercTech is updated to work with DLC 2.
all the ressources they have put in the "switching" feature, they should have put into AI und gameplayfeatures along with the voiceovers. In the end switching is useless. i build mechs for me as player to use (shiny gear, full high end gear), and mechs for my AI (items i can replace easy)...because they keep loosing parts & are shredding the mechs that i give them. so instead switching to a not optimal perfoming mech is meh. AI improvements, and better control combined with a basic map commands for my lance. that would have been the fasr better solution. instead we get "mech switching" .... the only new usefull featue is melee.
Have had Legend installed for months but just getting round to playing. Started to watch this video to get an idea of what is involved. Ended up having to stop video because of one thing - misuse of the word "critique". The word you are looking for is "criticism". A critique is an overall view.
I love Mech 5, I love the DLCs and I love MWO but what annoys me is that they keep saying we are all focused on Mech 5 so no content for MWO but then the Mech 5 patch/DLC also only brings marginal content to the field. It is not like all those resources were pulled from MWO to bring Clans as an entire story/time line extension or we suddenly see 25 new mechs or pirate tech and markets or sth the like - just some extra variants, some extra maps and a decent but somewhat short story line. If you trust in your product put some real resources behind it and then produce real amounts of content. And if you got two good products hire the necessary staff.
Yea a frankin-mech lab would be cool. Like getting a new mech tech thats constantly at odds with your old one because he lets you make abominations out of your mechs lol
I'd give the whole game 6 out of 10. I'm glad it came out on Epic first as I would have bought it straight away at full price if it had been on Steam. I ended up buying it when it had been on Steam for a while and was in the sale.
i'm actually replaying the main Campain... seeing with the new options sounds. and ofc Melee. its really fun :P and then when i played thru it. ill import my data to the new DLC career. and move on :P
This is a good review! I feel like PGI spent their time getting the game onto PS and the rest is rather phoned in. 20 cruddy mech variants, walls of text, janky menus. I wish they could hire more people and bring this game to the next level but it feels like mods are bringing the polish to the game. Like the sound design suuuuuucks on this game, I can't wait for Kh0rnz' mod to get updated. Yet Another MechLab and/or MechTech mech labs should be in the game by default. We are getting new way more variants (better variants) with mods. A modder with no experience was able to get VR working?!! It would be cool if the pilots on the bridge were facing the monitors and doing something. That the ship didn't feel like a morgue. The main game feels like the bare minimum to get you out shooting mechs. I could go on and on. Mech switching and Melee are awesome, but I think this will be the story with MW5. We will get underwhelming DLC. "Clans are most likely not going to happen, it's too much work for this game" is what I am hearing. With four more years with the license why not make one good game, $30 base game, $30 Clan Invasion Expansion, and $15 content drops like this Kestrel. As my old crappy boss from Comcast would say, "it is what it is". It's a good game, not a great game.
I like the content but really think they need to engage the modding community to bring more depth. I have over 300hrs in this most of it with mods and the depth it brings is much more to my liking. your right about the narrations they can be very distracting while your deep into combat. but most of the scripted missions are good. the second half of the campaign is excellent.
I've read the Warrior trilogy at least 4 times over the last 30+ years so the setting for this DLC was a big draw. I too am more than a bit disappointed that so much of the dialog that ties these missions to that story is completely unintelligible while the pre-mission stuff is all text.
it's very barebones, all of it really. The QA is also pretty bad with the mech switching not working out of the box and AC sounds missing. The glaring issues with AI still not resolved. PGI needs to step up
Grid map to control team, faster grouping speed after recon, formations, better auto repair all buttons, big ball Mother ship drops and larger lances.... Hmmmmm, more main game discover scenarios... Anyways
Bit harsh critique left and right in the video, it's DLC for the asking price where in my region I can hardly get burger, some fries and a coke for. And this for an already niche game that cannot coast on the sheer masses to get the revenue. Factoring that all in - story and content, Megacity Combat, additional Biomes - I think they did a tremendous job for that lousy 15$.
The marketing around the new mission types it's blatant lying, most of those already exist and have been renamed. PGI needs to put effort into fixing the major problems around AI and improve the mechlab with load outs
It’s not lying, it’s a case of advertising not being clear enough. assuming you’re talking about the new procedural mission “variants”, those were pretty much always listed as part of the Mega Cities. Unfortunately, not enough emphasis was put in the part about them being variants exclusively for that biome, and that leads to people jumping to conclusions about PGI’s motives and making a big mess of things. It’s unfortunate, hopefully PGI learned to be better about that sort of thing.
The campaign was cool but really unbalanced at time. Started from scratch in 2015 so reached with mechs and equipment tailored to my tastes, and the weight limit was a problem since I had too many heavies XD. Agree with any of critiques here but I still enjoyed the game. The mech switch didnt even care or used it. Makes no sense to me.
Wow....I don't know what to think about this review...I guess everyone has their own opinions and, of course, there is no accounting for taste....Personally I felt that this DLC was not at all like the previous DLC. I think your disapointment in the direction this game has taken has colored your overall opinion of the franchise all together. This is a good game. This DLC is good. The modding options on this game allow for a flexibility that othere Mechwarrior games just do not have. To hear you say it we might as well just set the whole thing on fire and really get into....I dunno...some deck building clone. Also, Mechwarrior 5 is not dead. To make a video plastering that as the title to me is very telling. Finally, all things must come to an end. Including Mechwarrior Online and Mechwarrior 5, and battletech and The Atlatic ocean and the world and the universe. It sucks. We can't have what we want, but we can want what we have. For the time being we have two great Battletech games that I'm glad they made. It's not perfect but it sure as hell beats nothing at all.
I get you, but that last line, we are 'settling' for mediocracy. I think this IP is amazing and in that, deserves more. Let's elevate this IP, not settle for 'well it's better than nothing at all.'
First 30 seconds; If you like the game's story, this DLC is for you. If you dislike the game's gameplay, this DLC is not for you. ... So if you somehow found a way to like the atrocious story, and could overlook the terrible gameplay, this DLC is for you. Mods will make this semi-bearable.
I really think that you are overally critical because its doesn't have an in depth Mech Customisation system like MWO. I think the Mech Switching is buggy as hell at present but is hugely useful and fun in single player, don't get me wrong most of your points are valid and particularly agree with your points regarding the cheapness of the lore presentation as well as the complete lack of any care for , but they are trying to add what we have asked for, Melee?! Just arguably not as well as we'd like. I personally very much am enjoying the campaign.
Disappointment... I find that pgi needs to let someone else take over. I love battletech and mech warrior, but I have always been disappointed with pgis products and customer relations. I understand why no guts is not super critical of pgi, still disappointed...
Like the critiques here, don’t understand how programmers/devs don’t also see the basics of tactics and strategy going out the window. More of the same. Just annoyingly cheap for $60 game and then $30 for DLC.
If this was even remotely true he would have given the DLC a 10 out of 10 and spent the entire video singing it's praises. Instead, a 6 out of 10 was given and he was critical on a lot of aspects of the new DLC. DId you even watch the video?
@@adrianswall4187 Essentially, yeah. He gave it a 6/10 because he loves battletech, and he spent a lot of time talking about shortcomings. Shoot, the only reason I bought the game is because I love Battletech, so I bought it despite the reviews and the switcheroo to Epic Games.
@@gbprime2353 Yeah, I'm pretty much in the same boat. You can excuse a lot about the game simply because there are so few options out there, especially if MWO isn't for you, which it isn't for me. That was kind of my point though, Phil is obviously a hardcore Battletech fan so you'd expect him to be biased, yet he wasn't. So I thought it was a bit weird for this person to question his integrity when the review was honest and fair.
This game and the DLC has made it very easy for me to leave MWO behind and justify the $500+ I spent on that game because it made this game possible. IMO, MWO has become just a shooter with Mech skins and continues down that path. MW5 (and HBS BT) are the real Battletech/Mechwarrior games. They incorporate lore, story and immersion. I get much more enjoyment from this game than I ever did MWO. I hope that other Mechwarrior lovers that were totally turned off by the lack of depth and missed opportunities in MWO will give Mw5 a try and find the same level of satisfaction that I have. I have played every Mechwarrior game that has been released on PC. I still own most of them. I feel MW5 is among the best of the lot and has the potential to be the best of all time.
My thoughts exactly
MW5's development is what led to the existence of MWO in the first place. But for whatever stupid reason, MW5 was abandoned in favor of MWO. But MWO became a sort of cash cow, so it still made MW5 possible in the end.
MWO from the very beginning was just a shooter with mech skins. Not a mech-sim. MW5 at least has combined armaments scenarios. Even though I would have liked to see some naval assets in addition to the vtols, tanks and mechs that's just complaining on a high level by this point.
Word. I feel the same.
This game is good but the older mechwarrior game had a proper multi-player where you could fight other players hell I started mwo with loads of multi-player exp and I owned noobs at the game kinda missing the same feel here soni still play mwo but I enjoy a good mw story
The missing autocannon sounds are ridiculous. Should have been patched immediately.
I was going to rant on my own reply, but this hit it nail on the head!!!
I am an epic beta tester....thats basically what any of us were. The game was rushed, Epic exclusive and average at best, but I am a mechwarrior fan boy, so had 2.
Then they did the first paid dlc...which was good and added alot and fixed alot, should have been the game launched...but I got roped into another £15, but OK. Was semi worth it.
But what, 3 months later they rush another update, that breaks a fairly fundamental part of the game...and I have to pay another £15?
What happened to customer loyalty, giving us what we want for free?? That brings in new players??
Alot can be learned from no man's sky.
Rant complete 😝
@@ragnarocdemon I totally agree with you. I'm playing on Xbox, and some of the controls options, like a one button push to center the torso is my biggest gripe. And what Phil said about not having the text read to us, but trying read it while we are in the middle of a fight. That just shows a total lack of common sense.
I just realized how important the autocannon firing and cycling/loading sounds are to the feel of the game.
I'm not really enjoying the game when my autocannons don't go "BOOM.. ker-clunk"
What's funny is that the autocannon actually has negative sound, you fire and everything gets quieter for a split second.
And is it me, or are we 3 weeks on and not a single Fing patch???
Feels like "screw you, we got your money" not that I am getting the dlc until the game is fixed.🤬😡
Also getting really tired of my 4 mechs taking on 20-30 mechs over and over and over. Thats getting really old.
11:00 The entire dialogue with them is an MJ12 cough moment. The characters act like they don't know who they were talking to in the post-mission story but the player can clearly see "Comstar Acolyte".
MJ12 cough moment? I don't understand the reference.
Dude! I'm the Comstar Acolyte in that fight! Hahaha! Honestly I completely agree with the critiques. I'm a huge fan of the series, and love the game as a whole, but literally all of the changes you suggest ought to be implemented. Love the channel and keep up the great work!
Nice work on the voice lines. Very sinister. Very smug and punchable. Very satisfying to shut up.
Bro that’s awesome!
@@combativeThinker Hahaha! Best compliment I could receive.
@@JimBobJoeB0b THANK YOU, Commander! It was such a blast to do.
As someone who never really cared about Battletech's lore until coming across some of the videos Tex did, I was hoping for more scene setting with MW5. I don't need a novel of a backstory about Faction A, or Pilot B; but something that gives a little more depth to the massacres I'm committing. I understand as a mercenary, that I'm more beholden to the paycheck with flexible morality, than I am so much towards a particular faction--but I want that sort of slight morale ponderance, when I'm being pitted against two great houses, or other factions. Is House Marik's claim just? Does Liao have the right of things? Did that Capellan orphanage really need an airstrike dropped on top of it?
I know that the development team isn't a AAA studio, and that's okay. However, with such an important story point in the lore, I had hoped for a little more, "This is what's going on"; especially if we might get some kind of Clan invasion some day. It would be great from a story perspective to know how all the prior conflicts and major players impacted this; or just how they impact the current timeline.
I don't expect some motion captured mini-movie, but what would be nice would be some really nice artwork (that were also in the game files to use as backgrounds and such!) with voiceover. There's some wonderful artists out there, and I think in a lot of ways, good art can stir the imagination more than a 'movie' can; especially with a game as lore deep as Battletech. Explaining who ComStar is, and what an HPG is (and why they're important!), I think is crucial for player investment--especially when there's a more narrative campaign planned; among other important lore bits. Other indie and A/AA games/devs/studios/whatever, have used such artwork with narration and sound effects, to help convey story points to--what I think--is good effect.
There are a host of issues I have with Mechwarrior 5, and I have them because I care, and I want the game to improve. It's the little things in a game that help one get past some of the more glaring, and 'death by a thousand cuts', is a horrible way for any creative piece to go.
Yes for the orphanage, it needed some remodeling.
Amen to all that
@@madking1485 lul
I am somewhat concerned that PGI using the mech switching thing as an excuse to not work on the games AI.
Yes... AI stuck? just switch. Light mech face tanking? Switch. Ect...
I definitely have to agree with this notion
Not to mention the switching is so bare boned its ridiculous. Im playing on ps4. Having to press down for camera d pad. Then right to switch mech is a hassle. Especially since all it does is go to the next mech in order. If you could select which mech to switch to would be a slight improvement on that system.
The thing that bugs me about "deep rosters" is that the scenario always is "right NOW, while we have a second" or "the dropship is out of range, we have to make due with what we brought to the last fight", etc. Basically, it's the lance of 'mechs you brought, and you're on your own for several missions in a row. The idea that you can just suddenly swap out 'mechs/pilots makes no sense if they weren't there to begin with. To be fair, this is an issue I have with HBS' Battletech, as well, and even something I took issue with during Mass Effect playthroughs: if I've got Liara and Tali off in a dark labrynth, then how can I suddenly swap them for Garrus and Wrex, who haven't been anywhere to be seen for the last half-hour? (And having 5 guns instead of 3 certainly would have made the fights easier, too!) I understand the purpose of the mechanic, but it's immersion-breaking. That's one of the things that I REALLY liked about MW4: Black Knight. The fact that TWICE in the game, you run into a "shirt-on-your-back" scenario, where you literally only have what you brought with you in the last mission, and you've lost all access to anything that might have been available one or two missions earlier.
MechWarrior 3 did this much better.
Your lance, and the salvage that you can fit in the three heavy MFB trucks, is all that you have.
"Shirt-on-your-back" scenario is a very good name for describing it.
In a game like MW5, if we're running just the same 4 'Mechs and pilots for several missions in a row, then facing off a smaller number of enemies is acceptable in terms of difficulty.
Also, the game needs to be able to simulate partial repairs due to time constraints.
E.g. if a full repair would take 20 days, but we have only 15 days before the next mission happens, then we'd have to limit ourselves to 15 days' worth of repairs.
Thus, sometimes we'd be entering missions with partially repaired 'Mechs.
IMO if we're facing only one or two Veteran/Elite enemy lances per mission is tough enough, if we can't swap 'Mechs and pilots between missions, and if we might be taking to the field with partially damaged/partially repaired 'Mechs..
Contrast with the current Kestrel Lancers campaign missions where you face more than a full company of enemy 'Mechs but can pull fresh 'Mechs out of thin air between missions, even though your dropship isn't around.
@@cykeok3525 And that's why MW3 is still my favorite of the entire series, followed very closely by MW2: Mercs, and then the two MechCommander games.
I especially loved it when I realized that, if I had 28 LRMs in my inventory after fitting out a build, and then went to reload mid-match, it only gave me 28 missiles. Similarly, if my LRM launcher got critted in the middle of a salvo so it only shot part of the load, and I ended a mission with that uneven amount of missiles, that would be reflected in my inventory at the end of the match. I also really appreciated how armor was tracked as a consumable item, too. There was so much attention to detail put into that inventory system, I will never get over how good it was.
MW2: Mercs gets the credit for their amazing Market, and the way customization and repair worked: you could do superficial repairs in your dropship between missions, but you had to return to Outreach and schedule time in the factory to be able to do anything major, and any kind of refit would cost you, even if it was just swapping medium lasers from one arm to the other, you had to pay the Techs for their time. Endo, Ferro, and DHS were "kits" that were scarce, so you couldn't just upgrade everything as soon as the tech was available, and engine swaps, while possible, were prohibitively expensive.
I feel like MW5 is kinda making light of how valuable and rare battlemechs really were by the whole repeated-wave combat style. The fact that they had to increase ammo counts by 10-fold to make their missions work should have been red flag number one.
"Back in my day", the story exposition was not only voice acted but filmed as well. You know what I'm talking about.
The day fmv died was a good day.
@@devil8975 it was great in mw4. I i miss it
Here's a new thing they could actually improve on.... add to the pilot roster characters more than just statistics with basic percentage abilities. We're going a lot of the other things like being able to kick I would really like to see the pilots have something a little bit more added to them then just seeing do this guy's good energy and that guy is good at speed. Like what does that mean? And why are these people like this? You know depth...
Agree totally.
Well, in the roster you have the story of each pilot's life, doesn't that tick your box?
@@caradellinowazer2988 yeah but they are all a bit samey I mean Battletechs base charecter generator was rubbish with about 6 awful hairstyles which looked terrible but at least it allowed you to customise them so if one of the recruited pilots started to become good you could change their name or something. It's not a big deal but it is something that does seem to take a bit of the life out of the game.
And why can’t we choose to promote them in rank? Perhaps a pip point system.
10:50 I think we can definitely agree Phil talking while the fight scene is going is annoying because you can't hear anything important going on. Another one of those changes that would be happily applauded if done in a timely manner.
Totally agree. Info dump during combat is bad writing. Info dump when the player can pay attention to it, or at the very least summarize it again after the fight! That would be a cheap fix. "From the enemy commander's transmissions we learned..."
This is one of the things that was perfect about MW3: basically, the MFB commander handled all of the intel gathering and mission planning, and anything that happened "during the mission", he recorded it and played it back for you once you're done with the fight and have some time to get out of your 'mech and come into the MFB for some coffee and a piss.
This is one of the things that was perfect about MW3: basically, the MFB commander handled all of the intel gathering and mission planning, and anything that happened "during the mission", he recorded it and played it back for you once you're done with the fight and have some time to get out of your 'mech and come into the MFB for some coffee and a piss.
Overall I enjoyed it much more than I enjoyed the actual campaign. I feel that this short chain of missions is closer to what I'd like to see in mechwarrior. It had a core of trying to make you feel like a merc that signed on with a group.
My critique is the lack of improvement in actual gameplay... meaning the enemy does nothing but get dropped off then swarm you. There isn't any immersion in it.
You know half the reason why we buy these games is for substance and depth... and it lacking those things doesn't really make for a good case to continue to keep coming back and buying it. But with that said I hope melee is enough to keep people coming back. Because from what I hear melee is everything everyone hoped it would be.
It is a bonus to have extra biomes and Mission types it should add at least 40 additional hours of studying new biomes and exploring a little bit. My biggest hope is that they continue to bring out content... whatever it may be. To make it worth the purchase price.
The more i listen to the dialogue and info dumping in MW5, the more a difficult mission is just throwing more waves of helicopters and lolcusts at you, the more I feel like going back and liberating the Aurigan Reach again.
I would hope they would put a some time into just doing story content, or more mission variety. It would be interesting to also have missions where you have a prolonged contract with actual check points/ repair points.
@@ClnlBogey Check Points / Repair Bays +1
@@ClnlBogey
If they just incorporated the TT Rulez AI, Scary Tanks, Accurate Ballistic Velocities, 3D HUD, Coyote Mission Pack, Another Mechlab/Merctech/MW5 Reloaded/Piratetech, and Volumetric Rescale mods into the game, it would go a long way toward making it more engaging.
As a really critical bastard, I'd say yes. The scripted missions are really worth it, I think the cost came out at less than £2 per hour for the new campaign, and the additional side mission give a bit mor elife to the campaign. I mean, I want all my mods back, but this dlc is still good.
The campaign mechanic of fixed time lines for battles also changed the game for the better.
Will we ever see any new mechs designed by Alex Iglesias? There's so many unique chassis's out there that could add character to the universe (Primitives like the Mackie or Hector that you could find abandoned on a jungle bog in the outer periphery and update it with 3015 tech). Also now that melee has been implemented they should give us the hatchetman from battletech. Seems silly not to add a melee mech with a melee DLC.
That would be a major time sink, you have no idea. I’d love to have it in-game tho.
For a Mackie I'd love a museum raid to get one.
5:45 "being 2021" smh... That a game has lots of text is not something to be criticized. If people are so dumbed down by internet and instant gratification culture that they have artificial ADHD and cannot spend 3 minutes reading a text that's their problem. Catering to the lowest common denominator in everything is what brought us to this pathetic cultural state. Game devs should not be forced to do that.
And as a sidenote, all that text is full of background and situational info, it reminds me of MW2 in that regard. Whoever reads it does so because they have actual interest in the story, and probably already reads the BT books so a bit more reading won't hurt them. Any millennial in a hurry who just wants to pew pew isn't losing too much anyway.
I'm waiting to see mods come out first before I make a commitment to buying this DLC. I bought the last one and I like the melee and scripting stories, but without mods to make the game better for my experience then it's not worth the money. There should already be thermal vision and other things in-game, but aren't. So mods are the only way to get them. I find the loss of AC sound when it fires is melodious to my ears:) I don't go much by their 6 stats but I do pay attention to the description that goes along with them. It is more of an indicator of what they will do and I have been happy with them so far. I read the screens myself as they can at times provide information. I agree about the convos during combats. It doesn't belong in the middle of combat. Mech swapping is of no interest to me. I want the old Merc4 commands we used to have. You could tell one merc to attack one Mech and the rest to attack another. It was good. This game lacks depth in that regard and needs something done with the AI. Theys still have a ways to go and the mods will help take care of some of the problems. The rest I guess I will have to hammer the Hell out of them. They got the radar in the right place but the maps are crap. The biomes are ok but could be better, but at least they look good. They got melee done right!!!! No, the mods are still broken.
Because of its linear campaign, the mods is kinda useless with the DLC. You will have no time to find good weapons/mechs, build & try them in the combat. You'll never experience vonBiomes, coyote missions, another mech variants unless you complete the kestrel lancers story and back to the starmap. Pilot overhaul mod work, but for what? We already have huge pilot roster with all 40 in level.
The DLC is soo underwhelming and short. And I hate the fact that I need to start a new fresh career to play it.
Sure the DLC is a bit lackluster, but it's still more mech content so it's hard to really complain. Of course most everyone wants the Clans to show up but personally, I just want Solaris like we had in MW4. If it got its own DLC focused only on it, they could make it amazing. Multiple arenas; hand crafted or procedural so we get some variation. Different battle types like FFA, lance vs lance or 1v1, your lance vs waves of vehicles or mechs like Warzone but done better for the amusement of the screaming fans. New special mech variants and equipment focused around arena fighting. Maybe even recruit special well known arena gladiators that actually have a personality and depth... it could be amazing.
Hell yeah I would love a Solaris 7 DLC. One of the best things about MW4 Mercs are the Solaris 7 arenas.
i wish this game had a deeper story
Many of us do as well… depth & substance.
The continued lack of mission type diversity. The reliance on waves of enemies to create difficulty. The poor lancemate AI. The lack of features for co-op play. These are what continue to hurt Mechwarrior 5 and make it the least compelling of the Mechwarrior/Battletech games.
Don't forget mechs that suddenly spawn as soon as you hit a check point. I hated that damn Bring Her Back Part. 4 mission for it too. The waves of enemies is pretty damn crazy. At a certain point, you'd have wiped out most of a Great House's mobile artillery.
@@bigwavesun Don't forget the artillery hitting you while you are still in the dropship and can't move. That's extra fun.
@@JookySeaCpt I never noticed we take damage from it, but yeah gotten beamed in the face as soon as stepping out before.
@@bigwavesun Last night I played one where as soon as the HUD came up it showed my back open and CT armor red. So I think it definitely hits you while in the ship.
Mods will make it better, they always do 👍
Is like the devs have too much artists, and a lack of game designers. A modern problem in every game this days: lots of grafics, grafics and grafics x(
19:00 talking about the new switching mechanics basically Phil says it's pretty bare-bones. My personal opinion: Without any type of legit functionality it's basically worthless at this point. It can be helpful and very Niche situations but for the most part not really.
Initially I just ignored it, didn't even bother to look up for the proper control key (Y). Then I used it to get more output of my long range mechs (AI does just fire a bit sparse compared to riding the heat line) before jumping into "my own" mech, wich is usually heavy on SRM.
I noticed two things that might be useful to know and take into account within the gameplay:
First, the mech you leave will asume the last given lance order, i.e. it will return to an F3 set defend position (quite nice, because you know your scout will return back to the waiting lance automatically)
Second, enemy AI still has a commander fetish ((C) TTB), but this also applies to the commanders mech (Bay 1 mech on the drop screen), even when it is AI piloted. So it is quite good to have the sturdiest mech in bay 1, the most agressive loadout in bay 2 and switching yourself to second lance position after drop. As I saw repeatedly even the slightest damage from the commander mech let's opponent AI mechs instantly change focus on it, while usually takes several salvoes from lancemate AI mechs to achieve a similar effect.
Well, if they make an expansion about the 4th SW and conquering systems, why not include a system on how to conquer a system. Like, a faction needs to take control of, guess, 2/3 of a planet, or planetary sectors and have missions there to gain percentages of control in one or the other direction. Not to mention lines of supply, who controls the air and space, etc. So, if someone would be able to program something like the Succession Wars board game around this mech simulation, I would wet my pants.
6/10 is a fair grade. So far I took all the time I could to build the Merc company before the new storyline commenced. I saw new mission types, got excited, but then was utterly disappointed to find out that they're just clones of existing mission types. All of your critiques are perfectly valid, and I think pgi once again promised something a bit bigger than what they actually delivered to the players. It is however satisfying walking up to a jagermech and delivering a straight up beat down. Next up needs to be Sparta kicks for handless Mechs. Imagine Sparta kicking a commando lol
I’m just disappointed that importing my existing save file didn’t keep all the upgrades I grinded so long to unlock.
@@combativeThinker wow that is really shitty. I wonder if that was even taken into consideration
Biggest proglem with this DLC (Other than breaking mods as they always do) is that the Trailer had possibly *THE* most iconic line in Battletech lore... And made it a private, intimate conversation across a digital map, instead of a grand proclamation for the collected nobility of the Inner Sphere to hear.
which trailer?
@@GojiraTX The release trailer. It had the wedding lines.
WHY does PGI still insist that you can ready up and use 12 mechs in a Leopard Dropship? Arrrgh, critical hit to the Lore! Give them a custom or different dropship like Harebrained did!
If you're using a leopard Dropship how long does it take to go from atmo to ground and back up into the sky to pick up an additional 4 mechs 2x over?
@@KlaytonTripleO Well let's see... a leopard has a standard thrust acceleration of 4G but can sustain 6G for a limited... Hours. The answer is hours. Essentially the speed of plot. =P
So you're telling me it's going to take 4 hours to pick up an additional Lance of mechs....!
F
@@KlaytonTripleO Probably longer if you consider orbital velocity and/or the distances involved in geostationary orbits. Either the Leopard has to ferry back and forth to geosync orbit, or it has to wait for the mothership to complete a full orbit and be on the correct side of the planet again. Depending on how easy it is to orbit the "wrong way", the Leopard could conceivably backtrack the orbit to meet the mothership in time to pick up the next load of 'mechs and drop in the same pass, but more likely, the Leopard would have to descend to the surface and drop a lance, return to the mothership after it completes an orbit to pick up the next lance, use the 2nd orbit to complete the equipment transfer and be ready for its 2nd reentry, then have to wait out the 3rd orbit on the ground so it can use the 4th orbit to reload with the 3rd lance. Based on modern rockets ascending to orbit in about 10 minutes, a Leopard could probably match that. It's the in-orbit rendezvous that usually takes a REALLY long time to do safely. The ISS orbits every 93 minutes. Assuming our Leopard can dock, load, undock, and reenter in a single orbit, I stand by my 2-orbit turnaround, which is 3 hours per additional lance. At 10 seconds per turn on TT, (carry the one), infinity. You're looking at infinity turns before the next lance is available.
No way is it worth $20 but on sale sure. I want to support them but this offers me nothing I want.
Well let's enhance this conversation what do you want to see?
@@KlaytonTripleO The short version: MW2 remastered. The long version? An immersive and extensive campaign with a well written story, and game mechanics that simulate in the most accurate way possible the combat as described by the TT game rules. I'd LOVE to see functional Union-Class dropships which the player can upgrade to. I'd love to see a game as thoroughly developed and fleshed out as Mass Effect, set in the Battletech universe. I'll settle for MW2 (all three of them) remastered. :)
Oh my God wouldn't that be something a good story all written out. something we could follow longer than 5 minutes...
@@KlaytonTripleO Clan mechs, and invasion mechanics, lance vs star, new weapons, New IS mechs, I dono, I could go on for hours.
@@joshmilner4864 well I know for sure they are working on clan stuff... but everything else is up in the air...
I would love more depth for the pilots. Something that adds personality to them and makes me care for them or hate them.
I completely forgot about the repair facility in that one mission until I saw a few buildings this week that looked like one. I was wondering if I just always missed where they were on the map.
So including mods:
Battletech with DLC and Roguetech mod or MW5 with DLC and workshop.
This if you only have the time to play one of both, the two gameplays are awesome so just checking which is the better investment here.
Full disclosure, I've only played HBS' Battletech so far. That said, from everything I've seen and heard, Battletech is the better investment if you can only do one. The base game is better, the mods are better, and I think it's cheaper, to boot (but don't quote me on that). HBS set out to make the best standalone game they could, and recruited Kickstarter support to flesh out and improve the existing base game. PGI set out by saying "we're relying on the modding community to fix this for us".
@@c182SkylaneRG I'm afraid you are correct. If the two games were the same, only Harebrained's product would sell. But Battletech is tactical and MW5 is FPS, so there's room for both. It sure does feel like PGI shoved it out the door without polishing it first, though.
@@c182SkylaneRG I doubt event he modding would be able to fix a game AI to introduce more tactics and strategies.
However i have been wrong before...
I like the strategic gameplay of Battletech but i also loved the visceral gameplay of MWO and by extension MW5.
With a two years old at home, work and university i can only invest a few hours per weak so i have to make it count.
@@michaelgimenez4032 there are several ai mods.
@@michaelgimenez4032 With time investment as a constraint, I have to point out that individual MW5 missions can probably be completed in 10-20 minutes, while individual Battletech missions can take up to an hour or two, apiece.
TextWarrior 5: Bookworms - The Game
a few other oddities i and my friend noticed with the DLC; minimap: some desynchronizing; Targeting with mech switching, we've both tried it and if you mech switch alot your laser targeting gradually gets out of sync with the crosshairs, we think it has something to do with mech variation; also if importing a save game, some existing mechs from a save don't have hands, but have the slot you can't fill. On the upside, if you get the spawn bug where your mech can't move as it spawned a couple feet off the ground, mech switching "fixes" that, as well as switching to get ai mechs unstuck due to path finding issues in some new canyon maps.
At this point I think the community would happily bring back those cheesy live action clips from MW4. God, just give me the cool mission briefs from MW3 with the satellite shots and VO if no one wants to be in front of a camera. Give me dedicated pilots with unique VOs that give them personality. I don't understand how PGI is failing at basic game design elements that have been around for decades in previous titles. Hey gang, it's better to copy your HW and turn something in than it is to turn in nothing at all.
I wish my pilots needed to use the bathroom during a mission to add some depth and substance
Agree with your assessment, just wish they would have made "Kill all enemy mech's" a secondary objective. Complete the primary and then have ability to withdrawn instead of "Stand and deliver" as your only win option...
I think they broke inverse kinematics that were actually working prior the update. Or maybe I'm crazy idk.
Phil, please check this: imho there is a bit more than the 14 scripted Kestrel missions, I think the added also a couple of new quests, in my playthrough I think to have found some I never noticed before. Game experience: 2x campain vanilla, 1x campaign with heroes DLC (yes, this is a difference, as heroes quests are available and yu can use them within story missions, can't remember any streame or 'tuber mentioning that ever), 2x career heroes DLC, currently continued play after finishing Kestrel missions).
Signing your critique points I still rate it a 10 for me, for I value the absolute joy I had (and have) playing it. The fun experienced outways all the flaws you pointed out. What I may add, I had display troubles in the warship mission, walls disappeared and reappeared constantly, whitch completely spoiled the idea and nearly cost me the mission.
For the mission briefing, espacially for scripted story missions, IMHO best solution was in MW3, this was a really good presentation of facts, a lot of text read out and a proper use of visualization, at least in my book. PGI really should get some inspiration. Also I remember some of their own artwork in the original campaign missions debriefing (enormous holo tank...) that could be exploited.
A word on the ever mentioned repeativness of the procedural missions... I played every one of my MW games over and over again beginning from MW2 on. MW3 has given me the most lore feeling, and everything, from mech behaviour to art work was top notch at it's time. Still, ther was just one series of campaign missions, scripted to the single mech step... well compare the 20 scripted missions played over and over again (it's that or nothing) to that procedrual missions of MW5 and talk about repeativness. With all their limits, those procedurla missions provide you with an ever changing landscape and ever changing opponents. And if you jump into a mech to combat other mechs (and stuff) there will be limits what you can do. After all, it's the military, it's repeat and wait all the time. Sure still room for improvement, in MW2mercs we had a mission as a tanker, man how big can even a Kitfox be from that POV. Or how about Aero lances, in Earthsiege2 you had flyer missions, batteling mechs on the ground.
DLC content: you are right, there is not much you get from the DLC, as the only improvements are given away freely via the general game update. Honestly, kudos for that, or would you have liked to have melee and mech switching for DLC owners only? Although I Have a feeling, they really had no other choice to ensure the cross play function, I still feel like offered a DLC and not forced to buy mandatory to continue playing. On the contrary, I felt inspired to buy the DLC to show support and keep them interested in further developing, being it more updates and DLCs or MW6.
Bottom: I loved MW5 from the start, other than MW4 or even MWO it gave me back that lore feeling I first experienced with MW3. Both DLCs just added to the experience, I even enjoyed the slight reduction in video quality, as it really improved performance on my a bit older equipement.
I just loaded MW5 on my 1S. I stopped playing in year 3111... so how would I start this DLC and is there any way I can use the mechs I have in the campaign in the DLC? Love to use my Atlases and Mark II Marauders, Nightstars or w/e, King Crab, Banshee, Battlemaster, Highlanders and others instead of the tiny mechs they start you with here.
The mechlab needs to let you know about tech and features. You can literally not tell some variants apart.
I noticed that you can now see how many upgrade slots a mech has before buying it. It would be nicer if we could see what size weapon slots it had too. Or, better yet, remove the weapon slot mechanic entirely and go back to critical space.
I just want a separate mechlab to just build mechs into like HBS Battletech, and have them integrate in the spawning pool.
That sounds like fun right up until I make a Direstar equivalent and then one blows me apart. (No wait, that sounds hilarious!)
@@Sorain1 Well, they could limit it by battlevalue or something.
Of course I honestly don't mind going up against dire-star. Yes because it's fucking funny.
Picked it up, suffered multiple crashes at the end of missions (no mods installed). After the third time redoing the first dlc mission only to crash again I called it quits. I'll probably pick it back up after some patching happens, but in the meantime I got Mercs4 running on my system so I'm good for now.
If I can't experience FedCom's birth, I'll profit from it's end.
Is this the best mw game? No. But since the only gaming system i have right now is a ps4. The lack of good mech games in general. And my love for this universe. I accept the flaws and have a good time.
I get that, but I feel like that’s just the fans settling for mediocrity.
@@NoGutsNoGalaxy oh no. This shit can and needs to be way better than it is. Ive played the older games on pc. This is def a step down. Its not really settling so much as its not so terrible it isn't worth playing, and there aren't really other options on console yanno. Console is probably the worst place to play this one due to no mod support.
Let's home future DLC or MW6? is better...
It's been a while, but MW2 maps were much larger, had more varied objectives and mission types, and more AI commands. I wish they'd take a lot more from the MW2 series and even let you use the MWO Betty, or at least stop breaking the mods for music and Betty. It would be perfect if I could use the MW2 soundtrack and Betty, but the mods for it are out of date. I'm not sure why minor patches need to break music and voice mods
Somewhere at the 15-minute mark phil starts talking about AI units having strategy instead of the basic coffin nail strategy. Which I'll be honest I really think they could have on to something in the last update I do not understand why they're not using more of that type of thinking for this update. This is supposed to be an update moving forward not more of the same strategy. Which I completely agree with.
I agree with your critiques, especially #2. It's definitely a case of information overload at the wrong place, at the wrong time. Guess we should be thankful that we not getting a wall of SMS text with no audio on our HUD in the midst of fighting for our lives. Yea, for small favors.
I kind of wish that melee had more weight behind it, when you punch your mech throws it’s arm out but with limited speeds and with no melee lunge of any kind sometimes you end up just out of punching range throwing your hands wildly and it feels kinda bad. Another thing with melee is the lack of weight behind the hits, when throwing a punch in your mech it should in a sense, commit you to that action, (the lunge with a few slightly fast steps to really build momentum and throw that punch) and the mech receiving that punch should at the least stumble a bit. The pilots as it stands now are absolute masters of their gyros and don’t really even react to the punch other than to punch you right back. Having that *hit then stumble would give the initial melee attacker an advantage and put some distance between the two mechs afterwards so a decision could be made as how to react to the situation (fight or flight). It would add a bit more depth to the mechanic as a whole. Like imagine actually being terrified of a charger steaming towards you with its short burst small lasers, speed and melee, because you knew if that thing started laying into you, you would be in a very dire situation, if you run it’ll catch you. maybe you’d prioritize it over the atlas even. I think they nailed it with the sounds though. When mechs punch each other it is a massive metal on metal cacophony.
I like the mod 330's Pilot Overhaul check it out
I'm generally happy with the game and it's expansions, but they need to add mission types, mechs, and the clan invasion with the ability to play as a clanner
One big issue with the whole game is that difficulty emphasizes on numbers, not individual unit skill, and it’s even more evident with the bloated ammo counts + ballistics damage (AC/20 damage is tabletop accurate tho), as well as you and lance mates getting skill bonuses the enemies don’t. It’s made even worse buy the fact that vehicles are only half as strong as they should be (not to mention the lack of locational damage), so there needs to be significantly more of them otherwise to put up a good fight later on. And to top it off, coming back to skills, the AI’s accuracy and such should be what their skill levels affect, rather than their skill being locked-in like a tier...and the fact that the skills themselves instead increase your weapons’ raw damage and reduce incoming damage is INFURIATINGLY bad for immersion...
One other smaller issue, more nitpicking than anything...the XP system for reputation and such telling you your exact progress and XP makes things feel...gamey.
talking about bugs. btw.... i once had a megacity mission.... only to be surprised by a fulld esert biome. instead. but the skybox still was Megacity lol it was kind funny.. they could really do this with let say a park setting and fewer city building inside of it.. (you know but like centralpark NY:USA?) but yhe ai got a desert haha
Did not expect much from the DLC. PGI were never strong in the SUBSTACE part of the game. They are good with visual design but thats about it. Moders are what keeps this game alive, not devs. Vanilla stuff is just always so shallow FROM PGI. Cant wait until MercTech is updated to work with DLC 2.
And we need a way to shut Ryana up during missions. I miss the MW2 just you and Betty during missions
all the ressources they have put in the "switching" feature, they should have put into AI und gameplayfeatures along with the voiceovers. In the end switching is useless. i build mechs for me as player to use (shiny gear, full high end gear), and mechs for my AI (items i can replace easy)...because they keep loosing parts & are shredding the mechs that i give them. so instead switching to a not optimal perfoming mech is meh. AI improvements, and better control combined with a basic map commands for my lance. that would have been the fasr better solution. instead we get "mech switching" .... the only new usefull featue is melee.
Have had Legend installed for months but just getting round to playing. Started to watch this video to get an idea of what is involved. Ended up having to stop video because of one thing - misuse of the word "critique". The word you are looking for is "criticism". A critique is an overall view.
I love Mech 5, I love the DLCs and I love MWO but what annoys me is that they keep saying we are all focused on Mech 5 so no content for MWO but then the Mech 5 patch/DLC also only brings marginal content to the field. It is not like all those resources were pulled from MWO to bring Clans as an entire story/time line extension or we suddenly see 25 new mechs or pirate tech and markets or sth the like - just some extra variants, some extra maps and a decent but somewhat short story line. If you trust in your product put some real resources behind it and then produce real amounts of content. And if you got two good products hire the necessary staff.
Yea a frankin-mech lab would be cool. Like getting a new mech tech thats constantly at odds with your old one because he lets you make abominations out of your mechs lol
I'd give the whole game 6 out of 10. I'm glad it came out on Epic first as I would have bought it straight away at full price if it had been on Steam. I ended up buying it when it had been on Steam for a while and was in the sale.
They’ll charge another $30 for hatchetman, axeman, no dachi, black knight sword variant etc.
I use wemod trainer to get rid of tonnage limit
i'm actually replaying the main Campain... seeing with the new options sounds. and ofc Melee. its really fun :P and then when i played thru it. ill import my data to the new DLC career. and move on :P
This is a good review!
I feel like PGI spent their time getting the game onto PS and the rest is rather phoned in. 20 cruddy mech variants, walls of text, janky menus. I wish they could hire more people and bring this game to the next level but it feels like mods are bringing the polish to the game.
Like the sound design suuuuuucks on this game, I can't wait for Kh0rnz' mod to get updated. Yet Another MechLab and/or MechTech mech labs should be in the game by default. We are getting new way more variants (better variants) with mods. A modder with no experience was able to get VR working?!! It would be cool if the pilots on the bridge were facing the monitors and doing something. That the ship didn't feel like a morgue. The main game feels like the bare minimum to get you out shooting mechs. I could go on and on.
Mech switching and Melee are awesome, but I think this will be the story with MW5. We will get underwhelming DLC. "Clans are most likely not going to happen, it's too much work for this game" is what I am hearing. With four more years with the license why not make one good game, $30 base game, $30 Clan Invasion Expansion, and $15 content drops like this Kestrel.
As my old crappy boss from Comcast would say, "it is what it is". It's a good game, not a great game.
+1 for Khornz mod. I'm ruined for playing it with original sound. Just his PPC sounds alone are embarassingly better than the PGI sfx.
I like the content but really think they need to engage the modding community to bring more depth. I have over 300hrs in this most of it with mods and the depth it brings is much more to my liking. your right about the narrations they can be very distracting while your deep into combat. but most of the scripted missions are good. the second half of the campaign is excellent.
I've read the Warrior trilogy at least 4 times over the last 30+ years so the setting for this DLC was a big draw. I too am more than a bit disappointed that so much of the dialog that ties these missions to that story is completely unintelligible while the pre-mission stuff is all text.
it's very barebones, all of it really. The QA is also pretty bad with the mech switching not working out of the box and AC sounds missing.
The glaring issues with AI still not resolved.
PGI needs to step up
Grid map to control team, faster grouping speed after recon, formations, better auto repair all buttons, big ball Mother ship drops and larger lances.... Hmmmmm, more main game discover scenarios... Anyways
PGI lives up to its interminable tradition of putting out subpar content at inflated rates. Might as well change the P in their name to Paradox.
OOF... right in the feels
Bit harsh critique left and right in the video, it's DLC for the asking price where in my region I can hardly get burger, some fries and a coke for. And this for an already niche game that cannot coast on the sheer masses to get the revenue. Factoring that all in - story and content, Megacity Combat, additional Biomes - I think they did a tremendous job for that lousy 15$.
You can't expect PGI to ever do anything properly. I'm surprised the melee came out so well.
The game still needs a new UI design. That barebones "babies first Unreal game menu" -look hurts to look at.
The marketing around the new mission types it's blatant lying, most of those already exist and have been renamed.
PGI needs to put effort into fixing the major problems around AI and improve the mechlab with load outs
It’s not lying, it’s a case of advertising not being clear enough. assuming you’re talking about the new procedural mission “variants”, those were pretty much always listed as part of the Mega Cities. Unfortunately, not enough emphasis was put in the part about them being variants exclusively for that biome, and that leads to people jumping to conclusions about PGI’s motives and making a big mess of things. It’s unfortunate, hopefully PGI learned to be better about that sort of thing.
Agree about the AI tho
Use my mod to help with the dialogue. You will be able to hear it better.
The campaign was cool but really unbalanced at time. Started from scratch in 2015 so reached with mechs and equipment tailored to my tastes, and the weight limit was a problem since I had too many heavies XD. Agree with any of critiques here but I still enjoyed the game. The mech switch didnt even care or used it. Makes no sense to me.
Love MW5 but this DLC for it's price is NOT worth it.
Wow....I don't know what to think about this review...I guess everyone has their own opinions and, of course, there is no accounting for taste....Personally I felt that this DLC was not at all like the previous DLC. I think your disapointment in the direction this game has taken has colored your overall opinion of the franchise all together. This is a good game. This DLC is good. The modding options on this game allow for a flexibility that othere Mechwarrior games just do not have. To hear you say it we might as well just set the whole thing on fire and really get into....I dunno...some deck building clone. Also, Mechwarrior 5 is not dead. To make a video plastering that as the title to me is very telling. Finally, all things must come to an end. Including Mechwarrior Online and Mechwarrior 5, and battletech and The Atlatic ocean and the world and the universe. It sucks. We can't have what we want, but we can want what we have. For the time being we have two great Battletech games that I'm glad they made. It's not perfect but it sure as hell beats nothing at all.
I get you, but that last line, we are 'settling' for mediocracy. I think this IP is amazing and in that, deserves more. Let's elevate this IP, not settle for 'well it's better than nothing at all.'
First 30 seconds;
If you like the game's story, this DLC is for you.
If you dislike the game's gameplay, this DLC is not for you.
...
So if you somehow found a way to like the atrocious story, and could overlook the terrible gameplay, this DLC is for you.
Mods will make this semi-bearable.
This video woulda been 10 minutes long if you cut out all the whining about having to read.
The story is the main focus of the DLC… literally the only thing being added per value. So yeah, imho it’s a let down.
I really think that you are overally critical because its doesn't have an in depth Mech Customisation system like MWO. I think the Mech Switching is buggy as hell at present but is hugely useful and fun in single player, don't get me wrong most of your points are valid and particularly agree with your points regarding the cheapness of the lore presentation as well as the complete lack of any care for , but they are trying to add what we have asked for, Melee?! Just arguably not as well as we'd like. I personally very much am enjoying the campaign.
Disappointment... I find that pgi needs to let someone else take over. I love battletech and mech warrior, but I have always been disappointed with pgis products and customer relations. I understand why no guts is not super critical of pgi, still disappointed...
Like the critiques here, don’t understand how programmers/devs don’t also see the basics of tactics and strategy going out the window.
More of the same. Just annoyingly cheap for $60 game and then $30 for DLC.
Game was $50 at launch, thankfully dropped to $30 with the Year One launch. DLC’s are both $20 each. Just making sure you know that.
@@JimBobJoeB0b that’s USD mate. In my currency it’s higher.
@@MC-el2us ahhhh
its awesome
as a legendary founder MWO... PGI has ruined battletech for me all together... they're trash... garbo..... MC:G will be forever the best one.....
DLC is as broken as phils integrity.
This is his livelihood this is how he makes money of course he's going to embellish you can't blame him for putting on a good show. don't be salty
If this was even remotely true he would have given the DLC a 10 out of 10 and spent the entire video singing it's praises. Instead, a 6 out of 10 was given and he was critical on a lot of aspects of the new DLC. DId you even watch the video?
@@adrianswall4187 Essentially, yeah. He gave it a 6/10 because he loves battletech, and he spent a lot of time talking about shortcomings. Shoot, the only reason I bought the game is because I love Battletech, so I bought it despite the reviews and the switcheroo to Epic Games.
@@gbprime2353 Yeah, I'm pretty much in the same boat. You can excuse a lot about the game simply because there are so few options out there, especially if MWO isn't for you, which it isn't for me. That was kind of my point though, Phil is obviously a hardcore Battletech fan so you'd expect him to be biased, yet he wasn't. So I thought it was a bit weird for this person to question his integrity when the review was honest and fair.
@@adrianswall4187 don’t mind these people too much, they’re blinded by the salt
lol repetition.. welcome to EVERY GAME EVER