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Thread: Mechwarrior: Living Legends (Crysis mod)

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    Grizzled old-timer! Deadlight's Avatar
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    Mechwarrior: Living Legends (Crysis mod)

    The BETA of MWLL is now up, so patch the original Crysis, head on over to the MWLL site to get the beta, then I'll see you on the battlefield!

    If anyone needs help with installing / gameplay etc. just give me a shout!

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    Fun not Frags Geist's Avatar
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    Re: Mechwarrior: Living Legends (Crysis mod)

    Was playing this morning.

    It's Great(tm)!

    A fair few things for them still to work on but so far they seem to know about everything I've come across.
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    Re: Mechwarrior: Living Legends (Crysis mod)

    Was playing with an Awesome, armed with 4 PPCs. Wiped the floor with everything!

    One thing that I didn't know to start with; If you're mech uses missiles (SRM, LRM, ELRM etc.) make sure you've got a TAG or a NARC target systems - you're missiles won't do much otherwise!)

    Dale
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    Re: Mechwarrior: Living Legends (Crysis mod)

    Clan missiles are guided

    The target area gets a white outline on tanks,mechs etc followed by the standard beeping which after a few secs goes constant.

    I've been sticking to the BattleArmour more so far. Love jumping around mechs and taking them down... Or just hitching a ride

    I've not tried the TAG yet but the NARC is a 'fashbang' in the buy menu iirc.
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    Re: Mechwarrior: Living Legends (Crysis mod)

    Just installing Crysis now, will patch and then install this...never heard of this before.
    Quote Originally Posted by TAKTAK View Post
    It didn't fall off, it merely became insufficient at it's purpose and got a bit droopy...

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    Re: Mechwarrior: Living Legends (Crysis mod)

    Hmm, like the look of this. Will have to get a copy of crysis. Do I need to buy Crysis and warhead?

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    Re: Mechwarrior: Living Legends (Crysis mod)

    Just Crysis I think Flibb as it appears the mod doesnt yet support Warhead according to the website.

    MechWarrior: Living Legends (MWLL) is a total conversion modification for Crysis. - From website
    Quote Originally Posted by TAKTAK View Post
    It didn't fall off, it merely became insufficient at it's purpose and got a bit droopy...

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    Re: Mechwarrior: Living Legends (Crysis mod)

    Aye as Disturbedguy said Crysis only atm although I've heard there looking at porting it to warhead for release / nearer the time as it's not a huge change.
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    Re: Mechwarrior: Living Legends (Crysis mod)

    Looks like I missed any steam deals on getting it cheap, Game list it online for under a tenner, wonder what it is in-store. Just love their pricing

    Buy new for £8.99
    Game download price £19.99 Bargainnnnnnn


    Will pay £10 in store if they have it.

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    Re: Mechwarrior: Living Legends (Crysis mod)

    Patches taking longer then the mod did to download
    Quote Originally Posted by TAKTAK View Post
    It didn't fall off, it merely became insufficient at it's purpose and got a bit droopy...

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    Re: Mechwarrior: Living Legends (Crysis mod)

    Looks like I am heading to the local game to pick up crysis for a couple of quid

    Loved every mechwarrior game that hit the PC and this is looking impressive.

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    Re: Mechwarrior: Living Legends (Crysis mod)

    About to install the patch, do I need anything extra to play online or whatever?
    Quote Originally Posted by TAKTAK View Post
    It didn't fall off, it merely became insufficient at it's purpose and got a bit droopy...

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    Re: Mechwarrior: Living Legends (Crysis mod)

    Nope.

    If you have Crysis through steam you don't have to patch it. If not then you need the latest 1.2.1 or something.

    Grab the Mod and the Mod hotfix and follow the install instructions, remember to replace the actionmaps.

    The Mod comes with a MLLLauncher.exe in the folder that's a fast way of running the game.
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    Re: Mechwarrior: Living Legends (Crysis mod)

    ok well I have the game patched and everything, just got to find the install notes..
    Quote Originally Posted by TAKTAK View Post
    It didn't fall off, it merely became insufficient at it's purpose and got a bit droopy...

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    Re: Mechwarrior: Living Legends (Crysis mod)

    For those of you who are not familiar with BattleTech/Mechwarrior or those who need a refresher here is a quick primer on the weapons available in MWLL

    **PREFIXES**

    C= CLAN
    ER=Extended Range (usually used interchangeably with clan, because clans used ERs a lot)
    U=Ultra

    S=Small
    M=medium
    L=Large (NOTE- Denotes "light" in the case of a Gauss Rifle)
    -----------------------------------------------------------

    **Weapon Names**

    BALLISTIC WEAPONS

    AC = Autocannon
    A rapid-firing, auto loading weapon that fires high-explosive anti armor rounds,
    Ammunition ranges from 30-90mm for Light AC's to 80-120mm for Heavy AC's (HAC)
    Think of this as a auto-firing, rapid fire howitzer and you wouldn't be far off (120mm is a common howitzer size)

    AC's(of all variants) are given a size value of 5,10 and 20 (smallest to largest)and are donated by "AC-#" For example AC-5.
    In battletech ACs have a variety of ammunition available to them. In MWLL each type use one basic ammunition type. Further ammo
    types may be made available in the future.

    UAC = Ultra Auto Cannon
    Clan only Advanced auto cannon capable of firing a higher sustained rate of fire (RoF) then a average AC.

    RAC= Rotary Auto Cannon
    Rotary Barrel style of the ACs allowing for extreme rapid fire of over 2000 Rounds per Minute

    LB-X =
    A lighter version of the basic AC. Capable of using cluster munitions, which act essentially as a shotgun. In MWLL the LB-X only uses cluster munitions. New munition types for all AC types might be introduced into MWLL at a later date.

    Gauss = Gauss Rifle
    'Mech "Rifle" that propels a solid projectile using a series of high powered magnets. Generates very little heat but fires at a exceptional velocity and range. Its large round size however limits the amount of ammunition a mech can carry to a relatively small amount. While the ammunition itself is non-explosive, the firing mechanism is volatile due to the large amount of power it has to use to charge, and cool, its superconducting magnets. Comes in a Clan, Heavy (Inner Sphere only) variants

    MG= Machine Gun
    Everyone's favorite low caliber, rapid fire, nitrogen cooled anti infantry weapon. MG is a basic classification for a large number of similar weapons manufactured by every house of the Inner Sphere and every Clan. Including "Vulcan" rotary MG's and single barrel squad support weapons. For simplicities sake all 'mech and vehicle class MGs have identical characteristics (dead is dead in any case)


    ENERGY WEAPONS

    BL= Beam Laser
    Weapon that fires a relatively long, powerful laser. Inflicts damage through high energy transference directly resulting in the heating up of armor and subsequently internal components.
    Note that unlike every other mechwarrior game, simply hitting a enemy with a beam laser does not guarantee maximum damage. Enemies in MWLL take damage continually as long as the laser is on the target (instead of a Miss or Hit situation where it does max or no damage as in other mechwarrior games.)

    PL=Pulse Laser
    Laser weapon that fires short, quick pulses of energy. Similar to a beam laser but fires in short bursts resulting higher accuracy but reduced damage and range.

    PPC = Particle Projection Cannon
    Weapon System that uses a magnetic accelerator to fire a high powered stream of proton or ion bolts. Damages from energy transferal on impact and heat.
    Variants include the Clans ERPPC (Extended Range PPC)

    Flamer=
    Weapon that taps into the heat generated by a 'mechs and vehicles power plant and shoots it out of a barrel in a high powered, short ranged burst of energy. Similar to a modern flamethrower in most respects. Good anti-infantry weapon for its damage potential and moral busting effects. Its main use however is to raise the internal temperature of enemy 'mechs and vehicles by bathing them in a burst of super heated plasma. In vehicles that use a Internal Combustion Engine (ICE) the flamer uses a mixture supplied from the vehicles fuel tank instead of from a fusion power plant.

    MISSILE/BOMB WEAPONS

    SRM= Short Range Missile
    High explosive short ranged missile system. Comes in 2, 4, and 6 variants (SRM-6 rack fires 6 missiles per salvo)
    Less range then a LRM but twice the damage

    LRM= Long Range Missile
    Long Range Missile system, half the damage of a SRM but more then double the Range. Comes in larger rack sizes then a SRM to make up for its poor damage per missile ratio. Comes in racks of 5,10,15 and 20. LRM5's have 5 missiles while LRM20's fire 20 missiles per salvo.

    ELRM= Extended Long Range Missile
    Advanced Inner Sphere version of the Clans Extended Range LRM (ERLRM) Sports extended range over the basic LRM system

    ARROW IV= "Arrow IV Missile Artillery System"
    Extremely long-range missile artillery system. Fires one missile per salvo but has a high damage potential. Also not the most accurate weapon system available. Best when paired with a NARC beacon to help the missile home in on targets. NARCS can be deployed by the system carrying the ArrowIV or friendly combatants.

    Fire Bombs =
    VERY high damage non guided bomb package available on some aerospace

    TBolt = Thunderbolt missile
    unguided, very high damage single missile system. However it may be paired with NARC to create a semiguided missile system. TBolts where invented in the solaris arena by inventive pilots


    ADVANCED TARGET AQUISITION EQUIPMENT

    TAG = Target Acquisition Gear
    Gear used by a spotter unit to designate targets for missiles. Useful for LRMS and Arrow IV systems. Missiles will home in on designated target. In MWLL the designating unit will receive a portion of CBills for every hit on the designated unit as long as a enemy is "Tagged." TAG lasers can only be seen by enemy units with night vision optics engaged ("I" key)

    Elemental s may purchase a smaller version of the TAG.

    See NARC entry below for note on MWLL advanced target acquisition priority system

    NARC = Narc Missile Beacon
    Heavily modified missile launcher that fires special missiles called pods. When fired a pod deploy magnetic legs that stick to a mech or vehicle. NARCS act as a homing beacon for missiles and ARROW IV systems. Additional, deployed NARC beacons give out a identification signal when stuck to a enemy unit. In game this is portrayed by a small triangle with a unit identification text next to it. NARCs give bonus cbills to the deploying unit similar to TAGs.
    NOTE- Tags still work when not attached to enemy units! For example they work when shot into the ground. However advanced missile guidance systems in MWLL follow a priority system, where missiles will first home in on legitimate TAG targets, then NARCS attached to enemy units, then non attached NARCS.

    SPECIAL SYSTEMS

    MASC =
    Special muscle system for mech legs. Gives them increased speed and ability to sprint. Left shift to sprint.
    Variants are dependent on 'mech size and only reflect the added weight of the MASC needed to give the 'mech extra speed.
    Increases heat by a exponential amount

    jj=Jump Jets
    Special thrusters located on points in the mech. Gives the 'mech the ability to jump a distance. Does not provide the ability to change direction mid flight. Jumping from a stand still will propel the mech verticly while jumping while moving forward will add a degree of forward momentum to the jump. Comes in Light, Medium, Heavy, and Assault variants. Variants are dependent on 'mech size and only reflect the added weight of the jump jets needed to give the 'mech thrust and does not change their jump length/power available.

    --------------------------------------------------------

    COMPUTER AND ELECTRONIC WARFARE SYSTEMS

    RADAR PROBES

    BAP= Beagle Active Probe
    Increases sensor range by 250m

    BHP= Bloodhound Probe
    Increases sensor range by 500m (maxed to 1500meters for large signitures - mechs- 250m for infantry)



    ELECTRONIC COUNTERMESURES

    GECP = Guardian Electronic Countermeasures
    Masks activated unit from radar systems. Decreases enemy radar range to detect unit by 500m

    AECM = Angel ECM
    Masks team mates from radar within a 150m range. Decreases enemy radar range to detect units within area of effect by 500m

    c3 = c3 Computer system **NOT IN BETA
    Distrubuted radar/sensor tactical network system. Takes radar and sensor information and distributes that information to fiendly units also with c3. Units without c3 will not benefit from this. Technicly uses a master/slave network but MWLL makes no differentiation between master units and slave units

    IFFJ = Identify Friend or Foe Jammer **NOT IN BETA
    jams the IFF system that is on all mechs and vehicles. When activated it makes the activating unit appear as a friendly to enemies. Does not effect your friendly IFF signiture


    ---------------------------------------------
    HARD MOUNTED DEFENSIVE SYSTEMS

    AMS = Anti Missile System **NOT IN BETA
    Mini turret on 'mechs and vehicles that shoot down incoming locked missiles. Missiles must be LOCKED on to the unit with the AMS in order for the AMS to receive the missiles signiture.

    ACM = Active Counter Measures **NOT IN BETA
    Flare/Chaff System that lures away incoming guided missiles



    ---------------------------------------------------------
    Heat Systems

    HS= HEATSINK
    basic system in 'mechs used to dissipate heat. 'Mechs typiclly use several to lessen the amount of heat generated

    CPOD = Coolant Pod **NOT IN BETA
    Externaly mounted coolant system used to flush heat. Provides more coolant then the basic system in all 'mechs. Uses advanced coolant fluid that is more efficient at disipating heat then basic coolant systems.

    HCPOD = Heavy Coolant Pod **NOT IN BETA
    Larger CPOD with larger flushing systems that is capable of flushing at a much faster rate. However uses coolant much faster then a normal CPOD.
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    Re: Mechwarrior: Living Legends (Crysis mod)

    Can anyone point me in the direction of some install notes?
    Quote Originally Posted by TAKTAK View Post
    It didn't fall off, it merely became insufficient at it's purpose and got a bit droopy...

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