MWLL has about the same requirements as vanilla Crysis. We only recommend a tad more RAM as our maps are larger than the maps from vanilla Crysis.
The login on the website is not supposed to be working at all. Login at the forums.
That is the plan, yes. We're currently working on Joystick support which should include full customizability.
No, there's nothing playable for the public as of yet.
There is no release date at this time.
We're working on getting full Joystick support in which definitely should work with the Xb360 controller as well.
There have not yet been any builds for the public.
The current playtests with our alphatester group clearly indicate that certain vehicles suit certain playstyles in each of the modes. There is no hardcoded vehicle limit. Gameflow and personal preference will suggest vehicle choices. A mech simply will not be the appropriate answer to each situation on the battlefield, in particular in the objective-centered gamemode.
As far as Mech controls are concerned: yes, if you played MW2, MW3 or MW4, we expect you to have little to no problem adapting to the handling in MWLL.
There are no news in that regard because there's nothing to announce as of yet, sorry.
Base yes, Mech no, jet no ;)
As the picture's title says, it's Longinus (turning sideways in the front of the picture) vs. Elemental (more in the background of the screenshot being slightly covered by a distortion after firing a weapon, most likely a manpack PPC).
Untextured and lowpoly as far as I can tell. It's one of the most early models that hasn't received much attention since being implemented. The reason obviously being limited ressources.
Unfortunately, yes. We still have a lot to catch up with in terms of textures.
Yes, unfortunately this got lost a bit in the screenshot.
Well deserved M&B, great game and great customer service all the way to release.
No, there's no regular infantry at this time, because we didn't see any chance to balance the two extremes of the food chain: Mechs on the upper end and infantry at the bottom. So, yes, players on both teams start out in battle armor.
Not exactly the results most of us were expecting I guess. Nevertheless, congrats to all the teams.
Congrats to the Black Mesa guys as well. Seems like MechWarrior: Living Legends is in good company ;)
Congrats to the Project Reality team. I'm not a fan of that mod anymore since version 0.7 when things started to lean too heavily into tactical realism, but what they created with PR is nothing short of impressive.
Whole bunch of people working on that coding and yes, they're doing a tremendous job :)
You're not the only one. Ground textures are proving to be a persistent source of displeasure for us as well.
Congrats to the team behind Celestial Impact. This appears to be a highly deserved victory.
Yes, unfortunately only with placeholder textures so far, that's why they look so odd.
Please visit our website at Mechlivinglegends.net to learn about all currently confirmed vehicles and Mechs for the initial release. Note though: vehicles are certain, loadouts are not.
Yes, we are *very* confident that we'll be able to provide full joystick support.
It's based on Crysis, so we can only suggest to get the best PC you can afford if you want all the good stuff. In generel though, the Crysis requirements and recommendations apply for MWLL as well. We only suggest to have 4GB of RAM installed, because our maps are larger than the stock Crysis ones.
This is their actual size in game.
This particular artist does both actually. We're hoping to be able to show a truely incredible 3D asset by Andy soon, one that's very central for the game.
Yes, this mod will be ported to Crysis Wars. As far as the song is concerned, keep an eye on the download section, we might put it up for download here on ModDB at some point. It's a cooperative effort from our audio team.
@alienspain, @Hoizen, @PLEXI: no, AI support is not on our list, at least not for the initial release. Crysis AI is not able to handle the Mechs and we simply don't have the ressources to deal with something as time consuming and demanding as creating bot support from scratch for now.
It's a countdown until release that was initially kicked off on December 1st expecting a release in December, but to ease the disappointment about the delay, we basically announced that we will be continuing this until the actual release.