History Videogame / MechWarrior

12th May '17 6:02:10 AM Omeganian
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* AllThereInTheManual: Gamespy had a number of articles about the background of the characters, expaining things like why Ian was sent away from home. The site has shut down years ago, but Website/WaybackMachine [[http://web.archive.org/web/20041211135521/http://archive.gamespy.com/legacy/articles/mech4mates_a.shtm still]] [[http://web.archive.org/web/20050410063659/http://archive.gamespy.com/legacy/articles/mech4mates2_a.shtm has]] [[http://web.archive.org/web/20050410065435/http://archive.gamespy.com/legacy/articles/mech4mates3_a.shtm copies]] [[http://web.archive.org/web/20041211141150/http://archive.gamespy.com/articles/september00/mech4mates4/ archived]].

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* AllThereInTheManual: Gamespy had a number of articles about the background of the characters, expaining explaining things like why Ian was sent away from home. The site has shut down years ago, but Website/WaybackMachine [[http://web.archive.org/web/20041211135521/http://archive.gamespy.com/legacy/articles/mech4mates_a.shtm still]] [[http://web.archive.org/web/20050410063659/http://archive.gamespy.com/legacy/articles/mech4mates2_a.shtm has]] [[http://web.archive.org/web/20050410065435/http://archive.gamespy.com/legacy/articles/mech4mates3_a.shtm copies]] [[http://web.archive.org/web/20041211141150/http://archive.gamespy.com/articles/september00/mech4mates4/ archived]].
12th May '17 5:59:42 AM Omeganian
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Added DiffLines:

* AllThereInTheManual: Gamespy had a number of articles about the background of the characters, expaining things like why Ian was sent away from home. The site has shut down years ago, but Website/WaybackMachine [[http://web.archive.org/web/20041211135521/http://archive.gamespy.com/legacy/articles/mech4mates_a.shtm still]] [[http://web.archive.org/web/20050410063659/http://archive.gamespy.com/legacy/articles/mech4mates2_a.shtm has]] [[http://web.archive.org/web/20050410065435/http://archive.gamespy.com/legacy/articles/mech4mates3_a.shtm copies]] [[http://web.archive.org/web/20041211141150/http://archive.gamespy.com/articles/september00/mech4mates4/ archived]].
30th Apr '17 2:47:16 PM Saber15
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* AntiVehicle: Rotary [=Autocannon/5s=] have a damage multiplier against tanks, allowing them to rip through the normally incredibly heavy armor in no time at all. The [[FanNickname RACmolisher]] Demolisher variant carries a pair of [=RAC/5s=] and ''even more'' armor than the standard variant, making it the ultimate tank hunter.

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* AntiVehicle: Rotary [=Autocannon/5s=] have a damage multiplier against tanks, allowing them to rip through the normally incredibly heavy armor in no time at all. The [[FanNickname RACmolisher]] Demolisher variant carries a pair of [=RAC/5s=] and ''even more'' armor than the standard variant, making it the ultimate tank hunter.
30th Apr '17 1:44:41 PM Saber15
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* AntiAir: The Huitzilopitchli and Partisan tanks in ''Living Legends''. Both spew out hundreds of pounds of ammo every second when firing at enemy aerospace assets. They're needed to protect your team from enemy bombers if your doesn't have anybody piloting air superiority fighters. The Quad Panzer from ''Mechwarrior 4'' will spit a wall of [[BeamSpam large pulse laser death]] at any air or ground target foolish enough to wander inside its range. The Rifleman in ''Living Legends'' and ''Mech 4'' has superior twist capabilties in addition to all of its variants carrying anti-air weapons - shotguns, autocannons, pulse lasers, and light gauss rifles.
* AntiInfantry: Rotary autocannons, autocannons, LBX shotguns, machine guns, and short ranged missile launchers are capable of turning battlearmor in ''Living Legends'' to a fine red mist. Most of these weapons are also amazingly good AntiAir, which makes the anti-air tanks [[InstantDeathRadius mobile battlearmor blenders]].
* AntiVehicle: Rotary [=Autocannon/5s=] in ''Living Legends'' have a damage multiplier against tanks, allowing them to rip through the normally incredibly heavy armor in no time at all. The [[FanNickname RACmolisher]] Demolisher variant carries a pair of [=RAC/5s=] and ''even more'' armor than the standard variant, making it the ultimate tank hunter.

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* AntiAir: The Huitzilopitchli and Partisan tanks in ''Living Legends''.tanks. Both spew out hundreds of pounds of ammo every second when firing at enemy aerospace assets. They're needed to protect your team from enemy bombers if your doesn't have anybody piloting air superiority fighters. The Quad Panzer from ''Mechwarrior 4'' will spit a wall of [[BeamSpam large pulse laser death]] at any air or ground target foolish enough to wander inside its range. The Rifleman in ''Living Legends'' and ''Mech 4'' has superior twist capabilties in addition to all of its variants carrying anti-air weapons - shotguns, autocannons, pulse lasers, and light gauss rifles.
* AntiInfantry: Rotary autocannons, autocannons, LBX shotguns, machine guns, and short ranged missile launchers are capable of turning battlearmor in ''Living Legends'' to a fine red mist. Most of these weapons are also amazingly good AntiAir, which makes the anti-air tanks [[InstantDeathRadius mobile battlearmor blenders]].
* AntiVehicle: Rotary [=Autocannon/5s=] in ''Living Legends'' have a damage multiplier against tanks, allowing them to rip through the normally incredibly heavy armor in no time at all. The [[FanNickname RACmolisher]] Demolisher variant carries a pair of [=RAC/5s=] and ''even more'' armor than the standard variant, making it the ultimate tank hunter.



** Long Tom artillery pieces, which are one of the heaviest weapons in the game, and you need to be damn good to hit anything further than 300m away with them, When you ''do'' hit targets though, they will ''feel'' it. The ''Living Legends'' version of the Long Tom can one-shot ''any'' Mech with a direct hit, but it has an extremely long reload time, only one vehicle mounts it, and the design of the gun makes it impossible to hit anything closer than 400 meters away unless the Long Tom tank is parked on a hill. The online community for [=MW4:V=] had a gentleman's agreement to ban these 2 weapons in online matches, as players using aimbots would simply spam auto-hits with these weapons from outside the game's draw distance.
** Advanced Tactical Missiles in ''Living Legends'' deal a huge amount of damage and can track aerospace units very well, but suffer from a long lock-on time, are crippled by anti-missile systems due to their small salvo sizes, and have a ''tiny'' engagement window; past 750 meters, the missiles self-destruct. Within 160 meters, the missiles are not armed and deal no damage.
** The Nova. On paper it looks like a winner - tons of lasers for its medium weight, decent heatsinking, decent armor... then you climb into one and discover the catch: the torso doesn't twist, meaning you can't hit anything that isn't exactly in front of you. Because your targets rarely have the decency to stay still, this dramatically drops the effectiveness of the Nova.

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** Long Tom artillery pieces, which are one of the heaviest weapons in the game, and you need to be damn good to hit anything further than 300m away with them, When you ''do'' hit targets though, they will ''feel'' it. The ''Living Legends'' version of the Long Tom can one-shot ''any'' medium or lighter Mech with a direct hit, but it has an extremely long reload time, only one vehicle mounts it, and the design of the gun makes it impossible to hit anything closer than 400 meters away unless the Long Tom tank is parked on a hill. The online community for [=MW4:V=] had a gentleman's agreement to ban these 2 weapons in online matches, as players using aimbots would simply spam auto-hits with these weapons from outside the game's draw distance.
hill.
** Advanced Tactical Missiles in ''Living Legends'' deal a huge amount of damage and can track aerospace units very well, but suffer from a long lock-on time, are crippled by anti-missile systems due to their small salvo sizes, and have a ''tiny'' engagement window; past 750 meters, the missiles self-destruct. Within 160 meters, the missiles are not armed and deal no damage.
** The Nova. On paper it looks like a winner - tons of lasers for its medium weight, decent heatsinking, decent armor... then you climb into one and discover the catch: the torso doesn't twist, meaning you can't hit anything that isn't exactly in front of you. Because your targets rarely have the decency to stay still, this dramatically drops the effectiveness of the Nova.
damage.



* AutoDoc: Battle Armors in ''Living Legends'' have a self-healing system, which seals the suit and injects morphine into the player.
* BatmanCanBreatheInSpace: In ''Living Legends'', you suffer no adverse effects when your cockpit or Battle Armor is breached on "[[SpaceZone Extremity]]".

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* AutoDoc: Battle Armors in ''Living Legends'' have Armor has a self-healing system, which seals the suit and injects morphine into the player.
* BackFromTheDead: Meta. ''Living Legends'' development was picked up again by a different team and released a new version in 2016, three years after the last official version.
*
BatmanCanBreatheInSpace: In ''Living Legends'', you You suffer no adverse effects when your cockpit or Battle Armor is breached on "[[SpaceZone Extremity]]".



* BlindedByTheLight: The Warhammer in ''Living Legends'' has a very large spotlight mounted on the shoulder, which is effective at blinding enemies using the nightvision overlay.
* BubblegloopSwamp: [[ExactlyWhatItSaysOnTheTin Marshes]] in ''Living Legends''. Large mounts of silt and mud covered in trees, murky water full of reeds, and fireflies (And yes, we mean ACTUAL fireflies, not the 'Mech) ''everywhere''.
* BuildLikeAnEgyptian: "Sandblasted" in ''Living Legends'' is dotted with large stone pyramids with partial gold covers, hieroglyphics, and a giant laser beacon on the top. The map is also dotted with obelisks and ancient homes.

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* BlindedByTheLight: The Warhammer in ''Living Legends'' has a very large spotlight mounted on the shoulder, which is effective at blinding enemies using the nightvision overlay.
* BubblegloopSwamp: [[ExactlyWhatItSaysOnTheTin Marshes]] in ''Living Legends''.Marshes]]. Large mounts of silt and mud covered in trees, murky water full of reeds, and fireflies (And yes, we mean ACTUAL fireflies, not the 'Mech) ''everywhere''.
* BuildLikeAnEgyptian: "Sandblasted" in ''Living Legends'' is dotted with large stone pyramids with partial gold covers, hieroglyphics, and a giant laser beacon on the top. The map is also dotted with obelisks and ancient homes.



* CaptainObvious: [[http://forum.mechlivinglegends.net/index.php/topic,16982.msg305002.html#msg305002 Early versions]] of TC_Inferno in ''Living Legends'' had signs helpfully pointing out things like '''LAVA IS HOT. DO NOT WALK INTO LAVA''', signs saying '''DO NOT TAXI INTO WALL''' on the runway as well as '''LAVA IS HOT. DO NOT FLY INTO LAVA.'''
* CarFu: A bug in ''Living Legends'' 0.3.0 caused the Harasser hovercraft to weigh several hundred tons, allowing the [[FragileSpeedster tiny, annoying, and agile hovercraft]] to punt around 80 ton Demolisher tanks like they were toys. While it was fixed relatively quickly, ramming is an effective way to deal with enemy tanks. The Hephaestus hovercraft is particularly good at wedging its nose under Oro tanks, which prevents the Oro from firing back. Demolishers can plow most other vehicles out of the way. Aircraft are particularly effective at ramming tanks, which in 0.5.0 would cause the tanks to go [[http://www.youtube.com/watch?v=0EPAybB_CpQ&t=40s flying 200+ meters, spinning wildly]]. Ramming enemy aircraft will usually [[OneHitKill instantly destroy both aircraft]]
* CastFromHitPoints: Lasers in ''Living Legends'', if you fire them while out of coolant and at the heat red-line. In laser-boating aircraft such as the Sulla "A", it's commonly said that its ammo is its armor.
* ComebackMechanic: ''Living Legends'' 0.7.0 introduced heavy scaling on points and cash. When a player in a light mech shoots at a player in an assault mech, the light player will get a huge bonus to their C-Bill reward and rank-up points. If the player in the assault mech fires back, he will receive a penalty to the regular c-bill reward and rank-up points. The system was put in place to stop the [[UnstableEquilibrium curb-stomp battles]] that often occurred in earlier versions. Now, if a player brings out an Assault Mech very early in the game (from banking with other players), he is essentially shooting himself in the foot - crippling his cash rewards and rank-up points.

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* CaptainObvious: [[http://forum.mechlivinglegends.net/index.php/topic,16982.msg305002.html#msg305002 Early versions]] of TC_Inferno in ''Living Legends'' had signs helpfully pointing out things like '''LAVA IS HOT. DO NOT WALK INTO LAVA''', signs saying '''DO NOT TAXI INTO WALL''' on the runway as well as '''LAVA IS HOT. DO NOT FLY INTO LAVA.'''
* CarFu: A bug in ''Living Legends'' version 0.3.0 caused the Harasser hovercraft to weigh several hundred tons, allowing the [[FragileSpeedster tiny, annoying, and agile hovercraft]] to punt around 80 ton Demolisher tanks like they were toys. While it was fixed relatively quickly, ramming is an effective way to deal with enemy tanks. The Hephaestus hovercraft is particularly good at wedging its nose under Oro tanks, which prevents the Oro from firing back. Demolishers can plow most other vehicles out of the way. Aircraft are particularly effective at ramming tanks, which in 0.5.0 would cause the tanks to go [[http://www.youtube.com/watch?v=0EPAybB_CpQ&t=40s flying 200+ meters, spinning wildly]]. Ramming enemy aircraft will usually [[OneHitKill instantly destroy both aircraft]]
* CastFromHitPoints: Lasers in ''Living Legends'', Lasers, if you fire them while out of coolant and at the heat red-line. In laser-boating aircraft such as the Sulla "A", it's commonly said that its ammo is its armor.
* ComebackMechanic: ''Living Legends'' Version 0.7.0 introduced heavy scaling on points and cash. When a player in a light mech shoots at a player in an assault mech, the light player will get a huge bonus to their C-Bill reward and rank-up points. If the player in the assault mech fires back, he will receive a penalty to the regular c-bill reward and rank-up points. The system was put in place to stop the [[UnstableEquilibrium curb-stomp battles]] that often occurred in earlier versions. Now, if a player brings out an Assault Mech very early in the game (from banking with other players), he is essentially shooting himself in the foot - crippling his cash rewards and rank-up points.



* DamageIsFire: Rear torsos in ''Living Legends'' with smoke and burn when critically damaged. Overheating will also cause large heat distortions to appear behind the mech as it tries to shed excess heat.
* DevelopmentGag: Early versions of TC_Inferno in ''Living Legends'' had big signs in the aircraft hangar spawn rooms telling players '''[[http://dl.dropboxusercontent.com/u/5569625/bloopah/ScreenShot0385.jpg DO NOT TAXI INTO WALL]]''' - at the time, the aircraft hangar spawned aerospace fighters facing towards a wall, meaning players had to taxi out, then turn towards the runway to take off. [[TooDumbToLive Most alpha testers would simply mash the throttle to max then plow into the wall at 400kph]]. Unfortunately, the signs didn't make it into the final version of the map.

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* DamageIsFire: Rear torsos in ''Living Legends'' with will smoke and burn when critically damaged. Overheating will also cause large heat distortions to appear behind the mech as it tries to shed excess heat.
* DevelopmentGag: Early versions of TC_Inferno in ''Living Legends'' had big signs in the aircraft hangar spawn rooms telling players '''[[http://dl.dropboxusercontent.com/u/5569625/bloopah/ScreenShot0385.jpg DO NOT TAXI INTO WALL]]''' - at the time, the aircraft hangar spawned aerospace fighters facing towards a wall, meaning players had to taxi out, then turn towards the runway to take off. [[TooDumbToLive Most alpha testers would simply mash the throttle to max then plow into the wall at 400kph]]. Unfortunately, the signs didn't make it into the final version of the map.



* DummiedOut: The two transport VTOLs - [[http://www.youtube.com/watch?v=gNlfRLq6EBQ the Karnov and Anhur]] - in ''Living Legends'' exist in-game but cannot be bought normally, due to their massive size and unfinished (and very buggy) state. They have independently controlled turrets for battlearmor players, [[GunshipRescue allowing it to function like a gunship]], multiple battlearmor can ride in the back, and it was originally intended to be able to airlift vehicles in the back. The only way to get the Karnov or Anhur is to load up a map with either of the transports pre-placed.

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* DummiedOut: The two transport VTOLs - [[http://www.youtube.com/watch?v=gNlfRLq6EBQ the Karnov and Anhur]] - in ''Living Legends'' exist in-game but cannot be bought normally, due to their massive size and unfinished (and very buggy) state. They have independently controlled turrets for battlearmor players, [[GunshipRescue allowing it to function like a gunship]], multiple battlearmor can ride in the back, and it was originally intended to be able to airlift vehicles in the back. The only way to get the Karnov or Anhur is to load up a map with either of the transports pre-placed.



* FluffyTheTerrible: Mr. Bubbles in ''Living Legends''. Mr. Bubbles is a [[{{HumongousMecha}} one hundred ton bipedal tank]] with ''three'' ten ton [[{{GatlingGood}} rotary autocannons]] which can shred ''anything'' in the game in seconds.

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* FluffyTheTerrible: Mr. Bubbles in ''Living Legends''. Mr. Bubbles is a [[{{HumongousMecha}} one hundred ton bipedal tank]] with ''three'' ten ton [[{{GatlingGood}} rotary autocannons]] which can shred ''anything'' in the game in seconds.



** The Sparrowhawk aerospace fighter in ''Living Legends'', which is one of the fastest and most maneuverable asset in the game. It has so little armor, that if you try to run over a battlearmor at max speed, you will both explode. Other vehicles don't even take damage from doing the same thing.
** Battle Armor in ''Living Legends'' - While it's actually quite slow, it's ''extremely'' maneuverable, and can jink around under a Mech's legs, hiding from its fire as the Battle Armor proceeds to [[Comicbook/{{Doom}} RIP AND TEAR]] at the mech's legs. They ''need'' to do this, in order to not die instantly from weapons fire.
** The Black Lanner in ''Living Legends''. It's a Medium Mech with the appropriate amount of firepower, yet it is capable of outrunning every ground asset in the game except for the Owens and Solitaire. Because of this, and because it has so much electronics packed in, [[SquishyWizard it has about the same armor as an Owens]].
** The Solitaire Light Mech from ''Living Legends'' is capable of 151kph standard, and it's capable of mounting [[SprintShoes MASC]] to increase its top speed to ''216kph''. It is also the most lightly armored asset in the game - the entire Mech has less armor than a Daishi's ''arm''. It [[GlassCannon makes up for its lack of armor with a very big gun]].
* FunWithAcronyms: The CRAP, Close Range Assault Puma in ''Living Legends'' - a variant of the Puma which has loads of heavy lasers.

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** The Sparrowhawk aerospace fighter in ''Living Legends'', which is one of the fastest and most maneuverable asset in the game. It has so little armor, that if you try to run over a battlearmor at max speed, you will both explode. Other vehicles don't even take damage from doing the same thing.
** Battle Armor in ''Living Legends'' - Armor. While it's actually quite slow, it's ''extremely'' maneuverable, and can jink around under a Mech's legs, hiding from its fire as the Battle Armor proceeds to [[Comicbook/{{Doom}} RIP AND TEAR]] at the mech's legs. They ''need'' to do this, in order to not die instantly from weapons fire.
** The Black Lanner in ''Living Legends''.Lanner. It's a Medium Mech with the appropriate amount of firepower, yet it is capable of outrunning every ground asset in the game except for the Owens and Solitaire. Because of this, and because it has so much electronics packed in, [[SquishyWizard it has about the same armor as an Owens]].
** The Solitaire Light Mech from ''Living Legends'' is capable of 151kph standard, and it's capable of mounting [[SprintShoes MASC]] to increase its top speed to ''216kph''. It is also the most lightly armored asset in the game - the entire Mech has less armor than a Daishi's ''arm''. It [[GlassCannon makes up for its lack of armor with a very big gun]].
* FunWithAcronyms: The CRAP, Close Range Assault Puma in ''Living Legends'' - a variant of the Puma which has loads of heavy lasers.



** The Hollander II in ''Living Legends''; it caries one huge gun which makes up the the entirety of the right torso; However, the mech is prone to having its sides cored out due to its asymmetrical design and armor configuration
** The Loki in ''Living Legends'', which is a very powerful, very squishy heavy mech.

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** The Hollander II in ''Living Legends''; II; it caries one huge gun which makes up the the entirety of the right torso; However, the mech is prone to having its sides cored out due to its asymmetrical design and armor configuration
** The Loki in ''Living Legends'', Loki, which is a very powerful, very squishy heavy mech.



** "Extremity" in ''Living Legends''. The gravity there is around 25% of normal gravity, causing Mechs and tanks to be extremely floaty. Battle Armor can zip through the sky, rolling around crazily. The map also breaks the impact prediction mechanism on Long Tom artillery and Firebombs (they use "normal" gravity in their impact predictions), so you have to eyeball your shots.

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** "Extremity" in ''Living Legends''."Extremity". The gravity there is around 25% of normal gravity, causing Mechs and tanks to be extremely floaty. Battle Armor can zip through the sky, rolling around crazily. The map also breaks the impact prediction mechanism on Long Tom artillery and Firebombs (they use "normal" gravity in their impact predictions), so you have to eyeball your shots.



* HighlyConspicuousUniform: Standard issue paint for all battlemechs is a dark grey metal, and all (listed) paints are reasonable camouflages: scrubland, arctic, forest, desert. However, a number of secret camouflages only accessible via a console command throw that out the window. The "tiger" camo for the Bushwacker and Black Lanner paints them with neon orange and black stripes, "sbaros" for the Warhammer gives it blue hexagonal paint, and "red" on the Uziel paints the entire mech blood red and gives it NoseArt in the form of eyes and teeth.
* HighPressureBlood: Cockpit kills in ''MWLL'' cause it to explode in a shower of blood the size of a small tank. This has been lovingly dubbed by some of the community as a 'slushie kill', in which the blood is said to be replaced by a large, make-believe red slushie.

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* HighlyConspicuousUniform: Standard issue paint for all battlemechs is a dark grey metal, and all (listed) paints are reasonable camouflages: scrubland, arctic, forest, desert. However, a number of secret camouflages only accessible via a console command throw that out the window. The "tiger" camo for the Bushwacker and Black Lanner paints them with neon orange and black stripes, "sbaros" for the Warhammer gives it blue hexagonal paint, and "red" on the Uziel paints the entire mech blood red and gives it NoseArt in the form of eyes and teeth.
teeth. Taken UpToEleven in version 0.8.1, which introduces gimmick based camos (i.e. neon pink with green stripes)
* HighPressureBlood: Cockpit kills in ''MWLL'' cause it to explode in a shower of blood the size of a small tank. This has been lovingly dubbed by some of the community as a 'slushie kill', in which the blood is said to be replaced by a large, make-believe red slushie.



* InstantDeathRadius: Anti-air units in ''Living Legends'' carry copious amounts of dakka-spewing weapons, the vast majority of which are capable of killing battlearmor players with a single hit or a short burst at close or mid-range. Ironically, the safest place to be when fighting an anti-air unit is to be ''right next to it'', as they generally have trouble aiming down.

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* InstantDeathRadius: Anti-air units in ''Living Legends'' carry copious amounts of dakka-spewing weapons, the vast majority of which are capable of killing battlearmor players with a single hit or a short burst at close or mid-range. Ironically, the safest place to be when fighting an anti-air unit is to be ''right next to it'', as they generally have trouble aiming down.



** Battle Armor in ''[=MechWarrior=]: Living Legends'' have paper armor and are (fairly) slow, but will utterly tear Mechs apart if left alone. Most players can easily kill them with a PPC blast to the feet or by hosing them down with machine guns, but if the Battle Armor gets on top of your Mech, you're doomed unless you can smash your Mech into a nearby wall or have a teammate blast him off. If you can't, the Battle Armor player can hose down your cockpit or rear torso armor (which is made of paper) with his guns without a fear in the world of getting killed or knocked off.
** The Sparrowhawk in ''Living Legends'' used to be a joke vehicle, but after the flight model was changed to make heavier aircraft less maneuverable, the Sparrowhawk effectively TookALevelInBadass. If a Sparrowhawk gets on your tail when you're in a [[MightyGlacier Shiva]] or a [[JackOfAllTrades Sulla]], you have ''no hope'' of escaping from the Sparrowhawk as it pounds your engines into dust.

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** Battle Armor in ''[=MechWarrior=]: Living Legends'' have paper armor and are (fairly) slow, but will utterly tear Mechs apart if left alone. Most players can easily kill them with a PPC blast to the feet or by hosing them down with machine guns, but if the Battle Armor gets on top of your Mech, you're doomed unless you can smash your Mech into a nearby wall or have a teammate blast him off. If you can't, the Battle Armor player can hose down your cockpit or rear torso armor (which is made of paper) with his guns without a fear in the world of getting killed or knocked off.
** The Sparrowhawk in ''Living Legends'' used to be a joke vehicle, but after the flight model was changed to make heavier aircraft less maneuverable, the Sparrowhawk effectively TookALevelInBadass. If a Sparrowhawk gets on your tail when you're in a [[MightyGlacier Shiva]] or a [[JackOfAllTrades Sulla]], you have ''no hope'' of escaping from the Sparrowhawk as it pounds your engines into dust.



** The Bushwacker Prime in ''Living Legends'', which was an infamously bad medium mech. It's big, every single weapon on it has a completely different firing characteristic so Alpha Striking is nearly impossible, the individual weapons are weak (It can easily be overpowered by one of the ''starting'' light mechs), and it's ''expensive''. [[http://www.youtube.com/watch?v=Dvk_1aVQAuc In a scrim]], both teams took only Bushy Primes. Within 2 minutes, most of the Bushwackers were down to only using their Large Laser and a pair of machineguns, as it carries a pathetic amount of spare ammo for its autocannon. The [[StoneWall mission timer ran out before the teams could kill each other.]] After being crap for 90% of the game's history, it was finally buffed up in the 0.7.0 final update (mostly from the AC/10 being buffed)
** The AC/10 and UAC/10 ballistic weapons in ''Living Legends''. It used to be likened to hitting the enemy with a wet noodle; by the time you started dealing appreciable damage to the enemy, the gun would overheat and prevent any further firing. The weapon is ''heavily'' affected by lag, and the projectile requires you to lead your shots ''and'' lag-shoot. The 0.7.0 final update significantly increased its damage, making it a frightening weapon to fight.
* LethalLavaLand: [[ExactlyWhatItSaysOnTheTin Inferno]] in ''Living Legends''. Rocky terrain, large lava flows sliding down mountains, distant volcanic explosions, a smoky atmosphere, and extreme heat which causes mechs to overheat easily.

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** The Bushwacker Prime in ''Living Legends'', Prime, which was an infamously bad medium mech. It's big, every single weapon on it has a completely different firing characteristic so Alpha Striking is nearly impossible, the individual weapons are weak (It can easily be overpowered by one of the ''starting'' light mechs), and it's ''expensive''. [[http://www.youtube.com/watch?v=Dvk_1aVQAuc In a scrim]], both teams took only Bushy Primes. Within 2 minutes, most of the Bushwackers were down to only using their Large Laser and a pair of machineguns, as it carries a pathetic amount of spare ammo for its autocannon. The [[StoneWall mission timer ran out before the teams could kill each other.]] After being crap for 90% of the game's history, it was finally buffed up in the 0.7.0 final update (mostly from the AC/10 being buffed)
** The AC/10 and UAC/10 ballistic weapons in ''Living Legends''.weapons. It used to be likened to hitting the enemy with a wet noodle; by the time you started dealing appreciable damage to the enemy, the gun would overheat and prevent any further firing. The weapon is ''heavily'' affected by lag, and the projectile requires you to lead your shots ''and'' lag-shoot. The 0.7.0 final update significantly increased its damage, making it a frightening weapon to fight.
* LethalLavaLand: [[ExactlyWhatItSaysOnTheTin Inferno]] in ''Living Legends''.Inferno]]. Rocky terrain, large lava flows sliding down mountains, distant volcanic explosions, a smoky atmosphere, and extreme heat which causes mechs to overheat easily.



** The Corsair medium aerospace fighter in ''Living Legends'' carries an impressive amount of firepower (such as dual light gauss rifles or twin firebombs), is well armored, has an odd silhouette which makes firing at it awkward, and it is flat out the ''fastest'' asset in the game, with a top speed of 450kph, even faster than the [[FragileSpeedster Sparrowhawk]] scout plane.
** The Bushwacker medium mech in ''Living Legends'' is fast (86kph), is the most well armored medium mech, has a narrow silhouette which makes it hard to hit, and carries a huge amount of firepower which is scattered across the entire mech, making it difficult to strip it of its powerful weapons. It's the Inner Sphere's most versatile combat unit, as has a loadout for almost everyone's taste, and is exceptionally cheap for its power.

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** The Corsair medium aerospace fighter in ''Living Legends'' carries an impressive amount of firepower (such as dual light gauss rifles or twin firebombs), is well armored, has an odd silhouette which makes firing at it awkward, and it is flat out the ''fastest'' asset in the game, with a top speed of 450kph, even faster than the [[FragileSpeedster Sparrowhawk]] scout plane.
** The Bushwacker medium mech in ''Living Legends'' is fast (86kph), is the most well armored medium mech, has a narrow silhouette which makes it hard to hit, and carries a huge amount of firepower which is scattered across the entire mech, making it difficult to strip it of its powerful weapons. It's the Inner Sphere's most versatile combat unit, as has a loadout for almost everyone's taste, and is exceptionally cheap for its power.



* MetaMecha: ''Living Legends'' - though it's for [[RuleOfFun gameplay]]. When a pilot ejects from his mech, he goes flying into the sky in a full suit of PoweredArmor (although it spawns without any "armor"). However, when you look at the cockpit of a mech, the pilot is simply wearing a jumpsuit and [[CoolHelmet Neurohelmet]].

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* MetaMecha: Present in ''Living Legends'' - Legends'', though it's for [[RuleOfFun gameplay]]. When a pilot ejects from his mech, he goes flying into the sky in a full suit of PoweredArmor (although it spawns without any "armor"). However, when you look at the cockpit of a mech, the pilot is simply wearing a jumpsuit and [[CoolHelmet Neurohelmet]].



** AntiAir in ''Living Legends'' works on the principle that flinging out [[SpamAttack several tons of lead a minute]] is the best way to deal with enemies. The Huitzilopotchli tank has four Ultra AC/2s, and two Ultra AC/5s; standing next to one while it holds down mouse1 at anything flying is deafening - and you can see a solid waterfall of spent bullet casings streaming from the weapons. [[GatlingGood Rotary autocannon]] boats like the Partisan, Rifleman, Avatar, and Fafnir are even more preferable when you want to drown the enemy in bullets.
* MultitrackDrifting: The Chevalier wheeled tank in ''Living Legends'' can drift.

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** AntiAir in ''Living Legends'' works on the principle that flinging out [[SpamAttack several tons of lead a minute]] is the best way to deal with enemies. The Huitzilopotchli tank has four Ultra AC/2s, and two Ultra AC/5s; standing next to one while it holds down mouse1 at anything flying is deafening - and you can see a solid waterfall of spent bullet casings streaming from the weapons. [[GatlingGood Rotary autocannon]] boats like the Partisan, Rifleman, Avatar, and Fafnir are even more preferable when you want to drown the enemy in bullets.
* MultitrackDrifting: The Chevalier wheeled tank in ''Living Legends'' can drift.



** The [[http://wiki.mechlivinglegends.net/images/thumb/6/6d/Sparrowhawk.jpg/800px-Sparrowhawk.jpg Sparrowhawk]] in ''Living Legends'' has a shark mouth and triangular eyes painted on each side of the catamaran-like fuselage. The rest of the craft has dark red stripes.

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** The [[http://wiki.mechlivinglegends.net/images/thumb/6/6d/Sparrowhawk.jpg/800px-Sparrowhawk.jpg Sparrowhawk]] in ''Living Legends'' has a shark mouth and triangular eyes painted on each side of the catamaran-like fuselage. The rest of the craft has dark red stripes.



* RoboTeching: Arrow IV missiles in ''Living Legends'' have a range far greater than their [[HomingProjectile max lock-on range]], making laser guidance a very effective tool. However, the laser guidance has a range of 1 kilometer, and the missiles ignore the guidance until they are within that 1 kilometer bubble, at which point they will swerve (sometimes 90 degrees) to try to hit the target.

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* RoboTeching: Arrow IV missiles in ''Living Legends'' have a range far greater than their [[HomingProjectile max lock-on range]], making laser guidance a very effective tool. However, the laser guidance has a range of 1 kilometer, and the missiles ignore the guidance until they are within that 1 kilometer bubble, at which point they will swerve (sometimes 90 degrees) to try to hit the target.



* ShiftingSandLand: "Sandblasted" in ''Living Legends'' - complete with fake Egyptian pyramids, fake ruins, lots of sand dunes, and a very light sandstorm. "Deathvalley" has lots of sand, but it has no dunes, being more rocky.

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* ShiftingSandLand: "Sandblasted" in ''Living Legends'' - "Sandblasted", complete with fake Egyptian pyramids, fake ruins, lots of sand dunes, and a very light sandstorm. "Deathvalley" has lots of sand, but it has no dunes, being more rocky.



* SniperPistol: The handheld AC/2 in ''Living Legends'' is a bullet hose with a range of about 3 feet when [[MoreDakka fully automatic]]. It's also the single most accurate ballistic weapon in the entire game when fired semi-automatic.

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* SniperPistol: The handheld AC/2 in ''Living Legends'' is a bullet hose with a range of about 3 feet when [[MoreDakka fully automatic]]. It's also the single most accurate ballistic weapon in the entire game when fired semi-automatic.



* SpacePlane: Aerospace fighters in ''Living Legends''. Because they have fusion engines, they do not need air in order to get thrust, and thus work perfectly fine on maps like "[[SpaceZone Extremity]]". The Donar [=VTOL=] works the same way. However, the Hawkmoth [=VTOL=] works [[GameplayAndStorySegregation perfectly fine on "Extremity" despite having an internal combustion engine]].
* SpaceZone: "Extremity" in ''Living Legends'' takes place on a large asteroid, with very little gravity (something like a tenth of normal), massive heat variations as the asteroid rotates into the shade and in direct sunlight (Day time? Enjoy watching your arms melt off next time you AlphaStrike!), annoying amounts of [[PostProcessingVideoEffects bloom]] during the day and absolutely pitch black nights, and malicious terrain, all of which combine to make it an extremely different combat experience.

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* SpacePlane: Aerospace fighters in ''Living Legends''.fighters. Because they have fusion engines, they do not need air in order to get thrust, and thus work perfectly fine on maps like "[[SpaceZone Extremity]]". The Donar [=VTOL=] works the same way. However, the Hawkmoth [=VTOL=] works [[GameplayAndStorySegregation perfectly fine on "Extremity" despite having an internal combustion engine]].
* SpaceZone: "Extremity" in ''Living Legends'' takes place on a large asteroid, with very little gravity (something like a tenth of normal), massive heat variations as the asteroid rotates into the shade and in direct sunlight (Day time? Enjoy watching your arms melt off next time you AlphaStrike!), annoying amounts of [[PostProcessingVideoEffects bloom]] during the day and absolutely pitch black nights, and malicious terrain, all of which combine to make it an extremely different combat experience.



* SquishyWizard: The Loki in ''Living Legends''. Several of the variants carry devastating long range or close range firepower, it's fast, and most of the variants carry plenty of radar equipment. It's also [[GlassCannon pathetically armored]], causing it to die very quickly when focused on.
* StickyBomb: All of the Battle Armor grenades in ''Living Legends'' are of the sticky variety, which can stick to ''anything'' they touch. If you're feeling especially sadistic, you can stick a NARC missile beacon onto an enemy Battle Armor and watch the [[HomingProjectile missiles rain in straight on his head]].

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* SquishyWizard: The Loki in ''Living Legends''.Loki. Several of the variants carry devastating long range or close range firepower, it's fast, and most of the variants carry plenty of radar equipment. It's also [[GlassCannon pathetically armored]], causing it to die very quickly when focused on.
* StickyBomb: All of the Battle Armor grenades in ''Living Legends'' are of the sticky variety, which can stick to ''anything'' they touch. If you're feeling especially sadistic, you can stick a NARC missile beacon onto an enemy Battle Armor and watch the [[HomingProjectile missiles rain in straight on his head]].



* TurbineBlender: ''Living Legends'' - Battle Armor trying to ride on a Hawkmoth will die almost immediately if they fall into the turbine, though they are perfectly fine if the Hawkmoth is stationary on the ground.
* UndergroundLevel: Thunder Rift in ''Living Legends''. Most of the edges of the level are completely covered and full of stalactites and stalagmites, raining chipped rocks. The center of the level opens to a rift in the cavern's roof, where water comes splashing down in waterfalls.

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* TurbineBlender: ''Living Legends'' - Battle Armor trying to ride on a Hawkmoth will die almost immediately if they fall into the turbine, though they are perfectly fine if the Hawkmoth is stationary on the ground.
* UndergroundLevel: Thunder Rift in ''Living Legends''.Rift. Most of the edges of the level are completely covered and full of stalactites and stalagmites, raining chipped rocks. The center of the level opens to a rift in the cavern's roof, where water comes splashing down in waterfalls.



* WeaponizedTeleportation: [[GoodBadBugs Sort of]]. In ''Living Legends'', it's possible to kill Battle Armor by [[ThrowAwayGuns throwing your gun at them at close range]] - the weapon will spawn ''inside'' the Battle Armor, instantly killing him in a shower of [[LudicrousGibs gibs]]. Of course, when said Battle Armor dies, his dropped weapon will on rare occasions, spawn inside ''[[LaserGuidedKarma you]]'', if you're close enough.

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* WeaponizedTeleportation: [[GoodBadBugs Sort of]]. In ''Living Legends'', it's It's possible to kill Battle Armor by [[ThrowAwayGuns throwing your gun at them at close range]] - the weapon will spawn ''inside'' the Battle Armor, instantly killing him in a shower of [[LudicrousGibs gibs]]. Of course, when said Battle Armor dies, his dropped weapon will on rare occasions, spawn inside ''[[LaserGuidedKarma you]]'', if you're close enough.
13th Mar '17 11:36:03 AM Saber15
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* StoneWall: The Hephaestus hovercraft in ''Living Legends''. It's a scout hovercraft with more armor than a 60-ton main battle tank; but only has the firepower of a Battle Armor.

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* StoneWall: The A number of mechs have variants the eschew the typical extra-light fusion reactor for the heavier but more durable standard reactor, such as the Atlas 'D' and Warhammer 'Prime'. They trade firepower and E-War capability in exchange for incredible durability and dirt cheap prices; you can buy a 75 ton Warhammer Prime before you can buy a 55 ton Bushwacker with the XL engine. In Ye Olde days, buggy damage resistance values caused the fast and poorly armed Hephaestus hovercraft in ''Living Legends''. It's a scout hovercraft with more to have the effective armor than a 60-ton main battle tank; but only has the firepower of a Battle Armor.tank twice its weight.
8th Mar '17 10:52:12 AM nombretomado
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* ArtificialStupidity: Earlier MechWarrior games were somewhat infamous because of this. Enemies employed virtually no strategy, and were often downright idiotic; doing things such as walking into walls or directly into a large force of incoming mechs, despite the current status or role of the mech itself. Arguably the whole reason the single-player campaigns are playable at all. The player is always pitted against numerically superior forces, occasionally using even heavier Mechs than their own. If the AI pilots were capable of doing things like grouping weapons, targeting specific components, and smartly managing heat, they'd consistently wipe the floor with the player.

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* ArtificialStupidity: Earlier MechWarrior [=MechWarrior=] games were somewhat infamous because of this. Enemies employed virtually no strategy, and were often downright idiotic; doing things such as walking into walls or directly into a large force of incoming mechs, despite the current status or role of the mech itself. Arguably the whole reason the single-player campaigns are playable at all. The player is always pitted against numerically superior forces, occasionally using even heavier Mechs than their own. If the AI pilots were capable of doing things like grouping weapons, targeting specific components, and smartly managing heat, they'd consistently wipe the floor with the player.



[[folder:MechWarrior]]

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[[folder:MechWarrior]][[folder:[=MechWarrior=]]]



[[folder:MechWarrior 2: 31st Century Combat]]

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[[folder:MechWarrior [[folder:[=MechWarrior=] 2: 31st Century Combat]]



[[folder:MechWarrior 2: Mercenaries]]

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[[folder:MechWarrior [[folder:[=MechWarrior=] 2: Mercenaries]]



[[folder:MechWarrior 3]]

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[[folder:MechWarrior [[folder:[=MechWarrior=] 3]]



[[folder:MechWarrior 4: Vengeance]]

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[[folder:MechWarrior [[folder:[=MechWarrior=] 4: Vengeance]]



[[folder:MechWarrior 4: Mercenaries]]

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[[folder:MechWarrior [[folder:[=MechWarrior=] 4: Mercenaries]]



[[folder:MechWarrior: Online]]

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[[folder:MechWarrior: [[folder:[=MechWarrior=]: Online]]



[[folder:MechWarrior: Living Legends]]

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[[folder:MechWarrior: [[folder:[=MechWarrior=]: Living Legends]]
7th Mar '17 4:40:55 PM SwordsageRagnar
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* PowerCreep: The first series of battlemechs haven't aged well, particularly the 'Dragon' and 'Awesome', which are absolutely gigantic for their tonnage. Clan omnimechs, which came out a year after release can quite handily curb-stomp Inner Sphere mechs of equivalent tonnage. However, Clan upgraded battlemechs ("IIC") take the cake for power creep, having all the benefits of a Clan Omnimech with basically none of the downsides: While they lose the modular components, they can be fully customized unlike omnimechs. The 'Jenner IIC' can mount a whopping ''six'' Clan SRM-6 launchers which will quite handily allow it to out-AlphaStrike assault mechs; the standard Jenner doesn't get half the firepower and is far more squish thanks to inferior Inner Sphere XL engines.

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* ObviousRulePatch: A couple of differences from the ''TabletopGame/BattleTech'' rules and previous games
** Double Heatsinks are nerfed so that only the ones automatically included with the engine (up to 10 in a 250+ rated engine) gain double the cooling effect. All other heatsinks, whether they're installed in the spare slots in a 275 or larger engine or elsewhere on a mech, have somewhat less cooling. While still more effective than single heatsinks, this reduces the chance of out of control BeamSpam, or even some munition based builds, such as missiles.
** Inner Sphere [=LRMs=] do not arm within a minimum range of 180m. Clan [=LRMs=] use a ramp up damage mechanic, doing reduced damage to targets within 180m. This prevents them from being used as pseudo-SRM pods, instead of their intended role of medium to long range fire support.
* PowerCreep: The first series of battlemechs haven't aged well, particularly the 'Dragon' and 'Awesome', which are absolutely gigantic for their tonnage. tonnage[[note]]The Awesome however, has since been improved to have a smaller frame, less wide side torsos, and better weapon placement[[/note]] Clan omnimechs, which came out a year after release can quite handily curb-stomp Inner Sphere mechs of equivalent tonnage. However, Clan upgraded battlemechs ("IIC") take the cake for power creep, having all the benefits of a Clan Omnimech with basically none of the downsides: While they lose the modular components, they can be fully customized unlike omnimechs. The 'Jenner IIC' can mount a whopping ''six'' Clan SRM-6 launchers which will quite handily allow it to out-AlphaStrike assault mechs; the standard Jenner doesn't get half the firepower and is far more squish thanks to inferior Inner Sphere XL engines.
2nd Mar '17 9:37:27 AM Dallenson
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* ReportingNames: Clan 'Mechs have different designations in the Inner Sphere. For example, the "[[SeriesMascot Timber Wolf]]" is referred to by Inner Sphere soldiers as "Mad Cat", and the "Dire Wolf" becomes "Daishi". This leads to confusion when going from ''[=MechWarrior=] 2'' (which uses Clan names) to ''[=MechWarrior=] 3'', ''4'' or ''Living Legends'' (which use Inner Sphere names) and then ''back'' to ''[=MechWarrior=]: Online'' that started using Clan names again. Humorously, the special Clan Collections are referred to by their Inner Sphere names with the Uller Collection up to Masakari Collection.
* RocketTagGameplay: ''[=BattleTech=]: Firestorm'' has much higher damage and 'mech speed compared to ''[=MechWarrior=] 4: Mercenaries'' which it uses the engine of. If it's your first time playing, be prepared to see that respawning wormhole effect a lot.

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* ReportingNames: Clan 'Mechs have different designations in the Inner Sphere. For example, the "[[SeriesMascot Timber Wolf]]" is referred to by Inner Sphere soldiers as "Mad Cat", and the "Dire Wolf" becomes "Daishi". This leads to confusion when going from ''[=MechWarrior=] 2'' (which uses Clan names) to ''[=MechWarrior=] 3'', ''4'' or ''Living Legends'' (which use Inner Sphere names) and then ''back'' to ''[=MechWarrior=]: Online'' that started using Clan names again. Humorously, the special Clan Collections are referred to by their Inner Sphere names names, named for the 'Mech you get along with the Uller Collection rest. This continued in further waves unless of course the 'Mech in question has just one name (the Shadow Cat for example).
** ''[=MechWarrior=] 2: Mercenaries'' is the most interesting that uses both instances, Instant Action, they're called by their original names as they had in the previous two games in the trilogy but in the campaign, the Clan units initially show
up to Masakari Collection.
as "Unknown" but then starts using the Inner Sphere monikers after you've had your first taste with '''Ma'''rau'''d'''er '''Cat'''apult hybrids.
* RocketTagGameplay: ''[=BattleTech=]: Firestorm'' has much higher damage and 'mech 'Mech speed compared to ''[=MechWarrior=] 4: Mercenaries'' which it uses the engine of. If it's your first time playing, be prepared to see that respawning wormhole effect a lot.
28th Feb '17 7:50:18 AM GuyIncog
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Added DiffLines:

* BittersweetEnding: All three endings reference the impending Word of Blake jihad, the first shots of which will be fired within months of the game's conclusion. Additionally, the Steiner path endings force the player to choose between serving their chosen cause at the cost of abandoning their unit, or remaining with their unit but giving up on the plan to rescue Katrina (rendering the unit's sacrifices in the previous campaign moot).
26th Feb '17 1:27:45 PM GuyIncog
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* LeaveNoWitnesses: An optional objective for some missions.
--->'''Castle''': Pretty bloodthirsty stuff.



** Or if they are outnumbered, like in the first Halloran V mission where a lone Owens Light 'Mech charges your full lance. Of course, [[PlayerCharacter Specter]] is amused.
---> Specter: ''[[TooDumbToLive Spunky little fella]], [[DeadpanSnarker isn't he]]?''

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** Or if they are outnumbered, like in the first Halloran V mission where a lone Owens Light 'Mech charges your full lance. Of course, [[PlayerCharacter Specter]] Spectre]] is amused.
---> Specter: Spectre: ''[[TooDumbToLive Spunky little fella]], [[DeadpanSnarker isn't he]]?''
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