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Monkiimagic : (10 May 2012 - 12:13 PM) Hello! I have signed up for both forums, can't wait for the MWO release :)
Stalker : (08 May 2012 - 06:57 PM) Sign up for MWO Liao here: http://bit.ly/IAQEkm
Blackwidow : (05 April 2012 - 01:06 AM) Man I'm tired anyone hireing, I need a new job.
Metro : (19 March 2012 - 10:49 AM) Hey Rhod I cant access the report center.
Metro : (19 March 2012 - 10:46 AM) lol....sorry, its the website assigns....lol
FireBerretta : (17 March 2012 - 04:03 AM) Mech Washer? Really? LOL come on now, don't I deserve a little better than that at least?
Metro : (13 March 2012 - 01:02 PM) blade is lurking about the MWO forums
Metro : (13 March 2012 - 01:02 PM) I have no idea FB..
FireBerretta : (03 March 2012 - 09:16 AM) Is the FireNova I have seen in the MWO forums our old FN or someone else with the same name?
FireBerretta : (03 March 2012 - 09:15 AM) Anyone heard from Blade? How about Apok?
Metro : (28 February 2012 - 07:01 PM) Kyle get to feeling better!
Metro : (28 February 2012 - 07:00 PM) thanks FB ! =)
Kyll Long : (22 February 2012 - 03:16 PM) Just a heads up. I'm gonna be even more off rather than on than before for a bit. I decided to try out a couple of heart attacks over last weekend and will be recovering for a few weeks. Keep our Honor in the forefront :).
Kyll Long : (16 February 2012 - 06:43 PM) Good FB we can always use more voices to put down the Daviots :) As usual their ego's are overshooting their skillsets :o
FireBerretta : (15 February 2012 - 10:48 PM) Woohoo! Yeah me!! Yes, congrats Metro on being Vocal lol! You remind me of myself sometimes, haha.
Kyll Long : (14 February 2012 - 08:19 PM) Congrats Metro on getting a Mod slot or my condolences depending :)
Metro : (14 February 2012 - 01:51 PM) FB is HOME ! WOOT !!!
FireBerretta : (14 February 2012 - 01:41 PM) Wake up! hellooooo??
Metro : (31 January 2012 - 11:23 AM) Howdee Meadle!
Meadle : (31 January 2012 - 12:46 AM) Hello all
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House Liao News




MWO - Blog - Just a piece

Nov 17 2011 03:22 PM | Metro in House Liao News

Q. How loyal will MechWarrior® Online™ be to the tabletop rules (heat management, melee, armor penetration, etc.)?

A. We are adhering very closely to the BattleTech® tabletop rules. Some mechanics in the tabletop version of the game do not translate well into a videogame and we are coming up with our own rule sets that mitigate these differences in an intuitive and fun manner.

Q. Will you be able to pick what faction you play in MechWarrior® Online™?

A. Yes. One of the customizations in MechWarrior® Onine™ is to train your pilot to suit your play style. Pilots will bring their efficiencies to whatever BattleMech® they get in.

Q. Will MechWarrior® Online™ ship with a map editor or any other kind of Mod Support?

A. At the moment we are not planning on shipping a map editor for the mod community. While this may seem unfortunate, the beauty of how our content delivery system works in a Free-To-Play environment is that we will be constantly pushing new content downstream to the player. This prevents the game from stagnating like a standalone product and also allows us to keep on top of quality control so you as a player get the best experience possible.

Q. Will DLC be offered in the new MechWarrior® Online™ game?

A. Not in the way that you imagine it. Content will be pushed to you via the game patcher. Once a patch has been applied, new game content is immediately available to you. Larger patches could be considered expansion packs but again, it's pushed to you the player at no cost.

Q. Will MechWarrior® Online™ have any online persistency?

A. Yes, this is where our plan for the Inner Sphere comes into play. All players in Merc Corps will be fighting for control over various border planets. The state of these planets is persistent.

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Attention AOL E-Mail users

Nov 05 2011 03:08 PM | Grafix™ in House Liao News

Before you register on the HouseLiao.com forums please make sure you add houseliao.com to your allowed domains on your AOL privacy features otherwise AOL will block the validation e-mail that is automatically sent by the forums for validation.

I have manually approved those users that I personnaly know who use AOL accounts so you should have full access now. Sorry for the inconvenience.

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Hello HUNCHIE !! I think I LOVE you...

Nov 01 2011 11:34 AM | Metro in House Liao News

Posted Image


Going back to some of the things I talked about with Jordan. He said you guys had some very nifty simulation aspects, almost. Things like lance members being able to share recon data. You could send your light Mech forward and it could pull line of sight and send that back to your fire support Mech. Things like that, being able to work with air support units. Are you still planning on weaving some of these elements into the combat?

BE: Absolutely. That’s another one of our core pillars, which is what we call “information warfare.” Which basically boils down to controlling the flow of information on the battlefield. Whether it be your own information, or the information of your enemies. So we really want to establish more roles on the battlefield. We want to make gameplay be less about an arms race, where you start in a light Mech but you really want to get into an assault Mech, because it’s the best thing there is. What we want to do is make that light, and those mediums and those heavy Mechs, have a purpose on the battlefield and give players the ability to have fun with them. And actually have a tactical advantage by creating well-composed lances and well-composed mercenary corps.

So the answer is yes. We have a core feature called information warfare that fits into what Jordan was talking about.

RB: It’s really about making sure that we overcome some of the problems or challenges that some of the past games had. And one of those, frankly, is as Bryan said, it’s an arms race. Some of that was due to the technology limitations at the time. With the wide-open terrain maps, it would quickly degrade into everyone has one of a couple different Mechs decked in one of two different ways.

And you’re laughing because you know just what I mean. And we’re just determined to make sure that the lance unit needs to be well-balanced. And you said it yourself: there’s going to be opportunities for that light scout Mech to become such a valuable member of that lance, for him to go ahead through terrain that he can be well-protected in, find out where the enemies are, and relay that information back to his lance mates. And that’s just one example of one class and role of Mech, and how they’re going to become useful to their lance.

So, in an ideal world, a well-balanced lance would have one of each weight class, and one of each role, and there’s going to be limitless ways of composing your lance. But the best lance is not going to be four 100-ton Assault Mechs.

How many players will be involved in these engagements? Is it just going to be lance on lance combat, or Mech company combat? How many people per team?

BE: The final numbers we’re not announcing just yet. We are going to support multiple lances per session on at least two teams. So yes, there will be multiple lances and multiple team combat.

You name at least two combat modes here, Conquest and Versus. Am I correct in assuming that Versus is a deathmatch, and can you get into Conquest a bit?

BE: Yeah, Versus covers team deathmatch, deathmatch, one-on-one, and any type of head to head with no objectives other than to kill the enemy.

Conquest is more about controlling the battlefield. It’s a mix of Conquest and Rush. You might need to occupy and advance, so it’s a much more tactical gameplay. And this is going to be our primary mode that we roll out with, and the one I think players are going to enjoy the most. It offers more than just going out there and killing each other. You actually have to work together, work with the tools you’re provided, control the information flow on the battlefield, and so on, so forth. So it’s a much more detailed combat mode.

So you talk about upgrading skills, a leveling system, upgrading your Mech, and this is such a tricky area for F2P games. There are all these fears about pay-to-win games, and Mech aficianados, they know the specs on a Mech. They know what the Mech is capable of. How is progression going to work? It’s F2P, but obviously money comes into it somewhere. What does your money buy you?

BE: One of the most important things in any F2P games, in my opinion, is not allowing players to buy skill. The fastest way to destroy your game is to allow your players to buy something that gives them a tactical advantage over an enemy. So we’ve been very careful about what you can purchase and what you need to earn.

Can you get into items and upgrades yet?

BE: You’re going to to be able to purchase, using a variety of different methods, Mechs, Mech pieces, skills – but I’ll be careful with what i mean about skills.

When it comes to the pilot, you’ll be able to train your pilot to fit the role that you like. But you won’t be able to pay real cash for pilot training, for example. That would be through earned experience points or earned in-game cash. So you would actually have to play the game to upgrade your pilot. Anything that would affect or give your a tactical advantage, you can’t purchase with real cash. You have to earn that by playing the game.

So we have a pilot tree, a skill tree. As you level up you can unlock new features and new abilities. So if you want to be a scout, you would get skills related to information technology, or being able to move faster, hide, things like that. If you wanted to be more of an assault person, it would be more related to weapon control and such.

What variety of environments can players look forward to? Will different climates pose challenges?

BE: Absolutely. Because heat is a huge part of this game, we have selected a range of maps, from very cold worlds to very hot worlds, to everything in between. And scenarios that take advantage, and force the player to think about heat in different ways. As for the specific differences between maps, one of the things we can do these days that previous games weren’t able to do well is urban combat. And it’s a cornerstone of MWO, this ability to actually fight in detailed urban settings. So we have a smattering of urban maps, and some open terrain maps, and all require different tactics, and different roles, and different Mechs. So on a big open field, with huge open ranges, the Assault Mech might have an advantage. But in the city, the scout mech with its maneuverability might have the advantage.

Is there any chance of, say, cooperative missions? Where you’re playing through a story mission, or a fun challenge mission with scripted events?

BE: We have considered co-op. We’ve discussed single-player. We’re looking at how those will play out. But right now, as part of the initial launch, those will not be included.

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Construction

Oct 27 2011 02:42 AM | Liao HPG in House Liao News

Please Excuse the mess as we update the House Liao Website Layout.

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House Liao Online

Oct 22 2011 12:25 AM | Liao HPG in House Liao News

The New House Liao Website is online with functioning "Discussion Forums", "Shoutbox" and "Arcade".

More updates to come and more games to be loaded in our Arcade. Sit back, relax, and enjoy the company.

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MechWarrior: Living Legends 0.5.2 Release

Oct 22 2011 09:05 PM | Liao HPG in House Liao News

MechWarrior: Living Legends 0.5.2 public open beta. This patch incorporates a number of performance updates, bug fixes and new features as follows:

New Features
-added sv_leaguemode_commentator to disable the commentator in SA/LMS leaguemode
-Crash reporter now sends sv_servername as the player name if it is a server no profile name is set or the profile name is “default”
-Added a server messages system
-Added server-side ban system
-Added high-ping-kick system
-added server side command to list connected players and their gamespyid
-toggleIntCvar command to ease keybindings
-added Server option to log chat (sv_logChat).

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