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f13.net General Forums => MechWarrior Online => Topic started by: Simond on October 31, 2011, 02:21:03 PM



Title: Mechwarrior Online
Post by: Simond on October 31, 2011, 02:21:03 PM
http://www.pcgamer.com/2011/10/31/meet-mechwarrior-online-piranhas-free-to-play-tactical-mech-sim/

Quote
After two years of near-total silence about the fate of the MechWarrior reboot, Piranha Games has announced MechWarrior Online, a free-to-play, team-based multiplayer BattleMech sim that’ll go live in the second half of 2012. Starting from just before the Clan Invasion of 3050, MWO will tell the story of the Battletech universe in real-time. Each day, players will do battle on behalf of the universe’s major factions, and each day in the game will represent a single day’s action in the fictional Inner Sphere.

MechWarrior Online (MWO) might be free-to-play, but MWO Creative Director Bryan Ekman and Piranha President Russ Bullock insist this is going to be a proper MechWarrior game in the tradition of MechWarrior 2 through 4, not a successor to the Xbox action game Mech Assault. Ekman says joystick support is a strong probability, and both call this a Mech sim.

“I think it’s really the MechWarrior you know,” Bullock says. “It’s fully first-person. It’s not a new interpretation. We’re modernizing things a little bit, I think we’ll get to those questions, but certainly it’s MechWarrior.”
eeeeeeEEEEEEE  :drill:


Title: Re: Mechwarrior Online
Post by: Fordel on October 31, 2011, 02:35:41 PM
Call me when there is an actual product to play or whatever.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 31, 2011, 02:36:54 PM
...and I jizzed in my pants.   :awesome_for_real:


Then I realized that there's no way they could make a Mechwarrior MMO that would live up to what I think it should be.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 31, 2011, 02:40:36 PM
So it'll be like any other MMOG out there, only with fuckgiant mechs?  :grin:


Title: Re: Mechwarrior Online
Post by: eldaec on October 31, 2011, 02:41:14 PM
So it'll be like any other MMOG out there, only with fuckgiant mechs?  :grin:

Everything is better with fuckgiant mechs.


Title: Re: Mechwarrior Online
Post by: eldaec on October 31, 2011, 02:41:33 PM
Except Planetside.


Title: Re: Mechwarrior Online
Post by: Sir T on October 31, 2011, 02:42:09 PM
http://www.youtube.com/watch?v=2MQPWE_M_EM (http://www.youtube.com/watch?v=2MQPWE_M_EM)  :heart: :heart: :heart: :heart:


Title: Re: Mechwarrior Online
Post by: Simond on October 31, 2011, 02:51:27 PM
Best MW intro: http://www.youtube.com/watch?v=at9hxU864Fg&feature=related


Title: Re: Mechwarrior Online
Post by: Ghambit on October 31, 2011, 05:51:23 PM
Here's the website:
http://mwomercs.com/

There better be some BattleSpace and CityTech elements or fail (as of now they're not planning combined arms).  As much as I love simple mech-fights, there needs to be other stuff to do.  Also, an Inner Sphere economy would be nice.

Wasnt the IP tied up somewhere for a while??  I remember there being some issues with it last year.


Title: Re: Mechwarrior Online
Post by: Merusk on October 31, 2011, 06:15:56 PM
So it'll be like any other MMOG out there, only with fuckgiant mechs?  :grin:

"Crow, Timberwolf LF Annhilator for Daishi run.  Wolf Clan PPC drop is NBG only. "


Title: Re: Mechwarrior Online
Post by: Shatter on October 31, 2011, 06:24:57 PM
They have plenty of time to f*ck it up


Title: Re: Mechwarrior Online
Post by: patience on October 31, 2011, 06:52:18 PM
Best MW intro: http://www.youtube.com/watch?v=at9hxU864Fg&feature=related
Bah!
You do not know what quality is, freebirth scum.

http://www.youtube.com/watch?v=b5Fvlw--ZYE&feature=mfu_in_order&list=UL (http://www.youtube.com/watch?v=b5Fvlw--ZYE&feature=mfu_in_order&list=UL)


Title: Re: Mechwarrior Online
Post by: Merusk on October 31, 2011, 07:33:14 PM
That opening was much  cooler back in 1995...


Title: Re: Mechwarrior Online
Post by: Fordel on October 31, 2011, 07:42:36 PM
SoundTracks hold up though.



I'm a huge BattleTech/Mechwarrior fan, but until there's something playable, I just can't give a shit. There have been so many 'oh were bringing mechwarrior back!' things over the years now, then it just seems to fizzle out again... meh


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 31, 2011, 08:15:11 PM
All I ask for is MPBT3025 with updated graphics.  If I get that, I'll be happy.


Title: Re: Mechwarrior Online
Post by: Kageru on October 31, 2011, 08:38:49 PM

The only part I still like is the systems voice. "Startup sequence... initiated" still triggers good memories when I hear it used as a sample in geeky music.

Damn but the Mechwarrior vision of mecha is clunky. I'd rather have the robotech / shogo model where they're agile.


Title: Re: Mechwarrior Online
Post by: Fordel on October 31, 2011, 08:47:15 PM
Agile doesn't work unless you add the proper weight. Shogo was just a FPS with a fancy skin.


If I am walking around in dozens of tons of warmachine, I need to FEEL it.


Title: Re: Mechwarrior Online
Post by: angry.bob on October 31, 2011, 09:06:09 PM
Just make it WoT with mechs, add a Solaris arena with brackets and watch the money hats float down a river of more money. Why no one has done it yet is insane. I blame wizkids or whoever the fuck picked the bones of FASA.


Title: Re: Mechwarrior Online
Post by: Sir T on October 31, 2011, 09:13:20 PM
And that is the problem. Who owns Battletech? You have the Whizkids abomination, but you also have Catalyst Game Labs now marketting "Classic Battletech" which anyone that steps into a battlemech would want to be the universe for. But thats under licence from Whizzkids too so...


Title: Re: Mechwarrior Online
Post by: tmp on October 31, 2011, 10:15:20 PM
So it'll be like any other MMOG out there, only with fuckgiant mechs?  :grin:

Everything is better with fuckgiant mechs.
However, is it better than a MMOG with tanks? :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Fordel on October 31, 2011, 10:37:22 PM
And that is the problem. Who owns Battletech? You have the Whizkids abomination, but you also have Catalyst Game Labs now marketting "Classic Battletech" which anyone that steps into a battlemech would want to be the universe for. But thats under licence from Whizzkids too so...


Don't forget the forever battle about the mech designs.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 31, 2011, 10:45:26 PM
Seriously, no Archer, Warhammer, Phoenix Hawk, Wasp, Valkyrie, Marauder, Longbow, Battlemaster, Shadow Hawk, Wolverine, Thunderbolt, Crusader, Battlemaster, and their clan variants.  I'm sure I missed a few more. 

Warhammer and Archer were two of my personal faves when I was still playing back in the day.


Title: Re: Mechwarrior Online
Post by: Trippy on October 31, 2011, 10:51:48 PM
The Battletech mechs were removed from the game world a long time ago.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 31, 2011, 10:53:20 PM
The Battletech mechs were removed from the game world a long time ago.


Do you mean Robotech mechs?   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Trippy on October 31, 2011, 10:55:53 PM
:uhrr: :why_so_serious:


Title: Re: Mechwarrior Online
Post by: apocrypha on October 31, 2011, 11:16:02 PM
If they fuck this up I will kill someone!


Title: Re: Mechwarrior Online
Post by: rk47 on November 01, 2011, 12:51:05 AM
The moment it was announced as Multiplayer F2P it's fucked for me.

Why? Three words: Pay to Win.

They can bullshit all they want about 'you gotta play, not pay to win' but the moment revenue takes a nosedive, they'll change their tune and start giving away Clan equipment at $4.99 a pop and Avatars at $9.99

It wouldn't be too far from the Mechwarrior lore either, since the House with the richest reserves can afford the best mechs and gear.


Title: Re: Mechwarrior Online
Post by: patience on November 01, 2011, 03:41:06 AM
The moment it was announced as Multiplayer F2P it's fucked for me.

Why? Three words: Pay to Win.

They can bullshit all they want about 'you gotta play, not pay to win' but the moment revenue takes a nosedive, they'll change their tune and start giving away Clan equipment at $4.99 a pop and Avatars at $9.99

It wouldn't be too far from the Mechwarrior lore either, since the House with the richest reserves can afford the best mechs and gear.

It will be too far from the lore if it's the Capellans who have the richest player base.  :awesome_for_real:


The Battletech mechs were removed from the game world a long time ago.


The original models were removed but they have redesigned them with Project Pheonix. You will have your Warhammers and I will have my Marauders.

All I ask for is MPBT3025 with updated graphics.  If I get that, I'll be happy.

YOur prayers have been answered.

http://www.pcgamer.com/2011/10/31/mechwarrior-online-developers-share-details-explain-how-mwo-evolves-the-series/ (http://www.pcgamer.com/2011/10/31/mechwarrior-online-developers-share-details-explain-how-mwo-evolves-the-series/)


Title: Re: Mechwarrior Online
Post by: koro on November 01, 2011, 03:42:52 AM
If they fuck this up I will kill someone!

At least they won't fuck it up if it fizzles and dies before release like most things Mechwarrior of late!


Title: Re: Mechwarrior Online
Post by: UnSub on November 01, 2011, 06:19:08 AM
It's not much fun for players to have the first mech leg blown off, then be unable to turn as their opponent runs around the back to blow off the other leg.

... or at least that is how I played the Mechwarrior games.


Title: Re: Mechwarrior Online
Post by: apocrypha on November 01, 2011, 06:47:02 AM
The moment it was announced as Multiplayer F2P it's fucked for me.

Why? Three words: Pay to Win.

They can bullshit all they want about 'you gotta play, not pay to win' but the moment revenue takes a nosedive, they'll change their tune and start giving away Clan equipment at $4.99 a pop and Avatars at $9.99

It wouldn't be too far from the Mechwarrior lore either, since the House with the richest reserves can afford the best mechs and gear.

I would have agreed before I played World of Tanks.

Now I can see that it's all about the implementation. Does paying give you an advantage in WoT? Yes, slightly. However that advantage is minor and easily dwarfed by player & team skill. Most of the advantage that paying gives you in WoT is that you get XP and credits faster, which just allows you to enter higher-tier battles faster, where you're pitted against higher-tier tanks at the same time as being in one yourself.

It's not pay to win, it's pay to exhaust the content faster. I'm not sure that's an advantage really.


Title: Re: Mechwarrior Online
Post by: Ghambit on November 01, 2011, 08:16:28 AM
In what bizzarro universe would a dev. want their userbase to exhaust content faster?


Title: Re: Mechwarrior Online
Post by: Slayerik on November 01, 2011, 09:10:59 AM
'Cause they are paying to do it? I like money, personally.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on November 01, 2011, 10:12:00 AM
In what bizzarro universe would a dev. want their userbase to exhaust content faster?


The ones selling pixels for 1$?


Title: Re: Mechwarrior Online
Post by: Simond on November 01, 2011, 11:24:16 AM
The Battletech mechs were removed from the game world a long time ago.


Do you mean Robotech mechs?   :awesome_for_real:
Do you mean Macross/Dougram/Crusher Joe mecha?  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Surlyboi on November 01, 2011, 11:48:52 AM
The Battletech mechs were removed from the game world a long time ago.


Do you mean Robotech mechs?   :awesome_for_real:
Do you mean Macross/Dougram/Crusher Joe mecha?  :oh_i_see:

Yeah, those guys.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on November 01, 2011, 11:56:02 AM
Everyone knows it was Robotech first.


Title: Re: Mechwarrior Online
Post by: Evildrider on November 01, 2011, 11:57:09 AM
Everyone knows it was Robotech first.

One of my friends was an artist at FASA at the time.  He told me Harmony Gold was totally gnashing their teeth at them .


Title: Re: Mechwarrior Online
Post by: Surlyboi on November 01, 2011, 12:05:43 PM
I have a love/hate relationship with Harmony Gold.

On one hand they did bring mecha to the masses outside of Japan.

On the other hand, they brought mecha to the masses outside of Japan.


Title: Re: Mechwarrior Online
Post by: Evildrider on November 01, 2011, 12:07:19 PM
I have a love/hate relationship with Harmony Gold.

On one hand they did bring mecha to the masses outside of Japan.

On the other hand, they brought mecha to the masses outside of Japan.

Yeah but they did license everything to Palladium which allowed me to rp playing a Veritech pilot.  :D


Title: Re: Mechwarrior Online
Post by: Simond on November 01, 2011, 12:17:43 PM
Everyone knows it was Robotech first.
(http://i.imgur.com/1JBor.gif)


Title: Re: Mechwarrior Online
Post by: Ghambit on November 01, 2011, 12:24:08 PM
Robotech wasnt/isnt even the same goddamned genre.  It was anime space opera with mech transformers flying through space.  Battletech isnt/wasnt even close to being that.


Title: Re: Mechwarrior Online
Post by: Evildrider on November 01, 2011, 12:27:20 PM
Robotech wasnt/isnt even the same goddamned genre.  It was anime space opera with mech transformers flying through space.  Battletech isnt/wasnt even close to being that.

We weren't saying they were the same, we were commenting on Battletech ripping off mech designs from other stuff, specifically Robotech/Macross.


Title: Re: Mechwarrior Online
Post by: Fordel on November 01, 2011, 12:37:14 PM
I have a love/hate relationship with Harmony Gold.

On one hand they did bring mecha to the masses outside of Japan.

On the other hand, they brought mecha to the masses outside of Japan.

Yeah but they did license everything to Palladium which allowed me to rp playing a Veritech pilot.  :D


Just one of their many sins.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Evildrider on November 01, 2011, 12:42:30 PM
Aww I loved Palladium games.  Their system wasn't perfect but they had some awesome games. 


Title: Re: Mechwarrior Online
Post by: Surlyboi on November 01, 2011, 12:50:36 PM
Kevin Siembieda, however is completely insane. Great for making game concepts, not so much for the execution part.


Title: Re: Mechwarrior Online
Post by: Ingmar on November 01, 2011, 01:00:56 PM
Their system wasn't perfect

This is an understatement along the lines of "sure, that Manson guy was a little wacky."


Title: Re: Mechwarrior Online
Post by: Sheepherder on November 01, 2011, 04:20:48 PM
This is an understatement along the lines of "sure, that Manson guy was a little wacky."

http://www.somethingawful.com/d/dungeons-and-dragons/rifts-canada-siembieda.php?page=5


Title: Re: Mechwarrior Online
Post by: patience on November 01, 2011, 04:34:34 PM
Robotech wasnt/isnt even the same goddamned genre.  It was anime space opera with mech transformers flying through space.  Battletech isnt/wasnt even close to being that.

We weren't saying they were the same, we were commenting on Battletech ripping off mech designs from other stuff, specifically Robotech/Macross.

Battletech has moved beyond ripping off other mechs for decades with hit or miss (more misses) results.

(http://www.sarna.net/wiki/images/2/2b/YuHuang.jpg)

(http://www.sarna.net/wiki/images/1/1a/3055u_Wraith.jpg)

(http://www.sarna.net/wiki/images/b/bb/Barghest.jpg)

(http://www.sarna.net/wiki/images/d/d2/Chrysaor.jpg)


Title: Re: Mechwarrior Online
Post by: Merusk on November 01, 2011, 04:45:14 PM
I see a Transformer and Battle Beast rip-off there... soo.. yeah; unoriginal company is still unoriginal.


Title: Re: Mechwarrior Online
Post by: Kail on November 01, 2011, 05:32:44 PM
Aww I loved Palladium games.  Their system wasn't perfect but they had some awesome games. 

Don't even get me started.  There was some supplimental book for Robotech where Seibeda basically says "characters who do things which would obvioulsy kill them are dead, regardless of what the rules say" in regards to players shooting themselves in the head or sawllowing grenades to show how tough they are, and shrugging it off because it doesn't even break their SDC.  That was kind of the end of Palladium for me, because once players found that clause, entire game sessions devolved in to what would "obviously" kill someone (a dispute I thought the rules were intended to solve, but this is a game system in which a cop can grab his standard sidearm, a six shot 9mm revolver which does 1d6 per shot, and start blasting an old lady, who posesses something like 25 SDC + 12 HP, empty all six revolver rounds into her at point blank and it's still mathematically impossible to kill her without rolling a critical strike, so WTF do I know about realism in this world anyway).


Title: Re: Mechwarrior Online
Post by: Surlyboi on November 01, 2011, 05:59:52 PM
That's because the old lady was actually a DBee in disguise.  :drill:

And oh, holy shit, I'd forgotten how funny those SA Rifts reviews were.


Title: Re: Mechwarrior Online
Post by: Velorath on November 02, 2011, 12:18:41 AM
...and I jizzed in my pants.   :awesome_for_real:


Then I realized that there's no way they could make a Mechwarrior MMO that would live up to what I think it should be.

Certainly not from what little we know about the team making it thus far:

Piranha Games. (http://www.piranha-games.com/Games.html)

They've released four games so far.  Need for Speed Shift, the only arguably good game on this list was a co-production with Black Box.  They also released the Transformers: Revenge of the Fallen game, the PSP version of Need for Speed Undercover, and a Bass Fishing game that only 4 magazines/websites even bothered to review.

The two names they've mentioned thus far, Bryan Ekman and Russ Bullock both worked on the same games together which are as follows:

Quote
Duke Nukem Forever (2011), 2K Games
Transformers: Revenge of the Fallen (2009), Activision Publishing, Inc.
EA Playground (2007), Electronic Arts, Inc.
Marine Sharpshooter 3 (2007), Groove Games
NRA Gun Club (2006), Crave Entertainment, Inc.
Army Ranger: Mogadishu (2005), Groove Games
Marine Sharpshooter II: Jungle Warfare (2004), Groove Games
World War II: Sniper - Call to Victory (2004), Groove Games
CTU: Marine Sharpshooter (2003), Groove Games
Navy SEALs: Weapons of Mass Destruction (2003), ValuSoft, Inc.
Western Outlaw: Wanted Dead or Alive (2003), Groove Games
Die Hard: Nakatomi Plaza (2002), Fox Interactive, Inc., Sierra Entertainment, Inc.

Is there any reason to think that the guys who brought us NRA Gun Club (http://www.gamespot.com/ps2/action/gunclub/review.html) are going to be able to produce a Mechwarrior MMO that isn't complete shit if it somehow manages to actually launch?


Title: Re: Mechwarrior Online
Post by: Sheepherder on November 02, 2011, 05:55:34 AM
And oh, holy shit, I'd forgotten how funny those SA Rifts reviews were.

They're still writing new articles.  They did Battletech not too long ago.

Quote
Zack: I could put a Fresh Prince rap here with changed lyrics, but instead I'm going to give big ups to FASA for actually including so many black people in their books that we could pick some out and make fun of them. Most RPG books forget black people even exist.
Steve: They're called orcs in D&D.
Zack: I won't call you a racist since I'm pretty sure you're right.
Steve: Of course I'm right. One is a race unfairly feared for its savagery that is known for sexually menacing communities and producing half-breeds rejected by society, and the others are orcs.
Zack: Now I'm calling you a racist.


Title: Re: Mechwarrior Online
Post by: JWIV on November 02, 2011, 04:50:58 PM
While typically the mere mention of RIFTS let alone a full discussion of the stupidity of SDC vs MDC is more than enough to rekindle my fanboy love of Erin Tarn, there's more pertinent info.  Namely, you can now register and save your pilot name

http://mwomercs.com/

I went ahead and signed up as Qormic


Title: Re: Mechwarrior Online
Post by: Big Gulp on November 02, 2011, 05:15:54 PM
Kevin Siembieda, however is completely insane. Great for making game concepts, not so much for the execution part.

His partner, Eric Wujcik, gave a lecture at a gaming con in Ann Arbor I went to back when I was 17-18.  That depressingly makes it about 20 years ago.  Seemed like a hell of a nice guy.   Was really sad to hear about his passing.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on November 03, 2011, 06:07:44 AM
...and I jizzed in my pants.   :awesome_for_real:


Then I realized that there's no way they could make a Mechwarrior MMO that would live up to what I think it should be.

Certainly not from what little we know about the team making it thus far:

Piranha Games. (http://www.piranha-games.com/Games.html)

They've released four games so far.  Need for Speed Shift, the only arguably good game on this list was a co-production with Black Box.  They also released the Transformers: Revenge of the Fallen game, the PSP version of Need for Speed Undercover, and a Bass Fishing game that only 4 magazines/websites even bothered to review.

The two names they've mentioned thus far, Bryan Ekman and Russ Bullock both worked on the same games together which are as follows:

Quote
Duke Nukem Forever (2011), 2K Games
Transformers: Revenge of the Fallen (2009), Activision Publishing, Inc.
EA Playground (2007), Electronic Arts, Inc.
Marine Sharpshooter 3 (2007), Groove Games
NRA Gun Club (2006), Crave Entertainment, Inc.
Army Ranger: Mogadishu (2005), Groove Games
Marine Sharpshooter II: Jungle Warfare (2004), Groove Games
World War II: Sniper - Call to Victory (2004), Groove Games
CTU: Marine Sharpshooter (2003), Groove Games
Navy SEALs: Weapons of Mass Destruction (2003), ValuSoft, Inc.
Western Outlaw: Wanted Dead or Alive (2003), Groove Games
Die Hard: Nakatomi Plaza (2002), Fox Interactive, Inc., Sierra Entertainment, Inc.

Is there any reason to think that the guys who brought us NRA Gun Club (http://www.gamespot.com/ps2/action/gunclub/review.html) are going to be able to produce a Mechwarrior MMO that isn't complete shit if it somehow manages to actually launch?


Honestly, those games do read like the DNA for just this title. Military shooters? Check. Giant robots? Check. Wild west? Check.


Title: Re: Mechwarrior Online
Post by: rk47 on November 03, 2011, 09:31:41 AM
And they're mostly shit, too. Perfect for F2P MMOs.


Title: Re: Mechwarrior Online
Post by: Evildrider on November 16, 2011, 10:41:55 PM
Developer Q&A 1 – The Reboot of MechWarrior®

 
Participants:

Bryan Ekman – Creative Director – Head of design and vision.
Dennis DeKoning – Art Director – Head of art.
Matt Craig – Technical Director – Head of engineering.
Matt Newman – Producer – Project planning and management.
Paul Inouye – Lead Designer – Game systems and presentation.
David Bradley – Game Designer – Overseeing Mech combat and BattleTech® rules.

What are you doing to get the sense of scale right for piloting a giant BattleMech?


[DENNIS] Right from the beginning, the importance of accurately representing the scale of the ‘Mechs was evident.  Depending on the world assets alone for size comparison was not enough; the ‘Mechs had to be able to stand alone and still be convincing in their scale.  Adding a variety of smaller, ancillary objects achieved this goal as long as they were recognizable and therefore bases for comparison against the overall bulk. I.e. Ladder rungs, hatches, tie-down cleats etc. provided they were to the appropriate scale and appeared to be usable to a human.  Another way was through the use of appropriate texture scale such as scratches, gouges, paint patterns and details too small to justify geometry.


I assume that game play will be in the form of some type of match system. If so, how long would you estimate a typical match would last?

[PAUL] Right now we’re thinking a normal match with objectives would take approximately 20 minutes.  But please keep in mind, this number might change through gameplay testing.

What is your definition of tactical advantage; can you provide examples? Is there an end game (themepark) or is it open ended (sandbox)?

[PAUL] A tactical advantage gives a player more information than his/her opponent.  This can also relate to the strict numbers game, in which the calculated odds of winning are skewed to one side of the 50/50 chance of success.  When dealing with tactical advantage in MWO, we look at it from both perspectives.  The first is that we want to make sure that teamwork will provide a tactical advantage, as it should.  A team that works efficiently with each other should have a higher chance of success compared to a bunch of players doing their own thing.  The second perspective is where we want to make sure that players do not have a statistical, tactical advantage where their chance of winning is increased by bad tuning/balancing.

[MATT N] If I can see you before you see me that is a tactical advantage.

Can players start a Merc Corp that is already canon? Or will you protect canon faction/unit names? I.e. I want to start the Eridian Light Horse Merc Corp, I’m the first to register the Merc Corp’s name so is it mine or will I be able to join the Waco Rangers and interact in it like I would a House unit?

[PAUL] Merc Corp names are registered names.  Once it’s taken, it’s gone.  As for canon protected faction/unit names, we will be locking out some of the key players in the BT timeline.

At this point, how often would you guys like to introduce new content/store items/features/etc. per year?

[PAUL] A bi-weekly release schedule would be ideal.  I’ve played numerous on-line games where content stagnated and it became very frustrating waiting for promised items and not having them show up.  We’ll be working with our art team and content teams to make sure we get items and maps out in a timely manner.  Content is the longest game development process so we’ll be working diligently to get you the stuff as soon as possible.

[MATT N] I would like to introduce new items all the time.  New Content takes the longest but it would be great to have weekly patches.

Are we going to see new elements to the cockpit, such as the 360 degree squeezed into 180 degrees view bar mentioned so many times in the novels?

[DAVID]  The most prominent new addition to the cockpit will be elements dedicated to managing your InfoTech.  Some of these, like different vision modes, have been seen before in other ‘Mech games.  Others, such as data and images from your UAVs and remote sensors will be brand new to MechWarrior® Online™.

[MATT C] While we are very conscious of the games canon we are equally conscious of drawing from the canon the aspects that are fun when translated into a game. Say we were testing out having a 360 degree view and it made the game less fun during play testing I think it is safe to say we would cut it, at the current stage of development we are still trying out new ideas relating to the cockpit design so you never know what may end up in the game at launch.
One of the beautiful things with the F2P model that we’re growing to love as developers is that unlike a boxed product where our options to make changes based on consumer feedback are severely limited, with this model if the community demands a feature enough post launch then there is every possibility and intention that that can happen. As excited as we are to see the game upon launch we are just as excited to see what the game will look like a year from launch.

[MATT N] How about Hula girls? You like Hula girls right?

Is this game going to have lots of servers like a WoW or are you hoping for a single persistent server world like EVE Online?


[MATT C] Each game spawns its own dedicated server, these are not persistent like WoW, as mentioned that would take us into MMO territory. There is persistent game world information, i.e. match results are communicated to affect the balance of power in the Inner Sphere, who owns what planet etc. but there is no true persistent world, more of a persistent meta-game.

[MATT N] Lots of Servers Lots and Lots of servers

How much attention is being given to audio fidelity and is there a particular MW game you will be drawing sound effects from?

[MATT C] We are very focused on giving MWO the best audio fidelity within the project constraints; we don’t plan to pull sound effects from any particular game.  As with most aspects of the game we are drawing from the best that has gone before and then adding our own Piranha twist.

[PAUL] I’ll add that we firmly believe that nothing will kill the gameplay experience faster than bad game audio.  We will be generating all new audio content for MWO.  Remastering old sound from previous MechWarrior® titles would not do MWO justice and it wouldn’t be too appealing to you the player either.

[MATT N] What was that? I can’t hear you over the sound of my Hunchback’s AC-20!

Do you guys have any idea if you will be hitting any Cons next year with early versions of the game? I need to know so I can figure out which to go to (Please say PAX)

[PAUL] If Bryan pays, I’ll go to whatever cons he mentions in his reply.

[BRYAN] Future announcements will reveal our marketing plans.  We are going to be a key trade shows next year.

With the release timeframe you have, are you planning on releasing a fairly compact but well developed game and adding lots of content in the months following that?

[PAUL] Herein lays the beauty of the F2P model.  We will be releasing the compact but well developed game that we want players to experience with the ability to expand on the core presentation to give you the AAA quality title that we want to share with the awesome community that has been waiting for so long.  Our use of agile project development and listening to community feedback allows us to steer and correct our designs and implementation as needed.

[MATT N] In my mind Quality has always trumped Quantity. Especially when you can continually add content and respond to what the users want with updates.

How long has the game been in development? how far along is development? (is more of the game on paper or code currently)

 [PAUL] The game has been in development for a short period of time following a fairly lengthy pre-production cycle.  That being said, our internal engineering team is burning through code faster than words can describe.  There’s a passion driving them to make the best MechWarrior® game for the players and fans around the world.

[MATT C] The key goal with the release schedule is, to release a solid chunk of core gameplay and content that reflect the pillars that have already been described.  Beyond that, we’ll be very anxious to see how it is received by the community.

[MATT N] 2762.5 , Not Alpha Yet, We don’t use paper.

Do you have plans to support head tracking, such as the popular-in-the-sim-community TrackIR 5.0? In previous FAQ's, you have stated that it will be possible to destroy certain buildings in urban areas. What other types of destructible terrain are you planning on implementing?

[MATT C] Stay tuned for future announcements regarding technology partners.  We’re not at a stage currently to discuss everything with regards to destructibility in the game. Just know that we want to blow everything up as much as you do!

Will the MechWarrior® (that is, the player's avatar within the 'Mech) be subject to any particular effects during missions (e.g. injury resulting from hits to the BattleMech's head, falling, ammo explosions (injury as the result of an electric shock from feedback through the neurohelmet), and/or prolonged extreme overheating of the 'Mech)?


[PAUL] We are continuing to investigate what we will be able to do, but it’s a fine line between providing detail and obscuring gameplay and HUD information.

[DAVID] The MechWarrior® won’t actually take any sort of damage or be at risk of dying separately from the ‘Mech itself.  However, we hope to have some visual effects like the ones that you’ve mentioned.

[MATT N] If you get shot with an AC-20 in the head the hula girl has real Hula girl Physics™!

Will you have PvE elements on MechWarrior Online?

[PAUL] I may or may not pass out depending on Bryan’s answer to this.

[BRYAN] Not at launch.  We're looking at ways to incorporate PVE post launch and withing the framwork of the MWO concept.

What difficulties have you had transferring the mechanics from the tabletop game to a PC game, and what mechanics have you had to change or modify? Since this is a reboot, will history change in-game or do you mean reboot in the same way as a movie franchise is rebooted?

[MATT N] Hey you said REBOOT! You win a prize! Someone knows how to get their questions answered! Good job!

[PAUL] Challenging question and I’ll try my best to answer.  There’s been a common misconception amongst the community that I’d like to clear up.  While MechWarrior® Online™ does refer to BattleTech® for historical and canon reference, it does not mean that it’s a direct port of the table top rules to a videogame.  The table top rules are laid out to make sense for a turn based strategy game.  Some of those rules just don’t apply when dealing with a real time game environment.  Core rules such as munitions accuracy, heat management and movement speed will have to be tuned for real time gameplay and will differ in varying degrees from the table top rules.  How far they differ will come out of gameplay testing and tuning and at this point I cannot comment further on how that progress is going.  It is an exciting time in the studio right now and I don’t want to release information too soon and have it change on you, the community, later.  I am quite vulnerable to pitchforks and torches.

[DAVID]  While there hasn’t been anything that I would call a great difficulty, the thing that we always have to keep in mind is that we want to capture all of the flavour of the tabletop game but need to be aware of when a direct translation of a tabletop system won’t work for a real time computer game.  Though I would say that the biggest impasse we’ve come across is melee combat; that’s a system we don’t want to tackle until we know we can do it right.

I know the original trailer had a Warhammer in it, so will the reboot have the un-seen, re-seen or will the 12 not be seen at all?

[MATT N] I remember that trailer and I don’t think there was a Warhammer in there... I think it was an Urban Mech. Man I love those trash cans.

[PAUL] And you guys think I should be medicated?!?

Do you have plans in rebooting the series to take it past MWO like books or movies? Has there been anything that has been added or removed from the series to make the reboot more appetizing to newcomers? Are there any fears that you have about rebooting the franchise?


[PAUL] There will always be some fear when dealing with such a large franchise that has a huge and loyal fan base.  We are all fans of the franchise and want to put out the best game we can and we also look to you, the community, to help us achieve that.  The passion that has been demonstrated throughout the community really drives home the importance of our decisions here in the studio and we hope you can bear with us as we detail design and implementation to make the final feature set rock solid.  As for any changes made for newcomers, I think the level of accessibility (controls and training) will be the determining factor of keeping them interested.  I’ve been working with the design team to make sure we address anything that my turn a newcomer away on their first day.

[MATT N] No comment. And we have NO FEAR! We are MechWarriors®!

[BRYAN] The MW rights are scattered across the known universe.  The chances are low that anything we do here in MWO will translate into other mediums.

In regards to the Unseen, does this mean we will see the Marauder, Archer, and the rest of the 'Unseens'? Will they be the original formats, the 'Reseens' or will they be Alex's own variations on these iconic ‘Mechs?

[MATT N] If we are going to make any Mech, it is going to go through Alex’s treatment.

Reboot can mean many things to many people, from changing the entire storyline, system, and everything else to just making small changes here and there to some of the ‘Mechs weapons, etc. My question is this, what specifically, does “Reboot” mean to you and the creators of this game? What do you plan on rebooting as a whole? The entire game world from the ground up? Cosmetic changes to most of the units? What direction do you plan on taking when rebooting MW entirely?

[MATT N] For me it means, the ‘Mechs get a visual overhaul and the gameplay is tweaked to mitigate: always knowing where the enemy is, the arms race, circle strafing and legging being too viable.

[PAUL] For me it’s the opportunity to bring the franchise up to date in both graphical and gameplay capabilities.  Yes, the various incarnations of MechWarrior® were fun and a lot of nostalgia comes with it.  One of the fun tasks of being a designer on this project is the ability to keep that sense of nostalgia while bringing forth modern gaming features.  Leveling, skill trees, persistence, economy tracking and stat tracking are just some of the features that we all love and would love to see in MechWarrior® Online™.  It’s really a chance to add features, to a game that we’re all familiar with, that really round out the experience as a whole.  As a systems designer, I look forward to the challenge of keeping the core experience of MechWarrior®, mixing in some new game mechanics and give you MechWarrior® Online™.

From the DevBlog on the reboot, what do you mean by: “Solve some of the long standing gameplay issues from previous MechWarrior® games?”

[PAUL] For me it’s the open expanses of flat terrain that evolved into circle strafing madness.  While it will still be part of the game, our new environments will allow us to curtail that type of gameplay while opening up new avenues of exploration and Information Warfare bringing every class of ‘Mech to the front lines of combat.  Yes you will be able to form a team of all assault class ‘Mechs, but you’re going to end up as fodder to a co-ordinated team of mixed class ‘Mechs and an orchestrating commander.

Beyond being online and persistent; how will MWO bring the MW concept forward, or will it be more of the same simply updated? Second will the game be more sim-like than previous titles that show barren cockpits and play like driving tanks in FPS games?

[PAUL] We used to throw around a tag line here at Piranha.  “This is not your father’s MechWarrior®”.  There are so many aspects of gameplay that are being added to MechWarrior® Online™ that the game will feel different in a very good way.  Our ability to feedback information to a player has evolved drastically since the last MechWarrior® title.  This includes updated HUD displays, cockpit displays and if you have the toys, force feedback and more!  Our cockpit is not barren.  We are implementing new technologies to allow you to look at various instrument panels and get tactical information by doing so.  Combat between ‘Mechs shouldn’t be just spotting an enemy and shooting.  Logistics and battlefield awareness should play a role as well considering you’re piloting a massive powerhouse into combat.

Is there any particular aspect of the combat which you felt needed to be radically revised and/or updated?

[DAVID]  The greatest challenge when it comes to combat would be properly implementing melee combat.  As a result, this is something that we’re going to put on hold until we know we can do it right.  As for more traditional aspects of MechWarrior® combat, we want to make sure that there exists a proper balance to the different weight classes of ‘Mechs, so that they each have their own distinct uses, and encourage good team play when used together.

[PAUL] To touch on David’s comment, we are also bringing in the ability to skill up your pilot.  Your pilot is the actual avatar sitting in the cockpit.  The dude or dudette that you’re viewing the world through.  This brings a whole new level of pilot awareness to the battlefield and you’ll be hard pressed to see why it wasn’t included before.  You will be able to fine tune your pilot’s skills into one of the various roles we have planned for MechWarrior® Online™.  This includes scouting and commanding for your team mates.

How much influence is the forum and its participants having on your decisions, if any?

[MATT N] The Forum creates great catalysts for Discussion on how we implement the planned features and sometimes inspire unplanned features.

[DAVID]  We do check in on the forums from time to time.  There are a lot of interesting ideas that come out of the debates on there, and we do keep some of those considerations in mind.

[PAUL] I frequent the forums on a semi-daily basis.  A lot of the conversations have a lot of thought put into the suggestions and opinions and I find that the conversations provide us with a lot of insight into our target audience and what you the gamer is going to expect in our final product.  There are a lot of great ideas that are simply out of our scope for this project but it’s good to know that we are not far off base when looking at our current feature set and what the community is asking for.  I do however have a deep burning hatred for all things “My Little Pony”.

What do you consider the fundamental core of the BattleTech® Universe that you feel can't be touched during a reboot? What do you feel needs to be changed the most?

[PAUL] I don’t think we want to change anything behind the lore of the BattleTech® Universe.  The story lines and rich history of the Great Houses and families that drive them along with the politics and controversy are just something we think is at the heart of every MechWarrior® fan.  You can even see this right now in the MechWarrior® Online™ forums where the various House discussions show how the community can identify themselves with one of the factions involved in the universe.  Another thing we wouldn’t want to change is the elite status of the MechWarrior® themselves.  To say a MechWarrior® is just a pilot/driver of a ‘Mech is like saying that a ‘Mech engineer is just a tinkerer.  As for what would need to be changed the most, I think some of the technology and industrial designs need to be updated to meet today’s understanding of future technologies.

Targeting in the table top game had no group fire, and damage from each weapon was randomly distributed across different areas of the 'Mech. Will you be "rebooting" group fire? PS: Do you like my location?

[GARTH] He says he's on top of the TNT roof with binoculars, I think we should answer that.

[PAUL] I won’t answer squat unless he has a gun.
Okay seriously, the topic of pin-point accuracy/concentrated damage is something we are going to have to watch very carefully.  There’s no real reason why lasers shouldn’t be pin-point accurate and ballistic shot munitions shouldn’t do area damage.  We could go into numerous physics debates discussing how particles (including energy) disseminate over distance but that is not going to be conclusive to balanced gameplay.  As for group fire, there’s nothing really wrong with the model and it provides a means of making a MechWarrior® tactically think about what gets fired and when.  Needless to say, gameplay tuning will drive how we approach targeting and concentrated/area damage.

Have you any plans to add new material to give a unique MWO perspective and enhance the end users experience?

[PAUL] There are two pillars in our design mandate that target this question directly.  The first is Role Warfare where we make sure that players of any play style will find their niche and each niche is a positive supplement to their Lance or Team.  The second is Information Warfare where we bring in our InfoTech systems which help players relay information back and forth between forward scouts and the rest of the team.  This information relay system allows scout and commanders to pass information to assault and defending ‘Mechs.

In rebooting the MechWarrior® game what was the game designers’ rationale for the year 3049 being chosen?


[DAVID]  I think that starting just before the Clan invasion allows us the greatest opportunity to really dive into BattleTech setting.  We get to start with just the Inner Sphere, who are experiencing a surge of newly (re)discovered technology, and their inter-House politics, and then we get to shake things up when the Clans arrive.  Running the game through the Clan Invasion allows the players to experience for themselves what is arguably the best known period in BattleTech history.

[PAUL] We want the player base to be able to experience Inner Sphere tech combat and really to get used to how ‘Mech technology works.  We want players to really get into this game and create builds that they can share with friends and allow the community to share strategies in combat and creating/customizing BattleMechs.  We figured that the exciting time following the Succession Wars just prior to the Clan Invasion would allow us to really create some intense House vs. House tensions.  We also want to introduce other aspects of instability that happened during the introduction and subsequent invasion of the Clans.  Starting the game in 3049 made the most sense as we will be able to front load the experience of MechWarrior® Online™ to the first two years of the game being live.  Who knows what kind of interesting bits and pieces might appear in the game as time progresses?

Is the trailer for the game really in game footage? Because if it is, then the game will be amazing!

[PAUL] The 2009 video teaser is not the trailer for MechWarrior Online.  It was a technology and inspiration piece that we created and yes it was all in-game footage.  DevBlog0 and the FAQ on this site explain in detail the creation of the video and what it was used for.




Title: Re: Mechwarrior Online
Post by: Ironwood on November 17, 2011, 03:24:06 AM
Jesus, that makes the game sound DOA.


Title: Re: Mechwarrior Online
Post by: eldaec on November 17, 2011, 07:10:28 AM
Makes it sound like after much noise and hullaballoo they'll end up making WoT with mechs.


Title: Re: Mechwarrior Online
Post by: Speedy Cerviche on November 17, 2011, 07:18:39 AM
Instanced arenas with 20 minute matches, so much for epic military campaigns... Better have amazing physics, map, objective & combat depth otherwise there's not much going on there. Wonder what the max match size will be? 4v4? Zzzzz


Title: Re: Mechwarrior Online
Post by: Tmon on November 17, 2011, 08:22:01 AM
Makes it sound like after much noise and hullaballoo they'll end up making WoT with techs.

I don't think that would be a bad thing. 


Title: Re: Mechwarrior Online
Post by: Ghambit on November 18, 2011, 11:57:50 AM
So their idea of "massive" is just translating match victories into some arbitrary non-variable "balance of power?"  Wow, nice design.   :oh_i_see:
Protip:  just take the old mechwarrior and strap on this powerstruggle poop and your game is finished.  It can release tomorrow.

PS2 holds more promise.  iamsad



Title: Re: Mechwarrior Online
Post by: Fordel on November 18, 2011, 01:21:13 PM
So is there territory to control or is it just a big 'us vs. them' bar?


We had territory control in god damn Mechwarrior 2, sure our backend was a system of spreadsheets and a enormous JPEG of the Innersphere, but we had it dammit!


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 18, 2011, 01:42:21 PM
MPBT3025 was 4x4 matches with a galaxy map determined by victories.  It's a simple system that works.


Title: Re: Mechwarrior Online
Post by: Trippy on November 18, 2011, 02:23:33 PM
So is there territory to control or is it just a big 'us vs. them' bar?


We had territory control in god damn Mechwarrior 2, sure our backend was a system of spreadsheets and a enormous JPEG of the Innersphere, but we had it dammit!
Hey I may have played in that system. Did yours have "resources" the different Houses and Companies would use to "purchase" mechs for their pilots?


Title: Re: Mechwarrior Online
Post by: Evildrider on November 18, 2011, 02:37:33 PM
I would rather see a fully realized turn-based online version of Mechwarrior than what they are trying to do here. 


Title: Re: Mechwarrior Online
Post by: Fordel on November 18, 2011, 04:08:07 PM
So is there territory to control or is it just a big 'us vs. them' bar?


We had territory control in god damn Mechwarrior 2, sure our backend was a system of spreadsheets and a enormous JPEG of the Innersphere, but we had it dammit!
Hey I may have played in that system. Did yours have "resources" the different Houses and Companies would use to "purchase" mechs for their pilots?


Yea, we even kept track of which planets had which mech factories producing which base models.


TKZ Mech 2 league and ADL Mech2Mercs League were the big territory/resource control ones, played through Kali. GrandCouncil was a big traditional ladder I participated in too, but wasn't really into it.



Title: Re: Mechwarrior Online
Post by: Simond on November 18, 2011, 05:01:33 PM
Makes it sound like after much noise and hullaballoo they'll end up making WoT with mechs.
(http://i.imgur.com/HENsO.png)

I would rather see a fully realized turn-based online version of Mechwarrior than what they are trying to do here. 
So you'd rather see something that would never exist in a million years than WoMecha? Are you insane?


Title: Re: Mechwarrior Online
Post by: Fordel on November 18, 2011, 05:06:56 PM
You can play BattleTech online like right now, there are free virtual table tops for it.


Title: Re: Mechwarrior Online
Post by: Simond on November 18, 2011, 05:13:06 PM
Yeah, they're free because they're unlicensed. :grin: Megamek isn't exactly what I'd call a mainstream release, either.


Title: Re: Mechwarrior Online
Post by: Fordel on November 18, 2011, 05:14:45 PM
They accept the custom mech files from the free mech builders though!


Title: Re: Mechwarrior Online
Post by: MahrinSkel on November 19, 2011, 10:48:00 PM
Everything I see indicates these guys are trying to create an updated version of MPBT.  Since I wanted to do that back in 2002, my first question is "Are they hiring?"  MPBT was the first online game that ate my life.

--Dave (Lt. Col. Abuse Magnet TTO Skye Front, Ret.)


Title: Re: Mechwarrior Online
Post by: Count Nerfedalot on November 21, 2011, 08:03:52 AM
Why is this in the MMO forum?  They specifically said they were not going into MMO territory re persistent world stuff.

Also, if you are wanting the "classic" Mechs of the original tabletop game, this is not the Mech game you are looking for.

And wtf is the resistance to having the compressed 360 degree viewscreen about anyway? The concept was tried and proven viable back in the 70s/80s whith that raster graphics tank game, so are they incompetent or just idiots trying to field a vaguely Mechwarrior-like world but with their own weird-ass vision and are just glomming onto the Mechwarrior name for its brand recognition with absolutely no desire to remain faithful to the original?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 22, 2011, 07:46:25 AM
Let's hope Cyanide gets the Battletech license  :why_so_serious:

Seriously, with all the hate for Cyanide, I would kill for a Battletech videogame as good (and bad) as Blood Bowl.


Title: Re: Mechwarrior Online
Post by: Simond on February 28, 2012, 02:01:12 PM
http://www.pcgamer.com/2012/02/28/exclusive-first-mechwarrior-online-trailer/

 :drill:


Title: Re: Mechwarrior Online
Post by: JWIV on February 29, 2012, 06:40:57 AM
http://www.pcgamer.com/2012/02/28/exclusive-first-mechwarrior-online-trailer/

 :drill:

that hula girl better be available in the online store if there is one.


Title: Re: Mechwarrior Online
Post by: tmp on February 29, 2012, 06:42:33 AM
I'm hoping it's going to be PvP loot.


Title: Re: Mechwarrior Online
Post by: Stormwaltz on February 29, 2012, 08:24:31 AM
What they didn't show you was the Atlas making a gigantic crater, shattering into millions of pieces, and its reactor cracking open to bathe the landscape in the pallid fire of raw shattered atoms... because you can't drop 100-ton robots like you do a 180-pound airborne infantrymen.


Title: Re: Mechwarrior Online
Post by: JWIV on February 29, 2012, 08:37:42 AM
What they didn't show you was the Atlas making a gigantic crater, shattering into millions of pieces, and its reactor cracking open to bathe the landscape in the pallid fire of raw shattered atoms... because you can't drop 100-ton robots like you do a 180-pound airborne infantrymen.

I think it had a rocket pack, so maybe it was a special Jump Atlas.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: tmp on February 29, 2012, 09:00:02 AM
What they didn't show was bungee cord. :drill:


Title: Re: Mechwarrior Online
Post by: Ghambit on February 29, 2012, 09:07:41 AM
What they didn't show you was the Atlas making a gigantic crater, shattering into millions of pieces, and its reactor cracking open to bathe the landscape in the pallid fire of raw shattered atoms... because you can't drop 100-ton robots like you do a 180-pound airborne infantrymen.

I think it had a rocket pack, so maybe it was a special Jump Atlas.   :why_so_serious:

When did they start installing jump jets on Atlas'?


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on February 29, 2012, 09:40:45 AM
It was an Add on from the drop ship, likely cast off on landing.


Title: Re: Mechwarrior Online
Post by: Evildrider on February 29, 2012, 10:47:42 AM
Nothing wrong with jump jets on 100 ton mechs.  :P


Title: Re: Mechwarrior Online
Post by: Kitsune on February 29, 2012, 11:57:08 AM
Mechs were dropped in ablative cocoons from orbit.  The cocoon would take the reentry and pop off in the lower atmosphere, whereupon the mech would fire strap-on jump jets to slow enough to land safely.  It was described as a rather dangerous and harrowing prospect, especially given that the areospace pilots would use them for target practice if given the opportunity.


Title: Re: Mechwarrior Online
Post by: Simond on March 01, 2012, 01:09:40 PM
Apparently most of that trailer was from the game-engine. Including the cockpit view.


Title: Re: Mechwarrior Online
Post by: Stormwaltz on March 01, 2012, 01:37:44 PM
Apparently most of that trailer was from the game-engine. Including the cockpit view.

If that's true, I'll be extremely impressed.


Title: Re: Mechwarrior Online
Post by: Ghambit on March 01, 2012, 03:56:01 PM
What?  No way. 
Now I'm intrigued err sad, 'cause I'm gonna have to get another video card. (it is Cryengine 3 after all, so I anticipate ridiculous terrain that eats GPUs for lunch)

Here's the devpost on it, 'cause you know...  link or it didnt happen right?   :oh_i_see:
Quote
1) Yes, it's all in-game assets.
2) Yes, that is the actual HUD for the Atlas
3) Yes, it's a "low altitude drop"
4) Yes, that is a Hunchback in the background.
5) Yes, that is a Jenner in the background.
6) No, this is not a pre-rendered video with post effects. It is all in-game engine, the same engine driving the game.
7) Yes, we know that the term was "nominal" but unfortunately couldn't source the term for audio.
8) We are sorry, we didn't realize you guys wanted to look at a naked dude in a vest.
9) You guys have no clue how close to gameplay you're actually watching
10) No, you can't have the music.

Will update this as needed.



Title: Re: Mechwarrior Online
Post by: Lantyssa on March 02, 2012, 04:49:12 AM
It's hard to describe how happy in the pants hearing the voice list off everything coming online makes me.  Online Robot Voice is so :heart:.


Title: Re: Mechwarrior Online
Post by: Ghambit on March 02, 2012, 09:05:11 AM
Too bad that w/o LRM's (which I heard they may not have) it's near pointless to listen to.
"incoming missi..." BOOM!   :oh_i_see:

The voice actually reminded me of "Mission to Mars."  Definitely cool.

I'm really hoping they go ahead with the startup/shutdown sequence, throw in heat generation, and allow shutdown mechs to have less radar/IR signature.  Sitting in a chokepoint with a shutdown mech is cool and all, but there wasnt enough of a price to pay when you can startup the entire machine in 1-click and 0.5 seconds.  Something tells me fusion reactor bohemoths take a bit longer to fire up.


Title: Re: Mechwarrior Online
Post by: Kitsune on March 02, 2012, 11:22:55 AM
Too bad that w/o LRM's (which I heard they may not have)

What.
 :mob:

In other news, I've been searching for the audio of the mech's startup sequence from MW2 for frickin' YEARS to use as the startup sound for my computer.  The only one I've ever been able to find is 'dirty', bits of background music behind her voice; someone clearly just recorded it from in-game rather than finding the audio file in the game and extracting it.


Title: Re: Mechwarrior Online
Post by: Engels on March 02, 2012, 11:29:39 AM
This one? (http://www.youtube.com/watch?v=OvG_Txu82cA&feature=related)

The one I think you want starts at the 2 min mark.


Title: Re: Mechwarrior Online
Post by: Ghambit on March 02, 2012, 11:33:59 AM
I've gotta dig up the LRM rumour, dont quote me on that.  They may also change the way it works They'll HAVE to change the mechanics of it.  Bodypart snipes with LRM are imba.
If they get the missile warning right and allow some kind of countermeasure, maybe leave em in?  Stick with unguided?  nerf the dmg. heavily?  Raise the heat generation?  dunno.

Anyways, in MW2/3 you could win the game with just that one weapon, especially against the AI.  Typical routine:
-kite with LRMs
-target the leg
-blow off the leg (incapacitates the mech)
-move in for the quick kill from behind (or just blow off the other leg)


Title: Re: Mechwarrior Online
Post by: JWIV on March 02, 2012, 11:36:17 AM
This one? (http://www.youtube.com/watch?v=OvG_Txu82cA&feature=related)

The one I think you want starts at the 2 min mark.

That's the music.   Here's the voice (music is still present in the background though)

http://www.youtube.com/watch?v=I_JE6gXBOKw


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on March 02, 2012, 11:37:55 AM
That would be sweet to use for a start up.

WTB MP3!


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 02, 2012, 11:41:56 AM
I used to have the wav.  I'll see if I can dig it up.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on March 02, 2012, 11:42:53 AM
Id love you more than I do now.


Title: Re: Mechwarrior Online
Post by: JWIV on March 02, 2012, 11:46:53 AM
http://www.noblefusion.com/graphics/mw/nominal.wav

Just found it myself


Title: Re: Mechwarrior Online
Post by: Jherad on March 02, 2012, 11:53:18 AM
Oh wow.

It's hard to describe how happy in the pants hearing the voice list off everything coming online makes me.  Online Robot Voice is so :heart:.

I was all  :mob: when I heard 'all systems online', then I was happy again when I saw

Quote
7) Yes, we know that the term was "nominal" but unfortunately couldn't source the term for audio.

I'm such a nerd.


Title: Re: Mechwarrior Online
Post by: Kail on March 02, 2012, 03:57:43 PM
I'm really hoping they go ahead with the startup/shutdown sequence, throw in heat generation, and allow shutdown mechs to have less radar/IR signature.  Sitting in a chokepoint with a shutdown mech is cool and all, but there wasnt enough of a price to pay when you can startup the entire machine in 1-click and 0.5 seconds.  Something tells me fusion reactor bohemoths take a bit longer to fire up.

If they actually make a functional cockpit, I will subscribe to this game for infinity.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on March 02, 2012, 04:01:56 PM
Too bad that w/o LRM's (which I heard they may not have) it's near pointless to listen to.
"incoming missi..." BOOM!   :oh_i_see:

The voice actually reminded me of "Mission to Mars."  Definitely cool.
The voice is directly from MW2, I think.

--Dave


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 02, 2012, 08:07:34 PM
Mech Sounds (http://hotlink.escapedredpanda.net/f13/Mechwarrior.zip)

A very similar nominal plus startup, shutdown, and self destruct.  I can't tell if it's just slightly quieter, or if it has slightly less noise in the background.  I'm not an audiophile though, so JWIV's might be the same.


Title: Re: Mechwarrior Online
Post by: Fordel on March 02, 2012, 08:42:56 PM
The voice is from Mechwarrior 2: Mercenaries.


-edit-
http://www.youtube.com/watch?v=Uvm9V2A41CA


Title: Re: Mechwarrior Online
Post by: Ozzu on March 04, 2012, 04:34:28 AM
So, let me get this right. This is MPBT: 3025, but using CryEngine 3?

Um. Yes please? I was crushed when MPBT: 3025 didn't make it out of beta.


Title: Re: Mechwarrior Online
Post by: Speedy Cerviche on March 04, 2012, 04:06:31 PM
hopefully it's better...

That game was fun but kind of shallow.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 05, 2012, 06:47:20 AM
It was still all kinds of awesome.


Title: Re: Mechwarrior Online
Post by: Calandryll on March 14, 2012, 10:43:13 AM
In game footage from GDC video.

http://www.youtube.com/watch?v=gXJ9Jrbr9cE


Title: Re: Mechwarrior Online
Post by: Engels on March 14, 2012, 11:23:05 AM
like


Title: Re: Mechwarrior Online
Post by: Calandryll on March 14, 2012, 11:27:28 AM
Also, footage of Mechwarrior Tactics, turn-based F2P game.

http://www.youtube.com/watch?v=i48oVFNgDl8&feature=related

Yay, hexes!  In some ways I'm more interested in this than the first person game.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 14, 2012, 12:07:19 PM
Also, footage of Mechwarrior Tactics, turn-based F2P game.
About damn time!  You're my favorite dev whom I haven't seen in ages for the week.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 14, 2012, 12:54:47 PM
In game footage from GDC video.

http://www.youtube.com/watch?v=gXJ9Jrbr9cE

Wet AND Erect.

Also, the turn based one is interesting too.

I love Mechs.  The Simplicity of the Joy of Mechs.


Title: Re: Mechwarrior Online
Post by: Jherad on March 14, 2012, 04:11:19 PM
In game footage from GDC video.

http://www.youtube.com/watch?v=gXJ9Jrbr9cE

Oh boy. They can have ALL MY MONIES if/when this gets released.

I used to play the old MW games with a big heavy Sidewinder Force Feedback 2 - does anyone have any opinion on a similar heavy feedback joystick that'll work on Windows 7 x64 and won't break the bank?


Title: Re: Mechwarrior Online
Post by: Fordel on March 14, 2012, 04:17:30 PM
No one makes force feedback stuff anymore, just random rumble stuff.


Title: Re: Mechwarrior Online
Post by: Ingmar on March 14, 2012, 05:06:29 PM
http://www.amazon.com/Logitech-Flight-System-Feedback-Joystick/dp/B002G1YPP2 gets good reviews it seems. (But will break the bank...)


Title: Re: Mechwarrior Online
Post by: HaemishM on March 15, 2012, 11:23:19 AM
Absolutely sproingy for both these games, especially the turn-based one.


Title: Re: Mechwarrior Online
Post by: Evildrider on March 15, 2012, 11:42:44 PM
...and I jizzed in my pants.  Mechwarrior Tactics looks like the Battletech game I've been waiting for forever.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on March 16, 2012, 09:22:41 AM
Part that bothers me, is this just going to be all arena fights? Can you get out of your Mech? Is this just the Exteel of Mechwarrior?


Title: Re: Mechwarrior Online
Post by: Zetleft on March 17, 2012, 08:45:41 AM
Tactics looks like all kinds of awesome.  Can't wait to play both games and be a hermit for awhile.


Title: Re: Mechwarrior Online
Post by: apocrypha on March 17, 2012, 10:13:32 AM
Part that bothers me, is this just going to be all arena fights? Can you get out of your Mech? Is this just the Exteel of Mechwarrior?

There was a quote somewhere that said you can't get out of your mech.

I suspect it's going to be a bit like World of Tanks, although I'm hoping for some single-player or campaign play or something.


Title: Re: Mechwarrior Online
Post by: Dark_MadMax on March 17, 2012, 12:37:06 PM
Part that bothers me, is this just going to be all arena fights? Can you get out of your Mech? Is this just the Exteel of Mechwarrior?

There was a quote somewhere that said you can't get out of your mech.

I suspect it's going to be a bit like World of Tanks, although I'm hoping for some single-player or campaign play or something.

World of Tanks with mechs?- what could be more awesome?


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 17, 2014, 03:21:58 PM
World of Tanks vs. 'Mechs?


Title: Re: Mechwarrior Online
Post by: climbjtree on March 17, 2014, 03:26:32 PM
"Yes please," says the guy who always played a tanker in BTMUX.


Title: Re: Mechwarrior Online
Post by: Ghambit on March 17, 2014, 05:50:30 PM
Too bad we cant fight over hexes for our House.  
It's gonna be a totally scrim-based game it seems, which is fine by me really.

edit: Oh wait!  (MBW, do not worry)
Quote
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.

Quote
Players will be able to form their own customized Mercenary Corporations (Merc Corps for short). These operate in the same way that the term clan refers to in other first person shooters. A better way of thinking about Merc Corps is as a "guild". Within the guild you can create Lances("parties") and join matches in that manner.

Between this and MW:Tactics many nights will be lost.


Title: Re: Mechwarrior Online
Post by: Bungee on March 22, 2014, 01:31:39 PM
Just to throw it out there again:
WHY hasn't anybody come up with the very concept of WoT but instead of Tanks put in MECHWARRIORS?! It's just a match made in Heaven. It would be awesome. WHY NOT?

Count me in! :heart:


Title: Re: Mechwarrior Online
Post by: Ghambit on April 04, 2012, 06:29:50 PM
Mechlab design is up. (http://mwomercs.com/news/2012/04/193-dev-blog-6-mechlab)


Title: Re: Mechwarrior Online
Post by: Hoax on April 04, 2012, 06:35:56 PM
Mechlab design is up. (http://mwomercs.com/news/2012/04/193-dev-blog-6-mechlab)

Going on record as saying that this will make the game less fun to play not more. I would much rather they give only the official designs and variants rather than letting people customize. Allowing people to build their own does nothing positive for gameplay or the variety of units you will see on the battlefield.


Title: Re: Mechwarrior Online
Post by: Kitsune on April 04, 2012, 10:01:07 PM
You shut your whore mouth.  My Reaper assault mech design shall reign on the battlefield, just like when I was 14!  And all IS tech, none of this OP clan crap.


Title: Re: Mechwarrior Online
Post by: Fordel on April 05, 2012, 02:29:11 AM
I'm leaning towards Hoax on this one, from Mechwarrior 2 and onwards, total customization resulted in everyone maxing armor, then speed, then shoving as many of a single weapon system onto their mech as possible. Usually Laser Boats or Missile Boats. The kind of Laser and Missile varied between games, but there was always one type that was just broken. All the leagues and ladders had to make customization rules to prevent every match from devolving into who could MedPulse Laser Alpha the other side first before overheating and shutting down.


The best customization from a gameplay perspective was from the first Microsoft Mechwarrior game, think that was Mech4? You could still swap weapons, but mechs had restricted hardpoints, like this arm could only take autocanons, and this shoulder could only take missiles, with size restrictions as well. The fully custom table top mech design just doesn't translate to a real time actiony game.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 05, 2012, 05:38:28 AM
Add me to the list of those against total customization. In my long running Battletech campaigns in the 80s I never ever allowed for total customization. Minmaxing is not the point of the game. The point of game is to use the given models, eventually upgrade them when you can, and make the best out of their strengths without forgetting their weaknesses.

Can you imagine a World of Tanks with player made tanks? No thanks.


Title: Re: Mechwarrior Online
Post by: Ghambit on April 05, 2012, 06:34:34 AM
Part of the issue with this is the persistent timeline.  It's set fairly early in the 'verse so they had to make a system that'd easily add in late model variants for everything, including clan gear, as time went on.  And as we all know, as the timeline went on it really didn't matter if you customized or not because there would be a canon mech with the same design already out there.

Early mech design was fairly basic anyways yes?  And they can still restrict slots if they want to.



Title: Re: Mechwarrior Online
Post by: Kitsune on April 05, 2012, 10:30:48 AM
Code:
Type: 	Reaper
Technology Base: Inner Sphere / 3075
Ruleset: Standard (5th edition)
Tonnage: 85
Cost: 11,578,718 C-bills
Battle Value: 1,857
Equipment Mass
Internal Structure: Endo Steel 4.5
Engine: 340 27.0
Type: Fusion
Walking MP: 4(5)
Running MP: 6(8)
Jumping MP: 4
Heat Sinks: 15 [30] 5.0
Gyro: Standard 5.0
Cockpit: 3.0
Armor Factor: 263 16.5

               Internal Structure Armor Value
Head                  3        9
Center Torso      27        40
Center Torso (rear)        14
L/R Torso            18/18        27/27
L/R Torso (rear)          9/9
L/R Arms            14/14        28/28
L/R Legs              18/18        36/36

Weapons and Ammo Location Crits Tons
Medium Laser      LT              1 1.0
Medium Laser      LT              1 1.0
Medium Laser      LT              1 1.0
Medium Laser      RT              1 1.0
Medium Laser      RT              1 1.0
Medium Laser      RT              1 1.0
Medium Laser      CT              1 1.0
Medium Laser      CT              1 1.0
ER PPC                RA              3 7.0
Hatchet              LA              6 6.0

With triple-strength myomer you wind up with an assault mech that moves like a medium and hatchets for 34 damage.   :heart:


Title: Re: Mechwarrior Online
Post by: Ghambit on April 05, 2012, 11:54:12 AM
Code:
Type: 	Reaper
Technology Base: Inner Sphere / 3075
Ruleset: Standard (5th edition)
Tonnage: 85
Cost: 11,578,718 C-bills
Battle Value: 1,857
Equipment Mass
Internal Structure: Endo Steel 4.5
Engine: 340 27.0
Type: Fusion
Walking MP: 4(5)
Running MP: 6(8)
Jumping MP: 4
Heat Sinks: 15 [30] 5.0
Gyro: Standard 5.0
Cockpit: 3.0
Armor Factor: 263 16.5

               Internal Structure Armor Value
Head                  3        9
Center Torso      27        40
Center Torso (rear)        14
L/R Torso            18/18        27/27
L/R Torso (rear)          9/9
L/R Arms            14/14        28/28
L/R Legs              18/18        36/36

Weapons and Ammo Location Crits Tons
Medium Laser      LT              1 1.0
Medium Laser      LT              1 1.0
Medium Laser      LT              1 1.0
Medium Laser      RT              1 1.0
Medium Laser      RT              1 1.0
Medium Laser      RT              1 1.0
Medium Laser      CT              1 1.0
Medium Laser      CT              1 1.0
ER PPC                RA              3 7.0
Hatchet              LA              6 6.0

With triple-strength myomer you wind up with an assault mech that moves like a medium and hatchets for 34 damage.   :heart:

I would drive this.
6-ton hatchet-wielding death from above.


Title: Re: Mechwarrior Online
Post by: Fordel on April 05, 2012, 12:50:53 PM
Max armor, Max speed, shove as many single weapons as you can on the thing.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Kitsune on April 05, 2012, 01:13:50 PM
Oh ye of little faith, there is a reason for everything in my masterpiece, and not just piling in twenty machine guns for lol alpha strike.  The ERPPC is in there to engage at range while approaching the victim, and to push the heat up enough to activate the myomer boost that kicks in at 9 on the heat scale.  But at 10 or higher heat you start getting worse penalties, so ideally you want to get to 9 and keep it precisely there, which is why I'm using lots of smaller weapons rather than a few large lasers; it's easier to fine tune your heat with guns that generate 3 heat per shot rather than guns that generate 10.  Everything is ammoless because the design calls for running at medium heat and you don't want to risk the ammo exploding.  The speed and armor are maxed because most of the damage hinges on being at close range, ideally hatchet range but at least medium laser range, so the mech has to be able to quickly close in and be able to survive long enough to get close.  Same for jump jets, need to be able to bypass tricky terrain quickly.  Additionally, an 85-ton mech charging from 8 hexes away is a fun tactical option to be able to have.


Title: Re: Mechwarrior Online
Post by: Fordel on April 05, 2012, 01:22:16 PM
So you need 8 Med lasers to fine tune your heat?


Title: Re: Mechwarrior Online
Post by: Kitsune on April 05, 2012, 01:39:10 PM
I initially tried a combination of small, medium, and larges, the problem is the lack of internal space in the mech.  After the hatchet, myomer, endo-steel internals, heat sinks, and PPC, the mech has exactly 8 free tons and 8 slots.  Medium lasers are one ton and one slot.  Large lasers ate weight and left empty space.  Lights ate the space and left free weight.


Title: Re: Mechwarrior Online
Post by: Lightstalker on April 06, 2012, 12:22:56 AM
I'm dissappointed it wasn't a quad with the lasers in a turret.

Screw DFA, I'm going to mule kick your ass.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 06, 2012, 06:31:57 AM
A strict 3025, maybe adding 2750, tech game is a lot more fun than adding all the 3050+ expansions.  There are serious trade-offs for the weapons up to that point.  Customization can still break it, but they're overall much more balanced.

Clan-era and later only works if you've got a GM to balance things out.  I do love custom 'mechs, but a game of all perfectly optimized 'mechs becomes about as exciting as a Monty Hall D&D game.


Title: Re: Mechwarrior Online
Post by: Kageru on April 06, 2012, 08:37:14 AM

Didn't everyone make something like that mech? about the time you realise that heat is the limiting factor and the large weapons were just monstrously inefficient in both space and heat. Likewise the cheese that a melee weapon was awesome from a heat / weight ratio.

But that's at least partly bad game design, it doesn't mean you through out a large part of the game (mech design and gearing) entirely.


Title: Re: Mechwarrior Online
Post by: Merusk on April 06, 2012, 09:01:02 AM
It's certainly nearly-identical to the Mechs I ran MW3/4 with.   The only thing it's missing are the LRM/ SRM clusters we'd do just to kill things as soon as they came on the scope.  "Mech Powering up"  *fwooosh* "Mech Destroyed"


Title: Re: Mechwarrior Online
Post by: Ironwood on April 06, 2012, 02:45:18 PM
The best customization from a gameplay perspective was from the first Microsoft Mechwarrior game, think that was Mech4? You could still swap weapons, but mechs had restricted hardpoints, like this arm could only take autocanons, and this shoulder could only take missiles, with size restrictions as well. The fully custom table top mech design just doesn't translate to a real time actiony game.

Um.  I've just read it.  That's exactly what they're doing.
Quote
Each location on a BattleMech, such as the Right Arm or Center Torso, may include a number of hard points. The number of hard points in a given location is determined on a per variant basis, and is based on the weapons included in the variant’s default loadout. For example, a ’Mech that, by default, comes with 2 Medium Lasers and an Autocannon/2 in its Left Torso may actually have 3 energy weapon hard points and 2 ballistic hard points in that location. So, if the player is able to satisfy the weight and critical slot requirements, they could equip an additional energy weapon and ballistic weapon into that Left Torso, or swap out the Medium Lasers for other energy weapons, etc.


Title: Re: Mechwarrior Online
Post by: Simond on April 06, 2012, 03:26:13 PM
That seems reasonable then - some customisation of 'normal' mechs (which was actually supported in the fluff) and then the inevitable Clan expansion adds the Omnimechs.


Title: Re: Mechwarrior Online
Post by: Evildrider on April 06, 2012, 04:33:27 PM
My fave mech was the Ryoken with all ER Med. Lasers, targeting computer, jump jets.


Title: Re: Mechwarrior Online
Post by: Fordel on April 06, 2012, 05:57:13 PM
The best customization from a gameplay perspective was from the first Microsoft Mechwarrior game, think that was Mech4? You could still swap weapons, but mechs had restricted hardpoints, like this arm could only take autocanons, and this shoulder could only take missiles, with size restrictions as well. The fully custom table top mech design just doesn't translate to a real time actiony game.

Um.  I've just read it.  That's exactly what they're doing.
Quote
Each location on a BattleMech, such as the Right Arm or Center Torso, may include a number of hard points. The number of hard points in a given location is determined on a per variant basis, and is based on the weapons included in the variant’s default loadout. For example, a ’Mech that, by default, comes with 2 Medium Lasers and an Autocannon/2 in its Left Torso may actually have 3 energy weapon hard points and 2 ballistic hard points in that location. So, if the player is able to satisfy the weight and critical slot requirements, they could equip an additional energy weapon and ballistic weapon into that Left Torso, or swap out the Medium Lasers for other energy weapons, etc.


That's good news then!


Title: Re: Mechwarrior Online
Post by: Kitsune on April 07, 2012, 01:00:39 AM
There's no compelling reason for non-omnimechs to be very customizable in the first place, especially in pre-clan war IS when their technology sucked and production lines were scarce.  Their idea of mech customization involved things like strapping Marauder arms onto a Warhammer.  So I wouldn't lose any sleep over the game being restrictive in what parts you can swap for other parts on a pre-built mech model.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 07, 2012, 02:46:48 AM
While I always liked total customisation better than what Microsoft Mechwarrior gave us, I did always balk at the idea of a Hunchback shooting laster beams out the big hole where his autocannon was.  It never seemed right.

This seems like an excellent compromise and I'm really, really, really fucking looking forward to this one.


Title: Re: Mechwarrior Online
Post by: Dark_MadMax on April 09, 2012, 07:03:05 PM
I remember RAC boats of death in MW3 (heavy chassis like Daishi with lots of hardpoints, filled to the brim with rac's , or ac's ( autocannons))- no heat, pinpoint precision. By the time you run out of ammo you killed 3-5 mechs on your own.


Title: Re: Mechwarrior Online
Post by: lesion on April 09, 2012, 08:09:07 PM
Machine gun superheavy! Like firing thousands of angry bees. Bask in the envy of your lancemates for minutes on end!


Title: Re: Mechwarrior Online
Post by: Calandryll on May 10, 2012, 11:58:57 AM
Gameplay videos of the 4 mech classes, overview, and mechbay.

http://www.rockpapershotgun.com/2012/05/10/six-new-mechwarrior-online-videos-count-em/


Title: Re: Mechwarrior Online
Post by: Ironwood on May 10, 2012, 12:18:39 PM
Holy shit, those laser burns.

NOW PLEASE.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 10, 2012, 12:25:05 PM
Those videos do look pretty good.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 10, 2012, 12:35:54 PM
Yeah, they've really got the right idea with the classes too.  No longer will it just be "get the highest tonnage and stick lots of fucking guns on".  Scouts and missile boats are tactically useful for once.

That guy in the mechlab tho.  What the fuck was he doing ?  "This is the Hunchback variant I like to call the 'total pussy'"


Title: Re: Mechwarrior Online
Post by: HaemishM on May 10, 2012, 01:19:25 PM
Yeah, I was thinking the same thing. Machine guns? Really? Did they add elementals into the game when I wasn't looking? WTF are you going to do with machine guns, tickle a bitch?


Title: Re: Mechwarrior Online
Post by: Rishathra on May 10, 2012, 01:41:34 PM
Hmm, take out the AC20.  Okay, I get that.  Gives you plenty of room to experiment with other stuff...

AC5?  Ooookay.  Well, lets see where he goes with it I guess...

Whoa, chief, ease up on that ammo button.  Oh, I see. Twin AC5's, nice mid to mid-long range pounding...except he forgot to put the second AC5 in I guess?

Wait, two small lasers and ONE machine gun with THREE TONS of ammo?  That's your genius plan?


Title: Re: Mechwarrior Online
Post by: Lightstalker on May 10, 2012, 02:08:01 PM
Maybe they are secretly implementing the Solaris 7 rules variants... 


Title: Re: Mechwarrior Online
Post by: Jherad on May 10, 2012, 03:08:20 PM
I reeeeaaally want this to be good. Those videos are pressing all the right buttons.

This is going to be free-to-play right? I'm worried it'll turn into another Chrome Hounds (buy the latest weapons pack every month or two if you want to remain competitive).


Title: Re: Mechwarrior Online
Post by: Fordel on May 10, 2012, 05:05:30 PM
My talking out of my ass guess, is they'll do it like LoL, where you can buy Mechs/Heroes or whatever.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 10, 2012, 05:18:04 PM
Damn that looks pretty good.  Is there a list of mechs yet?  I hope the Commando and Victor made the cut.


Title: Re: Mechwarrior Online
Post by: lesion on May 10, 2012, 05:53:00 PM
Going off concept art/featured mechs so far: Atlas, Awesome, Catapult, Centurion, Cicada, Commando, Dragon, Hunchback, Jenner and Raven.


Title: Re: Mechwarrior Online
Post by: Shatter on May 10, 2012, 06:18:50 PM
Looks sweet


Title: Re: Mechwarrior Online
Post by: Kageru on May 10, 2012, 08:42:32 PM

The worlds slowest moving FPS.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 10, 2012, 08:57:00 PM
I am not yet seeing any compelling reason offered to not take the all-Atlas lance.  Mobility's great and all, but if you simply plop four assault mechs down in front of your base, the other team's going to splatter against them if it's all lights and mediums.  Price was the primary factor involved in not just filling the battlefield with Atlases for the Successor States; nobody could afford to plop down fifteen million per 'mech, but if they could've they would've.  And I don't see any real system in place in this game to limit the players from earning (or buying, yay cash shop!) enough c-bills for a pile of assault mechs.


Title: Re: Mechwarrior Online
Post by: apocrypha on May 10, 2012, 11:50:00 PM
Compare to World of Tanks Kitsune - in organised clan wars that's pretty much what happens. Everyone brings heavies. However outside of clan wars you can't form platoons of more than 3 tanks and the games are random, so you get a mix of all types of vehicles - scouts, mediums, heavies, artillery. Plus the different vehicle types play very differently and people choose to play all sorts. Despite the armour & weaponry superiority of heavy tanks good players in smaller, more agile vehicles can wipe them out. I'm hoping similar things will happen in this.

I'm actually more excited about this game than for D3  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Jherad on May 11, 2012, 04:00:30 AM
I am not yet seeing any compelling reason offered to not take the all-Atlas lance.  Mobility's great and all, but if you simply plop four assault mechs down in front of your base, the other team's going to splatter against them if it's all lights and mediums.  Price was the primary factor involved in not just filling the battlefield with Atlases for the Successor States; nobody could afford to plop down fifteen million per 'mech, but if they could've they would've.  And I don't see any real system in place in this game to limit the players from earning (or buying, yay cash shop!) enough c-bills for a pile of assault mechs.

That's going to depend a lot on weapon balancing and team 'budgeting'.

If you have a points budget for a team, then scouts/mediums will look a lot more attractive, especially if LRMs are reasonably effective against slow moving assaults (even with AMS).


Title: Re: Mechwarrior Online
Post by: Ironwood on May 11, 2012, 04:51:05 AM
AMS ?  I doubt it.

I can clearly see 4 Atlases at a base getting utterly humped by long range.


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 11, 2012, 06:41:15 AM
It's 3025 tech isn't it?  No AMS there.

The Dragon makes me happy.  I'm hoping (but doubtful) of Marauders and Warhammers.  The Thug is unfortunately a 2725.  I'm crazy enough to pilot a Stinger though.


Title: Re: Mechwarrior Online
Post by: Speedy Cerviche on May 11, 2012, 08:16:59 AM
Compare to World of Tanks Kitsune - in organised clan wars that's pretty much what happens. Everyone brings heavies. However outside of clan wars you can't form platoons of more than 3 tanks and the games are random, so you get a mix of all types of vehicles - scouts, mediums, heavies, artillery. Plus the different vehicle types play very differently and people choose to play all sorts. Despite the armour & weaponry superiority of heavy tanks good players in smaller, more agile vehicles can wipe them out. I'm hoping similar things will happen in this.

I'm actually more excited about this game than for D3  :awesome_for_real:

It's pretty disappointing as a "MMO" if there's no strategic resource considerations that would add depth to warfare, and add cost considerations to keep people from fielding assault mechs (one would assume for balance they have a bang for buck inefficiency compared to medium/small mechs).

Another balance mechanism would be to have gamemodes/maps with multiple objectives or mobile objectives, so speed is actually important as opposed to single static ones where firepower/heft will be the only major factor.


Title: Re: Mechwarrior Online
Post by: Bungee on May 11, 2012, 08:26:47 AM
My talking out of my ass guess, is they'll do it like LoL, where you can buy Mechs/Heroes or whatever.

why not go all the way on the "WoT goes MechWarrior" theme and implement their premium system etc?


Title: Re: Mechwarrior Online
Post by: Merusk on May 11, 2012, 08:29:42 AM
That's what I'm expecting to see.  LOL model works for those games, but MW almost perfectly meshes with the WOT model with all the equip, modules and ammo.

Though hopefully we can avoid the Gold Ammo thing that WOT has going.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 11, 2012, 11:36:40 AM
Atlases pack LRM20s; there is no range at which anyone has a significant advantage over one.  Even if you stay far enough away that it can't hump your face with the AC-20, it can still reach out and touch you in a bathroom place.  A Catapult has 50% more LRM fire than an Atlas, but far less armor.

On a side note, the guy playing in those videos is a terrible shot with his autocannon.  If you're shooting an AC-20 at something, take that extra second to make sure the crosshairs are actually pointing at it first!

If they allowed for imbalanced team numbers based on the values of the mechs involved; i.e. if team 1 fields 60,000,000 in four Atlases, team 2 can bring in ten 6,000,000 c-bill medium mechs against them, then you'll see fair fights and a definite place for people piloting light, inexpensive mechs.


Title: Re: Mechwarrior Online
Post by: Jherad on May 11, 2012, 11:45:25 AM
Atlases pack LRM20s; there is no range at which anyone has a significant advantage over one.  Even if you stay far enough away that it can't hump your face with the AC-20, it can still reach out and touch you in a bathroom place.  A Catapult has 50% more LRM fire than an Atlas, but far less armor.

Yeah, but you need someone in the team with eyes on the target in order to launch them. 4 Atlases in a base are begging for a scout spotter to call in LRMs from essentially invisible Catapults farther out (as highlighted nicely in one of those vids).

As I said before though, budget caps should help with balance.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 11, 2012, 11:55:26 AM
Which was what I meant.  Those videos made scouting actually have a point for once, as well as long range missile strikes.  Seems to fix the whole 'lots of guns that close and rip legs off' that all the other MW games had a problem with.



Title: Re: Mechwarrior Online
Post by: Kitsune on May 11, 2012, 11:56:57 AM
Yeah, but budget caps are unfeasible in public games.  If all of the players want to come in assault mechs, how does the game determine which players can't?


Title: Re: Mechwarrior Online
Post by: Speedy Cerviche on May 11, 2012, 01:15:18 PM
If it's a pure random pub match, maybe you'd have to pick your mech first and then let the team matchmaker find one where you fit into the budget.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 11, 2012, 01:42:18 PM
That could work.  I honestly hadn't considered serverside team balancing; I'd been imagining wretched scenarios of logging into a match and seeing something like: Team Budget: 29,000,000/30,000,000.  Mechs available: Locust with the medium laser busted.  Good hunting, Mechwarrior!


Title: Re: Mechwarrior Online
Post by: Kageru on May 11, 2012, 07:50:27 PM
Which was what I meant.  Those videos made scouting actually have a point for once, as well as long range missile strikes.  Seems to fix the whole 'lots of guns that close and rip legs off' that all the other MW games had a problem with.

There'll still be scouting, just the scout needs to be durable over fast if vision is long and the maps small. In other words you'll probably scout with an assault mech even if you have a significant number of mechs toting LRM's. And in the video it looked pretty much like everyone trundled forward into a mid field melee which supports that view.

Same as WoT. You still have long range specialists, much more so than this even, but in unlimited matches you still don't scout with a light tank.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 11, 2012, 11:22:01 PM
What game are you talking about ?


Title: Re: Mechwarrior Online
Post by: Furiously on May 12, 2012, 12:57:29 AM
What game are you talking about ?

World of Tanks I believe.


Title: Re: Mechwarrior Online
Post by: Dark_MadMax on May 13, 2012, 08:06:02 AM

There'll still be scouting, just the scout needs to be durable over fast if vision is long and the maps small. In other words you'll probably scout with an assault mech even if you have a significant number of mechs toting LRM's. And in the video it looked pretty much like everyone trundled forward into a mid field melee which supports that view.

Same as WoT. You still have long range specialists, much more so than this even, but in unlimited matches you still don't scout with a light tank.


Will see. Mechs have jumpjets which is quite a difference. And yes you dont have light tanks in clan battles, but you still dont scout with heavies - you use mediums.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 13, 2012, 09:23:03 AM
If it works like that video, I still say 4 Assault mechs only are going to have their shit pushed in by a competant mixed lance.


Title: Re: Mechwarrior Online
Post by: HaemishM on May 14, 2012, 09:37:01 AM
In a F2P game, isn't expecting competence out of teammates a bit of a stretch?  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on May 14, 2012, 09:40:36 AM
Yes, but fortunately the same holds true about 4 heavy assault mechs grouping together.

Hell, if WoT is any indicator those heavies will charge headlong into a group on their own thinking they're indestructible.  Or they'll want to remain grouped but find themselves abandoned by their lancemates who move forward quicker and get blown to hell one at a time so the heavy can be picked-ff by a more coordinated team 50% of the time.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 14, 2012, 11:56:57 AM
I just wanna pew pew big robots.


Title: Re: Mechwarrior Online
Post by: Dark_MadMax on May 14, 2012, 12:45:20 PM
 Imho it all depends on the size of the map, range of LRMs ,etc. You can balance the game so scouts are really hard to kill by heavier mechs and therefore not instagibbed on sight. Though if WoT is any example the only protection scouts have is camo, and if it seen , no matter how fast it is raped very fast. In mechwarrior abundance of precise weapons  (lasers ,gauss, autocannons) will probably make life of a scout hell

I played a lot of MW game online (the mw3-mercs,the crysis mod ) and if you allow customization (which they do) some weapons setups on heavy chassis just give lighter mechs no chance whatsoever


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on May 14, 2012, 12:52:46 PM
Anyone know the engine this is on?

CryENGINE 3


Title: Re: Mechwarrior Online
Post by: Ironwood on May 14, 2012, 01:50:28 PM
Imho it all depends on the size of the map, range of LRMs ,etc. You can balance the game so scouts are really hard to kill by heavier mechs and therefore not instagibbed on sight. Though if WoT is any example the only protection scouts have is camo, and if it seen , no matter how fast it is raped very fast. In mechwarrior abundance of precise weapons  (lasers ,gauss, autocannons) will probably make life of a scout hell

I played a lot of MW game online (the mw3-mercs,the crysis mod ) and if you allow customization (which they do) some weapons setups on heavy chassis just give lighter mechs no chance whatsoever

I would imagine having stealth on the radar would probably help enormously.  Which means the enemy also needs a scout.


Title: Re: Mechwarrior Online
Post by: Dark_MadMax on May 14, 2012, 02:12:16 PM
I would imagine having stealth on the radar would probably help enormously.  Which means the enemy also needs a scout.

Right. The passive/active radar games are a lot of fun. plus terrain can be a huge part of play (much more so than in WoT). Overall  I  think they can make it work. I just wish maps were bigger than what was shown in IGN vids (they looked really tiny). MWLL has right size maps imho


Title: Re: Mechwarrior Online
Post by: Kitsune on May 14, 2012, 09:35:19 PM
[lorenerd]The problem is that the things they show in the demos with being able to take advantage of other mechs' sensors is actually ripping off the functionality of a Battletech item, the C3 computer.  Mechs aren't supposed to be able to do that without the special electronics, thus giving a reason to spend the weight and internal space to install that computer, and having the computer was sort of a big deal when the Inner Sphere developed it ahead of the Clans.  Alternately for spotting functionality for LRM barrages, there is the TAG system and the NARC pods, both of which were commonly deployed on light mechs specifically to make them super useful in that role.[/lorenerd]

As far as heavy mechs not hitting light mechs, this ain't Eve Online.  Hitting a fast-moving target in Battletech applied a penalty to anyone shooting it, but bigger mechs had no fundamental inability to bring their weapons to bear.  They were slow enough that a smaller mech could fairly easily run around behind them to nail their terrible back armor, and a light mech could run up too close to an LRM boat for the missiles to be able to hit them, but everyone's on the same playing field when it comes to shooting what's right in front of them.  If the light mech pilot can't stay behind the Atlas, it's sort of their own damn fault when they suck down an AC-20 to the cockpit.


Title: Re: Mechwarrior Online
Post by: Kageru on May 14, 2012, 10:14:51 PM

Did they ever come up with some lore argument as to why huge trundling targets like this weren't just taken out via a missile fired from a couple of kilometers away? They can't be that well armored because for their size the weight would be prohibitive.

In Robotech they were fast moving and agile mini-tanks intended for environments with lots of cover, Hawken seems the same, Games workshop titans had void shields and the environment was actually sort of "industrial-tech", in Patlabor they were industrial construction tools...


Title: Re: Mechwarrior Online
Post by: Kitsune on May 14, 2012, 10:49:46 PM
Well, actually artillery could and would ruin your day in the wargame.  There's even a mech-mounted artillery missile system, the Arrow IV, that could fire at targets from multiple maps away.  But battlemechs aren't that slow; even the assault mechs can do 50 on a run, while lights that can reach 120 aren't uncommon.  Hauling ass isn't great for accuracy, though, especially against other moving targets, so most people dial it down to walking speed in firefights, both in the wargame and in all of the Mechwarrior games I've played.


Title: Re: Mechwarrior Online
Post by: Fordel on May 14, 2012, 11:06:51 PM
It basically comes down to Giant Robots are awesome, therefore they are the best and will be our focus.


Title: Re: Mechwarrior Online
Post by: Sheepherder on May 14, 2012, 11:27:51 PM
Yeah, as far as I am aware it's pretty much "For some reason, nobody in the future has run the cost/benefit of five hundred howitzers or one mech."


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 15, 2012, 08:21:14 AM
[lorenerd]The problem is that the things they show in the demos with being able to take advantage of other mechs' sensors is actually ripping off the functionality of a Battletech item, the C3 computer.  Mechs aren't supposed to be able to do that without the special electronics, thus giving a reason to spend the weight and internal space to install that computer, and having the computer was sort of a big deal when the Inner Sphere developed it ahead of the Clans.  Alternately for spotting functionality for LRM barrages, there is the TAG system and the NARC pods, both of which were commonly deployed on light mechs specifically to make them super useful in that role.[/lorenerd]
Most 'mechs had basic sensors, including seismic.  A powered-up 'mech would give some detectable signature under normal conditions.  Beagle Active Probes increased ranges and sensitivity, while ECM packages scrambled them.  C3 went beyond these capabilities and gave extensive targeting information shared between a lance, represented by using the most favorable range modifiers of the closest 'mech to the target.  TAG was generally used in conjunction with artillery, while Narc was a direct fire missile which increased the number of missiles hitting a target after a successful attack.

None of these technologies were a part of the 3025 game, though, and it did have indirect fire for LRMs.  Knowing the 'mech was there was sufficient.


Title: Re: Mechwarrior Online
Post by: Simond on May 15, 2012, 11:17:35 AM
It basically comes down to Giant Robots are awesome
Plus chicks dig them. (http://www.youtube.com/watch?v=K-kYiDbG39s)


Title: Re: Mechwarrior Online
Post by: Kitsune on May 15, 2012, 02:03:22 PM
Yeah, as far as I am aware it's pretty much "For some reason, nobody in the future has run the cost/benefit of five hundred howitzers or one mech."

If you really want cost/benefit, fill the battlefield with anti-mech infantry.  They'll run up to it and throw sticky bombs at the legs and joints.  Sure, 90% of them will die like dogs, but it's still a massive savings.


Title: Re: Mechwarrior Online
Post by: UnSub on May 16, 2012, 05:31:54 AM
Use unmanned drones to swam the mechs.

I sense a mech-based argument incoming. Excellent.


Title: Re: Mechwarrior Online
Post by: Father mike on May 16, 2012, 06:10:44 AM
Use unmanned drones to swam the mechs.

I sense a mech-based argument incoming. Excellent.

Can the arguement include railguns?


Title: Re: Mechwarrior Online
Post by: Simond on May 16, 2012, 10:30:18 AM
Use unmanned drones to swam the mechs.
http://www.youtube.com/watch?v=D7C27_lQdQQ
Now what?  :drill:


Title: Re: Mechwarrior Online
Post by: Sheepherder on May 16, 2012, 11:17:53 AM
If you really want cost/benefit, fill the battlefield with anti-mech infantry.  They'll run up to it and throw sticky bombs at the legs and joints.  Sure, 90% of them will die like dogs, but it's still a massive savings.

Anything manpower intensive isn't cost effective.

Cost effective would be using 42 light machine guns to saw the leg off an Atlas.  I knew I kept MW4:M installed for something.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 16, 2012, 12:14:51 PM
If you really want cost/benefit, fill the battlefield with anti-mech infantry.  They'll run up to it and throw sticky bombs at the legs and joints.  Sure, 90% of them will die like dogs, but it's still a massive savings.

Anything manpower intensive isn't cost effective.

Cost effective would be using 42 light machine guns to saw the leg off an Atlas.  I knew I kept MW4:M installed for something.

Manpower is crap in 3025; most people are barely even serfs.  Handing a bunch of homeless guys a crate of sticky bombs and herding them out into a battlefield is pretty easy, whereas military tech is irreplaceable.


Title: Re: Mechwarrior Online
Post by: Fordel on May 16, 2012, 01:21:22 PM
This is BattleTech, not Warhammer. The general population is generally living at the same level we do currently, not tilling the dirt farms with their bare hands.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 16, 2012, 08:14:50 PM
This is BattleTech, not Warhammer. The general population is generally living at the same level we do currently, not tilling the dirt farms with their bare hands.

On the nicer worlds in the nicer states, yes.  But planetary feudalism is the order of the day, and there are plenty of worlds where people are dirt.  Especially in the Periphery and places like the Capellan Confederation, the North Korea of the Inner Sphere.  Even in the states that are shown as being fairly progressive, like the Federated Suns, Lyran Commonwealth, and Free Worlds League, there are planets with no perceived value where if you're born on it you're pretty much living on a planet made up entirely of West Virginia for your entire life.


Title: Re: Mechwarrior Online
Post by: Sheepherder on May 16, 2012, 11:55:59 PM
It's not as cool as the thought of a line of 42 dudes sawing through the leg of an Atlas with machine guns.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 18, 2012, 03:06:36 PM
More Videos Pls.

Leetle theengs.  Heeting each ozzer.



Title: Re: Mechwarrior Online
Post by: Calandryll on May 22, 2012, 01:52:53 PM
Early access launches July 17th!

http://mwomercs.com/news/2012/05/259-operation-inception


Title: Re: Mechwarrior Online
Post by: HaemishM on May 22, 2012, 03:16:04 PM
Hmmm. Leads me to believe they are going to have some kind of subscription type service (premium accounts). Might be worth it for the $30 level.


Title: Re: Mechwarrior Online
Post by: Merusk on May 22, 2012, 05:09:22 PM
Yeah, looks very much like they're going to follow the WoT model.  C-bills, XP boost for premium subs. 


Title: Re: Mechwarrior Online
Post by: Falconeer on May 23, 2012, 03:21:46 AM
Where can I push a button and give them money already?


Title: Re: Mechwarrior Online
Post by: Evildrider on May 23, 2012, 12:14:29 PM
Where can I push a button and give them money already?

This, I'm prolly gonna go the 60 dollar route even.


Title: Re: Mechwarrior Online
Post by: Merusk on May 23, 2012, 12:18:26 PM
The 60-dollar route is almost a no-brainer.  Even if the extra c-bills is only a 5% boost that will be a shitload of free cash over the long-haul if the game is any good. 

Key point being the last 6 words.

Plus, hey, free exclusive mech.  Depending on what tier it is, that could easily be $50.  Lord knows Premium tanks in WoT cost that much at times.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 23, 2012, 02:27:33 PM
I really dislike the whole idea of paying without even trying the beta, it rewards potential failure and I almost never do it.  However it is giant mechs and it's the first thing that's caught my interest in a long time, so I'm very tempted.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 23, 2012, 02:52:54 PM
Am I missing something or there isn't a full list of mechs out yet? I would love to know if we are talking about 5-10 original Fasa ones, or 20-40 you know?


Title: Re: Mechwarrior Online
Post by: Simond on May 23, 2012, 03:10:29 PM
original Fasa
:awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Calandryll on May 23, 2012, 03:15:15 PM
One other thing that I am not sure if people know or not, but you have to activate your beta account. Log into the forums and then click profile. There is a tab called Beta that has a checkbox to activate your beta account. It then asks you for some computer spec information. When I went to my profile my beta account wasn't checked even though I thought I had signed up. A bit of a confusing process to be honest.


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 23, 2012, 05:40:15 PM
Am I missing something or there isn't a full list of mechs out yet? I would love to know if we are talking about 5-10 original Fasa ones, or 20-40 you know?
From announcements:

Jenner
Catapult
Hunchback

Dragon
Centurion
Commando
Raven
Cicada
Cataphract

They've got a total of 11, but I'm not sure what the missing ones are.


Title: Re: Mechwarrior Online
Post by: Furiously on May 23, 2012, 06:12:22 PM
Have they announced what the 60 buck mech is?


Title: Re: Mechwarrior Online
Post by: Evildrider on May 23, 2012, 06:28:58 PM
It was on that page, those recolored/reskinned mechs.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 24, 2012, 12:35:09 AM
Yeah, the "special" mech is a paint job and not an actual mech.  Which is fair enough; people would be rightly pissed if an entire mech chassis was off-limits to anyone who didn't cough up sixty bucks before the game was even done.  Not that it matters much; all of the best mechs are never gonna be in the game thanks to idiots not managing to correctly license things in the 90s.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 24, 2012, 12:38:42 AM
I want LAM's! 


Title: Re: Mechwarrior Online
Post by: Falconeer on May 24, 2012, 01:15:19 AM
Eleven mechs at launch? That's... very few :(


Title: Re: Mechwarrior Online
Post by: Furiously on May 24, 2012, 01:53:34 AM
Yeah, the "special" mech is a paint job and not an actual mech.  Which is fair enough; people would be rightly pissed if an entire mech chassis was off-limits to anyone who didn't cough up sixty bucks before the game was even done.  Not that it matters much; all of the best mechs are never gonna be in the game thanks to idiots not managing to correctly license things in the 90s.

Where did they clarify this? Because I'm reading:

Quote
" Exclusive custom "Founder's BattleMech." This 'Mech includes a lifetime, per-match C-Bill booster. "

And thinking of the premium tanks in World of Tanks that no one can get anymore because they were only offered during beta.


Title: Re: Mechwarrior Online
Post by: Jherad on May 24, 2012, 04:07:39 AM
No Atlas?

 :cry:


Title: Re: Mechwarrior Online
Post by: Merusk on May 24, 2012, 04:11:28 AM
What Furiously said about WoT is what I was thinking to be the case as well.

There's even premium tanks that you can no longer get.  So long as they're not vastly overpowered to the point a bad player can own anybody then nobody really cares.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 24, 2012, 04:37:57 AM
Atlas is in all the videos...


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 24, 2012, 04:38:18 AM
Eleven mechs at launch? That's... very few :(
No, they're highlighting one every couple of days.  I just skimmed their headlines.

I forgot the Atlas from the videos.  Add that to the list.


Title: Re: Mechwarrior Online
Post by: Dark_MadMax on May 24, 2012, 06:44:17 AM
Yeah, the "special" mech is a paint job and not an actual mech.  Which is fair enough; people would be rightly pissed if an entire mech chassis was off-limits to anyone who didn't cough up sixty bucks before the game was even done.  Not that it matters much; all of the best mechs are never gonna be in the game thanks to idiots not managing to correctly license things in the 90s.

 WoT had if I remember 3 special pre-order tanks you couldnt get any other way. Their $60 one was also quite op for release (it was tier8 with insane armor and most no one had tier8 for first month) .And it was not that big deal.


Title: Re: Mechwarrior Online
Post by: Tmon on May 24, 2012, 09:26:50 AM
Yeah, the "special" mech is a paint job and not an actual mech.  Which is fair enough; people would be rightly pissed if an entire mech chassis was off-limits to anyone who didn't cough up sixty bucks before the game was even done.  Not that it matters much; all of the best mechs are never gonna be in the game thanks to idiots not managing to correctly license things in the 90s.

 WoT had if I remember 3 special pre-order tanks you couldnt get any other way. Their $60 one was also quite op for release (it was tier8 with insane armor and most no one had tier8 for first month) .And it was not that big deal.

It actually got a lot of people twisted around the axles at launch, it was a rare match that I ran mine that I didn't get people bitching about Wallet Warriors and suggestions that I needed to earn a tank like real players did.  People who didn't really understand the game thought it was completely unfair that just because you did the $100 preorder you got a tier 8 heavy.  People who knew how to play the game weren't that bothered by it once they learned how to fight it.   A lot of people sold theirs not to long after launch because they really didn't earn that well and the release of the later high tier premiums pretty much overshadowed the premium M6.  I still have mine, and thanks to a tweak to its earning potential  in one of patches, it earns a nice pile of credits every match.  But the current target of anti-premium tank anger is the type 59 tier 8 medium so instead of "die in a fire wallet warrior" I mostly I just get "wtf is that thing" kinds of comments when I run it now.

The tightrope that the Mechwarrior folks will have to walk is making the premium mechs good enough to be worth buying but not so good that they break the game.  WoT got burned pretty badly by the Type 59, the thing was just a monster in pug games until they were forced to nerf it, which pissed off the folks who had already bought one, and then stop selling it, which pissed off the folks who didn't have one.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 24, 2012, 02:09:04 PM
The trick with exclusive mechs is that lots of battletech nerds are insanely attached to their favorite mech.  It's not even a pay to win thing; if they make it so that people can't get, say, a Zeus if they don't preorder, you can bet that there's some Zeus fanboy out there who will be plotting to bomb their offices over it if he misses out on the opportunity to get a Zeus.  Even a crap mech like Urbanmechs probably have rabid fans somewhere.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on May 24, 2012, 02:37:35 PM
Especially the Urbie.  That along with the Locust had the biggest cult following in MPBT.  My personal preference was the BNC-S, a model that performed far better in video games than in the boardgame.

--Dave


Title: Re: Mechwarrior Online
Post by: Ingmar on May 24, 2012, 02:39:10 PM
no Archer no peace

(And yeah I know it is one of the copyright violation ones.)


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 24, 2012, 02:45:58 PM
Go Orion!

Locust lovers deserve derision.  At least there are tales of Urbies saving the day.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 24, 2012, 03:25:31 PM
no Archer no peace

(And yeah I know it is one of the copyright violation ones.)

Also means no Warhammer or Marauders.  :(


Title: Re: Mechwarrior Online
Post by: Falconeer on May 24, 2012, 04:18:22 PM
I'm a Thunderbolt (http://www.sarna.net/wiki/Thunderbolt) guy, and yeah I'd pay real money in order to make sure I get one at launch.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 24, 2012, 04:19:56 PM
I'm a Thunderbolt (http://www.sarna.net/wiki/Thunderbolt) guy, and yeah I'd pay real money in order to make sure I get one at launch.

For me it's the Victor (http://www.sarna.net/wiki/victor).


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 24, 2012, 04:26:50 PM
The Victor-9B is a great little big ambusher.


Title: Re: Mechwarrior Online
Post by: Bungee on May 24, 2012, 05:30:00 PM
Does the Mad Dog (http://www.sarna.net/wiki/Mad_Dog_(Vulture)) fit the timeframe/rules? I fucking loved that one in every MW I played...


Title: Re: Mechwarrior Online
Post by: Evildrider on May 24, 2012, 05:33:19 PM
Does the Mad Dog (http://www.sarna.net/wiki/Mad_Dog_(Vulture)) fit the timeframe/rules? I fucking loved that one in every MW I played...

 I think this is set just before the clan invasion.  If it had clan, no one would play Inner Sphere.


Title: Re: Mechwarrior Online
Post by: Bungee on May 24, 2012, 05:37:04 PM
Does the Mad Dog (http://www.sarna.net/wiki/Mad_Dog_(Vulture)) fit the timeframe/rules? I fucking loved that one in every MW I played...

 I think this is set just before the clan invasion.  If it had clan, no one would play Inner Sphere.

Bummer...


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 24, 2012, 06:38:47 PM
You'd have both, but mixing the two techs is just asking for disaster.  It only works in carefully plotted tabletop games.


Title: Re: Mechwarrior Online
Post by: Fordel on May 24, 2012, 06:52:54 PM
Clan tech is literally overpowered, it takes like 15-20 years of 'game time' for the InnerSphere to even pretend to catch up.


Title: Re: Mechwarrior Online
Post by: Sheepherder on May 25, 2012, 12:33:51 AM
Yes.  In canon the clan is overpowered by a few centuries of relatively unimpeded weapons development while the Inner Sphere hammered itself into the stone age.  The factions are evenly matched because strategic and tactical thinking in the Clans is about one step removed from building mecha horses so they can joust.


Title: Re: Mechwarrior Online
Post by: Kitsune on May 25, 2012, 12:42:16 AM
Yeah, any game with clanners would have to have some sort of balancing mechanic in place or else they'd just steamroll the IS team.  Assuming that such a mechanic would be based around the C-bill value of the mechs, the IS team would need either more people or heavier mechs to reach an equivalent value.  As far as the Clan fighting goes, their tactics are usually fine, once they got over their hangup on single combat; its their strategy that throws them off.  Game lore fluff indicates that they're resource-poor to the point that they're insanely frugal with their machines, and their bidding system is meant to minimize the loss to equipment by only sending in as many troops as absolutely required to do a job.  Which I guess is just a nice way of trying to explain why the clan player's fielding half the number of mechs as their opponent.

Battlemasters have always been my favorite chassis, and they're caught up in the copyright abyss so I don't expect to see them.  FASA's efforts to redesign the copyrighted mechs always wound up looking godawful, so even if they do bring back the locust/wasp/marauder/etc. they're probably going to be too ugly to bear any resemblance whatsoever to the originals.


Title: Re: Mechwarrior Online
Post by: Sheepherder on May 25, 2012, 01:01:32 AM
I would just like you to stop at this point and reflect on the notion of sending half the dudes your enemy has fielded with the expectation that your opponent is going to settle for one-on-one mecha duels.


Title: Re: Mechwarrior Online
Post by: Fordel on May 25, 2012, 01:17:55 AM
Well they aren't refitting between said duels, so there is still some merit to it!  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on May 25, 2012, 03:43:28 AM
Wait, weren't the Archers in the videos too ?


Title: Re: Mechwarrior Online
Post by: angry.bob on May 25, 2012, 06:06:43 AM
I would just like you to stop at this point and reflect on the notion of sending half the dudes your enemy has fielded with the expectation that your opponent is going to settle for one-on-one mecha duels.

I love giant robots, but nothing at all, in any way, at any time has made sense in anything Battletech/Mechwarrior. Games Workshop products aside it's the worst fucking game system in existence and has been coasting for 30 years on being the first in the genre. Just love the giant robots and ignore everything else.

It's too bad the Renegade Legion franchise died out, now there were some good games.


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 25, 2012, 07:53:51 AM
Yes.  In canon the clan is overpowered by a few centuries of relatively unimpeded weapons development while the Inner Sphere hammered itself into the stone age.  The factions are evenly matched because strategic and tactical thinking in the Clans is about one step removed from building mecha horses so they can joust.
Unfortunately, human players ignore all that.  I've seen what happens in large scale multi-player games.

Clanners talk about all their constraints, but when it comes to a battle they want to win.  They won't purposefully handicap themselves.  That results in the ISers pulling every dirty trick imaginable.  Then both sides end up hating the other, and it only devolves from there.

Mixing the techs will never, ever, ever work in a game without a human referee to step in for every conceivable battle.  It gets UGLY.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 26, 2012, 12:55:38 AM
Closed beta invites are going out.. nothing for me so far  :heartbreak:


Title: Re: Mechwarrior Online
Post by: Kitsune on May 26, 2012, 02:36:55 PM
Of course the players themselves wouldn't go out of their way to have an actual fair fight.  That's why the servers would have to enforce a balancing mechanic to keep both sides on equal footing despite the vastly better clan tech; either more players or more tons for the IS side.


Title: Re: Mechwarrior Online
Post by: Sheepherder on May 28, 2012, 12:10:36 AM
Clanners talk about all their constraints, but when it comes to a battle they want to win.  They won't purposefully handicap themselves.  That results in the ISers pulling every dirty trick imaginable.  Then both sides end up hating the other, and it only devolves from there.

Which is why the Clan / IS tech difference is such a shitty game mechanic whether it be tabletop or computer.  Whoever dreamed it up doesn't know their audience.


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 29, 2012, 07:05:13 AM
I think it was more they were clueless about balancing the systems.

The 2750 readout added powerful equipment, but almost all of it had a big trade-off.  (A properly fitted C3 unit being the prime exception.)  Clan gear added yet more power while reducing the penalties below that of base 3025 tech.  There were several synergies which made it worse, such as pulse weapons, targeting computers, and clan heat sinks.


Title: Re: Mechwarrior Online
Post by: Simond on June 09, 2012, 07:52:16 AM
http://mwomercs.com/news/2012/06/272-battlemech-12-stalker
(http://i.imgur.com/vc3DZ.jpg)
Quote
Whump. Whump. Whump.

Missile Lock Achieved.

The enemy Catapult, far in the distance, has no idea. As it moves to gain a better target on another ’Mech - twin LRM-10’s disgorged their missiles; two Large Lasers follow, dragging a trench of molten metal around the right side of the enemy. A second volley of LRM’s, followed again by the large lasers, and the right missile pod explodes off the side of the Catapult. A second explosion indicated the right torso was breached. Stumbling forward, the ’Mech hides in an outcropping of rock.

Whump. Whump. Whump. The Stalker moves forward - towering high above the battlefield; swaying its massive torso left, then right, looking for more enemies. Grass, bushes, and small trees un-noticed, then suddenly an angry red triangle to the left as a Hunchback pokes out of cover. Two clouds of SRM-6s streak into it, followed by four medium lasers. The enemy ’Mech wheels to the right, missing its left arm and large amounts of torso armour. Clinkclinkclink as the SRMs reload and the Stalker continues forward.

“Support needed over here; I can’t hold this Atlas! Help me, Stalker!”

“On it.”

Turning towards the sound of distress: stop, lock on, and then fire. Fingers of LRMs streaked into the air, then slammed down right onto the enemy Atlas. Moving ponderously forward again, trying for a better angle, torso drift left, then right. Another volley of LRMs launched and still moving forward, peaking the hill in time to see the fight below.

The Dragon wheels behind a building as the Atlas lets loose twin large lasers, the azure beams scoring the building and nicking the right leg. Gauss rifle barking, the shot explodes just beside the Dragons head. Aiming down, the Stalker lets loose: Twelve SRM missile impact all across the enemy ’Mech, followed by twin large lasers drawing vicious grooves across the torso to the head, and then four medium lasers ended the massive barrage, collapsing the right torso inward as the right arm explodes off and crashes to the ground.

“I owe you all the beers ever!”

“You can pay us back by moving, don’t stand there.”

As the Atlas turns to look up at this new threat; the familiar clinkclinkclink of SRM’s reloading, the soft hiss of water evaporating off the lasers, feet crunched into the ground as the looming torso stares down. Again the twelve SRMs streak out and shatter metal and plastic, again twin azure beams focus on the head, and then the four emerald medium lasers add their hum and the Atlas’ cockpit explodes outward, the pilot dead. Falling backward gracelessly, the ’Mech hits the ground, smoking and hissing as the burned and scorched metal cools.

And then the Stalker turns, looking for its next victim.

“Get us out of here, Stalker.”
I love a dev team with a sense of humour.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 09, 2012, 08:09:28 AM
 :headscratch:


Title: Re: Mechwarrior Online
Post by: Simond on June 09, 2012, 08:39:09 AM
http://knowyourmeme.com/memes/get-out-of-here-stalker


Title: Re: Mechwarrior Online
Post by: Ironwood on June 09, 2012, 08:49:29 AM
Thanks.


Title: Re: Mechwarrior Online
Post by: Khaldun on June 09, 2012, 08:58:27 AM
The lore discussion is an interesting one, though. I don't think anyone has ever figured out a mechanism for "cultural particularity" in a MMO that doesn't come off as an annoying artificial limitation that eventually creates some kind of balance issue. But this also relates to a basic problem in wargaming (computer or tabletop): most actual battles in human history aren't particularly fun to game, because very few could actually plausibly be won by either side AND make an overall difference in the general conflict. Most battles are either seriously asymmetrical in terms of the forces involved or in terms of intelligence & terrain giving one side a huge advantage. And sometimes 'culture' plays a role in there too, with one side having a possible advantage that it doesn't use because the leadership or combatants don't see or understand that advantage. In gaming, asymmetrical set-ups are not much fun, and no player will stay within a cultural 'handicap' if they're not forced to. If you know how Agincourt actually went, you're not going to send your mounted forces into a muddy muck and get shot to pieces by longbows.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 16, 2012, 06:43:18 PM
 :nda:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 17, 2012, 12:33:09 AM
?


Title: Re: Mechwarrior Online
Post by: UnSub on June 17, 2012, 01:16:53 AM
He's telling us that he can't tell us that he's betaing a massively multiplayer mech-based online title.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 17, 2012, 10:45:05 AM
You utter cunt.

Score me a key, would you ?


Title: Re: Mechwarrior Online
Post by: Falconeer on June 17, 2012, 11:30:02 AM
I am annoyed that I still can't give them my money and earn a beta key that way. What are they thinking?


Title: Re: Mechwarrior Online
Post by: Evildrider on June 17, 2012, 11:31:37 AM
They are giving out 10k closed beta keys atm.  Buying one of the founder packages will get you a closed beta key as well from what I read.

http://mwomercs.com/forums/topic/13874-official-developer-update/


Title: Re: Mechwarrior Online
Post by: Kitsune on June 17, 2012, 12:23:27 PM
The founder package gets you in on August 7th, not one of the more immediate beta spots.  So don't hold your breath waiting for that email to arrive.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 17, 2012, 12:48:47 PM
But... let's pretend I want to buy a founder package. Where do I get it? I must be dumb (or lazy) but I can't find a purchase option anywhere on their site.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 17, 2012, 01:06:04 PM
The option to purchase it isn't opening until Tuesday the 19th.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 17, 2012, 01:48:52 PM
The founder package gets you in on August 7th, not one of the more immediate beta spots.  So don't hold your breath waiting for that email to arrive.

August 7th is the new Founder's early access.  Not the date you'll get into a closed beta. 


Title: Re: Mechwarrior Online
Post by: Amaron on June 17, 2012, 06:15:28 PM
Anyone want to summarize the founders package?  I read that link but it seemed to assume I knew what the founders package was already.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 17, 2012, 06:56:18 PM
$60 ELITE Founder's Package Includes:

 Exclusive custom "Founder's BattleMech." This 'Mech includes a lifetime, per-match C-Bill booster.
 $80 value of in-game currency* for in-game item purchases.
 Two-month premium account to MechWarrior Online at launch: Earn XP & C-Bills faster.
 Founder's Tag - sets your status apart from the crowd & get noticed in-game and on the forums.
 Early access to the game along with Founder's assets availability starts July 17th.


$30 VETERAN Founder's Package Includes:

 $40 value of in-game currency* for in-game item purchases.
 One-month premium account to MechWarrior Online at launch: Earn XP & C-Bills faster.
 Founder's Tag - sets your status apart from the crowd & get noticed in-game and on the forums.
 Early access to the game along with Founder's assets availability starts July 17th.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 17, 2012, 10:56:11 PM
Worth noting, the "Founder's Battlemech" is a Jenner, Hunchback, Catapult, or Atlas with an alternate paint job.  There is no indication that you can change your choice down the road, and it's unknown whether they have standard armament, and whether you can customize them.  So if you hate all four of those mech chassis, you're pretty much out of luck.  They may have stupid weapon loadouts, you may not be able to change them.

In short, don't put down $60 in the hopes that you're getting a badass mech for the cash.  At best you're getting a standard mech with a different skin that earns more money when you use it.  At worst you're getting a gimped mech that you can never customize.  That said, I wouldn't go tearing my clothes and wailing with ashes on my head if I got an Atlas with the default weapons and couldn't change them.  Its loadout is formidable enough that I would be fairly happy with the stock config.  But if they give me an Atlas with a Banshee's weapons, I would drive to their studio specifically to punch as many of them in the balls as possible before getting tasered.  Because seriously, fuck Banshees.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 17, 2012, 11:15:15 PM
I am getting the elite package.. either way I'm getting $110 bucks worth of stuff before the Mech. 


Title: Re: Mechwarrior Online
Post by: Merusk on June 18, 2012, 04:39:26 AM
$110 bucks worth of stuff AND a permanent credit bonus.  Those credits will be very useful in the long-run if, like in WOT, the upper-tier mechs & ammo cost more to repair than you make in a match where you die w/o 3+ kills.   Even if it's only a 2% boost it adds up quite a bit.


Title: Re: Mechwarrior Online
Post by: angry.bob on June 18, 2012, 07:43:35 AM
Yeah, $110 of stuff and a Derpback. Hunchbacks gonna hunch.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 18, 2012, 08:30:08 AM
 :heart:


Title: Re: Mechwarrior Online
Post by: Falconeer on June 18, 2012, 09:30:07 AM
I am totally going with the 60$ too. That said, I really hope this game doesn't suck. It would really break my heart.


Title: Re: Mechwarrior Online
Post by: JWIV on June 18, 2012, 09:56:40 AM
That really is tempting - though I can't see not just grabbing the Atlas. 


Title: Re: Mechwarrior Online
Post by: Ironwood on June 18, 2012, 11:31:30 AM
I can.  Being the big lumbering tub can be so fucking boring.  By the looks of the trailers, the other mechs have actual functions, so I suspect I'll be heading into something a little more medium and long rangey.


Title: Re: Mechwarrior Online
Post by: JWIV on June 18, 2012, 11:48:34 AM
I can.  Being the big lumbering tub can be so fucking boring.  By the looks of the trailers, the other mechs have actual functions, so I suspect I'll be heading into something a little more medium and long rangey.

There is that.  Though looking at the requirements, I may be dropping 60 bucks and then not doing anything with them for a bit since my computer's age apparently is finally showing and I'm just under the specs.  *sigh*


Title: Re: Mechwarrior Online
Post by: Falconeer on June 18, 2012, 11:52:41 AM
The only thing that annoys me is that seems like there will be about 15 'mechs out of the almost hundred we should be able to choose from. In World Of Tanks you might end up sticking to a handful, but you can still choose among a big lot. I'm afraid that will end up being disappointing in the long run.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 18, 2012, 12:18:08 PM
In the long run, they'll put them in and you know it.  Shush.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 18, 2012, 12:28:27 PM
As long as they release a couple of chassis a month in regular updates, I don't mind the slim pickings to start.


Title: Re: Mechwarrior Online
Post by: Furiously on June 18, 2012, 12:36:08 PM
I'm just hoping it isn't a steaming pile of crap.


Title: Re: Mechwarrior Online
Post by: Ingmar on June 18, 2012, 01:33:29 PM
Optimism? From Ironwood? This game is doomed.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 18, 2012, 02:10:03 PM
Optimism ?

Don't be so fucking stupid - it's a free to play, so they need money somehow.  Every single mech chassis released after it goes live will cost a microtransaction to get into the cockpit.

Remember, inevitable doesn't mean good.  See;  Death.


Title: Re: Mechwarrior Online
Post by: Simond on June 18, 2012, 04:35:28 PM
I hope that they price-gouge the fuck out of people for Clanner tech.


Title: Re: Mechwarrior Online
Post by: Furiously on June 18, 2012, 06:35:06 PM
I really hope they copy world of tanks.


Title: Re: Mechwarrior Online
Post by: Merusk on June 18, 2012, 06:36:49 PM
I really hope they copy world of tanks.
+1


Title: Re: Mechwarrior Online
Post by: Evildrider on June 18, 2012, 07:20:29 PM
I hope that they price-gouge the fuck out of people for Clanner tech.

Well there is no Clan stuff for at least 1 year from launch.  Their game timeline uses our date with the year 3049.


Title: Re: Mechwarrior Online
Post by: angry.bob on June 18, 2012, 07:50:40 PM
The only thing that annoys me is that seems like there will be about 15 'mechs out of the almost hundred we should be able to choose from. In World Of Tanks you might end up sticking to a handful, but you can still choose among a big lot. I'm afraid that will end up being disappointing in the long run.

I've kept all my tanks above tier IV, some tier II, and a lot of the premiums. There's just no way to play all those fucking tanks. If they have any sort of crew skills, even a basic, barebones system 15 tanks is more than plenty for a while.


Title: Re: Mechwarrior Online
Post by: apocrypha on June 18, 2012, 10:16:01 PM
Talking about the founders packs etc, I think that personally I'd wait until the NDA was lifted before spending $60 on a F2P game pre-release. Just saying.


Title: Re: Mechwarrior Online
Post by: Furiously on June 18, 2012, 10:39:17 PM
Talking about the founders packs etc, I think that personally I'd wait until the NDA was lifted before spending $60 on a F2P game pre-release. Just saying.

Yea. I wouldn't spend a dime on this until someone breaks the nda to you.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 18, 2012, 11:39:29 PM
So, are we getting a 'the NDA is broken as far as we're concerned once they start asking for cash' ruling on this?  They're essentially asking for people to buy the game tomorrow.

'Cause yeah, I'm not handing some stranger sixty bucks for in-game items in something I haven't gotten to play, and am missing big swaths of details about.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 19, 2012, 11:58:51 AM
Wow, they're such great guys that they're now offering all four of the magical founder mechs for the low price of $120 for the game that nobody's gotten to play yet.  That's a steal!


Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2012, 12:10:36 PM
Please someone talk me out of buying the 120$ Legendary package. I feel weak.


Title: Re: Mechwarrior Online
Post by: Ingmar on June 19, 2012, 12:11:51 PM
You need to save that money for Dungeon Bowl DLC!


Title: Re: Mechwarrior Online
Post by: Kitsune on June 19, 2012, 12:28:14 PM
Don't buy it, Falcon.  There has yet to be one single independent review of the state of the game or how well it plays.  Allowances for being in beta and all, miracle patch etc, but huge swaths of the game are just a  :headscratch: right now.  Since they're now soliciting money, I'd hope that Schild will agree to unleash the NDA people so we can get some actual facts instead of some youtube footage.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2012, 12:34:00 PM
Don't buy it, Falcon.  There has yet to be one single independent review of the state of the game or how well it plays.

That's right. Thank you!


Title: Re: Mechwarrior Online
Post by: satael on June 19, 2012, 12:46:00 PM
I know I'll buy some sort of founder's package for this game but only if I get to beta it before (and it isn't a total wreck).


Title: Re: Mechwarrior Online
Post by: Merusk on June 19, 2012, 01:06:53 PM
Relevant information:
Quote
Are the Founders 'Mechs customizable?

Yes that is the other good news that they are the Prime Variants they not only take up that position in the Mech Trees for you to work on but they remain fully customizable in the Mechlab.

Quote
how much is the c-bill boost?

25% C-bill boost

They need to do colored developer posts so it's easier to find.  Pres is doing a Q&A in this thread:
http://mwomercs.com/forums/topic/15037-russ-bullock-taking-questions-on-founders-now/page__st__20


Title: Re: Mechwarrior Online
Post by: Kitsune on June 19, 2012, 01:16:53 PM
Yeah, additionally the premium membership bonus is 50% to money and experience.  Which also apparently made it into the e-mail but not into their website.

Also mentioned, the founder mechs come with extra garage space to accommodate them, so you get your normal starting slots plus the ones occupied by the founder mech, rather than the founder mech eating one of your available mech bays.  Which is nice.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 19, 2012, 01:45:41 PM
Please someone talk me out of buying the 120$ Legendary package. I feel weak.

Only reason I won't buy it is cuz I don't have that much cash to blow :(


Title: Re: Mechwarrior Online
Post by: Llyse on June 19, 2012, 11:04:40 PM
Farken hell!

No wonder I never found this thread, it was in the MMO section.

Falc, I read the email and bought Legendary straight away before even knowing there were f13 people interested...

FARK, now to go through 9 pages pf awesomeness...

Also what Houses are people playing?  :drill: :drill: :drill:


Title: Re: Mechwarrior Online
Post by: Gets on June 20, 2012, 01:53:43 AM
People are ponying up $120 gees for internet robots? To get XP boosts when no one even knows what XP will be good for? In a game where the current win condition could be read off the liver of a sacrificial goat?

The "Mechs vs Tanks" thread was peculiar, but this shares a new level of bewilderment.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 20, 2012, 02:14:17 AM
Agreed.

And I worship big fucking robots.


Title: Re: Mechwarrior Online
Post by: Tmon on June 20, 2012, 04:20:37 AM
Have they said when this preorder period ends?


Title: Re: Mechwarrior Online
Post by: Merusk on June 20, 2012, 04:34:40 AM
$120 is a trivial amount for some people.  It just means not going out a few times that month or cutting back over the next few.   I know people who regularly blow that on a weekend's drinking.

Not that I'd do it or think either option is fiscally sane, but people do blow more cash on less.  I'm more surprised at the bewilderment.

Fuck, people blew that much on SWTOR and Diablo III sight-unseen too and nobody blinked an eye.  All you got there was some digital costumes and no real in-game advantages.

Also it's not XP it's in-game cash boost.  Cash buys you ammo, and parts.  Evidently (based on what the president was saying in the thread I linked) you need to spend the real-money cash to get mechs. (He stated that the $80 would get you 8-10 mediums, or a lot of smalls or a few heavies.)

Gameplay & stability is the only real issue here, not the expenditure of cash. That's going to be required in some way or another.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 20, 2012, 04:48:08 AM
 :uhrr:


Title: Re: Mechwarrior Online
Post by: Merusk on June 20, 2012, 04:49:05 AM
 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 20, 2012, 05:54:41 AM
Considering I totally skipped Age of Conan & SWTOR as they both appeared to be flawed concepts, I feel quite justified dropping $120 on this.  I buy games so rarely now it's not even an issue.


Title: Re: Mechwarrior Online
Post by: UnSub on June 20, 2012, 06:33:54 AM
People are ponying up $120 gees for internet robots?

Quiet. If you stare too closely at the house of cards that is paying for computer games, you'll bring the whole thing crashing down around us.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 20, 2012, 07:01:54 AM
Also what Houses are people playing?  :drill: :drill: :drill:
Steiner. :drillf: :drillf: :drillf:


Title: Re: Mechwarrior Online
Post by: Jherad on June 20, 2012, 08:29:43 AM
*whimper*

I really want to blow some cash on this. But I really want to know it doesn't completely suck first.


Title: Re: Mechwarrior Online
Post by: Gets on June 20, 2012, 08:50:09 AM
I'd like to share thought, since I'm sure hierarchically any consumer rights legislation trumps a video game agreement of secrecy when you're dealing with sums passed double digits, but there's at least one mod here who likely won't agree with that. Some may consider 120 bux chump-change or a night out on town, but in my little potato republic that's 6 hours in the company of a uptown prostitute. Also my liqueur budget for the whole summer.

A Commando standing next to an Atlas is like Robot Dad with his Robot Son. It's so adorable!


Title: Re: Mechwarrior Online
Post by: Falconeer on June 20, 2012, 09:46:49 AM
One thing I haven't checked: is there going to be any kind of persistency when it comes to war and the likes? Or is it all arenas after arenas? Can we create "guilds"? This is maybe the first time I'd really love to be part of an f13-kind-of-party. Do we need to all pick the same faction to make a guild (again, if possible)? I know it's premature considering some of us haven't preordered yet, but it's only 2 weeks 6 weeks away and I am rally looking forward to this.


Title: Re: Mechwarrior Online
Post by: Simond on June 20, 2012, 10:07:04 AM
Also what Houses are people playing?  :drill: :drill: :drill:
Liao.

(http://i.imgur.com/JtW3f.gif)


Title: Re: Mechwarrior Online
Post by: Evildrider on June 20, 2012, 10:48:56 AM
Have they said when this preorder period ends?

Think it's Aug. 7th.

And I'll be in House Davion.


Title: Re: Mechwarrior Online
Post by: Hoax on June 20, 2012, 11:18:04 AM
FWL for sure. Interested to see how many old names and faces from the old 3025 days are back.

Also +1 for any serious Friday or Saturday night out is going to cost at least $120.


Title: Re: Mechwarrior Online
Post by: Trippy on June 20, 2012, 02:47:00 PM
House Davion is what I was back in the days of MW2 and our cobbled together meta-game. Dunno what I would want to pick if I played this game. Are merc companies an option?


Title: Re: Mechwarrior Online
Post by: Evildrider on June 20, 2012, 03:10:35 PM
From what I gathered the guilds will be Merc Companies.



Title: Re: Mechwarrior Online
Post by: Merusk on June 20, 2012, 03:28:27 PM
Mercs are an option on the 'pick your faction' thing for the site profile.  As is "Lone Wolf"

Though Evildrider's post does ring familiar with me.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 20, 2012, 04:25:52 PM
If Mercs are an option, then I'll be a Belt Pirate.


Title: Re: Mechwarrior Online
Post by: Furiously on June 20, 2012, 05:20:43 PM
If Mercs are an option, then I'll be a Belt Pirate.

Why would you want to steal belts? You are the worst pirate!


Title: Re: Mechwarrior Online
Post by: Llyse on June 20, 2012, 05:45:14 PM
One thing I haven't checked: is there going to be any kind of persistency when it comes to war and the likes? Or is it all arenas after arenas? Can we create "guilds"? This is maybe the first time I'd really love to be part of an f13-kind-of-party. Do we need to all pick the same faction to make a guild (again, if possible)? I know it's premature considering some of us haven't preordered yet, but it's only 2 weeks 6 weeks away and I am rally looking forward to this.

$120 is a lot, but I haven't subscribed to an MMO for almost years now, haven't gone drinking for a few months and I love Battletech so I'll support it. I was shattered when 3025 beta/online/thingy ended.

You can create guilds (they're called Merc Companies though). The question is can you switch between faction with the same account? The impressiong I get is that you won't be able to which could be a bigger problem is what Simond hinted at.

Goonswarm is playing in House Liao and bringing all their poke the NeckBeard (which I qualify). So while I love the SA gaming culture, I have to smack myself not to take internet robots so damn seriously...

But Goonswarm/SA/PA/Ars or whatever group playing is great for the game because it adds an existing vibrant gaming culture and will keep it alive for at least a year.

But yeah it'd be nice to be in the same house as some awesome f13 folk.  :awesome_for_real:


Edit: Founders FAQ compilation

http://mwomercs.com/forums/topic/15171-founders-qa-compilation/

You have until July 15 to crack Falc  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: apocrypha on June 20, 2012, 11:23:46 PM
http://mwomercs.com/forums/topic/15171-founders-qa-compilation/

You have until July 15 to crack Falc  :awesome_for_real:

If NDA hasn't dropped before then then I will consider this one of the most cynical moves in gaming ever.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 20, 2012, 11:35:35 PM
You have until July 15 to crack Falc  :awesome_for_real:

Oh, don't worry. I did. But I bought the 60$ one, not the 120$.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 21, 2012, 01:57:09 AM
(http://i.imgur.com/HFWRt.jpg)

Full credit to the nutter who created this thread (http://mwomercs.com/forums/topic/16128-new-mech-psshh-i-got-fully-updated-forum-statistics-for-you-includes-founders-pack-sales/).



Title: Re: Mechwarrior Online
Post by: Llyse on June 21, 2012, 02:10:55 AM
You have until July 15 to crack Falc  :awesome_for_real:

Oh, don't worry. I did. But I bought the 60$ one, not the 120$.

Just means you have 15th of JUly to upgrade for all 4 mechs...  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: satael on June 21, 2012, 02:26:03 AM
You have until July 15 to crack Falc  :awesome_for_real:

Oh, don't worry. I did. But I bought the 60$ one, not the 120$.

Just means you have 15th of JUly to upgrade for all 4 mechs...  :awesome_for_real:

Atleast until that (there's no definite end date for the founders yet I think).
Can't wait until someone spills the beans so I can give em money for an atlas (or a catapult)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 21, 2012, 02:41:35 AM
(http://i.imgur.com/HFWRt.jpg)

Full credit to the nutter who created this thread (http://mwomercs.com/forums/topic/16128-new-mech-psshh-i-got-fully-updated-forum-statistics-for-you-includes-founders-pack-sales/).



Holy shit.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 21, 2012, 03:39:23 AM
You have until July 15 to crack Falc  :awesome_for_real:

Oh, don't worry. I did. But I bought the 60$ one, not the 120$.

Just means you have 15th of JUly to upgrade for all 4 mechs...  :awesome_for_real:

SHIT. YOU KNOW ME SO WELL.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 21, 2012, 04:05:44 AM
Holy shit.

Yeah.

As Simond said earlier, the goons/goonfleet is going, there's wormsign Jade Constantine (http://mwomercs.com/forums/topic/13174-rejoice-fellow-capellans-victory-is-near/page__st__280__p__413877#entry413877)...

And somebody is already ramping up the propaganda.

The Mittani (http://mwomercs.com/forums/topic/662-affs-coc/page__st__620__p__397983#entry397983)

Quote from: The Mittani
To the neglected citizens of the Federated Suns, shadowed in ignorance, feudalism, and illiteracy, I, The Mittani of House Lowtax, Coordinator (Chancellor, too) of the Capellan Confederation, King of Space, King of Internet Robots, the Worst Person On The Internet, Scourge of Man-Children, and Feathered-God-King of the Tetatae, bequeath unto you the following sage wisdom:

"Single autocrat backed by a team structure to avoid burnout; abhor democracy, councils and e-honor."

It is with this wisdom that I have gently guided the beating hearts of some nine thousand internet spaceship pilots and managed a coalition of some additional twenty thousand though various no-holds-barred internet space wars. I give you this wisdom as a gift, knowing full well that you will probably be unable to read these words, but fear not! As Coordinator/Chancellor, once I bring the sacred Word of Lowtax to your feudal colonies, I will implement the same universal education and health care that your own leaders have failed to provide your neglected citizenry, so that you may one day read this sacred post and bask in the glory my House.

I wish you all the best in your internet robot-driving endeavors, with the proviso that we are going to do our level best to, er, level your House.

Yours in TENBUX,

His Majesty The Mittani of the House of Lowtax, King of Space, King of Robots, Divine Feathered-King of the Tetaetae, First Lord of the Star League, First of His Name, By the Grace of God, Of the Confederation of Sian, Capella, Victoria, St. Ives, and Liao and of His other Realms and Territories King, Head of the Confederation, Commander in Chief of the Death Commandos, Second Lord of the Star League Too, Inner Spheroid Representative of the Tetatae, Rightful Claimant to the Sarna March and its Constituent Territories of Sirius, Keid, New Home, Bryant, Small World, Epsilon Indi, Ingress, Procyon, Carver V, Epsilon Eridani, Sheratan, Fletcher, Talitha, Van Diemen IV, Outreach, Terra Firma, Woodstock, Ronel, Tybalt, Tigress, Achernar, Hall, Wasat, Elgin, Capolla, Acamar, Bharat, Hamal, Yangtze, Tikonov, Hsien, Nanking, Arboris, Azha, Slocum, Alrescha, Kansu, Tall Trees, Menkalinan, Salph, New Canton, Zurich, Aldebaran, Liao, Ningpo, Algol, Buchlau, Gan Singh, Pleione, Poznan, Styk, Shensi, St. Andre, Hunan, Menkar, Foochow, Jonathan, Tsitsang, Wei, Shipka, Foot Fall, Second Try, Palos, Zaurak, New Macao, Highspire, Mandate, Matsu, Elnath, Yunnah, Phact, Wazan, Old Kentucky, Corey, Ulan Bator, Tsinghai, Chamdo, Camperton, Lesalles, Raballa, Bora, Quernoy, Sarmaxa, Sakhalin, Kaifeng, Truth, Hellgoland, Remshield, Tsingtao and Sama, Rightful Claimant to the Cappelan March and its constituent territories of Sonnia, Mira, Mesartim, Almach, Halloran V, Demeter, Chesterton, Ulan Batar, Algot, New Aragon, Valexa, Ashkium, Goshen, Bell, Axton, Morvian, Cala, Perkasie, Gallitzin, Orbisonia, Lee, Cammal, Monhegan, Daniels, Alcyone, Shoreham, Redfield, Stein's Folly, Quittacas, Royalston, Weekapaug, Scituate, Kittery, Gurnet, Spica, Mentasta, Beid, Haappajarvi, Corella, Atlas, Tecumseh, Beten Kaitos, Emerson, Smolensk, Andro, Bethel, Monongahela, Novaya Zemlya, Kluane, Wappingers, Kathil, Ziliang, Uravan, Immenstadt, Velhas, Manapire, Weatogue, Ikast, Verlo, Kafr Silim, Jonzac, Safe Port, Hadnall, Bacum, Colocallao, Sirdar, Abruzzi, Glentworth, Courcellete, Ashley, Shaunavon, Frazer, Mendham, Horsham, Bromhead, Avigalt, Narellan, Beenleigh, Jaipur, Alucara, Taygeta, Mandaree, Wrentham, Ridgebrook, Merope, Maia, Electra, Robsart, Flintoft, Diefenbaker, Carmichael, Linsday, Brockway, Midale, Carmacks, Ogilvie, Fortymile, Seikulmun, Kigamboni, Cumberland, Mordialloc, Wernke, Hobbs, Okains, Hobson, Kaitangata, New Syrtis, Oltepesi, Birqash, Firgove, Brusett, Lothair, Hyalite, Drienfontein, Kiserian, Marodzi, Enchi, Die Moot, Keutervile, Anaheim, Weippe and Warren, Rightful Claimant to New Avalon and All Its Governed Territories and Protector of the Sphere.

I'm not in the beta and therefore can't comment on the game itself, but it seems there's some interest out there for something other than Eve.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 21, 2012, 04:40:57 AM
So we can be everything but Liao. Ok, cool.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 21, 2012, 05:51:40 AM
This is my bad, I totally missed it, but could anyone give me a rundown on why we haven't been playing Mechwarrior Living Legends like crazy until now? Pros and Cons? I am trying to download it as we speak...


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 21, 2012, 07:13:27 AM
I had to laugh at Mittani's title.

Thankfully Star's End isn't on it.  Of course it is a useless clump of rocks on the far end of the galaxy from Liao.


Title: Re: Mechwarrior Online
Post by: Draegan on June 21, 2012, 08:01:47 AM
This game looks fun, but I don't think I can play it since I close on my new house next week and will spending most of July doing shit.

Anyway, there any good writeups on this game since I'm lazy?  What's the gameplay like etc?  Or NDA is up and no one can talk?


Title: Re: Mechwarrior Online
Post by: kildorn on June 21, 2012, 08:04:53 AM
The latter. There are gameplay movies from the company, and they seem to be too small to aggressively take down the  :nda: movies lying around. But I've seen nothing on the out of combat advancement mechanics beyond the text of the preorders talking about some form of tree.


Title: Re: Mechwarrior Online
Post by: Draegan on June 21, 2012, 08:10:27 AM
I'm assuming that the game mechanics are going to be something like WOT?


Title: Re: Mechwarrior Online
Post by: Ironwood on June 21, 2012, 08:14:53 AM
Define 'Lying Around'.  With Links.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 21, 2012, 09:11:56 AM
Yeah it's crazy, I can't find anything. Granted, I haven't ventured in the darkest corners of the internet, but I am surprised how little (actually: zero) is coming up. Not only the only footage they released is very, very limited (what, 5 minutes total? 10 if you had the mechlab?), but there's not much in written form either. It's the biggest tease I can remember in recent videogaming history, and still it managed to score 600k $ in 1 day. We are all a bunch of fools, I am sure. Especially because usually we'd think that such an obsessive radio silence probably means the game is shit, while this time around we are shelling out big cash out of nothing else than dreams & hopes.

May the spirit of the Hellgate London Lifetime Subscription save our souls.


Title: Re: Mechwarrior Online
Post by: angry.bob on June 21, 2012, 10:00:18 AM
Enough with your cynicism, giant internet robots are at steak!

On the other hand, that douchy announcement from that douchy mittani guy is almost enough to turn me off buying the game. I just want to log in, shoot robots in my robot, and log out. The idea that anything from boring as fuck Eve could be dragged into the game repulses me. That includes fucking fruity pseudo political roleplaying or whatever the fuck it is he's trynig to do. It annoys me so much I'd hit him in his fucking face with a claw hammer in real life to make him keep this shit to himself.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 21, 2012, 10:14:34 AM
He's not roleplaying, he's just trying really hard to piss people off, as it will help his recruitment drive later on.


Title: Re: Mechwarrior Online
Post by: Simond on June 21, 2012, 01:08:11 PM
"Divine Feathered-King of the Tetaetae" is likely to cause strokes in quite a few of the traditional BT grognards all by itself.  :grin:
( http://www.sarna.net/wiki/Tetatae )


Title: Re: Mechwarrior Online
Post by: Llyse on June 21, 2012, 07:13:24 PM
So let's say I buy into the God King of Tetaetae, how do you go about joining them Simond? Is it the 6 month SA account thing?

Othewise I might just play Steiner with Lantyssa or Davion or something. Fuck Comstar. (Not the poster)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: UnSub on June 21, 2012, 07:32:19 PM
Not only the only footage they released is very, very limited (what, 5 minutes total? 10 if you had the mechlab?), but there's not much in written form either. It's the biggest tease I can remember in recent videogaming history, and still it managed to score 600k $ in 1 day. We are all a bunch of fools, I am sure.

You throw the right buzzwords around and nerds are happy to throw money at it. That's pretty much the rule governing every successful video game Kickstarter as well.


Title: Re: Mechwarrior Online
Post by: Comstar on June 21, 2012, 10:22:32 PM
Someone needs to convince Sir Molle to join the Federated Suns. Get the old band back together.  Just like old times.


Damm, trying to tell myself not buy a full game price for a game that probably will such as much as WoT did (I loved it. Till I got to the 4th tank. Ugh).  I's really weird that there's so little your tube of it. WTF are they hiding (for)?!?


Title: Re: Mechwarrior Online
Post by: apocrypha on June 21, 2012, 11:20:34 PM
WTF are they hiding (for)?!?

Maybe people spending $120 on this in advance should ask themselves the same question. Maybe there just isn't that much game to hide?

How many tanks and maps did WoT have at launch, does anyone know?


Title: Re: Mechwarrior Online
Post by: Falconeer on June 21, 2012, 11:35:14 PM
World of Tanks only had German and Russian tanks at launch, up to tier 8 if I can remember correctly. It was about 40 tanks I would say. And maybe 6 to 8 maps. Also, when it launched, it had been in OPEN beta for more than a year.

So, no one is up for an f13 thing? Based on the website and the Dev blogs, 6 factions are confirmed PLUS Mercenary Corps and Lone Wolfers (http://mwomercs.com/news/2011/12/44-dev-blog-1-community-warfare). We could all choose a faction (Both Steiner and Davion are OK to me), or go f13 Mercenary Corp.


Title: Re: Mechwarrior Online
Post by: Llyse on June 21, 2012, 11:49:23 PM
World of Tanks only had German and Russian tanks at launch, up to tier 8 if I can remember correctly. It was about 40 tanks I would say. And maybe 6 to 8 maps. Also, when it launched, it had been in OPEN beta for more than a year.

So, no one is up for an f13 thing? Based on the website and the Dev blogs, 6 factions are confirmed PLUS Mercenary Corps and Lone Wolfers (http://mwomercs.com/news/2011/12/44-dev-blog-1-community-warfare). We could all choose a faction (Both Steiner and Davion are OK to me), or go f13 Mercenary Corp.

An f13 Mercenary Corp sounds wonderful but would we have 4 people who consistently play in the same timezone? This is why I'm leaning towards the Serious business side of World of Lowtax. You will always have Lancemates, and besides the static of idiocy and publicity the majority of Goonswarm were (anecdotally) intelligent and nice.

I'm so overhyping myself for this...


Title: Re: Mechwarrior Online
Post by: apocrypha on June 22, 2012, 12:06:14 AM
World of Tanks only had German and Russian tanks at launch, up to tier 8 if I can remember correctly. It was about 40 tanks I would say. And maybe 6 to 8 maps. Also, when it launched, it had been in OPEN beta for more than a year.

OK, well those may be interesting numbers to remember. Just saying.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 22, 2012, 01:49:58 AM
I hate to even dedicate one single post to the guy, but add me to the horde of people that would happily punch that privileged asshole to a pulp (EDIT: morally, figuratively). The simple idea of "playing with him" make my intestine want to rip out of my body and strangle him. Infinite reasons for this, Fanfest's display of "because I can" kind of mean mediocrity being the biggest one. My one and only off topic comment about that idiot.          


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2012, 04:02:04 AM
Getting rather excited.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 23, 2012, 04:40:27 AM
Although beta leaks are reporting LOTS of problems, issues and a million missing features. Even some of the people who were OMG LET'S TAKE MY MONEY are reporting some form of pessimism. I hate to be the partypooper, but there's a chance the game will keep feeling very Alpha for another year or so.

Especially considering the President made it clear in a Dev Blog that community Warfare won't be in the game at launch, and not even all the 'mechs already announced will. Only about ten.
So basically, starting August 7th it will be deathmatch after deathmatch with just about ten 'mechs and no metagame at all.

Quote
We have a system for announcing the Mech’s to the community on the web site but one should not assume this means that all of those Mech’s are currently present in the beta or that they are all available come Open Beta. We essentially add them into the game one at a time in very near the same way they are announced on the web site. Our expectation is that there will be 10 unique model types along with all their variants making for a total of around 40 different chassis come Open Beta.

Quote
The end result is that we expect to have each of the features we have announced and discussed on the web site in the game by the Open Beta date with one unfortunate exception. That exception is the Community Warfare pillar; it’s a big system and extremely important to us however we did not want to delay the game especially when it is something that can so logically be added onto the product post launch. That way we can get everyone playing this summer as planned having a great time working on their Mech and pilot trees, then the depth of Community Warfare will be added into the game. I don’t have an exact projected release of the Community Warfare feature set but we fully expect to have the core of the community experience in the game within 90 days of open beta.  (Which probably means by November if we are lucky)


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2012, 05:13:19 AM
Not seeing anything there that isn't expected, really.

I think part of the problem here is that a lot of people seem to have been conditioned to take Beta as released when it's really really not meant to be.

Of course, that's been backed up by us getting shat on by so called 'released' products that aren't worth fuck all.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 23, 2012, 05:24:51 AM
You are right.
I think my only problem is that I couldn't stand this game not delivering. If they mess this up I am gonna have a gaming breakdown. So every hint at disappointment I capture anywhere makes me stupidly nervous.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 23, 2012, 05:45:48 AM
Don't forget Mechwarrior Tactics (http://mwtactics.com/) is also coming out.  In some ways I'm more excited about this one, as all I've ever wanted was a computerized table-top game that's easy to hop into.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2012, 05:46:12 AM
Well, from what little I've seen already, I'm happy that the two big sticking points are being addressed.

So there's that.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 23, 2012, 06:08:01 AM
Mechwarrior Tactics totally calls for a f13 League, like the Blood Bowl one...  :heart:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 23, 2012, 07:31:57 AM
Although beta leaks are reporting LOTS of problems, issues and a million missing features. Even some of the people who were OMG LET'S TAKE MY MONEY are reporting some form of pessimism. I hate to be the partypooper, but there's a chance the game will keep feeling very Alpha for another year or so.

Especially considering the President made it clear in a Dev Blog that community Warfare won't be in the game at launch, and not even all the 'mechs already announced will. Only about ten.
So basically, starting August 7th it will be deathmatch after deathmatch with just about ten 'mechs and no metagame at all.

Even if all that is true, this is the opposite situation to WAR where they wasted so much money on the PVE content that when the population tanked there was absolutely no way the funding wasn't going to get cut to the bone.  If they honestly do intend to add the features people want, while trying to improve the core gameplay of giant mechs shooting each other, I think players are going to be very forgiving.  It's not like they have a lot of choice if this is the type of game they want.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on June 23, 2012, 07:43:15 AM
I already got strung along with "deathmatches while we work on the strategic level" for a year or so once.  Page me when the real game is ready.  Seriously, they'd be better with a half-assed strategic level lifted straight from the player-built systems put together for MW2/MW3 than launching with nothing but a half-assed dueling game and only a handful of mech types.

--Dave


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 23, 2012, 07:59:24 AM
I'm not sure what the intention is but I hope they don't officially launch with such a key feature missing, they made a million or so already just from pre sales.  The "we fully expect to have the core of the community experience in the game within 90 days of open beta" doesn't automatically read to me as "open beta is over by that point".


Title: Re: Mechwarrior Online
Post by: Merusk on June 23, 2012, 08:07:27 AM
I don't see why Deathmatches won't suffice.  It's all I do in World of Tanks and that remains fun. 

Then again I don't have the love affair with the tabletop game others seem to.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2012, 08:44:52 AM
Yeah, I'm kinda with you.  In all of these type of games, I'm an old fart of a father (read:Casual) so the actual progress of the War and Leagues and Standings means precisely Dick to me.

I just wanna log in with some mates and beat fuck out of big robots with large guns.  That's how I played the Tabletop one too; so I'm not too sure what expectations anyone else has.  As far as I can see, this game will deliver both big robots beating fuck out of each other as well as managing the thorny problem of 'Biggest Robot is the Biggest Fuck Beater'.  So I'm kinda happy.

Also;  Critical Hit :  Heat Sink.



Title: Re: Mechwarrior Online
Post by: Lantyssa on June 23, 2012, 10:20:40 AM
It's all I want.  Heck, it's all MPBT3025 was really.  We just had a pretty map to make us think we were fighting each death match for a reason.

I wonder if it'll have DFA.  My squad thought I was crazy, but loved when I did it.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2012, 10:49:28 AM
I just remember from the initial BT rules, you could actually pick up a severed arm and club your enemy with it.

That was... pretty cool.

Yeah, when DFA worked, it really worked.  I had a nice custom mech that went through about 20 games unbeaten until Chris did a tricky DFA move and crushed my head.  Good Times.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 23, 2012, 01:38:07 PM
It does have DFA.


Title: Re: Mechwarrior Online
Post by: Amaron on June 23, 2012, 02:53:13 PM
Also;  Critical Hit :  Heat Sink.

I hear they took heat sinks to the level that if you put them in your legs and you stand in water you get bonus heat loss.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 23, 2012, 03:22:44 PM
That's cool. It's exactly like that in the original rules. You are even harder to hit because only half of your body is visible, but at the same time you are kind of stuck there since you move slower in and out of water and you have to perform stumble rolls, which means you can fall on your face a lot (and I heard the stumble mechanic IS already in the beta and not just for entering or leaving water).


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2012, 03:53:24 PM
I like the infra-red view.  It actually has a use, as well.


Title: Re: Mechwarrior Online
Post by: Hoax on June 23, 2012, 07:58:12 PM
Fuck Goonswarm. Someone better make sure this game has some kind of faction population balance mechanics in place or else this wont even be worth playing if they bring the full zerg.

No interest in the game until they have community warfare stuff fleshed out and running.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 23, 2012, 10:35:53 PM
Fuck Goonswarm. Someone better make sure this game has some kind of faction population balance mechanics in place or else this wont even be worth playing if they bring the full zerg.

No interest in the game until they have community warfare stuff fleshed out and running.

Given that the actual battles seem to be team deathmatch with a sideline of capture the base, there's no faction population to balance.  You'll never see a 100 vs. 20 fight in any event.


Title: Re: Mechwarrior Online
Post by: Comstar on June 24, 2012, 02:03:39 AM
Fuck Goonswarm. Someone better make sure this game has some kind of faction population balance mechanics in place or else this wont even be worth playing if they bring the full zerg.

From what I recall most of the huge battles in Eve where fairly even in numbers. The different was always that Goonswarm kept on coming back.

From what I understand it's all team deathmatch/capture the base, so raw numbers aren't in it. And the actual map showing conquests won't be in for 3+ months either.


That being said, if House Liao takes down the Federated Suns, it will also be hilarious.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 24, 2012, 03:59:06 AM
Doesn't really matter what happens though, since two years down the line the Clans will arrive to push in everyones shit.


Title: Re: Mechwarrior Online
Post by: Simond on June 24, 2012, 04:14:04 AM
That just means less Space-Prussian reinforcements for the space-China front.  :grin:


Title: Re: Mechwarrior Online
Post by: Llyse on June 24, 2012, 06:24:35 PM
It's all I want.  Heck, it's all MPBT3025 was really.  We just had a pretty map to make us think we were fighting each death match for a reason.

I wonder if it'll have DFA.  My squad thought I was crazy, but loved when I did it.

Pretty much, even if there's no strategic crap, I just want to be in my Hunchback shutdown while a friendly light mech baits a fucker into the city then I start up 'Mech Online' and open up with an AC/20 into someone's tasty rear torso armour...

Yeah, the money I put in is good will and I won't be expecting Robot jesus at launch, just give me enough to bite into and slowly add more features.


Title: Re: Mechwarrior Online
Post by: eldaec on June 25, 2012, 12:57:38 AM
Guilds push shit in by being organised, not by numbers. Fixed sides games like this they will always dominate the persistent elements because they have more time than we do.

As for goonswarm, they are about the only guild I've ever seen manage to even touch the serious business part of an mmo using casual players so no idea why all the sand is getting in vaginas about them.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 25, 2012, 01:09:23 AM
New Developer Diary video or something. (http://www.youtube.com/watch?v=Ma1Fj3bOfDg&feature=g-u-u)

(Granted, no new footage. God forbid...)


Title: Re: Mechwarrior Online
Post by: Ironwood on June 25, 2012, 04:28:34 AM
Where does one get a Big Robot fix in the meantime if they can't stand the Microsoft attempts ?


Title: Re: Mechwarrior Online
Post by: Falconeer on June 25, 2012, 04:52:29 AM
Everyone says Mechwarrior Living Legends (http://mechlivinglegends.net). Looks really good judging from gameplay videos on youtube (http://www.youtube.com/watch?v=RC2BAeyVkYM) and it has a decent selection of 'mechs and vehicles. I will go as far as saying that I like their LRM video effects more than the MW:O ones so far. I am tempted to buy Crysis Wars myself just to try it out (it's 10€ on Steam)m but I was really hoping for someone here to drop some first hand impressions.

Also, that video is two years old. Beta advanced a lot since then some say.


Title: Re: Mechwarrior Online
Post by: Kail on June 25, 2012, 05:22:40 AM
As for goonswarm, they are about the only guild I've ever seen manage to even touch the serious business part of an mmo using casual players so no idea why all the sand is getting in vaginas about them.

Just about everything I've heard about them paints them as nerdy bullies, people who want to have fun by ruining your day, and fuck with your shit on a personal level because lol internets or whatever.  This is stuff coming from both their enemies as well as the Goons themselves.  I've never encountered them myself as far as I know, so I may be way off base, but that's the image of them that I'm getting.  *shrug*

Where does one get a Big Robot fix in the meantime if they can't stand the Microsoft attempts ?

The only new game I've seen recently is the new Steel Batallion game, which disappointingly looks kind of shitty. (http://www.giantbomb.com/quick-look-steel-battalion-heavy-armor/17-6241/)


Title: Re: Mechwarrior Online
Post by: Ironwood on June 25, 2012, 05:26:32 AM
To be honest, even a well done tabletop rendition would work for me.  I downloaded Megamek, only to find out it was horrendously shitty.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on June 25, 2012, 06:31:33 AM
Everyone says Mechwarrior Living Legends (http://mechlivinglegends.net). Looks really good judging from gameplay videos on youtube (http://www.youtube.com/watch?v=RC2BAeyVkYM) and it has a decent selection of 'mechs and vehicles. I will go as far as saying that I like their LRM video effects more than the MW:O ones so far. I am tempted to buy Crysis Wars myself just to try it out (it's 10€ on Steam)m but I was really hoping for someone here to drop some first hand impressions.

Also, that video is two years old. Beta advanced a lot since then some say.

I like that you can get out of your mech.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 25, 2012, 06:33:49 AM
I like that you can get out of your Mech and actually be useful.


Title: Re: Mechwarrior Online
Post by: Kageru on June 25, 2012, 06:53:33 AM
Just about everything I've heard about them paints them as nerdy bullies, people who want to have fun by ruining your day, and fuck with your shit on a personal level because lol internets or whatever.  This is stuff coming from both their enemies as well as the Goons themselves.  I've never encountered them myself as far as I know, so I may be way off base, but that's the image of them that I'm getting.  *shrug*

The feel I got from the Eve group was that they're a really large group (so lots of differences internally) that puts the members getting maximum enjoyment out of the game above any other concerns, including social convention and expectations of how the game should be played. Which probably looks much like your version from the receiving end but is a slight difference in intent.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 25, 2012, 07:04:26 AM
Humour>All.  It's a large group so you have the usual things you would expect, nice people & arseholes.  It has deeply committed people who will put months of effort into something boring and complicated just to piss other people off, while at the same time they will throw all that effort away with little thought if it's funny to do so. 

I like them, I wouldn't want to fight against them as their troll posting/propaganda is so good at making people hate them.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 25, 2012, 07:32:35 AM
Nevermind.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 25, 2012, 07:42:38 AM
Humour>All.  It's a large group so you have the usual things you would expect, nice people & arseholes.  It has deeply committed people who will put months of effort into something boring and complicated just to piss other people off, while at the same time they will throw all that effort away with little thought if it's funny to do so. 

I like them, I wouldn't want to fight against them as their troll posting/propaganda is so good at making people hate them.

Sounds like Malkavians.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 25, 2012, 07:47:15 AM
That's probably the most apt description I've heard of the Goons.


Title: Re: Mechwarrior Online
Post by: angry.bob on June 25, 2012, 08:47:16 AM
Just about everything I've heard about them paints them as nerdy bullies, people who want to have fun by ruining your day, and fuck with your shit on a personal level because lol internets or whatever.  This is stuff coming from both their enemies as well as the Goons themselves.  I've never encountered them myself as far as I know, so I may be way off base, but that's the image of them that I'm getting.  *shrug*

They're pretty much 4chan Anons who act like 4chan Anons but who think they're not because they pay to be on SA forums. We have some at our local game shop who go on and on about retarded goonfleet crap and then flip their shit when you tell them that they're like Anonymous but lamer because they only do stuff in videogames and they pay to post on a message board.

Also, I wonder when Living Legends is going to be served a C&D since it's a fan mod, isn't it? MWO isn't going to allow direct competition, especially if it's prettier and completely free.


Title: Re: Mechwarrior Online
Post by: Simond on June 25, 2012, 10:33:13 AM
Nah, 4chan is a SA spinoff.


Title: Re: Mechwarrior Online
Post by: angry.bob on June 25, 2012, 02:07:05 PM
Nah, 4chan is a SA spinoff.

Not a spinoff, but SA did exist first. But that doesn't mean it's derivative. That would be like saying Haemish's writing is a F13 spinoff, Ironwood's whatever the fuck he does is a F13 spinoff, or F13 is a LTM spinoff.


Title: Re: Mechwarrior Online
Post by: Engels on June 25, 2012, 02:14:43 PM
Pretty sure F13 is a LtM spinoff.


Title: Re: Mechwarrior Online
Post by: HaemishM on June 25, 2012, 02:25:08 PM
This never ends well.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: UnSub on June 25, 2012, 06:13:42 PM
This never ends well.  :oh_i_see:

As an F13 spin-off, we're going to put you in a house with, oh, WUA, Dash and grunk and film the results. It'll be zany!  :grin:

Guilds have aversion to Goonswarm in the same manner a group of friends leave a bar when the party bus full of drunken frat boys pulls up outside.


Title: Re: Mechwarrior Online
Post by: Kitsune on June 25, 2012, 07:04:51 PM
The goons aren't complex.  If they roll in and fight you, and you behave like you're playing a game and attack them back while not taking it too seriously, they'll like you.  But if you behave like they just dug up your dead mother and had sex with her because the game is serious and start making strident posts about them on the forums, they'll decide that you're their new project.  And then your pain will begin.


Title: Re: Mechwarrior Online
Post by: angry.bob on June 25, 2012, 07:40:52 PM
Pretty sure F13 is a LtM spinoff.

Nay sir. At least not directly. Somewhere, someone has surely made an awesome diagram of all the different boards that rose and fell and the dates involved.

Regardless, giant robots and whatnot.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 26, 2012, 02:26:56 AM
Ironwood's whatever the fuck he does is a F13 spinoff

Please.

(http://dl.dropbox.com/u/1411632/stinson.jpg)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 26, 2012, 05:13:36 AM
They're pretty much 4chan Anons who act like 4chan Anons but who think they're not because they pay to be on SA forums. We have some at our local game shop who go on and on about retarded goonfleet crap and then flip their shit when you tell them that they're like Anonymous but lamer because they only do stuff in videogames and they pay to post on a message board.

I don't think anyone is saying the goons don't come across as incredibly annoying, but with so many of them, there have to be some who aren't actually like that.  Also ltm used to link SA so that's how I found it.

The only concern I have about playing online with them again is that some mwo dev might go ape and ban anyone associated with them.

Goon Beta thread apparently got closed (no nda breaking stuff).



Title: Re: Mechwarrior Online
Post by: Gets on June 26, 2012, 05:47:04 AM
goons ruin everything


Title: Re: Mechwarrior Online
Post by: Bungee on June 26, 2012, 06:28:48 AM
goons ruin everything

Even THIS beta-thread...


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 26, 2012, 06:55:33 AM
Someone went through 800 posts and listed all the reasons to lock the thread?  I know it's a Mechwarrior game and the number crunchers that attracts (Hi, I'm Lan!), but what kind of horribly crippling levels of OCD can possibly lead to that?

"Locked, because of trolling."  Done.


Title: Re: Mechwarrior Online
Post by: Der Helm on June 26, 2012, 08:37:10 AM
This makes me want to play with the goons. Does SA accept paypal ?  :drill:


Title: Re: Mechwarrior Online
Post by: Kitsune on June 26, 2012, 01:50:51 PM
If you do sign up, lay low for a month and join in some conversations outside the game forum, don't just run into their MWO thread.  If they see you pop into a gaming thread on the same day you made your account, they'll call you a J4G (Join SA 4 Guild) and probably a faggot for good measure.  They're lovable that way.

Which is pretty much what we'd do if someone signed up on F13 and immediately tried to get into bat country, except without the faggot part and with bigger words.


Title: Re: Mechwarrior Online
Post by: Comstar on June 26, 2012, 05:21:59 PM

Goon Beta thread apparently got closed (no nda breaking stuff).

The more they tighten their grip, the more posting will slip through their forums.


Goonswarm is going to be House Liao (and take over the Federated Suns) until the Clans show up and then they'll switch to a Democracy and stop the clans 80 planets away from Tukkayid using armies of Urbanmech's.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 26, 2012, 06:57:41 PM
If they hindered the Clanners I could do nothing but applaud.


Title: Re: Mechwarrior Online
Post by: Ingmar on June 26, 2012, 10:48:25 PM
Humour>All. 

For certain values of "humour" anyway.


Title: Re: Mechwarrior Online
Post by: Der Helm on June 27, 2012, 08:58:02 AM
If you do sign up, lay low for a month and join in some conversations outside the game forum, don't just run into their MWO thread.  If they see you pop into a gaming thread on the same day you made your account, they'll call you a J4G (Join SA 4 Guild) and probably a faggot for good measure.  They're lovable that way.
Yeah. That's a given.  :grin:


Title: Re: Mechwarrior Online
Post by: WayAbvPar on June 27, 2012, 09:49:47 AM
I joined SA a few years ago as a backup plan when I was playing Eve with Bat Country. I eventually started posting and playing games with goons, and have been happy with both. In such a large community there are bound to be some antisocial types, but for the most part they are good folks. Similar to here, but skew probably 10 years younger. Just avoid the goddamned MLP freaks.


Title: Re: Mechwarrior Online
Post by: Murgos on June 27, 2012, 10:19:37 AM
There is a lot good about the SA forums.  Have a question about your taxes?  There's a tax thread with lots of good advice and people willing to point you to the applicable part of the tax code.  Have a tech question?  There's a whole forum of Trippy level uber geeks who will answer it for you.  Don't know what new podcasts are any good?  Another whole forum, same with Music, TV, Movies, Books and etc... Want to lose weight?  There is a forum dedicated to health and exercise and and debunking bad info and so on.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 27, 2012, 11:51:07 AM
There's a whole forum of Trippy level uber geeks who will answer it for you. 

Told you not to spill water on him.

Fuck knows what happens if we feed him at night.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 27, 2012, 12:12:38 PM
MechWarrior Online - Frozen City Reveal (http://www.youtube.com/watch?v=l8syLTVXxIU)

Voice over man has a cold or something (not a professional voice actor I bet), it's not as good as the two leaked beta videos.  

BTW am I ok to post links to the two leaked videos even though the NDA is still active?


Title: Re: Mechwarrior Online
Post by: Phred on June 27, 2012, 06:32:25 PM
Pretty sure F13 is a LtM spinoff.

Nay sir. At least not directly. Somewhere, someone has surely made an awesome diagram of all the different boards that rose and fell and the dates involved.


Awesome Diagram

LtM ->SND->WT->F13


Title: Re: Mechwarrior Online
Post by: Engels on June 27, 2012, 07:49:32 PM
Pretty sure F13 is a LtM spinoff.

Nay sir. At least not directly. Somewhere, someone has surely made an awesome diagram of all the different boards that rose and fell and the dates involved.


Awesome Diagram

LtM ->SND->WT->F13

Thing is, SND and WT were boring ass places. F13 was the first diaspora site that was fun, so for me, its a LtM knockoff  :grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 28, 2012, 06:42:31 AM
MechWarrior Online - Frozen City Reveal (http://www.youtube.com/watch?v=l8syLTVXxIU)

Voice over man has a cold or something (not a professional voice actor I bet), it's not as good as the two leaked beta videos.  

BTW am I ok to post links to the two leaked videos even though the NDA is still active?

PEW PEW PEW-PEW-PEW.

Want.


Title: Re: Mechwarrior Online
Post by: Phred on June 28, 2012, 12:01:00 PM
Pretty sure F13 is a LtM spinoff.

Nay sir. At least not directly. Somewhere, someone has surely made an awesome diagram of all the different boards that rose and fell and the dates involved.


Awesome Diagram

LtM ->SND->WT->F13

Thing is, SND and WT were boring ass places. F13 was the first diaspora site that was fun, so for me, its a LtM knockoff  :grin:

Wow. SND boring? The Eldon blow up was anything but boring and F13 hasn't had any drama that matched it. I guess WT was a matter of taste but I found it amusing. Besides I just diagrammed the progression, made no claims about any of the sites.


Title: Re: Mechwarrior Online
Post by: Merusk on June 28, 2012, 12:02:16 PM
MechWarrior Online - Frozen City Reveal (http://www.youtube.com/watch?v=l8syLTVXxIU)

Voice over man has a cold or something (not a professional voice actor I bet), it's not as good as the two leaked beta videos.  

BTW am I ok to post links to the two leaked videos even though the NDA is still active?

PEW PEW PEW-PEW-PEW.

Want.


Is it August yet?  /impatient.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 28, 2012, 12:10:05 PM
More keys going out July 10th.


Title: Re: Mechwarrior Online
Post by: Jherad on June 28, 2012, 05:23:13 PM
 :nda:

 :drill:

That is all.


Title: Re: Mechwarrior Online
Post by: Llyse on June 28, 2012, 05:55:48 PM
:nda:

 :drill:

That is all.

Arsehole!


Title: Re: Mechwarrior Online
Post by: satael on June 29, 2012, 01:07:52 AM
:nda:

 :drill:

That is all.

 :drill: enough to be worth the $60 founder package?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 29, 2012, 01:24:08 AM
500 keys went out last night, so worth checking  :cry:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 29, 2012, 01:26:11 AM
Fuck.

Still, being a filthy Eurofag was a long shot anyway. 


Title: Re: Mechwarrior Online
Post by: Simond on June 29, 2012, 10:28:11 AM
:nda:

 :drill:

That is all.
(http://i.imgur.com/OW5Qf.jpg)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 04, 2012, 03:31:46 PM
(http://www.abload.de/img/mwojaxed.jpg)

And I'm still not in the bloody beta yet.


Title: Re: Mechwarrior Online
Post by: Llyse on July 04, 2012, 05:05:28 PM
All quiet here as well...

Please let the last mechs be a Panther and Victor...

Please...  :heart: :awesome_for_real: :drill:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 05, 2012, 01:26:45 AM
I gotta say, their artists are great. They are making some 'mechs that were pretty "meh" in the original illustrations look fantastic.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 05, 2012, 02:40:05 AM
Except the Raven.

The Raven always looks shit.  It's the new Locust.


Title: Re: Mechwarrior Online
Post by: Shannow on July 05, 2012, 07:43:40 AM
Maybe if they make enough money they can buy the rights to the unseen and end that farce for once and for all.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 05, 2012, 08:58:24 AM
Please let the last mechs be a Panther and Victor...
Or a Banshee or Cyclops.  I'd love the Panther for sure.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 05, 2012, 09:06:28 AM
Thunderbolt!


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 05, 2012, 09:38:30 AM
Thunderbolt is a Heavy.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 05, 2012, 09:57:11 AM
I was about to say "what's your point?". Then I realized the grid is only missing a light and an assault. Which sucks in so many ways, including the fact that it's all a tease since they told us we are not even gonna get those 16 for release. So, since they are not stopping at 16 either, why do they even bother with the 4x4 scheme?


Title: Re: Mechwarrior Online
Post by: Merusk on July 05, 2012, 10:39:10 AM
Catapult remains my favorite mech chasis. No idea why.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 05, 2012, 11:49:35 AM
No clue either since it's nothing but an ugly Marauder. :wink:


Title: Re: Mechwarrior Online
Post by: satael on July 05, 2012, 12:04:49 PM
Catapult remains my favorite mech chasis. No idea why.

I can't help it but Timber Wolf (Mad Cat) is my favorite mech in battletech.   :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Merusk on July 05, 2012, 12:52:23 PM
No clue either since it's nothing but an ugly Marauder. :wink:

The arms make the Marauder ugly!  Reminds my of Kyron's mech in Robotech. Bleh!


Title: Re: Mechwarrior Online
Post by: Simond on July 05, 2012, 01:52:15 PM
I gotta say, their artists are great. They are making some 'mechs that were pretty "meh" in the original illustrations look fantastic.
Artist, singular. (http://flyingdebris.deviantart.com/) (He's also the one behind that "Atlas killing furries" picture (http://i.imgur.com/fJkh1.gif) )

No clue either since it's nothing but an ugly Marauder. :wink:

The arms make the Marauder ugly!  Reminds my of Kyron's mech in Robotech. Bleh!
There's, um, probably a reason for that.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Merusk on July 05, 2012, 02:11:53 PM
That was kind of the joke.  :awesome_for_real:


Not that I know the specifics but I'd heard the stories long ago and realized the Marauder was one of those "ooh no we didn't steal that <tee hee>" mech designs when I Googled the picture to see what Lant was referencing.


Title: Re: Mechwarrior Online
Post by: Trippy on July 05, 2012, 03:30:08 PM
Catapult remains my favorite mech chasis. No idea why.
I can't help it but Timber Wolf (Mad Cat) is my favorite mech in battletech.   :oh_i_see:
Yup! :drill:

MW2 + TW + jump jets = win!

Seriously once I learned how to dodge rockets with the jump jets I never lost in a TW thanks to my l33t skills and CH FlightStick, Throttle and Rudder Pedals. Oh and having an ISDN line while everybody else were still on modems didn't hurt either. :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Comstar on July 05, 2012, 04:59:54 PM
I am so sad they don't have the Warhammer. The picture on the 2nd edition (the one after Battledroids).


Title: Re: Mechwarrior Online
Post by: Fordel on July 05, 2012, 05:02:26 PM
Catapult remains my favorite mech chasis. No idea why.
I can't help it but Timber Wolf (Mad Cat) is my favorite mech in battletech.   :oh_i_see:
Yup! :drill:

MW2 + TW + jump jets = win!

Seriously once I learned how to dodge rockets with the jump jets I never lost in a TW thanks to my l33t skills and CH FlightStick, Throttle and Rudder Pedals. Oh and having an ISDN line while everybody else were still on modems didn't hurt either. :awesome_for_real:


The TW was a shitty mech to use in MW2, the hit box (well bubble) on the legs and head were ENORMOUS.


Title: Re: Mechwarrior Online
Post by: Trippy on July 05, 2012, 06:03:00 PM
Clearly you never mastered the jump jets :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Llyse on July 05, 2012, 10:34:03 PM
Jumpjets in MW2 (Mercs for me) were amazing...

Maybe too manueverable but damn was it fun. From what I remember of Jumpjets in 3025, they were a decent multiplayer compromise. Wasn't a big fan of teh slowness of MW3...


Title: Re: Mechwarrior Online
Post by: Kail on July 06, 2012, 12:59:06 PM
Jumpjets in MW2 (Mercs for me) were amazing...

Probably a bit overpowered, if I recall correctly.  I used to make Assault mechs with tiny engines and toss a single jump jet in the torso somewhere, and outrun Jenners by jetting horizontally.


Title: Re: Mechwarrior Online
Post by: Fordel on July 06, 2012, 02:14:05 PM
Clearly you never mastered the jump jets :awesome_for_real:



Quite the opposite, as the jetting just made your legs an even bigger target and you landed with one foot gone after I pumped 3 pulse lasers into you. Missile boats were for people who couldn't lead the lag and the folks with early high speed net were the easiest to hit of all. Bonus points for landing on the TW's giant head for the DFA. The chassis of choice was the Warhammer in netmech, the head was actually hunkered down between the L/R torso bubbles and the leg bubbles were quite small.


JumpJets in the MW2 games in general, were not even close to what they were supposed to be. They were fun, but they turned any Mech into something you would expect to see in a anime.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 07, 2012, 04:18:00 AM
Only one way to solve this stupid Peen Contest.

RELEASE THE GAME !  F13 BLOODBATH !

LIGHT THE BEACONS !


(Cheryl Teague.  Nice.)


Title: Re: Mechwarrior Online
Post by: Fordel on July 07, 2012, 06:10:27 AM
Clearly we should just play some NetMech, I still have the floppies somewhere  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 07, 2012, 06:57:52 AM
Do you have a floppy drive though?


Title: Re: Mechwarrior Online
Post by: Trippy on July 07, 2012, 11:49:40 AM
Bring it!


Title: Re: Mechwarrior Online
Post by: Fordel on July 07, 2012, 02:04:03 PM
Do you have a floppy drive though?


I'm sure I have one somewhere!


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2012, 06:47:33 AM
Take me on, chaps, you'll end up like this  (http://www.imdb.com/name/nm0648339/)guy.

But seriously, I'm frigging Jonesing for a game here.


Title: Re: Mechwarrior Online
Post by: Hoax on July 09, 2012, 12:05:32 AM
I'll say again, Goons are going to all join one house en masse, their only hope will be that having big numbers can win them shit on the campaign map. They are going to intentionally shit on a very beardy and overwrought fanbase in every way they can because they are 100% 4chan who pretends they are better than 4chan. The main reason many of them will play this game is a chance to disrupt people who take MW way too seriously and have been members of pretend house military units online for a decade(s).

Personally its depressing that they will be a part of this. 3025 was full of neckbeardy types that probably specialized in those hardcore detailed historical wargame tabletops but it was a good crowd that was mainly full of respect for opponents and certainly had lots of respect for the lore and people who wanted to really RP it.

Goons are going to go all in to disrupt that community that has existed because that's what anon would do.

Anyone who brushes that shit off is only doing so because Goons have a tendency to win, because they have a tendency to outnumber the fuck out of people, and being on the winning side is the most fun.

Which is why again I hope these devs do a lot more than 3025 did keep highest numbers online from determining so much of the campaign map success.


Title: Re: Mechwarrior Online
Post by: Llyse on July 09, 2012, 12:24:10 AM
I take hope in the following from: http://mwomercs.com/forums/topic/2247-dev-blog-1-community-warfare/

Quote
Core Worlds – Are managed by the dev team.  These are worlds that necessary for future planning and part of major historical events.
Faction Worlds – Are fought over by Faction players.  These planets buffer core and border worlds, and do not play a significant role in major historical events.  Rewards for controlling these planets are directly linked to global bonuses and abilities associated with a player’s Faction.
Border Worlds – Are fought over via a contract bidding system by player run Mercenary Corporations.  These planets change hands on a regular basis, and have no impact on historical events.  Rewards for controlling a boarder world are significant and go directly to the occupying Merc Corp.
It’s important to state now, that worlds can change from Border to Faction to Core, or any combination thereof, at any time by the development team.  This will be necessary to facilitate dramatic changes in faction territory control as we progress through some tumultuous times within the BattleTech® universe.

So even though there's going to be subtle changes in borders and planet control, some things will remain constant in the timeline. The interesting thing is how the community will react to this. The hardcore neckbeards won't mind Goons getting CCPed to match storyline but the average big robot fan that isn't neckbeard might see this as arbitrary Dev decisions...

Steiner-Davion/St Ives Pact 4 lyfe! :why_so_serious:



Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 09, 2012, 12:50:27 AM
(http://i.imgur.com/47kjt.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 09, 2012, 01:43:09 AM
It's the Caution:Owies that makes it.


Title: Re: Mechwarrior Online
Post by: Comstar on July 09, 2012, 04:41:42 AM
I'll say again, Goons are going to all join one house en masse, their only hope will be that having big numbers can win them shit on the campaign map.

I think you might be suffering post traumatic stress disorder from being on the losing side in one too many eve space battles? Number's won't count for much in 12 vs 12 matches. What will count will be 12 guys on the same voice comms working as a team vs 12 random people thrown together who can't talk to each other, but good luck with doing anything about that.

Even then the battlefield map won't come into the game for months, logistics, espionage and strategic abilities don't come into it either, and Goons are going the CapCon, who from the novel's and protagonist stories are the bad guys already. Surly most of the playerbase WANTS to be the MechKnight valiantly and honourably playing House Davion and fighting against the merciless and inscrutable hordes of House Lio?

For what matter, I don't think they did much in World of Tanks either. Personally I expect the House of Lowtax not to make much impact- if the Capellen Confederation starts wining the devs will just magic up some victory for House Davion anyway - isn't that what happened in the books?


Title: Re: Mechwarrior Online
Post by: Merusk on July 09, 2012, 04:59:02 AM
I have sincere hopes that they take a page from WOT and don't allow more than groups of 3 in to pubbie groups.  You want to fight as an organized unit clan wars are the place for you, not pickup games.

However, Hoax is right.  If they start rolling over everyone people will just join their side and make it worse.  You will only see a minority who really care remain on the ever-losing side.  After all these years of seeing it happen in every PVP game ever I'm amazed this is even debatable.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 09, 2012, 05:16:55 AM
I honestly don't understand who would care.

You get in a Mech with 3 other buddies and fight other Mechs that show up as red.  Everything else is just nonsense and, by the looks of it, Developer Controlled nonsense.

Can someone explain to me exactly HOW 4Chan are supposed to spoil my enjoyment of that ?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 09, 2012, 05:34:38 AM
I don't see a problem, the goons will switch houses if everyone joins their side just to annoy people.  The official forums will get trolled to hell and back if the game is any good though, mind you, that might be an improvement over what's currently going on there.


Title: Re: Mechwarrior Online
Post by: Hoax on July 09, 2012, 01:11:12 PM
I'll say again, Goons are going to all join one house en masse, their only hope will be that having big numbers can win them shit on the campaign map.

Number's won't count for much in 12 vs 12 matches. What will count will be 12 guys on the same voice comms working as a team vs 12 random people thrown together who can't talk to each other, but good luck with doing anything about that.

Because its happened before and happened in 3025? Basically territory control shifted due to total victories by a side and there was a way to queue for a match and if nobody from the opposing house could be found to fight you you would give a minor boost to your house's control. You can see why they did it that way but the end result was the big houses (FedCom) had huge advantages due to a much larger population.

Hopefully they have some smart people figuring out how to balance the need for letting players fight on the planet/campaign/battle they want to fight at while at the same time stopping the house with more people who are willing to just bumrush empty rooms to force caps (read: whatever house has the goons who will happily do shit like this all day long) from getting the level of advantage they had previously.

Cap timers, restrictions on the total battles that can be fought at a time for a particular territory, making higher ranked player victories matter more, increasing the queue time for a fight on a world that already has a larger number of fights ongoing on it etc. etc. That's the type of shit I hope they have someone thinking about but I'm betting they don't.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 09, 2012, 01:35:42 PM
I'd be surprised if controlling a bunch of planets is going to mean that much for the house players apart from some nice fluff.  Maybe I just haven't read enough but going from this.

 (http://mwomercs.com/news/2011/12/44-dev-blog-1-community-warfare)
Quote
Core Worlds – Are managed by the dev team.  These are worlds that necessary for future planning and part of major historical events.

Faction Worlds – Are fought over by Faction players.  These planets buffer core and border worlds, and do not play a significant role in major historical events.  Rewards for controlling these planets are directly linked to global bonuses and abilities associated with a player’s Faction.

Border Worlds – Are fought over via a contract bidding system by player run Mercenary Corporations.  These planets change hands on a regular basis, and have no impact on historical events.  Rewards for controlling a boarder world are significant and go directly to the occupying Merc Corp.

I'm taking "buffer core and border worlds" as doesn't really matter that much.  I'd love to be wrong though as that would make it more interesting, plus I don't see a major problem with a larger force having an advantage over a smaller one.

If the control of the planets does limit mech availability or something that the players really care about, then they do have a problem, it's going to appeal to fewer players.  An average player would need to join an organised large force but more importantly most players don't like losing and will try to join the other side as you said.  If the faction hit is big enough maybe that would put people off switching sides, but people losing won't log in as much.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 09, 2012, 01:48:57 PM
Currently playing Mech4:Mercs and, despite it being pretty fucking awful, it's reminding me how much a joystick is needed for proper Mech control.

Dammit.


Title: Re: Mechwarrior Online
Post by: Ghambit on July 09, 2012, 02:08:49 PM
I'm hoping this game will motivate me to finally build that simulator I've always wanted.  This is assuming they don't carebear the game to the point any sense if immersion is lost.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on July 09, 2012, 05:36:07 PM
Nobody has mentioned this yet? (http://www.razerzone.com/artemis)  Razer is promising a custom controller for MWO.

--Dave


Title: Re: Mechwarrior Online
Post by: Trippy on July 09, 2012, 05:41:12 PM
Nobody has mentioned this yet? (http://www.razerzone.com/artemis)  Razer is promising a custom controller for MWO.
Don't like that pad on the left side. Needs a real throttle controller.


Title: Re: Mechwarrior Online
Post by: Fordel on July 09, 2012, 07:41:15 PM
Isn't that what the slider on the left is for?



I wonder if my Sidewinder 2 still works.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 09, 2012, 11:02:47 PM
I'm hoping this game will motivate me to finally build that simulator I've always wanted.  This is assuming they don't carebear the game to the point any sense if immersion is lost.

I started on building the Pod/seat/speakers. Between this and WoW, it was time to build a cockpit with joystick/throttle. I have a lot of questions about multiple monitors though which is making the design of the top/front/sides a pain. I'd like to have a front window (read monitor) two windows on each side, and a overhead window. 6 monitors sounds like too many, and I don't know about multiple monitor support with games to begin with. I also don't want to have to spend a billion extra dollars on a special motherboard that supports 3 video cards.

Anyone have a link to a place that has easy to follow instructions to build a fake cockpit? And please not one of those godawful simpit places where they make a million individual toggle switches that each actually do something in game via specially made controllers.


Title: Re: Mechwarrior Online
Post by: Trippy on July 09, 2012, 11:40:00 PM
Isn't that what the slider on the left is for?
I don't mean a throttle control -- I mean a throttle controller like this (http://www.thrustmaster.com/en_UK/products/hotas-cougar) or that (http://www.chproducts.com/Pro-Throttle-v13-d-719.html).


Title: Re: Mechwarrior Online
Post by: Fordel on July 09, 2012, 11:45:59 PM
I always found those cumbersome on my desk. Something about how I sit/hold it, never feels right.




Title: Re: Mechwarrior Online
Post by: Phred on July 09, 2012, 11:53:00 PM
I always found those cumbersome on my desk. Something about how I sit/hold it, never feels right.


Ya unless your hand fits the design criteria it sucks. I had the ch throttle and it was way to big for my hand and felt terrible. I never used the damn thing.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on July 10, 2012, 01:04:13 AM
Anyone have a link to a place that has easy to follow instructions to build a fake cockpit? And please not one of those godawful simpit places where they make a million individual toggle switches that each actually do something in game via specially made controllers.
Pretty much all of them are aimed at pilots who want to re-create as closely as possible the environment they'll be in for their Sim Evals, so they're trying to recreate an actual cockpit from a particular model of plane.  Only real recommendation I can make is to get a 6 monitor stand that will let you remove the two mounts you won't be using, and a big L-shaped desk.

--Dave


Title: Re: Mechwarrior Online
Post by: Ironwood on July 10, 2012, 02:12:24 AM
Nobody has mentioned this yet? (http://www.razerzone.com/artemis)  Razer is promising a custom controller for MWO.

--Dave

Yes, they have.  Pages back.

Still not sure about it.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 10, 2012, 05:44:55 AM
I have a hard time believing this will be better played with anything but keyboard and mouse. The mouse is a beautiful thing, leave it alone.


Title: Re: Mechwarrior Online
Post by: Shannow on July 10, 2012, 06:38:54 AM
I have a hard time believing this will be better played with anything but keyboard and mouse. The mouse is a beautiful thing, leave it alone.

Agreed.

Also, assuming the devs aren't complete idiots, they'll design it this way.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 10, 2012, 06:42:13 AM
I'm not saying I disagree, I'm saying that I'm literally twisting my arms to play Mech 4 with the same setup.


Title: Re: Mechwarrior Online
Post by: Merusk on July 10, 2012, 07:44:05 AM
Spoken like a man who never actually played a MW game with a joystick, Falc.

You could do it with a mouse, yes.  You can also play flight sims with a mouse instead of a joystick.  There's better inputs for some things.


Title: Re: Mechwarrior Online
Post by: Jherad on July 10, 2012, 09:04:44 AM
Isn't that what the slider on the left is for?



I wonder if my Sidewinder 2 still works.

My Sidewinder FF2 is back in England - I've been thinking about buying another from EBay (seems you can get them second hand for about $50), but I've heard it might not be great under windows 7.

There is nothing quite like a mech game with a good force feedback joystick.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 10, 2012, 09:24:22 AM
I have a hard time believing this will be better played with anything but keyboard and mouse. The mouse is a beautiful thing, leave it alone.

As far as I know a certain other game's draconian NDA is still in effect so all I can say is that piloting a plane, let alone trying to dogfight with one using a mouse and keyboard is fucking abominable.


Title: Re: Mechwarrior Online
Post by: Shannow on July 10, 2012, 09:27:04 AM
Planes are another story. Mechs hopefully should be more like tanks.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on July 10, 2012, 09:29:36 AM
Am I the only one who thinks this game looks a bit boring?  Mainly, because its just Mechs circling each other. No aircraft? No troops? Nothing..


Title: Re: Mechwarrior Online
Post by: Falconeer on July 10, 2012, 09:32:07 AM
Comparing 'mechs to airplanes is ridiculous. Mechs ARE tanks. Also, I've been there for all the MW games, and the fact that they were built around joysticks has nothing to do with the fact that they can be, now, built around mouse in a smooth, efficient, precise way.

World of Tanks is one thing. It works perfectly fine the way it is, meaning mouse and keyboard. Or do you think a couple of tank rudders would actually make it more playable?
World of Warplanes is another thing, it somehow works with mouse and keyboard but do not expect to be successful with it. Or to have any fun.

We'll see how this game plays out, but no matter how slowly the torso, the turret or the legs move, if there's aiming to do please give me a mouse.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 10, 2012, 10:26:43 AM
If you want to be authentic you'll make a neuro-helmet and pilot in your skivvies.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 10, 2012, 02:14:24 PM
50 % ain't bad.

Wanna see ?


Title: Re: Mechwarrior Online
Post by: Tmon on July 10, 2012, 02:16:53 PM
would going commando in your Commando be over the top?


Title: Re: Mechwarrior Online
Post by: HaemishM on July 10, 2012, 02:39:39 PM
Not over the top so much as a little to the left.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: angry.bob on July 10, 2012, 03:07:24 PM
Jesus, I wasn't comparing mechs to planes, because for one thing the very concept of mechs is stupid as fuck and pointless except they're geekish fun. I simply meant I want a joystick/throttle/pedal setup in my cockpit, especially since it's going to do douple duty for World of warplanes. What the rest of you use for controls in the game, who gives a shit. Both types of control will probably work just fine, but for playing mechs I like joystick. Blah, blah, blah. Go die in a fucking ditch or something.


Title: Re: Mechwarrior Online
Post by: Kitsune on July 10, 2012, 03:35:06 PM
There are supposed to be planes, sorta, of a sort, kinda-maybe in the sense that some proposed skills in the command tree involve calling in airstrikes.  Just not so much in the sense of players piloting them.  Adding in infantry and ground vehicles would be dandy, but who would play them?  For every ten people in mechs you might have one who wanted to be in a not-mech, which doesn't really make for dynamic mixed-arms teams.  Planetside had a good mix by starting everyone as infantry and making it progressively more time-consuming to get the certs for vehicles and robots, and by having a large indoor component where the vehicles and robots are useless.  Mechwarrior doesn't have either of those factors in play.

Additionally, the official MWO forums are a seething maelstrom of raw stupid.  4chan looks like a pillar of calm reservation compared to the things that crawled out of the woodwork to infest MWO.  Apparently instead of hiring community mods, the company just put out a 'hey who wants to be an unpaid volunteer moderator?' post and then picked random users for the job.  Amazingly, they seem to have turned out to be largely either imbeciles or socially-retarded neckbeards with no consistent moderating policy, which must come as a shock to everybody.  :facepalm:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 10, 2012, 03:40:09 PM
What the rest of you use for controls in the game, who gives a shit. Both types of control will probably work just fine, but for playing mechs I like joystick. Blah, blah, blah. Go die in a fucking ditch or something.

 :heart:

They were meant to get production hardware today and there was a decent chance of more keys going out to the founders, but apparently the major patch, also due today, has been put back till the 12th.


Title: Re: Mechwarrior Online
Post by: Evildrider on July 10, 2012, 03:45:11 PM
I hear the patch will be Awesome.   :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 10, 2012, 03:54:18 PM
Adding in infantry and ground vehicles would be dandy, but who would play them?  For every ten people in mechs you might have one who wanted to be in a not-mech, which doesn't really make for dynamic mixed-arms teams. 

They must be tempted to consider adding Elementals when/if they get to the Clans.  That would be a totally different experience, I don't even know if it's graphically possible to have two entirely different scales of combat going on at the same time, but I'd be tempted to play as an Elemental, the rest of the overpowered clan stuff doesn't appeal to me though.


Title: Re: Mechwarrior Online
Post by: Evildrider on July 10, 2012, 04:15:06 PM
I actually had an elemental character in the RPG and managed to last a bit of time before I bit the ac/20. 

I think the only way to make Elementals viable would be for them to allow a player to play a full star of them.  Some tanks can be pretty ruthless as well.  I don't see Aerospace ever coming into play though.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 10, 2012, 04:23:41 PM
50 % ain't bad.

Wanna see ?
Only if the 50% is a working neuro-helmet.


Title: Re: Mechwarrior Online
Post by: HaemishM on July 10, 2012, 04:30:26 PM
Adding in infantry and ground vehicles would be dandy, but who would play them?  For every ten people in mechs you might have one who wanted to be in a not-mech, which doesn't really make for dynamic mixed-arms teams. 

They must be tempted to consider adding Elementals when/if they get to the Clans.  That would be a totally different experience, I don't even know if it's graphically possible to have two entirely different scales of combat going on at the same time, but I'd be tempted to play as an Elemental, the rest of the overpowered clan stuff doesn't appeal to me though.

There was a multiplayer mod for Shogo (big anime robots) called Mechs vs. Squishies where there was one mech and a team full of human-sized fuckers. It was quite fun.


Title: Re: Mechwarrior Online
Post by: Shannow on July 10, 2012, 04:58:30 PM

Additionally, the official MWO forums are a seething maelstrom of raw stupid.  4chan looks like a pillar of calm reservation compared to the things that crawled out of the woodwork to infest MWO.  Apparently instead of hiring community mods, the company just put out a 'hey who wants to be an unpaid volunteer moderator?' post and then picked random users for the job.  Amazingly, they seem to have turned out to be largely either imbeciles or socially-retarded neckbeards with no consistent moderating policy, which must come as a shock to everybody.  :facepalm:

The phrase 'rampant fanboism like I've never seen before' comes to mind. (but maybe I just don't participate in enough pre-release forums)


Title: Re: Mechwarrior Online
Post by: UnSub on July 11, 2012, 12:24:18 AM
The fun will arrive when MWO starts announcing things its own moderators don't like.


Title: Re: Mechwarrior Online
Post by: 5150 on July 11, 2012, 04:44:47 AM
I don't see Aerospace ever coming into play though.


What no LAM? :-(

For those of us without beta access have we come to a decision if the founders program is worth the cost knowing so little about the game. I want to get it I just dont want to be burned


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 11, 2012, 05:00:59 AM
I'm not in the beta.  But if things go as planned a lot of founders will be getting in over the next 2-3 weeks, up to ~10000.  I imagine NDA enforcement is fine when testing something for free but a lot more difficult when people are actually looking at what they spent money on.  It's rapidly going to reach the point of the NDA hurting them, what are they going to do, ban & give refunds to people who talk about it?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 11, 2012, 05:48:07 AM
From what I gathered beta Alpha at the moment is totally exciting for the first few hours. Then you start getting worried, and then you realize it's Alpha and try to stop worrying. The more you care the more you'll be worried, but the consensus seems to be that it's worth it. Sadly, and I mean it, I am not in it yet.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 11, 2012, 06:06:11 AM
beta Alpha

According to the Piranha Games, it's been in closed beta since March.


Title: Re: Mechwarrior Online
Post by: Ghambit on July 11, 2012, 08:27:24 AM
If you want to be authentic you'll make a neuro-helmet and pilot in your skivvies.

Yah, I was about to say an HMD with a TrackIR would be best.  You could then add an emotivEPOC eeg for the aiming system, but it's a bit clunky.


Title: Re: Mechwarrior Online
Post by: Kitsune on July 11, 2012, 12:21:40 PM
Everything I've seen so far is just showing team deathmatch with robots.  The game starts, your team moves forward, their team moves forward, you meet somewhere in the middle of the map and pew at each other until one team's dead.  Rinse, repeat.  The actual content has yet to be patched in, so you might want to hold back on sending piles of money until that content has made an appearance.


Title: Re: Mechwarrior Online
Post by: Trippy on July 11, 2012, 12:25:46 PM
Why? TDM with giant robots is fun in and of itself.


Title: Re: Mechwarrior Online
Post by: Evildrider on July 11, 2012, 12:33:56 PM
Why? TDM with giant robots is fun in and of itself.


This.

I mean that is enough for a lot of people.  Look at how many people play CoD or Battlefield...  That's just TDM without mechs. 

Also you don't have to buy anything.  You can always just wait for it to launch and play for free.


Title: Re: Mechwarrior Online
Post by: satael on July 11, 2012, 12:36:13 PM
Why? TDM with giant robots is fun in and of itself.


It is, but the "feel" is everything if that's all there's to the game (atleast for the near future) and it's something I for one can't assess without trying it myself (and that's why I have not spent $60 yet despite really wanting to).


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 11, 2012, 12:46:49 PM
It's best to be cynical about these things but I was blown away by the sound in the videos I've seen so far.  If Eve can be incredibly tedious, yet popular enough to be profitable and add content over time, I think giant robots with missiles/lasers is a pretty good base to build on.  They might be clueless and do stupid shit, but absolutely nothing else interests me.


Title: Re: Mechwarrior Online
Post by: Tmon on July 11, 2012, 01:09:18 PM
Everything I've seen so far is just showing team deathmatch with robots.  The game starts, your team moves forward, their team moves forward, you meet somewhere in the middle of the map and pew at each other until one team's dead.  Rinse, repeat.  The actual content has yet to be patched in, so you might want to hold back on sending piles of money until that content has made an appearance.

Sounds like World of Tanks with robots.  If they deliver that, then they'll get some of my money.


Title: Re: Mechwarrior Online
Post by: kildorn on July 11, 2012, 01:36:25 PM
I'd be wary of Deathmatch with Robots, but I've really enjoyed WoT. Simplicity with Robots may actually be a bunch of fun, but we'll see how the battle gameplay and out of battle functionality works.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 11, 2012, 01:45:53 PM
Why? TDM with giant robots is fun in and of itself.


It is, but the "feel" is everything if that's all there's to the game (atleast for the near future) and it's something I for one can't assess without trying it myself (and that's why I have not spent $60 yet despite really wanting to).

Actually, my natural pessimism agrees with you 100%, but you can put me in the camp that doesn't really care too much about 'content' beyond big fucking metal robots kicking the shit out of each other.  I also agree that the 'feel' is everything.  Playing through Mercs and it STILL isn't doing it for me.  The departure in 'feel' from Mech 3 to Mech 4 is utterly jarring to me and not in a good way.  Mech 3 was the highlight for me.

This looks like it might be better.  I'm hopeful for that.


Title: Re: Mechwarrior Online
Post by: Merusk on July 11, 2012, 02:40:15 PM
Why? TDM with giant robots is fun in and of itself.


It's all I'm looking for.  Screw your content and world matches and clan-vs-clan/ house-vs-house garbage.  If I cared I'd play the tabletop.  

I want to shatter giant robots to pieces with lasers, missiles & PPCs.  Quickly and on a regular basis.  That's all I care about.

World of Tanks with robots?  I'm there for a long time and spending more money than I should.   MMO primarily concerned about turf wars and lore? Fuck it I'm out.  ANY sort of logistics beyond "kill shit, earn credits, buy modules/ mechs/ ammo"  I'm out.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 11, 2012, 04:11:35 PM
Add me to the Persistent world, Clan v Clan, Leaderboard-only prizes, etc will make the game suck camp. Two teams roughly even fighting until one side is left. Have a skill system for your "pilot" and maybe tech trees.


Title: Re: Mechwarrior Online
Post by: Kageru on July 11, 2012, 05:13:46 PM

Tanks is largely interesting because your interaction with the terrain is so deep. A bush, an angle, a rock along with lines of sight can all make the difference between winning and losing. I don't see how you are going to get that when the tanks have huge profiles. Likewise you won't get eve style dynamics out of 12x12 and an abstracted strategic map.

... but yeah, mech's.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on July 11, 2012, 05:14:04 PM
I always thought Global agenda had a good mix of the "traditional" world stuff, and the session based matching stuff.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 12, 2012, 02:08:10 AM

Tanks is largely interesting because your interaction with the terrain is so deep. A bush, an angle, a rock along with lines of sight can all make the difference between winning and losing. I don't see how you are going to get that when the tanks have huge profiles. Likewise you won't get eve style dynamics out of 12x12 and an abstracted strategic map.

... but yeah, mech's.

Id watch the videos a little more closely.  It really does look like there's opportunity for what you're talking about.  Watching heavy mechs get caught in the ice caves and sodomised was a giggle.


Title: Re: Mechwarrior Online
Post by: Kageru on July 12, 2012, 02:32:37 AM

Do you happen to have a link to that one? The one's I saw were mostly just a mid-ground slug-fest and I lost interest.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 12, 2012, 03:00:28 AM
There's the approved one.

MechWarrior Online - Frozen City Reveal (http://www.youtube.com/watch?v=l8syLTVXxIU)

There were also 5 leaked combat videos out of varying quality, 2 of them on the ice map, it's not really worth tracking them down as it seems the patch today will be changing things around a lot.


Title: Re: Mechwarrior Online
Post by: Lightstalker on July 12, 2012, 04:24:05 PM
I actually had an elemental character in the RPG and managed to last a bit of time before I bit the ac/20. 

I think the only way to make Elementals viable would be for them to allow a player to play a full star of them.  Some tanks can be pretty ruthless as well.  I don't see Aerospace ever coming into play though.


I played one of my friends in MW2, 1:1, any mech you wanted.  I'd seen him jump turning and generally cutting it up and I had just got the game so I selected something that would negate his advantages.  I selected an Elemental.  He had selected a Warhammer IIC and couldn't drop arms fast enough to get a bead on me.  I lost my weapon to splash damage while closing with him, but after about 10 minutes of trying to get a shot off at me he abandoned the game.  I think in a rematch I could have taken his leg.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 13, 2012, 08:49:25 AM
This is the Mek-fu, being developed for the upcoming mech game Hawken (which is not Mechwarrior alike at all).
What do you think of it MWO-wise?

(http://edge.alluremedia.com.au/m/k/2012/06/hawkcontroller.jpg)


Title: Re: Mechwarrior Online
Post by: Kitsune on July 14, 2012, 07:24:02 PM
MWO may not precisely have solid joystick support yet.  Much less dual joystick and lots of buttons between them support.  So until you hear otherwise, you may wish to hold off on buying that Steel Battalion controller off eBay and trying to repurpose it, as there is no guarantee that joysticks will be as good as mouse/keyboard, much less superior to it.  But MWO may have surprisingly good mouse/keyboard control, to the point that joysticks aren't so necessary as they were for the older games.

You may or may not choose to listen to me, as I may or may not have first-hand experience.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 15, 2012, 07:33:27 AM
Well, god help me I dropped the $120 on the big package. I just couldn't resist 4 mechs with alternate heads and paint jobs that I'll never be able to get again if I don't get them now. fhhhhbleh.


Title: Re: Mechwarrior Online
Post by: Ghambit on July 15, 2012, 10:45:49 AM
Well, god help me I dropped the $120 on the big package. I just couldn't resist 4 mechs with alternate heads and paint jobs that I'll never be able to get again if I don't get them now. fhhhhbleh.

Evidently you get put in the credits also.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Amaron on July 15, 2012, 10:48:17 AM
ARggghh make these people invite me I'm going to go crazy waiting for founders beta.


Title: Re: Mechwarrior Online
Post by: Llyse on July 15, 2012, 05:12:54 PM
Well, god help me I dropped the $120 on the big package. I just couldn't resist 4 mechs with alternate heads and paint jobs that I'll never be able to get again if I don't get them now. fhhhhbleh.

Hello there friend


ARggghh make these people invite me I'm going to go crazy waiting for founders beta.

yep. Is that still starting 7th of August?


Title: Re: Mechwarrior Online
Post by: 5150 on July 16, 2012, 06:17:11 AM
_Almost_ caved yesterday and got the $60 pack, still not happy about parting cash with the NDA ups.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 16, 2012, 07:59:24 AM
_Almost_ caved yesterday and got the $60 pack, still not happy about parting cash with the NDA ups.

Yeah, me neither, but the gameplay videos pretty much show that it has what I want and expect already. MMOs have conditioned me to expect shit to go wrong the first month of games so I won't be to upset about a rough beginning. I fully expect the first couple of weeks to be teams comprised entirely of people in a Founders Atlas and one guy in a jenner because 'hhhhnnnnghaha i'm ina jenner". As long as they keep developing things like new paint jobs and accessories I'll be happy.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 17, 2012, 11:22:26 AM
Centurion Mech Reveal (http://www.youtube.com/watch?v=cvUNerjrr-0&list=PL1FFF08B491505DC9&index=1&feature=plcp)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 17, 2012, 01:43:42 PM
 :heart:


Title: Re: Mechwarrior Online
Post by: Merusk on July 17, 2012, 04:48:54 PM
Check your e-mails. More invites went out.   :heart:


Title: Re: Mechwarrior Online
Post by: Shannow on July 17, 2012, 05:58:05 PM
Not enough of em.


Title: Re: Mechwarrior Online
Post by: Llyse on July 17, 2012, 06:34:24 PM
Not enough of em.

Still waiting.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2012, 02:09:58 AM
This is ridiculous!


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2012, 02:20:56 AM
I've given up entirely, due to the fact I refuse to shell out cash as well as being a filthy Euro.  I have no chance.

But goddamn, it's looking good.


Title: Re: Mechwarrior Online
Post by: Llyse on July 18, 2012, 06:27:13 AM
I've given up entirely, due to the fact I refuse to shell out cash as well as being a filthy Euro.  I have no chance.

But goddamn, it's looking good.


Reading this (http://mwomercs.com/news/2012/07/323-average-day-in-beta) didn't help


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 18, 2012, 06:43:56 AM
NDA is rumoured to be dropping this month, I'm not in yet so I'm free to say from what I've heard.  It has issues, there's not much content as yet, only 1 play mode so far, only 3 maps, they are also balancing weapons so most people are using the latest overpowered mech/weapon type .

Having said that though, I can't wait to play it.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 18, 2012, 08:18:43 AM
Reading this (http://mwomercs.com/news/2012/07/323-average-day-in-beta) didn't help
Woo Dragon!


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2012, 08:57:46 AM
I've given up entirely, due to the fact I refuse to shell out cash as well as being a filthy Euro.  I have no chance.

But goddamn, it's looking good.


Reading this (http://mwomercs.com/news/2012/07/323-average-day-in-beta) didn't help

Yeah, I read that.

You know, if I was to choose one thing to NDA break, it'd be to see someone actually playing it.  I mean, recording how they control the mech at the machine.  It all looks so fluid and fast and I really, really want to know how they're doing it.  The Centurion playthrough was just fucking awesome looking.


Title: Re: Mechwarrior Online
Post by: Merusk on July 18, 2012, 09:14:55 AM
Arg.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 18, 2012, 11:14:12 AM
(http://i.imgur.com/UdoPJ.jpg)

New mech, plus another 1000 founder keys going out in next few hours.


Title: Re: Mechwarrior Online
Post by: Amaron on July 18, 2012, 12:33:25 PM
My inbox still has no invite and my status is pending.    :heartbreak:


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 18, 2012, 12:46:32 PM
Kick ass!  I love the Spider.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2012, 03:11:00 PM
Not familiar with the Spiders work.

I must study.


Title: Re: Mechwarrior Online
Post by: Llyse on July 18, 2012, 04:00:48 PM
Not familiar with the Spiders work.

I must study.


I got something special in my email!

Check your inboxes people!!!


Title: Re: Mechwarrior Online
Post by: Shannow on July 18, 2012, 06:53:03 PM
Not familiar with the Spiders work.

I must study.


I got something special in my email!

Check your inboxes people!!!

Die die die.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 19, 2012, 03:22:08 AM
Not familiar with the Spiders work.

I must study.


I got something special in my email!

Check your inboxes people!!!

What the hell's that got to do with my quote ?

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on July 19, 2012, 04:57:24 AM
Pew-pew PPC is much better than Pew-Pew Lasers.  Just sayin'.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 19, 2012, 06:20:31 AM
I know this is from a different game, but why waste a chance to see a 3D turnaround of a Commando (http://)? (Unity plugin/player required)



Title: Re: Mechwarrior Online
Post by: 5150 on July 19, 2012, 06:46:10 AM
The Centurion playthrough was just fucking awesome looking.

Was I the only one thinking that the way the mechs were able to 'glide' up rocky surfaces felt wrong?


Title: Re: Mechwarrior Online
Post by: Ironwood on July 19, 2012, 07:07:24 AM
I know this is from a different game, but why waste a chance to see a 3D turnaround of a Commando (http://)? (Unity plugin/player required)



Great link.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 19, 2012, 07:08:06 AM
Centurion Mech Reveal (http://www.youtube.com/watch?v=cvUNerjrr-0&list=PL1FFF08B491505DC9&index=1&feature=plcp)

Speaking of duff links, this one could really do with updating.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 19, 2012, 07:09:19 AM
What laser is the purple one?  I need to start planning my builds around that. :drillf:


Title: Re: Mechwarrior Online
Post by: Shannow on July 19, 2012, 08:39:34 AM
The lack of jaded cynicism in this thread scares me.


NOW GIVE ME MY BETA KEY!!!


Title: Re: Mechwarrior Online
Post by: Trippy on July 19, 2012, 10:49:31 AM
We're waiting for the NDA to drop.


Title: Re: Mechwarrior Online
Post by: Merusk on July 19, 2012, 02:43:46 PM
^^ That.  Can't discuss a whisper or even say you're in Beta as I understand it.


Title: Re: Mechwarrior Online
Post by: Llyse on July 19, 2012, 04:55:48 PM
^^ That.  Can't discuss a whisper or even say you're in Beta as I understand it.

Yep.


Title: Re: Mechwarrior Online
Post by: Goumindong on July 19, 2012, 10:28:14 PM
How would you know... unless


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 20, 2012, 12:52:36 AM
I'm off to play this zombie thing (http://forums.f13.net/index.php?topic=20529.0) while waiting, sounds just like the AC1 pvp server.


Title: Re: Mechwarrior Online
Post by: Shannow on July 20, 2012, 06:44:32 AM
btw anyone here ever play the old Btech MUX/MUSHes? If so there is a squad for you now. (Geldon you in?)


Title: Re: Mechwarrior Online
Post by: Falconeer on July 20, 2012, 06:45:29 AM
Geldon's back?!


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 20, 2012, 07:48:15 AM
He still seems to read, so I suppose it's just as effective. ;D


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 20, 2012, 02:05:15 PM
2000 keys went out a short while ago.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 20, 2012, 02:12:08 PM
Funny. They sent out another 2000 keys and there's people who gave them a lot of money who are still without one... (fuck fuck fuck)


Title: Re: Mechwarrior Online
Post by: Shannow on July 20, 2012, 05:58:16 PM
Agreed.  Starting to get cheesed off.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 21, 2012, 01:33:49 PM
Not sure of the exact figure but somewhere around 40% of founders have got in, so they have been lucky is all.  Might be more invites going out today.


Title: Re: Mechwarrior Online
Post by: Amaron on July 21, 2012, 06:26:54 PM
Probably a good idea to check the website too.


Title: Re: Mechwarrior Online
Post by: Kageru on July 22, 2012, 02:01:52 AM

If they've got your money they don't need to try too hard to sell the game to you.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 22, 2012, 04:34:00 AM
Ha! But I only paid half (60$), and I'll only give them the other half AFTER I tried and liked the beta. If they let me wait until the 7th, they lose money.

Long story short, if they still plan on pulling the 120$ offer on August 7th, which is the day all those who preordered are guaranteed to get in, they are potentially losing money.
They should leave on the waiting list those who paid the whole 120$, not those who paid only 30$ or 60$.

Whine!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 22, 2012, 05:04:21 AM
I believe they have hinted that all founders will be in before the end of July, beating their August 7th date by a week, it does concern me slightly that their marketing so far has been terrible, some guy leaking 2 videos from beta should not make your official marketing releases look crap imho.  I'm guilty of it too, but chomping at the bit for a beta key runs the risk of setting yourself up for disappointment when it's buggy.


Title: Re: Mechwarrior Online
Post by: Merusk on July 22, 2012, 06:51:59 AM
Somehow.. I think this has a bigger learning curve than tanks, and that might dampen some of my enthusiasm.

But then... GIANT ROBOTS.



Title: Re: Mechwarrior Online
Post by: Hoax on July 22, 2012, 11:03:27 AM
Somehow.. I think this has a bigger learning curve than tanks, and that might dampen some of my enthusiasm.

But then... GIANT ROBOTS.

Either I seriously overestimate the learning curve of WoT or wtf? I wasn't even expecting torso rotation.


Title: Re: Mechwarrior Online
Post by: Amaron on July 22, 2012, 11:43:29 AM
You thought a mechwarrior game wouldn't have torso rotation?


Title: Re: Mechwarrior Online
Post by: Merusk on July 22, 2012, 02:31:07 PM
Somehow.. I think this has a bigger learning curve than tanks, and that might dampen some of my enthusiasm.

But then... GIANT ROBOTS.

Either I seriously overestimate the learning curve of WoT or wtf? I wasn't even expecting torso rotation.

Not navigation-wise but other elements.  WOT has map learning, weak-points to memorize, knowing when to fall back and when to push.   This will have all that plus the piloting problems and every mech with missiles will be a much more mobile and deadly artillery piece.


Title: Re: Mechwarrior Online
Post by: Amaron on July 22, 2012, 05:35:59 PM
Not navigation-wise but other elements.  WOT has map learning, weak-points to memorize, knowing when to fall back and when to push.   This will have all that plus the piloting problems and every mech with missiles will be a much more mobile and deadly artillery piece.

In one of the videos they showed LRM's locking on so I doubt they'll be anywhere near as fatal as a WoT arty.  You have to aim those at least.


Title: Re: Mechwarrior Online
Post by: 5150 on July 23, 2012, 05:38:07 AM
_Almost_ caved yesterday and got the $60 pack, still not happy about parting cash with the NDA ups.

I just caved :-(


Title: Re: Mechwarrior Online
Post by: Ironwood on July 23, 2012, 10:49:58 AM
Seriously, those graphics are awfully pretty.

Caustic Valley. (http://youtu.be/YCYQtzfp9BM)


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 23, 2012, 01:24:23 PM
Nice video.  Purple is either ER Large Laser or Medium Pulse.  I hope it's the ERLL.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 23, 2012, 01:30:37 PM
The headshot was  :heart:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 23, 2012, 03:03:31 PM
Russ Bullock (https://twitter.com/russ_bullock)

Quote
@Mistlynx @adultswimbaked @JayViglione hah 1400 is better as a matter of fact.I wont spam keys on here until all the founders are in.

@Mistlynx @adultswimbaked @JayViglione Good news is all founders "Should" get in this week. Cross your fingers that all goes well.

1200 keys going out in the next hour or so, he's worth a follow on twitter if you aren't a founder as seems like he might spawn keys to his twitter followers next week.


Title: Re: Mechwarrior Online
Post by: Llyse on July 23, 2012, 06:06:11 PM
Russ Bullock (https://twitter.com/russ_bullock)

Quote
@Mistlynx @adultswimbaked @JayViglione hah 1400 is better as a matter of fact.I wont spam keys on here until all the founders are in.

@Mistlynx @adultswimbaked @JayViglione Good news is all founders "Should" get in this week. Cross your fingers that all goes well.

1200 keys going out in the next hour or so, he's worth a follow on twitter if you aren't a founder as seems like he might spawn keys to his twitter followers next week.

That's pretty awesome...

My nick on MWO is Eek for future reference btw...   :why_so_serious: :awesome_for_real:  :drill:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 24, 2012, 04:09:31 PM
Apparently, more invites went out.


Title: Re: Mechwarrior Online
Post by: Comstar on July 24, 2012, 05:36:55 PM
Something i want Logitech or someone I can pay money to makea Vital Home Improvements Of Mechwarrior Fandom (http://www.rockpapershotgun.com/2012/07/24/vital-home-improvements-of-mechwarrior-fandom/#more-117258) - a fully operational Mech Cockpit.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 25, 2012, 06:42:01 AM
The hula girl is a nice touch.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 25, 2012, 10:47:47 AM
*sigh*

Founder's Jenner (http://www.youtube.com/watch?v=w8dWwXwIcFo)

This game is a dream come true. I was trying to explain to my partner my excitement, and I managed to do it like this: "I've been dreaming about something like this for about 25 years. Back then, we only had drawings, and kept fantasizing about seeing these things in motion one day..." while flipping the pages of my original manuals to her. It really is that bad (I mean good). When you see the Catapult rack's lid opening to unleash the LRMs, and then closing again in real time, you think that kid's dream finally made it to reality.


Title: Re: Mechwarrior Online
Post by: Goumindong on July 25, 2012, 12:58:11 PM
I have to say from the video's they really really nailed the animation/sounds/effects.

It feels like a giant mech and i am just watching.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 25, 2012, 01:15:17 PM
So I ran here to post this.

Yeah.

Yeah.

Yeah. 

That's the fucking stuff.  It's a sheer pull at the gonads to shell out for the founders and get an early beta and, fuck me, if it's not the most irresistable thing.

But I WILL RESIST.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 25, 2012, 01:21:27 PM
I won't. Just gave them the other 60 bucks.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 25, 2012, 01:23:58 PM
YOU FOOL.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 25, 2012, 01:30:31 PM
Heh. Well, let's say I didn't decide based on that video.


Title: Re: Mechwarrior Online
Post by: Amaron on July 25, 2012, 02:16:13 PM
You're crazy.  I picked up the $60 because the mech + the other stuff seemed like a decent upgrade from the $30 pack.   Another $60 for 3 more mechs seems a bit of a waste though.  You can get all those mechs normally according to the faq's.  They just have a different cockpit and a small c-bill booster.  You might end up not even liking those particular variants.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 25, 2012, 02:48:02 PM
It's three more "unique" 'mechs, plus one additional month of premium account. Plus I want to fund the project.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 25, 2012, 04:32:38 PM
YOU FOOL.
You'll be saying that about yourself if you don't get them...


Title: Re: Mechwarrior Online
Post by: Evildrider on July 25, 2012, 04:47:36 PM
It's three more "unique" 'mechs, plus one additional month of premium account. Plus I want to fund the project.

I also upgraded.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: angry.bob on July 25, 2012, 07:19:55 PM
They just have a different cockpit

Fucking casual.


Title: Re: Mechwarrior Online
Post by: Furiously on July 26, 2012, 01:49:59 AM
So - when does the founders deal end?


Title: Re: Mechwarrior Online
Post by: Evildrider on July 26, 2012, 01:58:02 AM
I don't think they have said, but I'm thinking maybe Aug. 7th.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 02:01:37 AM
YOU FOOL.
You'll be saying that about yourself if you don't get them...

To be honest and humour free :  I really don't care.  The actual only compelling reason I find to do this mad move is to either help them fund it to get it out the door (and frankly, the cost is prohibitive for that kind of action) or to get into Early Beta, which I really, really don't have time for right now.

The other advantages it confers don't bother me at all.  I won't give a fuck what my mech looks like, nor will I particularly care about money or exp, since I just want to get into a big robot and smash fuck out of other big robots.

That said, all the videos are touching me right in my funny place and the idea of getting into the beta (even just to get into the fucking mech lab) is an itch that I would love to scratch.

I also have NDA breaking questions about the Mech Lab, but wonder if it's in any of the released stuff thus far :  How is the hardpoint system working out ?  Have they released anything showing it yet ?  Don't break the NDA, since, you know, just don't, but I'd be interested in seeing how this was going.  Everything else I'm seeing seems to gloss over it.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2012, 02:03:13 AM
They said multiple times it will end on August 7th. Sorry, can't find the link now.

EDIT: This is old, so you probably saw that before, but this is the best non-NDA breaking thing you can find about the Mechlab (http://www.youtube.com/watch?v=vVMObAvfgl4).


Title: Re: Mechwarrior Online
Post by: Evildrider on July 26, 2012, 02:08:37 AM

I also have NDA breaking questions about the Mech Lab, but wonder if it's in any of the released stuff thus far :  How is the hardpoint system working out ?  Have they released anything showing it yet ?  Don't break the NDA, since, you know, just don't, but I'd be interested in seeing how this was going.  Everything else I'm seeing seems to gloss over it.


It would be pretty silly if they didn't have a hardpoint system if they have different variants of mechs.  *cough*


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 02:17:25 AM
No, they've made it clear that they're going to have it, but all the shots of the mechlab and even the video don't really show how it's classified.  In the Microsoft version, it was all different colours and sizes and was quite clear.  I'm just not seeing the differences here.

Never mind, I'll find out soon.



Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2012, 02:37:46 AM
I've read a lot about it and I am pretty sure it does have it. How does it look like in the UI I have no idea and I can't figure it out from the video either. But it does have it. Different variants should have different hardpoints so you can't just buy "a" Marauder and fit whatever you want on it based on weight, money and criticals, you have to actually get the variant that has the hardpoints you need/want to apply your changes.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 02:41:20 AM
You can't buy a marauder.

 :heartbreak:


Title: Re: Mechwarrior Online
Post by: Merusk on July 26, 2012, 06:54:29 AM
No, they've made it clear that they're going to have it, but all the shots of the mechlab and even the video don't really show how it's classified.  In the Microsoft version, it was all different colours and sizes and was quite clear.  I'm just not seeing the differences here.

Never mind, I'll find out soon.

IIRC in the mechlab video he says if you can't equip something in a slot it never even shows up on the list of parts on the right.  So no need for the color-coding of "this is a missile/ this is energy".


Title: Re: Mechwarrior Online
Post by: Simond on July 26, 2012, 10:23:13 AM
You can't buy a marauder.

 :heartbreak:
Blame Harmony Gold.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 11:49:38 AM
OH, I DO.  I BLAME THEM WITH THE HATRED OF A THOUSAND SUNS.

Not really.  Who are they ?


Title: Re: Mechwarrior Online
Post by: Trippy on July 26, 2012, 11:59:45 AM
They have the US rights to Robotech/Macross from which various of the original Battletech mech designs were taken from.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 26, 2012, 12:10:33 PM
Eh, people have been blaming them for 30 years now. It's time for people to move on and realiize that FASA did in fact just use pictures directly lifted out of anime art books and that the original official Battletech "miniatures" were literally 1/144 scale models from Macross, Dougram, and Crusher Joe repackaged together. Fuck, I sitll have them unbuilt in the box somewhere. Also, it's not as if there haven't been a million fan designs that were just as good and didn't violate copyright. You can go to deviant art and find a dozen Maurader designs that look great. Same wih all the mechs for that matter. That should be a hint to the people publishing the books that they need to update the art and hire actual artists this time.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 12:20:09 PM
In fairness, Bob, the art guy doing Mechwarrior Online is putting out some really good shit.

Not that it impacts on your point any.  You're quite right.


Title: Re: Mechwarrior Online
Post by: Amaron on July 26, 2012, 02:06:13 PM
No, they've made it clear that they're going to have it, but all the shots of the mechlab and even the video don't really show how it's classified.  In the Microsoft version, it was all different colours and sizes and was quite clear.  I'm just not seeing the differences here.

If you watch the video: http://www.youtube.com/watch?v=dPoqjslGcO0&feature=channel&list=UL

You see that the mechs are divided into hardpoints.  When he goes to equip something (1:26 for instance) you can see the slots where stuff goes.  Below the slots it says "hardpoint restrictions" with 0/0 ballistic 2/3 energy etc.  So probably the variants have different hardpoint restrictions.  The video also shows stuff like gyros and engine or whatever so possibly some variants have gyros/dodads in different spots.  I assume you can't just throw the engine on an arm or whatever either.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 02:28:06 PM
Instant Founder Access enabled.

HMmm.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2012, 02:29:23 PM
No, they've made it clear that they're going to have it, but all the shots of the mechlab and even the video don't really show how it's classified.  In the Microsoft version, it was all different colours and sizes and was quite clear.  I'm just not seeing the differences here.

If you watch the video: http://www.youtube.com/watch?v=dPoqjslGcO0&feature=channel&list=UL

You see that the mechs are divided into hardpoints.  When he goes to equip something (1:26 for instance) you can see the slots where stuff goes.  Below the slots it says "hardpoint restrictions" with 0/0 ballistic 2/3 energy etc.  So probably the variants have different hardpoint restrictions.  The video also shows stuff like gyros and engine or whatever so possibly some variants have gyros/dodads in different spots.  I assume you can't just throw the engine on an arm or whatever either.

Oh Yeah.  Good Spot.

Thanks.


Title: Re: Mechwarrior Online
Post by: Lightstalker on July 26, 2012, 02:41:29 PM
It looks to be a mix of MW4 with the color coded hardpoint restrictions and basic boardgame mech sheets and design rules (XL engines will wipe out 3 slots in each side torso, etc.).  The MW4 UI provided instant awareness of what kind would fit where, I think that is lost in this mechlab incarnation, though I'm much more a fan of this mode of freedom where you've got the freedom to put a few of these types into this area and no restriction on parts of that area (like no 2-slot ballistic only restriction within the Right Torso, which I remember from prior games). 

I guess the open question would be, do different variants actually change the mix of available weapons in the chassis' hardpoints, or are they just different weapon loadouts adhering to the same rules per chassis. 



Title: Re: Mechwarrior Online
Post by: Evildrider on July 26, 2012, 02:48:49 PM

I guess the open question would be, do different variants actually change the mix of available weapons in the chassis' hardpoints, or are they just different weapon loadouts adhering to the same rules per chassis. 



Yes.   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Evildrider on July 26, 2012, 02:50:33 PM
Btw, anyone who has bought a founders pack should be getting an invite today.


Title: Re: Mechwarrior Online
Post by: Megrim on July 26, 2012, 04:13:13 PM
Btw, anyone who has bought a founders pack should be getting an invite today.

This is true and correct.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 27, 2012, 03:34:43 AM
Purchased.  I am worthless and weak.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 27, 2012, 03:42:01 AM
 :roflcopter:

What founder level did you go for?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 27, 2012, 04:04:21 AM
This is going to be such a regret-free purchase.



Title: Re: Mechwarrior Online
Post by: satael on July 27, 2012, 04:12:28 AM
I gave in and bought the founders pack (with a catapult)

(just couldn't help myself :why_so_serious:)


Title: Re: Mechwarrior Online
Post by: Merusk on July 27, 2012, 04:35:47 AM
I bought the $120 a while back.  I have no regrets.

Btw, anyone who has bought a founders pack should be getting an invite today.

But you can't say so even if you got in earlier.  :wink:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 27, 2012, 05:47:32 AM
I think I read somewhere that due to every founder now being officially in the beta, if you are a founder you _can_ say you are in the beta. This is to reflect the fact that founders have a tag in the official forums, so it would be ridiculous for them to pretend not to be in the beta.

But you still can't say anything else.


Title: Re: Mechwarrior Online
Post by: Bungee on July 27, 2012, 05:55:40 AM
But you still can't say anything else.

In your opinion, which may or may not be swayed by actually being able to play the current version of the game- is the founders package worth getting?  :grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on July 27, 2012, 05:56:16 AM
The bare ass version, mechless.

I have downloaded the stuff and will see you all online.

Given that they've said this will happen, I'm quite sure it's not NDA breaking.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 27, 2012, 06:21:37 AM
In my opinion, it's absolutely mandatory to play this game.
I can't, in any way, suggest how much money should you spend on it considering you will still be able to play it for free.

I chose to pay 120$, in two installments. Do with that information anything you want.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 27, 2012, 06:59:04 AM
Purchased.  I am worthless and weak.
Woo! ;D


Title: Re: Mechwarrior Online
Post by: Ironwood on July 27, 2012, 07:14:02 AM
SILENCE WOMAN.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 27, 2012, 07:47:38 AM
I can't hear you over the sound of my alpha strike.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 27, 2012, 07:54:45 AM
(http://2.bp.blogspot.com/_QbuHm4ZaZkQ/Soix88FoH3I/AAAAAAAAPWc/-HJD_3R4nbQ/s1600/raiders-pf33.jpg)


Title: Re: Mechwarrior Online
Post by: Bungee on July 27, 2012, 08:18:34 AM
Meh, almost caved but reading the hardware requirements my old PC just slowly shook its head... :heartbreak:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 27, 2012, 10:53:44 AM
I just upgraded my graphics card a few weeks ago, my pc is from 2008, dual core E8400.


Title: Re: Mechwarrior Online
Post by: Simond on July 27, 2012, 05:26:02 PM
Eh, people have been blaming them for 30 years now. It's time for people to move on and realiize that FASA did in fact just use pictures directly lifted out of anime art books and that the original official Battletech "miniatures" were literally 1/144 scale models from Macross, Dougram, and Crusher Joe repackaged together. Fuck, I sitll have them unbuilt in the box somewhere. Also, it's not as if there haven't been a million fan designs that were just as good and didn't violate copyright. You can go to deviant art and find a dozen Maurader designs that look great. Same wih all the mechs for that matter. That should be a hint to the people publishing the books that they need to update the art and hire actual artists this time.
The issue was they thought they had the rights (someone sold them...something) and various iterations of FASA, MS, Smith & Tinker et. al. have tried to untangle that legal mess but Harmony Gold doesn't want them to because being copyright trolls over everything that is even vaguely related to Robotech is the only thing keeping them in business as a company.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 27, 2012, 05:56:50 PM
Yeah, I am not from North America, but what the hell is Harmony Gold anyway? I mean, I know what they were and what they did in the early 80s, but are they seriously still in business? Companies come and go, economy died and resurrected a few times in the last thirty years, and they are still out there pissing on our Battletech? If Capitalism could ever do something good for me, would be to crush Harmony Gold to pieces (and of course I don't mean it. There's people working there and I don't want them to lose their jobs).


Title: Re: Mechwarrior Online
Post by: Evildrider on July 27, 2012, 06:34:57 PM
They still own the rights on some of their anime titles and movies, but I think they are more into real estate or something now.


Title: Re: Mechwarrior Online
Post by: Goreschach on July 27, 2012, 07:21:32 PM
Are we going to get a private subforum to talk about this game while the NDA is still in effect?


Title: Re: Mechwarrior Online
Post by: Trippy on July 27, 2012, 07:46:36 PM
Are we going to get a private subforum to talk about this game while the NDA is still in effect?
No. We only do that if the developer/publisher gives us special permission.


Title: Re: Mechwarrior Online
Post by: WayAbvPar on July 28, 2012, 04:05:56 PM
Bet they have one at mechwarrioronline.com  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 28, 2012, 05:19:10 PM
It's really not the same. This game totally deserves its own f13 forum (not a just thread) when the NDA will drop.


Title: Re: Mechwarrior Online
Post by: Trippy on July 28, 2012, 05:30:16 PM
We shall see.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 29, 2012, 02:17:50 AM
 :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Evildrider on July 29, 2012, 12:52:36 PM
Someone did some tally's on the boards if you are interested in founder numbers:

Legendary - 9,323
Elite - 5941
Veteran - 745

 


Title: Re: Mechwarrior Online
Post by: Merusk on July 29, 2012, 01:10:38 PM
Lower than I'd expect but not surprised to see Legendary outselling the others.

On an unrelated note fuck CTDs and lockups.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 29, 2012, 01:52:11 PM
Fuck Authentication Servers.


Title: Re: Mechwarrior Online
Post by: Evildrider on July 29, 2012, 01:55:48 PM
Lower than I'd expect but not surprised to see Legendary outselling the others.

On an unrelated note fuck CTDs and lockups.

I think these numbers are only from people who have posted on the forums, so there are probably more.


Title: Re: Mechwarrior Online
Post by: Cadaverine on July 29, 2012, 02:32:26 PM
Are we going to get a private subforum to talk about this game while the NDA is still in effect?

I'd settle for a list of folks in-game name, so I know who to shoot.  :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 29, 2012, 02:33:24 PM
Yeah. Sure we can be patient, but damn this game screams for playing it with people you know.


Title: Re: Mechwarrior Online
Post by: patience on July 29, 2012, 05:25:45 PM
As for goonswarm, they are about the only guild I've ever seen manage to even touch the serious business part of an mmo using casual players so no idea why all the sand is getting in vaginas about them.

Just about everything I've heard about them paints them as nerdy bullies, people who want to have fun by ruining your day, and fuck with your shit on a personal level because lol internets or whatever.  This is stuff coming from both their enemies as well as the Goons themselves.  I've never encountered them myself as far as I know, so I may be way off base, but that's the image of them that I'm getting.  *shrug*


They are that but what you said doesn't invalidate what eldeac says. To quote someone else in a serious discussion about the PVPing in Eve Online.

Quote
3. We want absolutely nothing to do with your nullsec politics. With the exception of the Goons, you people treat your members like garbage. You lie about your ship replacement program, you behave like killmail nazzi's, you don't respect your members RL priorities, you scream and rage on coms, you demand 24/7 mandatory fleet ops, and you use your members as disposable meat shields. Say what you want about the Goons, but at least they treat their own right. All others are horrible.
In short: WE PLAY EVE TO HAVE FUN, NOT AS A SECOND JOB AND CERTAINLY NOT TO BE SCREAMED AT NOR CHASTIZED.


Title: Re: Mechwarrior Online
Post by: satael on July 30, 2012, 07:05:23 AM
Are we going to get a private subforum to talk about this game while the NDA is still in effect?

I'd settle for a list of folks in-game name, so I know who to shoot.  :grin:

In-game names might be close to breaking NDA but my forum name in MWO is the same as here (satael)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 30, 2012, 07:11:46 AM
Unfortunately, my pilot name is super hard to guess as it's all lower-case.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 30, 2012, 07:27:48 AM
oesrgoinergoiensrg   ?


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 30, 2012, 07:52:40 AM
So close.  You're off by one.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 30, 2012, 08:16:20 AM
Dammit.

In entirely unrelated to game news, why would you release a 'Mech that is all but useless without an XL engine ?  And then, you know, equip it with a standard engine as standard ?

It makes no sense, unless Bear is driving.


Title: Re: Mechwarrior Online
Post by: Shannow on July 30, 2012, 08:35:44 AM
There was a post somewhere along the lines of 'all founders are in closed beta' so yes they can say they are in beta.

I've always been fond of the name Galen Shannow when playing mech games.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 30, 2012, 08:47:03 AM
We can totally say we are in the beta. But I don't think we can say our handles.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 30, 2012, 09:01:03 AM
Some of us are old enough to have love handles.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: satael on July 30, 2012, 09:45:45 AM
We can totally say we are in the beta. But I don't think we can say our handles.

Well the forum name is "public" ai. anyone can see it even in the open parts of the forum that do not even require registering.


Title: Re: Mechwarrior Online
Post by: Shannow on July 30, 2012, 10:27:42 AM
We can totally say we are in the beta. But I don't think we can say our handles.

Just a question but how can saying your in game handle be construed as breaking Nda or what sort of f'ed up Nda regards a game handle as topsecretinfo!!!  ?


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 30, 2012, 12:07:38 PM
Dammit.
Off by one word, not letter, btw.

Some of us are old enough to have love handles.
You name your love handles?


Title: Re: Mechwarrior Online
Post by: Ironwood on July 30, 2012, 01:19:11 PM
I even name my handles handles, luv.


Title: Re: Mechwarrior Online
Post by: Llyse on July 30, 2012, 05:03:35 PM
We can totally say we are in the beta. But I don't think we can say our handles.

Just a question but how can saying your in game handle be construed as breaking Nda or what sort of f'ed up Nda regards a game handle as topsecretinfo!!!  ?

yeah, they were promoting reserving your Callsigns before the additional closed beta invites started going out...


Title: Re: Mechwarrior Online
Post by: Goreschach on July 30, 2012, 06:24:56 PM
I'm in as Cornjob.


Title: Re: Mechwarrior Online
Post by: Merusk on July 30, 2012, 07:13:06 PM
Oh sweet.  This just bluescreened my machine and now it won't startup.  Just what I wanted to do, spend an hour troubleshooting and repairing.


Title: Re: Mechwarrior Online
Post by: Llyse on July 30, 2012, 07:45:39 PM
I'm in as Cornjob.

Eek


Title: Re: Mechwarrior Online
Post by: Pennilenko on July 31, 2012, 05:14:50 AM
I just wish i knew if this was good enough to be worth spending some money on a founders package. So sad that there is no way to find out if it is a decent mech game before buying....


Title: Re: Mechwarrior Online
Post by: Tmon on July 31, 2012, 05:49:30 AM
Unless you are a big fan of mech based games there's no real reason to buy a package.  They will be selling mechs that get a c-bill boost after launch so all you miss out on by not buying a founders package is a chance at the closed beta, a mech or mechs with a spiffy paint job and a forum title.   If I hadn't prepurchased GW2 and Torchlight II, I probably would have bought one of the packages but I really haven't run across anything that makes me feel like I'll be missing out on something special by not being in the beta.


Title: Re: Mechwarrior Online
Post by: Pennilenko on July 31, 2012, 06:04:26 AM
I bought the Legendary package because I am weak and i wanted all of the founders mechs. :ye_gods:


Title: Re: Mechwarrior Online
Post by: Ironwood on July 31, 2012, 06:07:32 AM
Wait, what ?

Are you saying you took 45 minutes from wondering to plonking down 120 ?



Title: Re: Mechwarrior Online
Post by: Falconeer on July 31, 2012, 06:15:56 AM
It is an awesome 'mech game.  It is not a mecha game.

It is a MechWarrior game.



Title: Re: Mechwarrior Online
Post by: Pennilenko on July 31, 2012, 06:20:26 AM
Wait, what ?

Are you saying you took 45 minutes from wondering to plonking down 120 ?



I was suddenly persuaded by some form of psychic connection to the mechwarrior ether.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 31, 2012, 06:25:10 AM
I sincerely applaud you Pennilenko.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 31, 2012, 06:53:22 AM
Wait, what ?

Are you saying you took 45 minutes from wondering to plonking down 120 ?



I was suddenly persuaded by some form of psychic connection to the mechwarrior ether.

Well, sure, I get it (I really do), but I'd have plonked down the least amount, tried it and then, you know, upgraded.

I'd like to make it clear to everyone in the thread that YOU CAN DO THAT.  STOP BEING MENTAL.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 31, 2012, 09:27:54 AM
I'll also mention that they sent out an e-mail that all founders should be in now, and new founders will be in as soon as their database can manage to activate the account.


Title: Re: Mechwarrior Online
Post by: Pennilenko on July 31, 2012, 10:06:05 AM

Well, sure, I get it (I really do), but I'd have plonked down the least amount, tried it and then, you know, upgraded.

I'd like to make it clear to everyone in the thread that YOU CAN DO THAT.  STOP BEING MENTAL.


I have no regrets.



Title: Re: Mechwarrior Online
Post by: Falconeer on July 31, 2012, 10:17:31 AM

Well, sure, I get it (I really do), but I'd have plonked down the least amount, tried it and then, you know, upgraded.

I'd like to make it clear to everyone in the thread that YOU CAN DO THAT.  STOP BEING MENTAL.


I have no regrets.



EXACTLY.


Title: Re: Mechwarrior Online
Post by: angry.bob on July 31, 2012, 10:55:02 AM
Unless you are a big fan of ... a spiffy paint job

That's all it took for me.


Title: Re: Mechwarrior Online
Post by: Tmon on July 31, 2012, 11:27:54 AM
Unless you are a big fan of ... a spiffy paint job

That's all it took for me.

When the subject of beta rewards for another game came up, that's actually what I suggested.  Some kind of beta tester only paint job that could be applied to any vehicle would be much more fun than some gimped premium vehicle that would most likely end up being sold as soon as you needed the space for something more useful.


Title: Re: Mechwarrior Online
Post by: OandA on July 31, 2012, 02:40:32 PM
I'll also mention that they sent out an e-mail that all founders should be in now, and new founders will be in as soon as their database can manage to activate the account.
Which is pretty fast, btw.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2012, 01:22:37 AM
For the record, 120$ Legendary founders pack is only 97 Euros. Lovely.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 01, 2012, 01:44:43 AM
Yeah, that's what sold the smallest pack for me - when you convert it, it's less than a half an hour drinky session and I don't really want to give any NDA breaking stuff away, but this game is well worth a half an hour drinky session.  Hell, I've had that much fun in the first ten minutes of the mech lab alone.

I really do want the NDA to drop though.  There's stuff I wish to share.  Loudly.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 01, 2012, 04:08:07 AM
I'm so tired, not getting enough sleep  :geezer:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2012, 06:19:03 AM
It's Gamespy, but this article says some things we can't say (http://uk.pc.gamespy.com/pc/mech-warrior-project/1225607p1.html).

Quote
MechWarrior Online is Operating Outside of My Expectations (and Assumptions)


By Taylor Cocke | Jul 31, 2012
The journey from apprehension to excitement about MechWarrior Online.

As a newcomer to the series I didn't know what to expect from MechWarrior Online as I sat down in front of a computer at a recent MWO event, the mech selection screen staring me straight in the face. My friends informed me of all the great times they'd had with the MechWarrior games, particularly with 2 and 4. And here I was, getting ready to play the series' triumphant return and mere minutes away from playing my first MechWarrior game.


Witness the majestic Centurion in its natural habitat.

It took a round or two to get used to the tank-like controls, with a throttle & pivot system taking the place of your standard shooter layout, and I wasn't able to stop or go on a dime because acceleration or deceleration is needed. For many of you this may not sound like a huge difference, but for someone used to the gaming landscape in its twitch-oriented state as of late, it's huge. It became immediately apparent that MechWarrior Online was operating well outside of my expectations. This would require forethought, strategy, and an entirely different way of thinking than I'm used to. I couldn't stop ruminating over what I was going to try next.


There's a certain methodology that playing MechWarrior Online implants in you -- I found myself running through a mental checklist any time I had to make a decision. How's my speed? Can my heat sinks handle another barrage of laser fire without overheating and shutting down my mech? Do I use my jumpjets to get up on a ridge for a tactical advantage at the risk of revealing my location? The sheer amount of information that I had to process is unlike anything I've played in quite some time.



In one such situation my Centurion was damaged and struggling along with a single functioning leg. I knew the Awesome I had my sights on had been doing a lot of firing, so there was a good chance it would overheat if it unleashed its arsenal again. After checking on my mech's status, I stepped into the nearby river (water provide much-needed cooling), and fired away. Sure enough, I took a bit of damage from his Short Range Missiles before his mech overheated and I was able to land a finishing blow with my Medium Lasers.

During that brief, maybe 10 second altercation, I had put more thought into what I was doing than I had in months of playing shooters like Gears of War or Counter-Strike. I've become so accustomed to playing games on the balls of my feet, working with split-second reactions and going with my gut, I was happy to be thinking as much as I was about battle strategies and techniques.

Your Mech, Your Way

Ranging from the tiny and fast Jenner to the crushingly destructive (but slow as hell) Atlas, the huge variety of walking tanks invites a certain amount of commitment to a play style, but only after that style has been determined through experimentation. Sure, you could roll into battle with the pre-created mechs and have a good time, but where things get really interesting is the tremendous amount of customization that can happen before battle.


So many choices!

Looking over the parts list for the first time I was completely overwhelmed. And I found that putting weapons, heat sinks, engines, or whatever else into my mech was pretty simple that was nothing more than dragging and dropping gear into empty slots on the customization screen, but each addition had profound consequences. More weapons means not only more weight, but also creates a faster overheating mech. The heat problem can be taken care of with more heat sinks, but they'll slow the mech down with all that extra weight. It's all a balancing act.

I didn't exactly have time to toy around with all of the options that MechWarrior Online had laid out for me, but I was able to suss out a bit of how important it is to the way it's played. Whereas in most class-based multiplayer games you're stuck within a rigid playstyle, MWO allows you to carve out your own role on the battlefield. When faced with the option of dozens of mechs with thousands of customization choices, I'm not entirely sure what I'll like or what I'll do. But I am excited to find out.


MechWarrior Online has me in its grasps and now I find myself thinking about the style of mech I'd like to create (a speedy, scout-like class, in case you were wondering), and would love to toy with the customization options until I find exactly what I'm looking for. Where I used to see a slow-paced game, I now see a contemplative, complex multiplayer experience. In short, I'm a convert.



Title: Re: Mechwarrior Online
Post by: Merusk on August 01, 2012, 07:57:51 AM
One thing that's been very entertaining is reading the forum threads (non beta) whining about not having Omnimechs/ unlimited hardpoints.

"Sure, limit me to lasers only on this Jenner, but don't force me to only be able to install 4!  I should be able to pack as many as I have weight capacity for!  Just like MW3 let me do!"

Yes, because laser boats weren't ridiculous in MW3.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2012, 08:08:20 AM
Yeah, I read that too. And it was followed by something like "I didn't know about hardpoints! I want my money back!".

I am not kidding, I think I was 15 years old, late 80s, when I banned full free customization from our high-school little Battletech League. Yeah, it takes a 15 years old person to realize that that shit doesn't make any sense.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 01, 2012, 08:12:32 AM
I allowed customization, but one had to make the technician rolls.  And have the parts available.  Seriously failing was not good for your 'mech.

But then the heaviest thing they acquired was a Trebuchet, and all 3025 tech.  They never got to a point of finding any Star League stuff.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 01, 2012, 08:40:20 AM
"Ok, you've configured your 'Mech just how you want it, let's play"

"Right, battle starts, make a piloting roll.  I need to see 13 on 2d6."

"Whoops, no, you fall over.  Heat goes up by another 5.  Wanna try again ?"

"Yeah, that looks like a core meltdown.  Roll me 1 on 2d6."

"So, same time next week ?"



Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2012, 02:20:26 PM
Brand New Atlas Video. (http://www.youtube.com/watch?v=ZTRFO_50b5c&feature=player_embedded)

  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Jherad on August 01, 2012, 02:52:37 PM
I really do want the NDA to drop though.  There's stuff I wish to share.  Loudly.


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 01, 2012, 03:19:56 PM
I really do want the NDA to drop though.  There's stuff I wish to share.  Loudly.


Title: Re: Mechwarrior Online
Post by: Amaron on August 01, 2012, 03:40:53 PM
I don't want the NDA to drop.  The more time they have for development the more stuff they can add.


Title: Re: Mechwarrior Online
Post by: Merusk on August 01, 2012, 03:51:14 PM
You do realize this is launching in like... 2 weeks.  The chances of them adding a whole lot aren't great unless you believe in miracle patches.


Title: Re: Mechwarrior Online
Post by: Tmon on August 01, 2012, 03:53:24 PM
Is it launching in two weeks or just going open beta?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2012, 04:06:22 PM
In one week it is going in CLOSED beta. Wait, it already is in closed beta. Yeah, exactly. In two weeks not much is happening. Their roadmap is something along the lines of "paid beta" (closed) for a couple more months, then open beta around October. But they can push dates as much as they want. The only one they had to respect was August 7th, which is when all founders were supposed to be admitted to the closed beta. Since that already happened, Aug 7th is not gonna mean that much anymore.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2012, 04:10:55 PM
To support what I said, last Official Devloper Update, June 15th.

Quote
Official Developer Update


by Piranha Games Jun 15, 2012 5:00 PM PDT
Hey MechWarrior fans,

As we head towards the Founder’s Program, I wanted to update our loyal fans on what exactly they are buying, the MWO beta timeline and what this means for you. A press release and email will go out on June 19th to launch the program, but for extra clarity I’ll go over some critical points here for you:

We will achieve our Closed Beta 1 status (measured by a goal of sending out 10,000 beta keys in total), in the next week or so. Our next step is introducing the Founder’s Program time-limited offer (which includes new details!), launching Tuesday June 19th which guarantees Closed Beta access on the Injection date.

On July 10th, we are scheduled to move to our production hardware, allowing many thousands of simultaneous players to enjoy the game, also known internally as the launch of Closed Beta 2. As we continue to ramp up the beta testers (drawn from those early purchasers of the Founder’s Program), the next milestone is the injection of the Founder’s Program assets on Aug. 7th.

Yes, this date has shifted from July 17th to Aug 7th simply due to some key production hardware being delayed in arriving at the data center – proper testing on the new production hardware, ensures confidence the system can handle the demands of the exclusive Founder’s Program, hence the shift.

Come Aug 7th when the patrons of the Founder’s Program gain access, the game will still be in Closed Beta 2, with on-going patches added every 2 weeks; therefore, not every feature we have discussed on the web site will be playable. We expect to have each of the features we have announced and discussed on the website (with one exception), in the game by the Open Beta date (which cannot yet be announced other than Summer 2012).

The one exception is the Community Warfare pillar which is a complex system but extremely important. In not wanting to delay the game, logic dictates it be added post-launch. Once fans are completely familiar with creating their 'Mech and pilot trees, the depth of Community Warfare will be added, with the core of the community experience projected to be in-game within 90 days of open beta.

Speaking of BattleMech’s – one should not assume that all of the announced-Mech’s are currently present in the beta or that all will be available come open beta. Mechs are added one at a time to closely reflect the way they are announced on the web site, with an expected target of 10 unique model types along with all their variants, making for a total of approximately 40 different chassis at open beta, with new variants added at a very regular pace.


Title: Re: Mechwarrior Online
Post by: Trippy on August 01, 2012, 04:36:18 PM
I really do want the NDA to drop though.  There's stuff I wish to share.  Loudly.
Cut it out, those of you playing the game right now.


Title: Re: Mechwarrior Online
Post by: Amaron on August 01, 2012, 05:59:13 PM
You do realize this is launching in like... 2 weeks.  The chances of them adding a whole lot aren't great unless you believe in miracle patches.

That's what I thought but no it's not launching soon.


Title: Re: Mechwarrior Online
Post by: Merusk on August 01, 2012, 07:39:09 PM
Well now I'm confused as to why I thought it was launching at the mid/ end of month.


Title: Re: Mechwarrior Online
Post by: Lightstalker on August 01, 2012, 11:10:22 PM
Probably because most games have a "paid beta" after release rather than prior to it.


Title: Re: Mechwarrior Online
Post by: Evildrider on August 01, 2012, 11:55:06 PM
Probably because most games have a "paid beta" after release rather than prior to it.

How is this a paid beta?  Actually, how is it any different than any game that ever offered beta access for preorders?  GW2 just did this with their prepurchase and get beta weekends deal.

Oh and we really need to add this to the smiley/icon's.  (http://i246.photobucket.com/albums/gg99/Evildrider/awesomeicon.png)


Title: Re: Mechwarrior Online
Post by: Lightstalker on August 02, 2012, 12:21:49 AM
Quote
... Come Aug 7th when the patrons of the Founder’s Program gain access, the game will still be in Closed Beta 2 ...

Sure, some folks are in who haven't paid for founder's status, but this is a paid beta if ever there was one.  I suppose I haven't paid attention to recent games in beta very much, Diablo 3 had a more conventional 'paid beta' where everyone who bought the game at release got to deal with a game that was constantly changing - more to the classic "I paid for this but it is still in beta" version of paid beta.  Maybe these days every game fits that model?


Title: Re: Mechwarrior Online
Post by: MahrinSkel on August 02, 2012, 01:52:35 AM
Yeah, I read that too. And it was followed by something like "I didn't know about hardpoints! I want my money back!".

I am not kidding, I think I was 15 years old, late 80s, when I banned full free customization from our high-school little Battletech League. Yeah, it takes a 15 years old person to realize that that shit doesn't make any sense.
You mean I can't make a Shadow Hawk with 24 small lasers, all aimed backwards (one of my more...optimized munchkin designs)?

--Dave


Title: Re: Mechwarrior Online
Post by: Ironwood on August 02, 2012, 02:06:54 AM
 :uhrr:


Title: Re: Mechwarrior Online
Post by: eldaec on August 02, 2012, 04:04:11 AM
Quote
... Come Aug 7th when the patrons of the Founder’s Program gain access, the game will still be in Closed Beta 2 ...

Sure, some folks are in who haven't paid for founder's status, but this is a paid beta if ever there was one.  I suppose I haven't paid attention to recent games in beta very much, Diablo 3 had a more conventional 'paid beta' where everyone who bought the game at release got to deal with a game that was constantly changing - more to the classic "I paid for this but it is still in beta" version of paid beta.  Maybe these days every game fits that model?

Only in the same sense that pre-order beta is paid beta. Maybe that's what you mean. I don't really care.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2012, 05:30:57 AM
Scavenged on the Internet. The Battletech Centers, circa 1992 (http://www.youtube.com/watch?v=jdJA5C_Po4U).  :heart:
I know it's ridiculous, but at the time that was the ONLY reason why I wanted to visit the United States.

"This is Player.. AGAINST PLAYER!"  (PaP)


Title: Re: Mechwarrior Online
Post by: 5150 on August 02, 2012, 05:52:25 AM
Scavenged on the Internet. The Battletech Centers, circa 1992 (http://www.youtube.com/watch?v=jdJA5C_Po4U).  :heart:
I know it's ridiculous, but at the time that was the ONLY reason why I wanted to visit the United States.

"This is Player.. AGAINST PLAYER!"  (PaP)

Apparently there was one in London for a while, I knew someon that claimed to have been there


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2012, 06:08:46 AM
I went to London in 1991, too early for Battletech, and at the arcade they mention in the video I managed to try >this< (http://www.youtube.com/watch?v=SP8wSw4bBuA) after hearing so much about it. I was severely underwhelmed, but that only enhanced my thirst for Battletech the next year.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 02, 2012, 06:17:08 AM
Scavenged on the Internet. The Battletech Centers, circa 1992 (http://www.youtube.com/watch?v=jdJA5C_Po4U).  :heart:
I know it's ridiculous, but at the time that was the ONLY reason why I wanted to visit the United States.

"This is Player.. AGAINST PLAYER!"  (PaP)

I went to the one in Las Vegas in 96, I thought it was crap to be honest.


Title: Re: Mechwarrior Online
Post by: Jherad on August 02, 2012, 06:21:21 AM
I went to London in 1991, too early for Battletech, and at the arcade they mention in the video I managed to try >this< (http://www.youtube.com/watch?v=SP8wSw4bBuA) after hearing so much about it. I was severely underwhelmed, but that only enhanced my thirst for Battletech the next year.

Oh wow, as I saw the Battletech video, all I could think of was the Trocadero center - yeah, that's a blast from the past. I spent many hours there as a teen.

It seemed... better than it looks now.  :grin:


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on August 02, 2012, 07:26:31 AM
Scavenged on the Internet. The Battletech Centers, circa 1992 (http://www.youtube.com/watch?v=jdJA5C_Po4U).  :heart:
I know it's ridiculous, but at the time that was the ONLY reason why I wanted to visit the United States.

"This is Player.. AGAINST PLAYER!"  (PaP)

"4 machines with a total of 32 megabytes of ram!"  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: angry.bob on August 02, 2012, 07:28:29 AM
Not having played the tabletop in about 20 years and messing around in the mech garage is interesting. What are people's opinions on an awesome with 7 medium pulse lasers and 35 heat sinks? We can discuss theoretical builds and builds made with the released garage thingy, right?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2012, 07:36:13 AM
It's all pointless since being closed beta all weapons probably get heavily rebalanced with every build. We could discuss theoretical builds based on the tabletop rules, but I doubt they translate that well to MWO for a multitude of reasons. Having to aim your weapons being a major one but definitely not the only one.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 02, 2012, 08:20:58 AM
Pods are on tour (http://getinthepods.com/Tour-Schedule/)

Once they get back to Houston they'll be finding a new location, so I can't say where they'll be.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2012, 09:11:11 AM
Yeah and they are sporting some Battletech Firestorm (http://www.youtube.com/watch?v=toVnhHnDZss) simulation, which is still kind of crappy but damn I'd love to try one. Please Lant, if you got a chance do it for the kid that I was me and take photos and videos.

EDIT: One more video of Battletech Firestorm, just for fun: http://www.youtube.com/watch?v=F6ZANqNU5mA


Title: Re: Mechwarrior Online
Post by: WayAbvPar on August 02, 2012, 09:30:16 AM
I finally got around to applying for beta a couple of days ago. If anyone gets an extra invite to to toss, pls2b shooting it my way!


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2012, 12:10:56 PM
On a very weird note, I just found out that the word "queer" is censored on their forums. It comes out as ***** . I've never seen this happening in any other forum ever.


Title: Re: Mechwarrior Online
Post by: Shannow on August 02, 2012, 12:44:42 PM
I finally got around to applying for beta a couple of days ago. If anyone gets an extra invite to to toss, pls2b shooting it my way!

I have one, it'll cost you $30... :grin:


Title: Re: Mechwarrior Online
Post by: WayAbvPar on August 02, 2012, 03:36:35 PM
I finally got around to applying for beta a couple of days ago. If anyone gets an extra invite to to toss, pls2b shooting it my way!

I have one, it'll cost you $30... :grin:
:mob:


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 02, 2012, 03:40:54 PM
On a very weird note, I just found out that the word "queer" is censored on their forums. It comes out as ***** . I've never seen this happening in any other forum ever.

I think that is because the word has been taken by hateful bigoted people and converted into a slur against homosexuals in the U.S.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2012, 03:43:34 PM
Yeah but at the same time it prevents people who wear it proudly to use it. Queer is a very PC word in any case, (LGBTQ) so to prohibit its use is really, really bad.

I mean, I know you know it. I just want to state how stupid their decision is, no matter what.


Title: Re: Mechwarrior Online
Post by: Ingmar on August 02, 2012, 04:11:19 PM
Yeah it's odd, since that word has wrapped back around to being acceptable.


Title: Re: Mechwarrior Online
Post by: Megrim on August 02, 2012, 06:59:46 PM
Not having played the tabletop in about 20 years and messing around in the mech garage is interesting. What are people's opinions on an awesome with 7 medium pulse lasers and 35 heat sinks? We can discuss theoretical builds and builds made with the released garage thingy, right?

laserboating scum


Title: Re: Mechwarrior Online
Post by: angry.bob on August 02, 2012, 09:43:27 PM
laserboating scum

What? Why is this bad?


Title: Re: Mechwarrior Online
Post by: Megrim on August 02, 2012, 10:19:05 PM
Oh I don't know, I'm just channeling the forums. I guess you could make the argument that its uninspired and well, not particularly fun use of mech design, but that's more an issue of shitty map design tbh.


Title: Re: Mechwarrior Online
Post by: Lightstalker on August 02, 2012, 10:34:43 PM
Type A munchkinism, that's why.  

In the boardgame you'd be dealt with at range by a fast aggressor, for instance a 3025 Clint or some other embarrassing mech to lose to (40 tons, 6-9-6, AC/5 of note).  
Or they'd roll out the Solaris 7 ruleset and you'd still melt yourself down, while you got torn apart by a faster Mech armed with Infernos and Machine Guns.

In the computer games, well, such a Mech was often overwhelmingly good due to the particular implementation of the weapons and rules.  For instance, in Mechwarrior 2 you'd run with a single MPL in the head, full speed plus a jumpjet to execute jump-turns, and the rest as heatsinks.  The single Medium Pulse Laser fired fast enough to overheat you by itself because it would fire nearly continuously, so it was enough to do the job by itself. Mechwarriors 3 and 4 attempted to reign weapon stacking by typing the locations to specific weapons (and increasing the delays for energy weapons).  

Likewise in the prior games, folks don't necessarily enjoy the maneuver battle as much as the shoot shoot bang bang battle, so the maps were tighter and provided hard cover that one could start the engagement at close range from.  

So, those who played the boardgame look at such a 1-dimensional Mech and grow frustrated due to the obvious limitations that just aren't relevant to the game-design they were forced to play in Mechwarrior 2-4 (1 didn't have much cover or customization as I recall, and the Warhammer's PPCs were by default aligned with the Battlemaster's cockpit so you'd just pick them off at Max range).


Title: Re: Mechwarrior Online
Post by: 5150 on August 03, 2012, 04:41:46 AM
One thing that's been very entertaining is reading the forum threads (non beta) whining about not having Omnimechs/ unlimited hardpoints.

"Sure, limit me to lasers only on this Jenner, but don't force me to only be able to install 4!  I should be able to pack as many as I have weight capacity for!  Just like MW3 let me do!"

Yes, because laser boats weren't ridiculous in MW3.

I'm not a fan of hardpoints although I understand why they are in the Battletech rules, but they'd be much more bearable if you could view the hardpoints (rather than just the stock weapons) prior to purchasing the chassis. I'd imagine there is/will be a wiki or similar with all this data soon enough though


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2012, 05:10:27 AM
Of course you will be able to see the hardpoints before purchasing the chassis.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2012, 07:14:48 AM
Short video from the nVidia Tournament event. (http://www.youtube.com/watch?v=DdGxbRgS4vs)   :drillf:

EDIT: For the record, the video is really horrible. A Mechwarrior tournament on the other hand...  :drillf: :drillf:


Title: Re: Mechwarrior Online
Post by: Bann on August 05, 2012, 01:05:19 PM
I pulled the trigger on a founders pack, downloading now. Is there any good way to find you guys in game?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 05, 2012, 01:11:39 PM
Sadly, no. We are being ridiculously over-observant of the NDA so not even giving out our nicknames to befriend each other in game (while everyone else is doing it all over every other forum).
We are allowed to say we are in the beta, but we don't know if we are allowed to give out the names.

Hoping that something will change a bit in the NDA policy coming the next phase the day after tomorrow.


Title: Re: Mechwarrior Online
Post by: Evildrider on August 05, 2012, 01:18:58 PM
If you are a founder you can say your name, the devs have ok'd this.  All founders are in beta.  Not being able to give out your name would be retarded, as forum names are in-game names, and you have a big Founder image with your account. 


Title: Re: Mechwarrior Online
Post by: Goreschach on August 05, 2012, 01:21:43 PM
laserboating scum

What? Why is this bad?

(http://i1110.photobucket.com/albums/h446/Brisketman/aweshoopme.gif)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 05, 2012, 02:02:47 PM
Giggle.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 05, 2012, 02:05:59 PM
Is that your handle, Ironwood?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 05, 2012, 02:22:56 PM
Sadly, no. We are being ridiculously over-observant of the NDA so not even giving out our nicknames to befriend each other in game (while everyone else is doing it all over every other forum).
We are allowed to say we are in the beta, but we don't know if we are allowed to give out the names.

Start a disciples of schild merc company thread in the non beta mwo forums and post the link here, if you are bothered about meeting up, just say recruiting currently closed.  Nothing nda breaking about that.


Title: Re: Mechwarrior Online
Post by: Goreschach on August 05, 2012, 02:29:39 PM
Sadly, no. We are being ridiculously over-observant of the NDA so not even giving out our nicknames to befriend each other in game (while everyone else is doing it all over every other forum).
We are allowed to say we are in the beta, but we don't know if we are allowed to give out the names.

Start a disciples of schild merc company thread in the non beta mwo forums and post the link here, if you are bothered about meeting up, just say recruiting currently closed.  Nothing nda breaking about that.

Actually, we could do it in the beta off topic forum. That way we could actually discuss game stuff.


Title: Re: Mechwarrior Online
Post by: Der Helm on August 05, 2012, 03:14:16 PM
This forum has a private message function. Just saying.


Title: Re: Mechwarrior Online
Post by: Merusk on August 05, 2012, 04:10:28 PM
PMs are p2p not group convos, though.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 05, 2012, 04:21:09 PM
The Official Boards thread sounds like a good idea. Merc Company name is Bat Country or Disciples of Schild? (haha).


Title: Re: Mechwarrior Online
Post by: Cadaverine on August 05, 2012, 10:34:58 PM
Stick with Bat Country.


Title: Re: Mechwarrior Online
Post by: Phred on August 06, 2012, 12:47:58 AM
I really do want the NDA to drop though.  There's stuff I wish to share.  Loudly.
Cut it out, those of you playing the game right now.


I don't have a dog in this race but I thought the rule here was if you were paying to play NDA be damned.



Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2012, 01:04:55 AM
If that is the case, I'd rather not join in.  These chaps have asked me to adhere to an NDA and as far as I'm concerned I've had my actual monies worth a million times over.

If they feel it'll help their game become a reality, I'm keeping my mouth shut.  Especially since Trippy asked also.



Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2012, 02:17:25 AM
Yeah, seems to me that as opposed to plenty of other times, "we the founders" totally feel like supporting the project to any silly extent this time, including respecting every single bit of their rule of silence. Probably because Piranha Games is not a big ass of a company so it doesn't feel like a huge fuckin marketing scam, and probably because what they are doing feels way better than robot jesus (which would probably be a lousy light 'mech) and we don't want to jinx it in any way.

That said, here's the Bat Country "official" thread (http://mwomercs.com/forums/topic/33558-bat-country/), so we can at least meet up in game. This is all 100% by the rules and NDA-observant.


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 06, 2012, 07:09:22 AM
If that is the case, I'd rather not join in.  These chaps have asked me to adhere to an NDA and as far as I'm concerned I've had my actual monies worth a million times over.

If they feel it'll help their game become a reality, I'm keeping my mouth shut.  Especially since Trippy asked also.



This is my sentiment.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 06, 2012, 08:04:46 AM
It's also somewhat different in that one doesn't have to put down money to play.  Doing so just gets guaranteed access to closed beta.  There should still be an open beta later.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2012, 11:25:21 AM
New Dev Blog out.  (http://www.gametrailers.com/videos/ki0fc7/mechwarrior-online-exclusive-developer-diary--mech-lab-and-tactics)

Also, remember that today is the last day to get a Founder package hence a founder 'mech.



Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2012, 02:22:24 PM
What the hell does the recent developer update actually mean ?

That's a lot of words for, er, not very much..

http://mwomercs.com/news/2012/08/380-developer-update-august-7th


Title: Re: Mechwarrior Online
Post by: Evildrider on August 06, 2012, 02:59:25 PM
If you are a founder all of your founder stuff will be activated.  You'll get all the perks that are coming to you. 
 I'm assuming since we will be getting our MC points that they are doing the same thing that GW2 did with their store and anything you spend you get reimbursed when the game hits open beta.

Open beta is actually what founder will consider as "launch" meaning anything we get from that point on is ours for good.


Title: Re: Mechwarrior Online
Post by: Merusk on August 06, 2012, 03:20:11 PM
Yeah, you'll get nice and used to the premium credit and XP gain as a founder and the clock won't start ticking until the game is fully live.

As of tomorrow you'll be awarded your founders mechs, so you'll get to play with them unlike right now.

It also sounds like they won't be wiping the pilot XP until Open beta happens, so all your mech perks will carry through until then.

At every patch they WILL wipe your mech garage and restore your "Gold" (MC) points so you have to rebuy mechs and they're encouraging you to use new mechs and loadouts instead of always falling in to the rut of using the same ones.  (Which would be even more encouraged if they wiped mech xp and converted it all to free xp)

They extended the ability to buy the founders mechs out indefinitely.

"Closed beta" means xyz.

Open beta will happen at some unspecified future date.  There will be one, final, pilot, Credit, Mech and MC reset when Open Beta happens.  All purchase decisions you make after this point are final to your account.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2012, 03:41:25 PM
Interestingly enough, there's no real difference between "Open Beta" and "Final Release". The last reset will be when the game hits open beta, and the clock on the Premium account will start ticking at the same time. By the time the game gets into Official Release you might have spent all your money and Premium days, and you won't get a reset or a refund. So basically, regardless of what they call it internally, Open Beta _is_ the Official Launch. Nothing wrong with that, it's just important to know it.

EDIT: Do not forget to accept friends invitations.


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 06, 2012, 03:49:14 PM
Almost exactly the game plan that went on with Tribes Ascend.


Title: Re: Mechwarrior Online
Post by: Gets on August 06, 2012, 04:44:47 PM
I see they optimized dual core performance finally, which is nice, but I still can't find any fun or stickiness in this game.


Title: Re: Mechwarrior Online
Post by: Der Helm on August 06, 2012, 06:36:15 PM
So. This is my hardware at the moment. (Feel free to laugh)

Intel(R) Core(TM)2 Duo CPU     E7200  @ 2.53GHz (2C 2.53GHz, 3MB L2)

NVIDIA GeForce 9600 GT (64 SM4.0 1.7GHz/1.63GHz 7% OC, 512MB DDR3 1.9GHz 5% OC 256-bit, PCIe 2.00 x16)

I am rocking 4 GB of DDR2 RAM  :rock_hard:

This may or may not run the game, there may or may not be lockups when to much is going on on the screen.

I have 2 upgrade options at the moment.

New and more RAM
Kingston HyperX DIMM Kit 4GB PC2-8500U CL5-5-5-15 (DDR2-1066) (KHX8500D2K4/4G)

or a new (cheap) graphic card
Radeon HD6670 1024MB DDR3 PCI-E 128bit

Any advice ?


Title: Re: Mechwarrior Online
Post by: Trippy on August 06, 2012, 06:41:59 PM
Both. But if you can only get one get the graphics card and just make sure you close your other apps before playing games like MWO.


Title: Re: Mechwarrior Online
Post by: Der Helm on August 06, 2012, 07:48:53 PM
Order sent. Thanks Trippy.  :heart:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2012, 11:37:49 PM
Quote from: Wolf Hreda
Posted Today, 03:44 PM

I am not of Bat Country, however I am amused by your tenacity and you have earned my respect. Should I see you on the field I shall salute you before we engage. Good day, fellow Mechwarrior.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 07, 2012, 01:16:54 AM
:facepalm:


Title: Re: Mechwarrior Online
Post by: UnSub on August 07, 2012, 05:32:23 AM
:facepalm:


I believe that is the official Bat Country salute.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 07, 2012, 11:51:50 AM
Y'know, the forum warz MAY just be worth it for this title given the persistence.  Something I haven't thought of.


Title: Re: Mechwarrior Online
Post by: satael on August 07, 2012, 11:59:12 AM
Quote
Due to recent overwhelming demand, the Founder's Program will continue to be made available beyond August 7th. Cut-off timing for the Founder's Program offer will be announced at a later date.

Guess they didn't sell enough founder packs yet  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 07, 2012, 12:03:45 PM
Or they did.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 07, 2012, 12:17:14 PM
I think the whole "before Aug 7th" was just some commercial bull. Seriously, why in hell should you close the doors to people wanting to fund your yet unreleased project? I think they knew all along that they were going to prolong that time, but needed to see how the buyers were going to react at the idea of a deadline. They needed a preorder milestone, for metrics and all and to count the money, so they "lied" about it.

That said, I am not angry in the slightest. prolonging the time doesn't take anything away from me and if anything will just give them more money which means a healthier development.


Title: Re: Mechwarrior Online
Post by: Evildrider on August 07, 2012, 12:21:01 PM
The Founder's packs were made because of people on the forums asking for some way to show the game support.  Also there have been quite a few posts asking them to prolong the length of time to buy the program. 

I really don't care, it's a small company trying to make money and building a pretty decent game.  If they get more cash, more power to them.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 07, 2012, 12:28:10 PM
Seriously, why in hell should you close the doors to people wanting to fund your yet unreleased project?

This bears repeating.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 07, 2012, 12:43:25 PM
MechWarriorF2P (https://twitter.com/MechWarriorF2P/status/232907324895940608)

Quote
IGN Prime Member? IGN Prime Members get early access to the Closed Beta. Redeem your key by August 9th. http://ow.ly/cNTV0

IGN prime members can now get into the beta, cheaper way of doing it.


Title: Re: Mechwarrior Online
Post by: satael on August 07, 2012, 12:44:21 PM
I bought the elite pack and do not regret it but I still feel somewhat concerned whenever someone uses words like "a limited one-time chance" and that becomes extended indefinately.


Title: Re: Mechwarrior Online
Post by: Evildrider on August 07, 2012, 12:46:20 PM
MechWarriorF2P (https://twitter.com/MechWarriorF2P/status/232907324895940608)

Quote
IGN Prime Member? IGN Prime Members get early access to the Closed Beta. Redeem your key by August 9th. http://ow.ly/cNTV0

IGN prime members can now get into the beta, cheaper way of doing it.

I'd rather just buy a founder's pack then give IGN money.   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Merusk on August 07, 2012, 01:19:32 PM
I bought the elite pack and do not regret it but I still feel somewhat concerned whenever someone uses words like "a limited one-time chance" and that becomes extended indefinately.

It's foolish business to cut it off too early if you think you're going to be in beta for a while yet.  I suspect the huge number of Founders packs sold (is there anyone on their forums that doesn't have one?) let them push that date a little farther out and stabilize things before going truly live.  (And gives them time to fix non-technical  :nda: issues.)

That said, I bought the $120 pack and don't regret it.  I've bought 3 premiums in WOT (A $3 one, a $35 one and a $50 one) in addition to about $40 worth of to gold so I can buy garage slots and convert xp on elite tanks to free xp.   That puts me at about the same amount as a founder's pack and I'm getting as much fun out of the buggy and incomplete MWO as I have been out of WOT.   


Title: Re: Mechwarrior Online
Post by: Megrim on August 07, 2012, 01:39:59 PM
Seriously, why in hell should you close the doors to people wanting to fund your yet unreleased project?

This bears repeating.

I see no bears. You said there would be bears. Where are the bears?


Title: Re: Mechwarrior Online
Post by: Evildrider on August 07, 2012, 01:47:15 PM
(http://i70.photobucket.com/albums/i115/hundreddollarman/gifs/HiXLC.gif)


Title: Re: Mechwarrior Online
Post by: Ingmar on August 07, 2012, 02:48:56 PM
MechWarriorF2P (https://twitter.com/MechWarriorF2P/status/232907324895940608)

Quote
IGN Prime Member? IGN Prime Members get early access to the Closed Beta. Redeem your key by August 9th. http://ow.ly/cNTV0

IGN prime members can now get into the beta, cheaper way of doing it.

I'd rather just buy a founder's pack then give IGN money.   :awesome_for_real:

A-fuckin'-men.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 07, 2012, 02:50:28 PM
Gets, are you playing with the Goons?


Title: Re: Mechwarrior Online
Post by: Amaron on August 07, 2012, 07:44:12 PM
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Due to recent overwhelming demand, the Founder's Program will continue to be made available beyond August 7th. Cut-off timing for the Founder's Program offer will be announced at a later date.

Guess they didn't sell enough founder packs yet  :oh_i_see:

I believe my avatar explains everything here.


Title: Re: Mechwarrior Online
Post by: 5150 on August 08, 2012, 04:31:34 AM
I fear I may yet upgrade to the $120 package now that they have essentially enabled you to spread the payments.

My reservations are that for double the money you are only really getting 3 more mechs (ok and an extra month of premium) since the in game currancy stays the same ($80 worth) and none of remaining 3 mechs (i.e. not the Atlas) are on my shopping list.

What would swing me firmly into the upgrade camp is knowing how much repairs will cost, as having other 'free' mechs would allow you to keep playing/earning in the even you cant afford to repair your 'main' mech. But I find it hard to imagine the system will let you bankrupt yourself with a string of heavy losses (or maybe the presence of a cash shop means it will.......)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2012, 04:37:34 AM
Aye, it'd be interesting to know how they intend to manage that.

I guess having the mech repair naturally over time would work. 

How does the Tanks game do it ?


Title: Re: Mechwarrior Online
Post by: angry.bob on August 08, 2012, 04:47:27 AM
Aye, it'd be interesting to know how they intend to manage that.

I guess having the mech repair naturally over time would work.  

How does the Tanks game do it ?


Each tank has a repair cost per hitpoint of damage done to it. You don't have to repair it to use it in another match unless it's destroyed, but it keps all the damage it had. So X ammount of damage = X ammount of credits, no free healing over time. Lower levels you pretty much always make enough to cover repairseach map, even if the tank is destroyed. High levels that seems to flip unless you kill a couple tanks in the match.Premium accounts make more money each match so they cover repairs more easily.
At least That's how it appears to work, I've never bothered to hunt up the official system rules.


Title: Re: Mechwarrior Online
Post by: Merusk on August 08, 2012, 04:50:20 AM
The following is how it plays out on a free account:

Lower-tier tanks are almost always earners.  You play a game, even if you don't shoot anyone and get blown-up you come out ahead.  (Maybe only like 200 credits, but you're still ahead)  That only covers like tier 1 & 2 though.

About tier 3/4 this changes and you have to actually hit things to make money.  Repair costs still don't exceed income if you get blown-up.

This changes again at about tier 7/8.  You have to stay alive and make good shots to make money.  Repair costs if you're blown-up are likely going to cause a loss unless you've killed 2-3 other tanks before then.  It's likely a wash in that case, unless you used more than 2 shells per kill.

I'm not in to tier 9/ 10 yet.  I hear those are always losses in income unless you dominate by not blowing-up and are good at damaging shots.

On a premium (sub) account, I understand you're almost always earning.  Unless you're in the upper tiers, fire a bunch of shots that hit nothing and then get blown-up.

Premium tanks (cash money, not in-game xp and credits) are always earners.   You have to really TRY to lose money in them.   Terrible as I am, I make 20-30k per match even if I don't blow up any other tanks.


Now, I've heard some guys complain that they're broke and on their last tank so if they don't make any money they're fucked.  No idea how that can happen and they were likely just trolling.  

If it does happen, though, you can always sell one of your upper level tanks and buy a lower-tier tank to earn some credits.    My tier 8s only cost 9k to repair if blown-up.  However, if you suck SO BAD that you've run out of money.. you might want to reconsider playing at that upper tier.

Failing any of that you can convert Gold (real money currency) into credits at a rate of 1:400.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2012, 04:56:06 AM
Interesting.

Given all that information, it seems logical to suggest that they'll probably do the same for MWO with the possibility that people who utterly, utterly suck might eventually be stuck in a bright Red Jenner.

The thing is though, Mech's aren't quite the same analogy here since the MWO Guys are adamant that they want every mech to be a participant and that there's no such thing as a 'best' mech.  I suspect even if that's true there's going to be a world of difference between 'cheap' and 'expensive' mechs.

Fuck it, I'll be in my modified Dragon if anyone wants me anyway.


Title: Re: Mechwarrior Online
Post by: Merusk on August 08, 2012, 05:12:20 AM
Yeah, I suspect that there's not going to be a way to lose money here and its going to be relatively unimportant.  Without the tier system to the mechs, there's no way to introduce a real money sink without disenfranchising free players who aren't great at the game.

Then again, money is pretty pointless in WOT, too, once you have the tanks you really want to drive.  Can't discuss more without going in to :nda: stuff on MWO.


Title: Re: Mechwarrior Online
Post by: Kageru on August 08, 2012, 05:32:07 AM

It's a good model as well because it means people playing their "credit earner" tanks are available to be cannon fodder for purchased / higher tier tanks which makes games fill quicker (especially in the mid-tiers). I would think any f2p game would be looking at WoT carefully, because their model works.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2012, 06:09:25 AM
One big difference between World of Tanks and Mechwarrior is that in MWO outside of paintjobs there won't be anything you can't buy with the in-game currency. Real money are only a way to speed up the process of purchasing stuff, but they stated multiple times there won't be anything outside maybe vanity items that won't be available to the people who are playing for free.

Now how is that going to earn them money if they don't find a moneysink is beyond me. I mean, for example, with the Premium account you earn 50% more money every match, and if you use a founder mech you earn another 25% with that specific mech. It's not too hard to imagine that the founders will all be pretty disgustingly rich in a couple of months unless the repair costs get really, really steep. Which would be another problem in itself.

I don't think they will introduce expensive mechs per se. All 'mechs are viable and have a role and battles are not tiered as in World of Tanks, but they certainly have to put in different repair costs, as some sort of risk vs. reward mechanism for the "bigger" 'mechs. Also, I would bet on Community Warfare (The faction controllable Planets) being available only to Premium users (like they did in Global Agenda) even though they said nothing about it yet.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2012, 06:23:18 AM
Clans are already invading the Periphery.

Just start putting Clan Equipment on an AH.  Instant Money Sink and total Fucking Disaster for your game short term.  Even though the Clans are inevitably coming.


Title: Re: Mechwarrior Online
Post by: Gets on August 08, 2012, 06:55:46 AM
Converting tank gold into credits in WoT is a bad idea, since premium tanks and premium account gets you way more of dat flippin' tank silver. However playing your mechs to get credits for upgrades in MWO is a bad idea when you can just buy an Atlas, strip the XL 300 engine and sell it for credits to buy ~more lazers~ for your Lunchback and Lawesome. Since the earning power of Founder's stuff just got boosted into crazy six digit ranges I'm worried about the Week 1 power creep that will happen after launch, since most of the people picked the Founder's Atlas.


Title: Re: Mechwarrior Online
Post by: 5150 on August 08, 2012, 08:14:05 AM
I can see me wanting alot of different Mechs (I think its a given that they wont be able to add them fast enough) and while you appear to also be able to buy Mechs with c-bills (I like this but I question the business sence of it) I'm still expecting additional mech slots to be real money only purchases.

Does anyone know what the in game year actually is anyway? Clan invasion was somewhere around 3050 and the losttech started coming back around 3035 onwards


Title: Re: Mechwarrior Online
Post by: Merusk on August 08, 2012, 08:58:19 AM
Gets, by no means did I mean to imply that gold-> credits was a good idea.   I just wanted to state there's definitely a 'last resort' option if you're truly and totally broke with no hope of repairing your tanks.

You do touch on something I was concerned about in terms of modules for MWO that WOT doesn't have because tank parts aren't 100% swappable.   In WOT you can't take a 100mm gun off a SU-100 and slap it on your KV-2.  The game system being based on real equipment recognizes that the mounts are all different and the gun itself is modified to fit in the different turrets.

MW, being game based, doesn't take this approach.  A medium-laser is a ML and fits on any mech. Same for machine guns, large lasers, ppcs, etc.  More reality-based then you wouldn't be mounting the same PPC that's on a Catapult to an Atlas.  They're two totally different bracket and mounting styles. This would be a gold-sink opportunity that the greater game system rules don't allow.

Unless mechs are priced greater than the sum of their parts, you're going to save more money buying the mech with the parts you want and stripping them out than you will buying individual components.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 08, 2012, 09:57:36 AM
I can see me wanting alot of different Mechs (I think its a given that they wont be able to add them fast enough) and while you appear to also be able to buy Mechs with c-bills (I like this but I question the business sence of it) I'm still expecting additional mech slots to be real money only purchases.

Does anyone know what the in game year actually is anyway? Clan invasion was somewhere around 3050 and the losttech started coming back around 3035 onwards
I think it's a great idea.  Patient people will use C-Bills for purchasing, but plenty of people will flat out buy 'mechs.  Plus the special 'mechs which give a reward boost will only be purchasable with money.

It is August 8, 3049 in game.  It tracks day-by-day.  The Periphery is getting hit right now, but none of the Inner Sphere gives enough of a damn to even notice.  The Oh Shit factor should start increasing soon though.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2012, 10:23:43 AM
I love the day-by-day thing. I just hope it won't bite them in the ass. From a certain perspective, canon and canon enforcers are more draconic than any publisher could ever be when it comes to strict deadlines.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2012, 10:56:45 AM
Poor Phelan.


Title: Re: Mechwarrior Online
Post by: Tmon on August 09, 2012, 08:28:59 AM

If it does happen, though, you can always sell one of your upper level tanks and buy a lower-tier tank to earn some credits.    My tier 8s only cost 9k to repair if blown-up.  However, if you suck SO BAD that you've run out of money.. you might want to reconsider playing at that upper tier.

Failing any of that you can convert Gold (real money currency) into credits at a rate of 1:400.

You can always get a stock tier 1 for 0 credits but it would be a long slog to earn enough to repair a completely destroyed tier 10.  It seems like in a standard account tier 6 is the cutoff for making money consistently, in tier 7+ the ammo costs start to eat you up especially if you miss/bounce a lot.  For a premium account tier 8/9 seems to be the place where you start to break even and tier 10 is almost always a loss.  I've had strings of losses in standard (I tend to only play premium when I know I'm not traveling for a month) with my tier 9/10s that have cost over 100k credits, but thanks to owning a bunch of premium tanks I've never come close to being broke.   

Also, you do have to completely repair a tank before you can go into battle with it.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 09, 2012, 09:04:41 AM
God I love Cryengine3.  If they had more support I'd play with it more.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 11, 2012, 09:09:09 AM
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ISN News Flash


by Inner Sphere News Aug 11, 2012 9:00 AM PDT
Sat. Aug 11, 3049: After the successful test of its Arrow artillery system last year, Confederation unveils the CPLT-C3 Catapult.

 :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Merusk on August 11, 2012, 02:52:39 PM
Not being a mech geek, can anyone explain the awesomeness to me?  How is that missile system different from the standard 10,/20 volley system on the catapults?  I read a mech wiki and still don't get it.


Title: Re: Mechwarrior Online
Post by: Goreschach on August 11, 2012, 03:07:03 PM
Not being a mech geek, can anyone explain the awesomeness to me?  How is that missile system different from the standard 10,/20 volley system on the catapults?  I read a mech wiki and still don't get it.

It's basically a cruise missile. According to tabletop it should be immune to ams, shoot across the entire map and never miss.


Title: Re: Mechwarrior Online
Post by: Lightstalker on August 11, 2012, 04:21:26 PM
Mech Based Artillery.  http://www.sarna.net/wiki/Arrow_IV_Artillery  It'll shoot across 9 map boards (the standard map was 17 hexes long and the longest range conventional weapon was 24/27 hexes depending on what year you are playing).  It deals damage to the target Hex and all surrounding Hexes.  Since you are targeting a hex 60m a side it doesn't miss and deals its damage to all units in the target and splash hexes.  The damage is a modest 20/10 (In Target / Neighboring Hex), but the lack of return fire and single hit location was pretty significant for the time.  I seem to remember the artillery rules having time of flight, which would make the guided missile superior to the shell based cannon (Long Tom and Sniper) based artillery, which could also be Mech based so long as you were already jumping the shark with Mech based Artillery.

You could probably do more with a rock dropped from orbit, but you know, giant robots.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 11, 2012, 06:12:12 PM
The main thing was that it could serve as 'mech-mounted artillery, or as a long-range AC-20.


Title: Re: Mechwarrior Online
Post by: Amaron on August 11, 2012, 08:37:40 PM
Why are they running that feed before release?  I thought the game updates were supposed to be tied to it in some way?


Title: Re: Mechwarrior Online
Post by: Lightstalker on August 11, 2012, 09:51:04 PM
Game timeline advances through the Battletech storyline day by day 1:1 to real time.  So by starting in 3049 we know the Clans have already started hitting the periphery and will be doing so openly in about a year.  Some days are just slow news days...

As to why they'd start it before release...  Who knows?  They could have started it anywhere between 2750-3060 and they chose 3049 and they chose to start the feed a while ago (actually the feed has been running for 9 months).  Some of what it does do is start to put the factions in the game into context for those who aren't Battletech Trivia Masters.  If there was more to the updates I'd say it could build interest in the game, but the updates have been underwhelming thus far.  I keep expecting there to be something more than the, often single line, brief blurb.


Title: Re: Mechwarrior Online
Post by: Simond on August 12, 2012, 02:29:41 AM
Quote
ISN News Flash


by Inner Sphere News Aug 11, 2012 9:00 AM PDT
Sat. Aug 11, 3049: After the successful test of its Arrow artillery system last year, Confederation unveils the CPLT-C3 Catapult.

 :awesome_for_real:
Well, that makes fighting the Clanners a little easier then. 3xArrowpults + 1xTAGRaven.


Title: Re: Mechwarrior Online
Post by: Fordel on August 12, 2012, 07:58:57 PM
The Arrow system was almost always banned in every ladder/league I played in Mech2, it was just such a ridiculous system in the actual video game. Basically any map that wasn't a city map, meant 1-4 of your lance was dead before you ever got into weapons range.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 12, 2012, 11:05:06 PM
The Arrow system was almost always banned in every ladder/league I played in Mech2, it was just such a ridiculous system in the actual video game. Basically any map that wasn't a city map, meant 1-4 of your lance was dead before you ever got into weapons range.

Arty in tabletop play is also largely forbidden unless you're running with Battlespace, Aerotech, and/or Citytech.  You just simply can't properly balance the game without air supp. or ground troops.   It makes sense since in "reality" the Mechwarrior aspect is only a small slice of the total cost of war in the Inner Sphere... so you're essentially only simulating that piece of it.  Injecting arty willy-nilly is therefore kinda stupid w/o injecting a lot of other stuff as well.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 13, 2012, 08:04:44 AM
Yeah.  I don't think I ever had it in my game.  If I was going to use it, it'd be for dramatic effect.


Title: Re: Mechwarrior Online
Post by: 5150 on August 13, 2012, 11:26:29 AM
I was hoping they'd add it but I'd put it on a Stalker


Title: Re: Mechwarrior Online
Post by: Shannow on August 13, 2012, 11:33:15 AM
Clan tech will make this game bad enough.

I can dream that one day they'll have a 3025 tech-only server.



Title: Re: Mechwarrior Online
Post by: Ironwood on August 13, 2012, 12:09:43 PM
You know, judging by the play at the moment, it's no wonder the Clans ripped through the Inner Sphere like ripe fruit through a short grannie.



Title: Re: Mechwarrior Online
Post by: HaemishM on August 13, 2012, 12:21:07 PM
Inner Sphere was made up of PUGs?  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Shannow on August 13, 2012, 12:24:19 PM
Redacted


Title: Re: Mechwarrior Online
Post by: Merusk on August 13, 2012, 12:47:58 PM
I've never seen so many people unwilling to learn from the mistakes they made in previous encounters. 

"Alphastrike, HOOOOOOOOOOOOO" 

"I can totally take on those 2 jenners by myself!"

"Atlas? Dude he's mine!"

"Why shouldn't I stop out in the open again?"



Title: Re: Mechwarrior Online
Post by: Ironwood on August 13, 2012, 01:10:41 PM
Once the NDA goes down, remind me to tell you all about the Last March of the Awesomes.

Some strange tactics going on.  I suspect a LOT of changes in future.


Title: Re: Mechwarrior Online
Post by: Trippy on August 13, 2012, 01:45:57 PM
Those of you covered by the NDA read this: http://forums.f13.net/index.php?topic=13793.0




Title: Re: Mechwarrior Online
Post by: Kageru on August 14, 2012, 12:33:52 AM
I've never seen so many people unwilling to learn from the mistakes they made in previous encounters. 

If the design assumed anything than a mosh-pit at the point of contact it was wildly optimistic.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 14, 2012, 09:55:54 AM
Has anyone heard anything about possible "Death from above," "melee (and the weapons)," or "grappling" in the game??  I see no indications... kinda sad if they can't put in it.


Title: Re: Mechwarrior Online
Post by: Trippy on August 14, 2012, 10:10:06 AM
Has anyone heard anything about possible "Death from above,"
Whoa, MW1 flashbacks.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 14, 2012, 11:13:58 AM
Has anyone heard anything about possible "Death from above," "melee (and the weapons)," or "grappling" in the game??  I see no indications... kinda sad if they can't put in it.

From the videos that they have already shown us, we can see collision detection and falling over, jump jets and the Devs have confirmed that you take leg damage from falling heights.

Make of that what you will.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 14, 2012, 11:16:53 AM
Has anyone heard anything about possible "Death from above,"
Whoa, MW1 flashbacks.


Well, they have falling damage.  Just not sure if there's collision-based damage.  Put the two together and voila, death from above.  Add a giant axe to the mix and  :drill:
In long tabletop matches it's almost always smarter to save ammo and just pound a disabled mech into dust with your hand.

Aaaannd, I just answered my own question. Taken from mwomercs:
Quote
So far, physical attacks are in. BUT, those physical attacks are limited to Ramming, and Death From Above  . There's even a pilot skill that will be implemented that reduces the damage to you from a DFA attack.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 14, 2012, 11:39:39 AM
Has anyone heard anything about possible "Death from above,"

Ask The Devs 6 - Answers! (http://mwomercs.com/forums/topic/12849-ask-the-devs-6-answers/)
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Q: Are jumpjet mechs "Death From Above" tactics included in the game design yet? Keyword searches and reading through the posted material, I've so far failed to find discussion on the topic. I doubt it has been overlooked so it's probably just a lack of discovery on my part. [Jaxwen]
A: Death From Above is planned, yes. [GARTH]


Title: Re: Mechwarrior Online
Post by: MahrinSkel on August 14, 2012, 02:57:31 PM
My fondest memory from the AOL game was a match where my own lance turned on me at the beginning.  After killing a "friendly" medium (Shadowhawk) heavy (Catapult) and assault (Stalker) with my Wasp, the enemy lance started turning up.  I killed the first one (Locust) quickly (bullseye back shot on the narrow sliver you could see from the side), but the second (Jenner) took out my left leg before I head-shotted him and the third burned off the last of my lasers.  I was jumping up and down one-legged on his prone Awesome's chest when the enemy Atlas finally came within AC20 range and splattered me across the landscape.

Good times....

--Dave


Title: Re: Mechwarrior Online
Post by: Ghambit on August 14, 2012, 09:15:13 PM
My fond memories are kiting with imba LRMs and infinite ammo.   :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 16, 2012, 01:13:19 AM
Violent Combat Robots (http://www.youtube.com/watch?v=GZUeiuMOjt8)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 16, 2012, 02:34:35 PM
Hunchback - MechWarrior Online: Founders Program Video (http://uk.gamespot.com/mechwarrior-online/videos/hunchback-mechwarrior-online-founders-program-video-6391903/)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 19, 2012, 12:52:10 PM
 :tantrum:


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 19, 2012, 01:15:57 PM
 :nda:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 19, 2012, 03:16:06 PM
Nothing to do with that.

Just annoyed that we still don't have the full Mech line up.

What the hell is taking them so long for the last one ?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 19, 2012, 03:20:36 PM
Trippy is going to bang some heads.


Title: Re: Mechwarrior Online
Post by: Evildrider on August 19, 2012, 04:21:14 PM
Nothing to bang heads about the mechs are released on the website.  He's talking about the Mech 16 that everyone has been waiting for.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 20, 2012, 03:01:29 AM
Yup, I am.  I actually don't understand what could cause the holdup.

Did I mention how impressed I've been with the general artwork and 'mechiness' that they've managed thus far ?  Take a look at the lineup and then go to Sarna and have a look at the Fasa Artwork.  The Trebuchet in particular is one I really, really, really want to drive given the pics and then I look at the old artwork and think 'Christ, that's ugly.'

I think they really did well in that respect.  Really builds buzz.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on August 21, 2012, 12:10:43 AM
This space intentionally left blank


Title: Re: Mechwarrior Online
Post by: Trippy on August 21, 2012, 12:33:12 AM
Stop it.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 21, 2012, 05:53:12 PM
From an e-mail: 
Quote
On that note, we are also today announcing that the Founder’s Program will close on Thursday, September 6th. This is your last remaining period of time to pick up some exclusive MechWarrior Online goodies, since these will NEVER go on sale again!

So, September 6 is the new Founder's cut-off date.  That likely means Open Beta is soon.


Title: Re: Mechwarrior Online
Post by: Kitsune on August 21, 2012, 06:39:20 PM
I have doubts as to the readiness of the game for open betaness in two weeks.  Especially for a F2P game where open beta is usually synonymous with going gold.


Title: Re: Mechwarrior Online
Post by: Merusk on August 21, 2012, 06:50:45 PM
No comment.

<windows7 bluescreen here>


Title: Re: Mechwarrior Online
Post by: Evildrider on August 21, 2012, 07:21:57 PM
I think if Open Beta comes it won't be til the end of Sept. at the earliest.


Title: Re: Mechwarrior Online
Post by: Amaron on August 22, 2012, 07:09:17 AM
I have doubts as to the readiness of the game for open betaness in two weeks. 

Why do you think it's coming in two weeks?


Title: Re: Mechwarrior Online
Post by: Kitsune on August 22, 2012, 12:31:43 PM
The date of the end of the founder's offer.


Title: Re: Mechwarrior Online
Post by: Amaron on August 22, 2012, 01:03:07 PM
The date of the end of the founder's offer.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Kitsune on August 22, 2012, 03:56:49 PM
Well, true.  I should have said the current end date of the founder's offer before they extend it for the last time honest for reals.


Title: Re: Mechwarrior Online
Post by: satael on August 23, 2012, 01:35:11 AM
http://www.tentonhammer.com/interviews/mech-warrior-online (http://www.tentonhammer.com/interviews/mech-warrior-online)
"We’ll have four maps at launch – Frozen City, Forest, Caustic Valley and one environment we still haven’t revealed yet but one I know fans will be dying to play on once they know it’s in the game at launch."

So anyone in beta can probably make an educated guess by the number of maps they'll have at launch on how soon it will be...  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 23, 2012, 02:44:28 AM
The Typo with the year is stupid.  Someone ought to fix that.

The article really makes it sound like this one's going to be very, very sparse on launch with the mere hope that it can build out.

Hmmm.


Title: Re: Mechwarrior Online
Post by: Goreschach on August 23, 2012, 04:26:27 AM
http://www.tentonhammer.com/interviews/mech-warrior-online (http://www.tentonhammer.com/interviews/mech-warrior-online)
"We’ll have four maps at launch – Frozen City, Forest, Caustic Valley and one environment we still haven’t revealed yet but one I know fans will be dying to play on once they know it’s in the game at launch."

So anyone in beta can probably make an educated guess by the number of maps they'll have at launch on how soon it will be...  :oh_i_see:

Oh dear.


Title: Re: Mechwarrior Online
Post by: Tmon on August 23, 2012, 06:51:46 AM
So far I haven't really seen anything that makes me want to pay for a founders package.  I very well might play it when it goes live but so far the info they've released about the state of the game is kind of underwhelming.  I admit that WoT kind of spoiled me with almost 9 months of Beta access and launching with 6 maps and 3 fairly well fleshed out tank trees to explore.  It was a nice touch that they didn't actually sell preorders until they had been in open beta with the launch features and tanks for a month or so.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 23, 2012, 07:04:53 AM
The Founder's 'mechs do give a little boost, but they're not unique beyond the paint job.  Every one will be available as a regular model, and likely their cash shop will have mechanically equivalent c-bill boosting ones and then some available.  (Honestly, of the announced 'mechs, all the Founder's ones are my least favorite of their weight classes.)

The only reasons to get the Founder packages are to get access now and to support a tiny company making a 'Mechwarrior game.  If neither interests you, wait for Open Beta.


Title: Re: Mechwarrior Online
Post by: Tmon on August 23, 2012, 07:07:15 AM
Yeah, although I do know folks who have gotten beta invites without buying so there's a chance to get in and test drive before buying anything.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 23, 2012, 01:17:40 PM
Yeah, I'm given to understand that a LOT of beta applicants who haven't paid are now in.  Which is nice.

I'm not entirely sure why people would pay for the founders mechs.  It really seems to be just a paint job.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 23, 2012, 03:54:01 PM
Well, they do give 'MechBux and months of premium membership.  The Legendary package is probably the weakest deal of the three considering, but still gives a little something extra.


Title: Re: Mechwarrior Online
Post by: Merusk on August 23, 2012, 03:58:11 PM
Well, that's all dependent on how much you like the founders mechs or not.  The reasons to like or dislike them, however, we can't really discuss as the full specs of the mechs aren't public are they?


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 23, 2012, 06:01:03 PM
Dunno.  I'm not planning on doing so.


Title: Re: Mechwarrior Online
Post by: Merusk on August 23, 2012, 06:05:20 PM
It was a serious inquiry not a snarky talking-down.  :heart:  I don't know how much of the info about them is public.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on August 23, 2012, 07:03:12 PM
I really wish I could afford the Founder's Pack, both to have the pretty badge and to show my support.  But $120 is about double the max I'm allowed to spend in one go on a game, and I'm still trying to recover brownie point after the last video card upgrade to play Tribes went horribly wrong (fried the motherboard, wound up costing about $250 extra to get a working game machine again).


Title: Re: Mechwarrior Online
Post by: Llyse on August 23, 2012, 08:56:32 PM
Well, they do give 'MechBux and months of premium membership.  The Legendary package is probably the weakest deal of the three considering, but still gives a little something extra.

Yeah, I went Legendary to support what they're doing but if you're really pinching pennies wait for Free play.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 24, 2012, 01:16:33 AM
Mechwarrior Online River City Trailer (http://www.gametrailers.com/videos/z657yy/mechwarrior-online-exclusive-river-city-trailer)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 24, 2012, 01:32:54 AM
Well, they do give 'MechBux and months of premium membership.  The Legendary package is probably the weakest deal of the three considering, but still gives a little something extra.

Yeah, I get that, but it's not reallllly the draw there, is it ?  And I don't find the draw that compelling.

And, no, I don't think details of Mech Specs are actually public yet, considering they're not even private.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on August 24, 2012, 05:09:42 AM
And, no, I don't think details of Mech Specs are actually public yet, considering they're not even private.

 :why_so_serious:

Wut? 


Title: Re: Mechwarrior Online
Post by: Ghambit on August 24, 2012, 05:39:20 AM
And, no, I don't think details of Mech Specs are actually public yet, considering they're not even private.

 :why_so_serious:

Wut? 

Mech specs are indeed private if you know where to look.   :awesome_for_real:  But smart not to make them public as I'm sure they're probably not even slightly set-in-stone.
As for those people whining about Founders costs.  Hey, you had your chance with IGN to get into the beta for the price of an expensive latte.  Love/hate IGN who cares.  It's Battletech.  There's a beta.  Nuff said.  Cancel the sub. after you get in.

I didn't do Founders because they couldn't be arsed to come up with a solid revenue model before asking for my money; for an F2P game nonetheless.  Obviously the real cost of the game will be in repairing your Mech, but that realization is only apparent after much deliberation inside forums.  And then good luck figuring out how evil they'll be with the repair costs.  For all we know $1 could last a week for repairs for your average skill level pilot.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 24, 2012, 06:25:14 AM
It was a serious inquiry not a snarky talking-down.  :heart:  I don't know how much of the info about them is public.
I don't either.  And since I did buy the Founder's pack, I'm erring on the side of caution.

The models conform to actual designations, so they can be looked up for a stock configuration, but I simply can't go into any more detail than that.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 24, 2012, 06:28:35 AM
I didn't do Founders because they couldn't be arsed to come up with a solid revenue model before asking for my money; for an F2P game nonetheless.  Obviously the real cost of the game will be in repairing your Mech, but that realization is only apparent after much deliberation inside forums.  And then good luck figuring out how evil they'll be with the repair costs.  For all we know $1 could last a week for repairs for your average skill level pilot.
That's... interesting... speculation on your part.  I would wager there are several ways to encourage transactions.


Title: Re: Mechwarrior Online
Post by: Merusk on August 24, 2012, 06:35:39 AM
If they link repair costs to the Cash funds they'll kill the game.  Simple as that.  If I had to pay gold to repair my tank in WOT I simply wouldn't play the game.

They have other ways to inecntivize the RMT transactions they'll need to maintain and expand the game.


Title: Re: Mechwarrior Online
Post by: Tmon on August 24, 2012, 07:54:30 AM
The WoT model should work for them fairly well, charge gold for enhanced credit and xp gain, sell premium mechs that earn in game cash at a better rate, charge gold for special paint jobs and other cosmetic things and charge for more slots in the mech barn or whatever it's called.


Title: Re: Mechwarrior Online
Post by: Kitsune on August 24, 2012, 08:55:53 AM
The founder mechs are just stock versions of the Jenner, Hunchback, Catapult, and Atlas.  Exact same loadout as the wargame mechs.  So it's not like their stats are :nda:


Title: Re: Mechwarrior Online
Post by: Shannow on August 24, 2012, 09:17:19 AM
4 maps on open beta or live? Or is it the same thing? They must be hard up for cash if all they can manage is 4 maps.


Title: Re: Mechwarrior Online
Post by: Merusk on August 24, 2012, 09:47:59 AM
4 maps on open beta or live? Or is it the same thing? They must be hard up for cash if all they can manage is 4 maps.

Look at the maps in the gameplay vids.  They're handcrafting too much of them and putting way too much detail in to the terrain instead of realizing they're just backdrops.  Nobody's going to ooh and ahh over the generic building they're hiding behind to avoid those PPC shots.

The WOT maps are fairly easy to crank out as they seem more procedural and don't stick all these set pieces in the way.  It's probably also why the WOT maps can have destructible terrain and the MWO maps don't.. nary a single tree is ever felled by a walking mech or a hail of missiles.

The founder mechs are just stock versions of the Jenner, Hunchback, Catapult, and Atlas.  Exact same loadout as the wargame mechs.  So it's not like their stats are :nda:

Right then:  As far as founders mechs go then; I can see owning all of them via Legendary because the mechs are pretty flexible. Hunchback comes with an AC20 and med lasers but 3 ballistic hardpoints.  Easy enough to drop the monster cannon for some smaller variants.  While you're stuck with an initial loadout until you earn credits that's no different than WOT; the question is just how long it'll take grinding to get the parts for the loadout you want.  The credit boost is a bonus to me.

The Catapult would be the only one I'd be disappointed with since you're getting stock missiles vs energy weapons. But it's got 4 energy hardpoints so you can swap in some harder-hitting stuff instead of the missile launchers and just fill the ears with heatsinks I suppose.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 24, 2012, 10:59:09 AM
I didn't do Founders because they couldn't be arsed to come up with a solid revenue model before asking for my money; for an F2P game nonetheless.  Obviously the real cost of the game will be in repairing your Mech, but that realization is only apparent after much deliberation inside forums.  And then good luck figuring out how evil they'll be with the repair costs.  For all we know $1 could last a week for repairs for your average skill level pilot.
That's... interesting... speculation on your part.  I would wager there are several ways to encourage transactions.

It's just logic, not speculation.  We know there's damage.  And we know it will likely cost c-bills to repair it.  C-bills are linked however indirectly to RMT, therefore damage can cost you money depending on how much and how well you play.  The rate at which non-premiums gain c-bills is also a factor.  Both of these mechanics are what will truly drive their revenue, not what color camo you decide to put on your Awesome.

They cant restrict hangar size dependent on RMT because if you've bought into various mechs and loadouts they cant just up and take those away because your hangar aint big enough.  So that theory is out.

4 maps on open beta or live? Or is it the same thing? They must be hard up for cash if all they can manage is 4 maps.

Look at the maps in the gameplay vids.  They're handcrafting too much of them and putting way too much detail in to the terrain instead of realizing they're just backdrops.  Nobody's going to ooh and ahh over the generic building they're hiding behind to avoid those PPC shots.

Have you ever played around with Cryengine3?  Those maps aren't hard to bake out of that toolset trust me.   If I had to guess they're just spending the majority of their time on other things.  Maybe testing too much internally?  Dunno.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 24, 2012, 11:21:04 AM
 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ghambit on August 24, 2012, 12:12:33 PM
 :grin:
Cmon 'wood.


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 24, 2012, 12:50:01 PM
Seriously I expected way more respect for the NDA than is being displayed here.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 24, 2012, 01:31:52 PM
Eh ???


Title: Re: Mechwarrior Online
Post by: Rishathra on August 24, 2012, 01:40:08 PM
As someone who is interested in MWO and who is not in the beta, I feel that I have not learned anything at all about this game from the last few posts.  The NDA is looking pretty solid from this angle.


Title: Re: Mechwarrior Online
Post by: satael on August 24, 2012, 03:27:04 PM
http://penny-arcade.com/report/editorial-article/the-incredibly-detailed-beautifully-illustrated-insanely-intricate-birth-of (http://penny-arcade.com/report/editorial-article/the-incredibly-detailed-beautifully-illustrated-insanely-intricate-birth-of)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 25, 2012, 12:54:59 AM
Christ, that's impressive stuff.  These chaps take it seriously, eh ?

I remember when my battlemaster was a small block on top of a large block with 4 other blocks.



Title: Re: Mechwarrior Online
Post by: Simond on August 25, 2012, 03:23:36 AM
Yeah, lots of the original BTech art was, to be frank, terrible.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 25, 2012, 03:59:40 AM
Have I mentioned HOW MUCH I want to drive a Trebuchet after seeing the new look ?  Only once per page, I think, but it really bears repeating.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 25, 2012, 09:43:00 AM
Seriously I expected way more respect for the NDA than is being displayed here.

Did something get moderated that I missed?  Nothing but mwomercs available info. being debated presently.


Title: Re: Mechwarrior Online
Post by: Sheepherder on August 25, 2012, 09:52:04 AM
They cant restrict hangar size dependent on RMT because if you've bought into various mechs and loadouts they cant just up and take those away because your hangar aint big enough.  So that theory is out.
(https://dl.dropbox.com/u/1143749/BuyASlot.jpg)


Title: Re: Mechwarrior Online
Post by: Amaron on August 25, 2012, 11:02:26 AM
I am curious about their payment model though.  They've stated it won't be pay2win but the WoT model is probably significantly less profitable without the pay2win parts.  Having less mechs also means less reason to be premium for XP (assuming they even require you to unlock mechs with xp).

Either way you can probably use the credits to continue to buy monthly premium like WoT.


Title: Re: Mechwarrior Online
Post by: Merusk on August 25, 2012, 11:08:47 AM
Even WOT isn't pay-to-win.  The Pre
Seriously I expected way more respect for the NDA than is being displayed here.

Did something get moderated that I missed?  Nothing but mwomercs available info. being debated presently.
miums are pumped on some level but are still mortal and all have their own weaknesses or hold-backs. 

Nope. No idea what he was talking about.

Thanks for posting that, Sheepherder.   Plus, Ghambit, they never take anything away from you. It's your choice: sell a mech/tank because you want a new one and have no more space or buy a garage slot.  Your call, not theirs.

I am curious about their payment model though.  They've stated it won't be pay2win but the WoT model is probably significantly less profitable without the pay2win parts.  Having less mechs also means less reason to be premium for XP (assuming they even require you to unlock mechs with xp).

Either way you can probably use the credits to continue to buy monthly premium like WoT.

What Pay-to-win parts of WOT? The Premium tanks?  They're not killing machines, they pop like any other tank and have flaws of their own to make up for whatever piece was pumped. They've gotten much better about balancing them over the last 6 months or so.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 25, 2012, 11:12:36 AM
They cant restrict hangar size dependent on RMT because if you've bought into various mechs and loadouts they cant just up and take those away because your hangar aint big enough.  So that theory is out.
(https://dl.dropbox.com/u/1143749/BuyASlot.jpg)

So that hangar is a one-time purchase and never goes away?  I can see that working certainly.  Some microtrans games of course charge extra (on a weekly basis) for big "warehouses" and so forth and in the end if you mismanage your inventory and dont pay for the space you lose your stuff.  They could possibly do that with MWO but they'd have keep your mech history intact I suppose so once you bought back in you'd have access to the same inventory you had beforehand.  Probably tough to code, but definitely more profitable than the one-time purchase.


Title: Re: Mechwarrior Online
Post by: Amaron on August 25, 2012, 09:49:05 PM
They could possibly do that with MWO but they'd have keep your mech history intact I suppose so once you bought back in you'd have access to the same inventory you had beforehand.  Probably tough to code, but definitely more profitable than the one-time purchase.

It wouldn't be tough to do at all.  Just code it to lock X mechs.  I can't see why they wouldn't follow the WoT model though.  The only games that really do it the other way were subscription games first.   


Title: Re: Mechwarrior Online
Post by: Sheepherder on August 25, 2012, 10:45:29 PM
Not tough at all.  It's either a linked list or an array pointing to a data class which represents a vehicle, including your customizations.  Either way, basic OO principles.

EDIT: Yes, (in WoT) buy a slot, it's yours, forever.  Wargaming are actually the cool sort of geeks.


Title: Re: Mechwarrior Online
Post by: Tmon on August 26, 2012, 12:18:39 PM
Not tough at all.  It's either a linked list or an array pointing to a data class which represents a vehicle, including your customizations.  Either way, basic OO principles.

EDIT: Yes, (in WoT) buy a slot, it's yours, forever.  Wargaming are actually the cool sort of geeks.

  I think since WoT went live I've bought something like 3 extra slots directly with the rest (currently 30ish) coming from various giveaways and tree splits.  I'm guessing that a fairly large chunk of cash comes from people converting the xp earned by elite tanks to 'free' xp in order to rush into higher tier or new tanks.  If MWO has enough depth they should be able to tap the same sort of mechanic.


Title: Re: Mechwarrior Online
Post by: Triforcer on August 26, 2012, 03:39:09 PM
I know nothing about Mechwarrior in any of its incarnations.  The videos make this look like TF2 with robots, except everyone moves at heavy or soldier speed and the time to kill is like 15 seconds of solid point-blank blasting.  I am probably missing the strategic depth somehow.


Title: Re: Mechwarrior Online
Post by: UnSub on August 26, 2012, 05:55:16 PM
I don't get it either, since this really looks like another lobby-based online shooter, just with mechs.

But: mechs.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 26, 2012, 07:44:17 PM
I know nothing about Mechwarrior in any of its incarnations.  The videos make this look like TF2 with robots, except everyone moves at heavy or soldier speed and the time to kill is like 15 seconds of solid point-blank blasting.  I am probably missing the strategic depth somehow.

You are.
The beauty of this type of gameplay is that it's slow enough to actually be tactical w/o being frenetic.   This imparts meaningful choice both in-game and before-game that you wouldn't see in a pure twitch.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on August 26, 2012, 08:38:02 PM
Yeah, you don't move very fast and you don't shoot very often, so you really have to think ahead.  Not that you don't have to be fast and accurate as well, just that there's a more measured form of situational awareness you have to cultivate, you can't blow your way out of a mistake with twitch skills.

--Dave


Title: Re: Mechwarrior Online
Post by: Falconeer on August 27, 2012, 03:39:25 AM
Also, as opposed for example to the mentioned Team Fortress or any other "lobby based shooter" the fundamental characteristic of any Battletech/Mechwarrior game is that you have multiple weapons to shoot with that cover different roles based on distance and/or other factors, and (here lies the meaningful layer of depth) you can't shoot them at will due to overheating. So you are forced to make choices, both in the building of your mech and in the actual realtime fighting.

So yeah, those videos are only meant to tease people with exploding mechs, but there's much much more than that. Even more so with the announced Community Warfare (http://mwomercs.com/news/2011/12/44-dev-blog-1-community-warfare).


Title: Re: Mechwarrior Online
Post by: Ironwood on August 27, 2012, 04:06:27 AM
Yeah, you don't move very fast and you don't shoot very often

Speak for yourself.  I am driving a 1 ton mech with 15 PPC's !!!

BEWARE THE FLEA.


Title: Re: Mechwarrior Online
Post by: Merusk on August 27, 2012, 04:47:44 AM
Also, as opposed for example to the mentioned Team Fortress or any other "lobby based shooter" the fundamental characteristic of any Battletech/Mechwarrior game is that you have multiple weapons to shoot with that cover different roles based on distance and/or other factors, and (here lies the meaningful layer of depth) you can't shoot them at will due to overheating. So you are forced to make choices, both in the building of your mech and in the actual realtime fighting.

So yeah, those videos are only meant to tease people with exploding mechs, but there's much much more than that. Even more so with the announced Community Warfare (http://mwomercs.com/news/2011/12/44-dev-blog-1-community-warfare).

Let's not forget that one-and-out vs. respawn-and-charge make the two games wildly different to begin with.   Even in World of Tanks you see the run-n-gun folks get popped pretty early, if they ever make it out of tier 2/3.


Title: Re: Mechwarrior Online
Post by: satael on August 27, 2012, 05:45:29 AM
Yeah, you don't move very fast and you don't shoot very often, so you really have to think ahead.  Not that you don't have to be fast and accurate as well, just that there's a more measured form of situational awareness you have to cultivate, you can't blow your way out of a mistake with twitch skills.

--Dave

If you think a full-speed 100 kph+ Jenner isn't twitch playing...  :grin:

(checked and there are public videos showing that so saying it isn't against NDA)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 27, 2012, 06:23:16 AM
Watching 'Meet The Jenner' makes me really wish I was young and a crack-addled, caffeine addicted squirrel.

Because it looks like you'll need to be to play one.  The bit where he jump jets over the head and lands behind to shoot him in the back.  Fuck me.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 27, 2012, 01:36:29 PM
I would strip the JJ's outta mine, throw in an XL, AMS, load up on Flamers, side torso armor, and sinks.  Instant Atlas BBQ ftw!  Beware the wolfpack.  Carry on now.   :drill:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 27, 2012, 03:10:02 PM
Tabletop flamers were always the first thing you learned not to love.  At first it was all like, hey, heat and you get to put fire counters on that bunch of trees and heat and hey and, whoo fire counters.

Then you realised you'd put something on your mech that put up heat by 3 for him and 2 for you and hurt fuck all.

And then he hit you with his fucking axe and tore off your arm and then he beat you to fucking death with it. 

Ahhhh, my old tabletop games.  What a fun childhood I had.


Title: Re: Mechwarrior Online
Post by: Ghambit on August 27, 2012, 08:16:39 PM
Yah, but flamerz!  They shoot fire!!


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 28, 2012, 08:26:10 AM
Infernos in your SRM-6 rack was where it was at.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 28, 2012, 09:00:41 AM
Yeah.  I'd be down for that.


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 28, 2012, 11:49:24 AM
Has anyone seen any questions about customizable ammo types in any of the developer interviews?


Title: Re: Mechwarrior Online
Post by: Ironwood on August 28, 2012, 01:19:48 PM
They've made it clear that as the tech improves, (both in the Inner Sphere and, you know, in their development team) they will be sticking that kind of stuff in.

I believe there's a thread somewhere where a Dev comments on changeable ammo for the LBX-10.  Don't think it's in yet, but I think they want it.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 29, 2012, 03:57:39 PM
Fan made trailer (http://www.youtube.com/watch?v=OIU-_Tx9WaA)  :awesome_for_real:

Puts to shame everything they did so far. Hire this person.


EDIT FOR FAIRNESS: Lots of fragments are from the canceled Mechwarrior 5 project and 2009 old CGI trailer.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 29, 2012, 04:18:02 PM
I was just going to post that, the official MWO twitter feed linked it.


Title: Re: Mechwarrior Online
Post by: Trippy on August 29, 2012, 04:21:37 PM
Music video-style cuts do not make for a better trailer.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 29, 2012, 04:24:34 PM
I agree, usually. It's probably that I find their offcial videos a bit anemic for what the game should be. The latest ones are better, but the River City one (which happens to be the most recent) is really weird.


Title: Re: Mechwarrior Online
Post by: Llyse on August 29, 2012, 05:04:26 PM
River City as a map though is pretty awesome  :drill:


Title: Re: Mechwarrior Online
Post by: Trippy on August 29, 2012, 05:04:50 PM
:oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 30, 2012, 02:05:26 AM
Music video-style cuts do not make for a better trailer.


I agree.  That trailer is pretty bad.  Also, Warhammer just brings pain back to the surface.

I didn't know there was a River City trailer either.   Possibly because I'm Scottish and I tend to block out the words River City just in case I end up with that shite soap opera on my youtube feed.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 30, 2012, 06:46:10 AM
All the trailers have been pretty terrible, the voice over guy they use a lot is especially bad.  The best approved videos just showed games from the start with the different weight classes, but they didn't show a full match.  The non-gameplay CGI bits should be right at the start and the end, if used at all.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on August 31, 2012, 04:06:12 PM
Gametrailers Founders Catapult Video (http://www.gametrailers.com/videos/vkz1dc/mechwarrior-online-founders-catapult-trailer)

New video.


Title: Re: Mechwarrior Online
Post by: WayAbvPar on September 05, 2012, 01:47:30 PM
Just got the email I was waiting for. Now, to clone myself so I have time to play everything...


Title: Re: Mechwarrior Online
Post by: Ghambit on September 06, 2012, 09:23:34 AM
Give your keys to other people and live vicariously through them until release.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 06, 2012, 10:07:01 AM
I can't be the only one that reads every ISN broadcast for that fateful 'Holy Shit, Strange Mechs Tearing Through Periphery' story.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 06, 2012, 10:44:59 AM
Is it me or they pushed back the timeline? Today's ISN update is something from December 13th 3048. It would make sense if you ask me, I can't really see them ready for Clans in a few months.

Also, from the latest Q & A:

Quote
Q: Will you be adding B****in' Betty? This just wouldn't be the complete MechWarrior experience without her cold yet soothing voice telling me everything that's going wrong. [Alpha One]
A: We'd be fools not to. [Garth]


Title: Re: Mechwarrior Online
Post by: Ghambit on September 06, 2012, 10:56:46 AM
Per the devlogs and content schedule it really seems as if they intend to release minus many many elements, bitchin betty being one of them... Community Warfare being the biggest one.  This would be a huge mistake if that happened.  Maybe it's time to just take a deep breath, set the ego aside, and concentrate on making a complete game.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 07, 2012, 03:28:49 PM
Founders Extension (http://mwomercs.com/forums/topic/45880-founders-extension/)
Quote
After our return from a fantastic experience at PAX Prime in Seattle, and seeing so many existing and new fans visit our booth and discover MWO truly made us proud. Over the course of the PAX event many fans let us know that outside our awesome core community (you guys) many gamers are unaware of the Founders Program offer. As a response to the emails and feedback received from our earlier Founders shutdown announcement, plus being somewhat overwhelmed by demand from PAX, we have decided to be more inclusive and extend Founders. We will announce it's ending at a later date.

Thanks again, everone!

Cheers,
The MechWarrior Online Team

Not a great surprise.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 07, 2012, 03:43:17 PM
Why don't they just admit that it's fucking Live now and you have to fucking pay for it to get you started and, above all, drop the cunting NDA ?

This is lunacy* and rather obvious lunacy* at that.  I suspect the Founders Package is going to last until the sun burns out, the heat death of the universe and they shut the servers down for good.

 :oh_i_see:



*You may if you like insert your own word.  Marketing might work.  Any word starting with a G and ending in Reed would also work.


Title: Re: Mechwarrior Online
Post by: Merusk on September 07, 2012, 03:45:52 PM
Is it me or they pushed back the timeline? Today's ISN update is something from December 13th 3048. It would make sense if you ask me, I can't really see them ready for Clans in a few months.

Also, from the latest Q & A:

Quote
Q: Will you be adding B****in' Betty? This just wouldn't be the complete MechWarrior experience without her cold yet soothing voice telling me everything that's going wrong. [Alpha One]
A: We'd be fools not to. [Garth]

I thought they stated that every beta reset would reset the clock.  When they wipe experience, credits, etc it can't be good to be dropping clans 2-3 months later just because "well the timeline started a year ago!"

Why don't they just admit that it's fucking Live now and you have to fucking pay for it to get you started and, above all, drop the cunting NDA ?

I'm sure we can all fathom just why that is; outside of the money grab.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 07, 2012, 04:14:33 PM
I can understand keeping it till just before open beta, but then you could make an argument for extending right into open beta up to just before release.  I don't approve of asking people for money with an NDA in place, but they seem to have raised an awful lot of cash by doing just that.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 08, 2012, 06:04:19 AM
BattleTech fans have been waiting eons for this game.  The last attempt was MPBT3025 and that was what, 10-15 years ago?  We're a bit crazy about the possibilities.


Title: Re: Mechwarrior Online
Post by: Amaron on September 08, 2012, 09:20:06 AM
BattleTech fans have been waiting eons for this game.  The last attempt was MPBT3025 and that was what, 10-15 years ago?  We're a bit crazy about the possibilities.

As a Battletech fan I'm still waiting for an actual RPG of some form.   World of Tanks with Mechs is a great idea, but I wouldn't call it the game I've been waiting for.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 08, 2012, 09:33:21 AM
Original Battletech had sod all to do with RPG.  I'm confused.


Title: Re: Mechwarrior Online
Post by: Ghambit on September 08, 2012, 10:19:26 AM
Original Battletech had sod all to do with RPG.  I'm confused.


When original Btech released it took all of a few hours for some geek to RPGify it; you can bet on that.  And also the 'Mechwarrior' franchise remember is based on an RPG.  Personally, I'd prefer the game was called Battletech: Online, but if they went that route they'd have to incorporate a lot more elements then just Mechs.


Title: Re: Mechwarrior Online
Post by: Amaron on September 08, 2012, 04:39:29 PM
Original Battletech had sod all to do with RPG.  I'm confused.

It's been an RPG for nearly three decades now though.  Crescent Hawk's Inception came out in 1988.  I had played tabletop a couple times before then, but that's where my love affair with the actual story began.


Title: Re: Mechwarrior Online
Post by: Ghambit on September 08, 2012, 11:26:41 PM
Why don't they just admit that it's fucking Live now and you have to fucking pay for it to get you started and, above all, drop the cunting NDA ?

This is lunacy* and rather obvious lunacy* at that.  I suspect the Founders Package is going to last until the sun burns out, the heat death of the universe and they shut the servers down for good.

 :oh_i_see:



*You may if you like insert your own word.  Marketing might work.  Any word starting with a G and ending in Reed would also work.

Bah.   :nda:
I deleted my post myself.  Dont wanna risk it.


Title: Re: Mechwarrior Online
Post by: Tmon on September 09, 2012, 07:24:10 AM
You don't have to pay to be in the beta, I received an invite a while back but I'm too busy with GW2 to bother doing anything about it.


Title: Re: Mechwarrior Online
Post by: Ghambit on September 09, 2012, 07:43:21 AM
We're coming close to the point where it may be a moral imperative to break the NDA.  They really need to lower it by next week or voluntarily disclose certain elements of the game.


Title: Re: Mechwarrior Online
Post by: Pennilenko on September 09, 2012, 08:11:04 AM
I was in beta before I bought a founders package.


Title: Re: Mechwarrior Online
Post by: Goreschach on September 09, 2012, 08:26:27 AM
We're coming close to the point where it may be a moral imperative to break the NDA.  They really need to lower it by next week or voluntarily disclose certain elements of the game.

But we have to keep following NDA's so the devs don't get mad at us and stop posting here.



Schild is still pining for Mark Jacobs to return.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 11, 2012, 04:46:42 AM
Some more preview fluff video with interview.

http://www.g4tv.com/thefeed/blog/post/727779/mechwarrior-online-gameplay-preview-from-pax-prime-2012/



Title: Re: Mechwarrior Online
Post by: Evildrider on September 18, 2012, 07:28:26 PM
So there was a screw-up and it seems anyone signed up to get into beta has been allowed in.


Title: Re: Mechwarrior Online
Post by: JWIV on September 18, 2012, 07:30:02 PM
So there was a screw-up and it seems anyone signed up to get into beta has been allowed in.

I was just coming here to post that.   They basically mass mailed a billion people saying that they needed to activate their beta invite, and as recompense, went ahead and granted it.


Title: Re: Mechwarrior Online
Post by: HaemishM on September 18, 2012, 07:33:31 PM
I got that email which said I'd already been allowed in and I was all "WUT?" So yes, I immediately signed up and am downloading it now.


Title: Re: Mechwarrior Online
Post by: Goreschach on September 18, 2012, 08:14:45 PM
I'm sure that this has nothing to do with the fact that their dlc purchases are now live.



For testing, of course.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 19, 2012, 03:08:44 AM
Quite.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 19, 2012, 03:41:15 AM
I want them to make money, for they are the only ones who can give me the Mechwarrior game I am hungry for.
Obviously they are doing all they can to get money, but that doesn't make me like them less one bit. How else are they supposed to develop this game, being indie and all?


Title: Re: Mechwarrior Online
Post by: Ironwood on September 19, 2012, 03:54:00 AM
If someone says 'give me money for good justice', that's one thing.  If someone says 'whoops, a mistake just happened that is timed so suspiciously close to the making of money' I'm a little less likely to regard it so well.

Also, this Open Beta has pretty much just become 'THE GAME' at this point and they need to stop fucking around and admit it so that some serious Buyer Beware can start happening.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 19, 2012, 03:55:10 AM
I agree that the NDA thing MAKES me like them less at this point.


Title: Re: Mechwarrior Online
Post by: 5150 on September 19, 2012, 05:03:36 AM
I await compensation for those of us who received the email but are already in the beta  :grin:


Title: Re: Mechwarrior Online
Post by: Gets on September 19, 2012, 05:38:43 AM
The more I read the beta updates and play the game the less I believe a word these guys are saying.

And the MechLabGarageDepotPlace feels more and more uncomfortable to use after each wipe I'm starting to throw in the towel.


Title: Re: Mechwarrior Online
Post by: Ghambit on September 19, 2012, 09:22:56 AM
It very well could be a sinking ship moneygrab.  They're not inspiring me to believe otherwise at this point. 


Title: Re: Mechwarrior Online
Post by: Evildrider on September 19, 2012, 10:18:05 AM
It's all a conspiracy obviously.  Also how is this any different then GW2 Opening their stores during their beta?


Title: Re: Mechwarrior Online
Post by: Falconeer on September 19, 2012, 11:11:54 AM
Jordan Weisman, creator of Battletech, interview. Part 1. (http://mwomercs.com/news/2012/09/443-jordan-weisman-interview-part-1)

Quote
Jordan Weisman Interview (Part 1)


by Piranha Games Sep 19, 2012 12:14 PM PDT
Jordan Weisman Interview – Part 1

We recently sat down with Jordan Weisman, creator of the original BattleTech and MechWarrior games, to discuss MechWarrior and video games. Check out the first half of the interview here. Be sure to check out the second half on the MechWarrior Tactics Official Site.

What gives you the most satisfaction when creating something completely new?

I love the problem solving of figuring out how to bring together the creative elements I am looking for in way which feels “right” to the audience. My favorite time of any project is the first several months when all of those essential building blocks have to be created and fit together into a structure that hopefully will stand the test of time.

How did your collaboration with Russ Bullock and Piranha Games come about?

I have had a great time working with Russ and Bryan on MechWarrior Online. They are true believers, in that they have loved Battletech since they were kids (yes I am old) and really wanted to bring it to life in a fidelity level never seen before. Their talents and enthusiasm has only been exceeded by the talent of their team to execute upon the concepts that we came up with together. It has truly been a pleasure.

What is the future of gaming?

 Well that is a wide open question - so my answers will be as broad as the question. In general I see games becoming more and more pervasive, meaning that they will be accessible to play at all times on devices that are with you at all times, and that your games and game state will available on many different devices at all times. Over the years I have seen a reduction in the play period of games from hours to minutes and I don’t think we are going back up because the flip side of being always available is that players are not forced to dedicated uninterrupted days to them.

Can you tell us a little more about Shadowrun?

No :) Only that we are working really hard on it and having a blast. We are releasing new information couple of times a month so stay tuned to http://www.harebrained-schemes.com!

Be sure to check out the second half on the MechWarrior Tactics Official Site!

Cheers,
The MechWarrior Online Team


Part 2 (http://mwtactics.com/forums/index.php?/topic/1050-jordan-weisman-interview-%E2%80%93-part-2/)

Quote

What was your inspiration to create BattleTech?

I had seen images and model kits from the Japanese shows Macross, Southern Cross, and Crusher Joe. I loved the visuals but wanted to create a story for them in which the Mechs where only machines, but machines that their pilots imbued with personality like we do with our warplanes, tanks, and even cars. I wanted to adapt these wonderful machines to setting that was born from Western tradition, in this case a retelling the Roman Successor States. And most of all, I wanted to create a game which merged the reality of tank warfare with the sci-fi/fantasy of giant suits of armor.

How do you approach the creative process when working on something new?

I start by identifying what I call the ‘primal’ fantasy that the world or game is attempting to touch on. What I mean by primal fantasies are the things that we liked to pretend we were when we were kids running around the house, but then find a more sophisticated way to tap into that inner child’s energy and enthusiasm. For Battletech the primal fantasy was knights in shining armor, but now the armor is 30 foot tall and the armor is all dented to hell because the older tech is better than the newer tech.

MechWarrior: Why giant sized robots?

Because they are COOL! See above for more details.

Can you tell us a little more about Shadowrun?

No  Only that we are working really hard on it and having a blast. We are releasing new information couple of times a month so stay tuned to www.harebrained-schemes.com!


Title: Re: Mechwarrior Online
Post by: Tmon on September 19, 2012, 11:35:09 AM
It's all a conspiracy obviously.  Also how is this any different then GW2 Opening their stores during their beta?

I don't know, except they had a launch date and no NDA.



Title: Re: Mechwarrior Online
Post by: Ghambit on September 19, 2012, 10:06:31 PM
It's all a conspiracy obviously.  Also how is this any different then GW2 Opening their stores during their beta?

I don't know, except they had a launch date and no NDA.



... and features


Title: Re: Mechwarrior Online
Post by: Ironwood on September 20, 2012, 02:46:49 AM
There's stuff here, but we can't talk about it.

That's the problem.  There's no honest discussion of what's right, what's wrong, what's in, what's out.  And, considering where they are, that's utterly wrong, particularly if you want to talk about it, you need to be under the NDA yourself and until this it needed to be paid.



Title: Re: Mechwarrior Online
Post by: UnSub on September 20, 2012, 02:56:57 AM
Sounds like a perfect storm.


Title: Re: Mechwarrior Online
Post by: Tmon on September 20, 2012, 07:17:14 AM
There's stuff here, but we can't talk about it.

That's the problem.  There's no honest discussion of what's right, what's wrong, what's in, what's out.  And, considering where they are, that's utterly wrong, particularly if you want to talk about it, you need to be under the NDA yourself and until this it needed to be paid.



In fairness they were sending a trickle of invites to folks who hadn't prepurchased, I got mine over a month ago. 


Title: Re: Mechwarrior Online
Post by: Gets on September 20, 2012, 08:11:02 AM
Things you have to pay for but can't talk about in public:

1) Drugs
2) Prostitutes
3) MechWarrior Online


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 20, 2012, 08:51:06 AM
This week I finally understood why the NDA is still in place.  They are still accepting testers, so sign up for free with a very good chance of getting in, if interested.


Title: Re: Mechwarrior Online
Post by: Engels on September 20, 2012, 10:10:33 AM
What was the game where schild basically said, "Screw it, they're doing "X" now, so they can't expect an NDA' and allowed us to talk about the game regardless?

It would seem that any game in beta that's asking you to pay in order to play the game feasibly should not also have an NDA. Maybe I'm a commie pinko liberal hippy freak tho.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 20, 2012, 10:32:12 AM
That was The Secret World and Funcom. Here, though, I am pretty sure that even if Schild gave us the go, we would probably wouldn't talk about it as some of us really want to support the developers and whatever they think is best for the health of the product. Also, don't want our beta access to be revoked.

If you want to talk or read about the game as if the NDA had been dropped, there's plenty of forums to do that and at least a couple are super-well-known. Seems like no one even think about the presence of an NDA anymore there, nor I heard of any ban given out for it (only person banned was the guy that made the video about three months ago, video that earned tons of money to Piranha Games, so uhm...).


Title: Re: Mechwarrior Online
Post by: Ironwood on September 20, 2012, 10:51:26 AM
It's not Piranha I'm worried about.

My mon Trippy don't Shiv.  You see.  He Nasty.


Balls Nasty.


Title: Re: Mechwarrior Online
Post by: Trippy on September 20, 2012, 11:27:55 AM
If schild says it's okay you'll be safe, maybe :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Evildrider on September 20, 2012, 12:23:24 PM
My MWO guild got asked by Pirahna to crack down on the members for NDA violations.  We are pretty big and some people got caught breaking the NDA.



Title: Re: Mechwarrior Online
Post by: Ingmar on September 20, 2012, 05:26:36 PM
Someone should pay to grief title Trippy with Balls Nasty.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 21, 2012, 01:59:18 AM
Private sub forum?


Title: Re: Mechwarrior Online
Post by: Trippy on September 21, 2012, 02:11:06 AM
Only if the developer or publisher gives us permission.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 21, 2012, 08:27:54 AM
I'll ask.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 21, 2012, 01:15:25 PM
Quote
If you’re a PC Gamer subscriber (or know a friend who has one), keep an eye out soon for the latest issue of PC Gamer - MechWarrior Online is featured on the cover! PC Gamer, one of the largest video game publication in North America, not only features a killer CENTURION (hard copy) or AWESOME (digital) on the cover, but also has: A great article on the game; screenshots; behind the scenes interviews with our own Bryan Ekman and Russ Bullock!

Included is a free PC Gamer Mech skin as well as a Coconut Monkey bobblehead for your cockpit! Keen eyed readers will spot a few hidden gems in the article as well.

This issue will be hitting newsstands October 9th, 2012!

Unique PCgamer skin  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Evildrider on September 21, 2012, 01:32:18 PM
Is it bad I want that coconut monkey bobblehead?


Title: Re: Mechwarrior Online
Post by: Falconeer on September 21, 2012, 01:40:32 PM
Right. With all the NDA fear, we forgot to comment on the cockpit elements!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 24, 2012, 08:03:21 AM
MechWarrior Online Beta Key Giveaway (http://www.tentonhammer.com/giveaways/mechwarrior-online-cbt)

Quote
Please note that to ensure we have enough keys to go around, you must be a registered member of Ten Ton Hammer to get a code. Not registered? It's free and easy to get your standard membership: just click here to join!

Ten Ton Hammer is firing up our jump jets for the Inner Sphere. Squad up and come join us with our latest beta key giveaway for MechWarrior Online. Click the button below for your key!

(http://i.imgur.com/52Iy4.gif)


Title: Re: Mechwarrior Online
Post by: Ironwood on September 24, 2012, 08:37:19 AM
What the hell was he thinking approaching an Atlas from the front ?


Title: Re: Mechwarrior Online
Post by: angry.bob on September 24, 2012, 09:48:01 AM
What the hell was he thinking approaching an Atlas from the front ?

"I bet I can totally solo this Atlas" seems pretty likely.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 24, 2012, 09:53:21 AM
Poor, poor Dragon.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 24, 2012, 11:29:10 AM
"He got an XL, I'm sure I can take out his left torso befo...."

Boom.


Title: Re: Mechwarrior Online
Post by: Trippy on September 24, 2012, 11:39:41 AM
What the hell was he thinking approaching an Atlas from the front ?
How do you know that's the front?


Title: Re: Mechwarrior Online
Post by: Ghambit on September 24, 2012, 02:54:36 PM
What the hell was he thinking approaching an Atlas from the front ?

"I bet I can totally solo this Atlas" seems pretty likely.

I do it all the time in a Jenner.   6 smalls, no JJs, missile def., extra sinks, max armor, and an xl.  :grin:   Beware the wolfpack.  That is all.

What the hell was he thinking approaching an Atlas from the front ?
How do you know that's the front?


Wut?  The Dragon ate like 3 heavy torso lasers.  What other direction could he be coming from?


Title: Re: Mechwarrior Online
Post by: Trippy on September 24, 2012, 03:11:47 PM
What the hell was he thinking approaching an Atlas from the front ?
How do you know that's the front?
Wut?  The Dragon ate like 3 heavy torso lasers.  What other direction could he be coming from?
Does the Atlas torso not rotate? :headscratch:


Title: Re: Mechwarrior Online
Post by: Ironwood on September 24, 2012, 03:14:10 PM
Yeah, but he took all 4 lasers, which means 2 in the chest and 2 in the arms, so he ain't that far in the turning circle.  Trust me.

Also, when I say 'The Front', I mean why does a much much faster mech not have the Atlas's ASS square in the sights.  It's really hard for an Atlas to turn and a Dragon should be running at at least 79kph.

He just done fucked up, is what I'm saying.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: UnSub on September 24, 2012, 07:30:27 PM
What the hell was he thinking approaching an Atlas from the front ?

"What's an Atlas?"


Title: Re: Mechwarrior Online
Post by: apocrypha on September 25, 2012, 12:19:27 AM
"What's an Atlas?"

The thing that will exploderize you if you approach it from the front  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Ironwood on September 25, 2012, 01:30:43 AM
Although, I've just realised that you can make out the bar at the top and he's turned to the right about 20 degrees.

Still silly on the part of the Dragon.  AC20 to the chin pistons.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 25, 2012, 01:58:22 AM
Maybe it was a failed rescue mission.



Title: Re: Mechwarrior Online
Post by: Ironwood on September 25, 2012, 01:59:34 AM
Ow, my epilepsy.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 26, 2012, 10:05:44 AM
Flea?!? (http://mwomercs.com/news/2012/09/449-battlemech-16-flea)

(http://static.mwomercs.com/img/gallery/23AA1EA65326566BC275EECDD31C0FA3.jpg)


Title: Re: Mechwarrior Online
Post by: Evildrider on September 26, 2012, 10:33:17 AM
It looks like it's a cover for the real Mech 16 that got leaked from the PC Mag.  Which from what I hear shows the Highlander.


Title: Re: Mechwarrior Online
Post by: Amaron on September 26, 2012, 04:34:50 PM
Another light mech?  That's 5 now.   :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Evildrider on September 26, 2012, 07:41:51 PM
Another light mech?  That's 5 now.   :oh_i_see:

And don't forget the Urbanmech.


Title: Re: Mechwarrior Online
Post by: Kitsune on September 26, 2012, 08:40:22 PM
Nothing wrong with the Flea, it's a decent enough light mech.  Plus probably the closest they're going to get to putting out the Locust.  Note that the redesign they've done has ditched the box on legs look of the wargame Flea and has more of the angular look of the Locust's body.  I don't think it's accidental.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on September 26, 2012, 10:21:43 PM
Nothing wrong with the Flea, it's a decent enough light mech.  Plus probably the closest they're going to get to putting out the Locust.  Note that the redesign they've done has ditched the box on legs look of the wargame Flea and has more of the angular look of the Locust's body.  I don't think it's accidental.
Yeah, the gun's shorter and the "ears" are bigger, but if that shot was captioned "Locust", I wouldn't be too surprised.

--Dave


Title: Re: Mechwarrior Online
Post by: Ironwood on September 27, 2012, 05:17:23 AM
Still sure this is a hoax.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 27, 2012, 05:38:38 AM
Ah. I didn't think about it. Wow, I really hope it's a hoax. Fuck fleas. Fuck armored segways and scooters with cannons. Give us battlemechs please.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on September 27, 2012, 05:55:42 AM
I bet it's real.


Title: Re: Mechwarrior Online
Post by: Hoax on September 27, 2012, 09:40:49 AM
It looks like it's a cover for the real Mech 16 that got leaked from the PC Mag.  Which from what I hear shows the Highlander.


Ohgodohgodohgodohgodplsplsplsyesssssssss


Title: Re: Mechwarrior Online
Post by: Ironwood on October 03, 2012, 06:11:54 AM
NDA LIFTED.

Gentlemen, start your engines.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 06:26:51 AM
Let's start from this: I absolutely love this game. Totally and completely.

Then...


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 06:31:37 AM
More than just NDA lifted. They NOW want us to advertise for them.

Quote
Posted Today, 05:00 AM
Greetings MechWarriors!

Can you take down an entire team with your Jenner? Does your Atlas annihilate the competition? We want to see it! Help us celebrate the crushing of the NDA with pictures of your own!
Show us your MechWarrior Online skills with a video or screenshot, by submitting your file to submissions@infinitegamepublishing.com and we will select our favorites to showcase on the front page! Get your skills immortalized and never let your friends forget about it.
Feel free to post your entry on Facebook, YouTube, Twitter, Reddit, etc. Spread the love!

Limit 1 entry per person.
File size limit 10MB (got a larger file? Try a file sending service)

All submissions must be made before 11:59:59 PM ET October 10th, the selected files will be posted on http://mwomercs.com on October 17th.
Be sure to send us your name, full mailing address and pilot name to be eligible.

Need screen cap software? Check out these ones below
Cam Studio : http://camstudio.org/
FRAPS : http://fraps.com/
SnapIt : http://www.digeus.com/products/snapit/snapit_screen_capture_3_5.html
PGI & IGP are not responsible for the content and software in the links above.
So hurry up and submit your entry ASAP!

Cheers,
The Mechwarrior Online Team


Title: Re: Mechwarrior Online
Post by: Tmon on October 03, 2012, 06:38:27 AM
I tried the game and quickly discovered it's not for me, glad I got into the beta without having to prepurchase.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 06:57:58 AM
Here's three screenshots from my playing session.



Title: Re: Mechwarrior Online
Post by: Ironwood on October 03, 2012, 07:19:53 AM
Man, you're going to fucking COOK on that map.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 07:37:39 AM
In other news, that someone muight have missed in the past few weeks, they added the Raven.

(https://dl.dropbox.com/u/3584773/Launcher%202012-10-03%2016-32-52-57.jpg)


Title: Re: Mechwarrior Online
Post by: Ghambit on October 03, 2012, 07:55:14 AM
Welp, I purchased a $60 Founders pack last night after having quite a few dozen hours invested in the game.  If that's any indicator.  I dunno, there's just something about big robots and blowing up shit that just makes things go so much better after grinding at work all day.  Anyways, truth be told I only got the $60 pack because I dont feel like waiting for endosteel to come out so I can get the 3rd Jenner for the elite and module unlock.  And after getting a taste of their RMT, fact is you NEED premium and you need MC or you'll be grinding quite alot if you've got aspirations of unlocking a lot of hardware.

But, if you've got patience and like to run the same rig over and over, there's really no reason to buy MC except to maybe pay for GXP transfers (yes, the d-bags now monetize the simple effort of moving mech xp to GXP - so you can spend it on something else).  I'd say after 3 hard days of quality play on a team you could easily afford a cbill mech purchase.

The game itself? Tough to find any flaws aside from missing content.  My biggest gripe is the lack of community warfare as there's only so much you can get out of simple deathmatches.  The game really needs some more strat meta.  There's not even a guild UI, so you're forced to rely on friendlist and manual grouping.  PITA.

Anyways I run almost exclusively an XL-equipped F-variant Jenner (full armor).  I plop in the 285 (instead of the 300) which buys me another ton to play with.  That extra ton gives me spammability on 4small and 2 small pulse lasers.  Sometimes I'll dump the JJ (always only equip ONE of these and no more) and swap the pulse for regular and roll with an AMS if my team needs it.  Though, lately I've been rockin the d-variant with 4smalls and an srm6 with CASE (to pretect the torso engine slot from cookoffs) and 200rnds.   The latter setup rapes if you've got good aim.

Anyways, I take out Atlas' solo in my Jenners.   :drill:   It's a bit like being infantry against a Panzer.  Sure, the panzer has beaucoup armor and guns but hey, I'm small and can pluck away at you till you die.  Actually, pretty much if you're by yourself - you're dead.  LRM Catas??  Those are the easiest prey of all.  Pick an LRM box to splurge on and BOOM - hope they had CASE.  :drill: :drill:

Which brings me back to "guilds."  If you're not on a team you will not enjoy this game and your progress will be less than half what it could be.  They attempted to remedy this by adding some goofy web-voip, but I'm not even sure anyone uses it.  I'm sure it's not free either.   :oh_i_see:   I roll with fairly hardcores, and when we've got two full lances we dont lose - EVAR.  It's glorious.  Typically we'll leave some Atlas for last, pop off all his limbs ('cept one leg of course), core his XL, and send him the repair bill for kicks.   :heart:


Title: Re: Mechwarrior Online
Post by: Merusk on October 03, 2012, 08:01:28 AM
The game has been unplayable for me for some weeks now.  I don't know exactly what the problem is, but I'll play 1-2 matches and get the blue screen of death.  That's a fucking feat in Windows 7.  It is always some sort of video or memory overflow error, and it happens most frequently on the forest map.  Tech support has been unhelpful since my crashes don't produce any sort of log.  It would have to not freeze-up Windows itself for that, y'knkow.

I know it's this game and this game only, because I've installed a few other hard-running aps that have created no problems.  Quite disappointing, really, as the game was a bit of fun.

My biggest complaint is the light mechs tend to dominate.  The fuckers are nearly as durable as heavies but you can't hit them at all.   It's nearly as bad as when Dolphin diving was a problem in Battlefield 2 and kind of ruins a lot of the fun.

On the other hand, PPC Madcat Catapult!

Oh, and what Ghambit says is true.  Don't bother if you're not in a group/ clan/ lance.  WOT is doable solo but here they've missed the mark heavily and I'm not sure why.  Maybe it's because Mechwarrior has these decades of neckbeards but it's simply no good solo unless you're really in to mechs above all else.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 08:08:36 AM
I can only think of a couple of obvious flaws: the afore mentioned absence of Community Warfare and metagame, which will be added later but it's really needed as soon as possible, and most importantly the very low performance of all ballistic weapons (Except the Gauss rifle, which is over powered since it doesn't have a minimum range penalty yet). This is mostly because of the netcode, which puts a weird delay between the time you press the trigger and the moment your weapn is fired (on top of the bullet having a travel time) but considering how hard it is to hit with anything ballistic unless your target is standing still and on top of the fact that you have limited ammunition, at the moment the game is mostly lasers and missiles which work very well and are as snappy as you'd expect from a game where you shoot stuff. I trust they will fix this by release, but as of now this stands as my biggest gripe.

EDIT: One more flaw! The UI in the mechlab and the menus is really ugly. What the hell.


Title: Re: Mechwarrior Online
Post by: Goreschach on October 03, 2012, 08:15:44 AM
Short of it is that the game could be absolutely great if they closed down and stuck it back in the oven for two more years.

But they're not going to do that. They are, and will continue to be, rushing out a buggy unfinished product the likes of which even god, and mmo's in general, have not seen.  To call this a beta would be disingenuous. What we have now is strictly an alpha, and sometimes feels more like a proof of concept prototype. The majority of the game isn't even implemented. Content is sparse. The grind is terrible. Balance is nonexistent. Most of the game feels like placeholder. And when they drop this on the public it's going to flop and die.

A shame, really. In the end it just makes me want for Mechwarrior 5.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 08:18:13 AM
if they closed down and stuck it back in the oven for two more years.

But they're not going to do that.

I am under the impression that they would if they could. But money is super tight and the only way to keep improving it is not waiting, but releasing and cashing on it. Indie is indie. Or non-major. Whatever, problem still stands.

That said, I think you are exaggerating pretty much everything.


Title: Re: Mechwarrior Online
Post by: apocrypha on October 03, 2012, 08:26:13 AM
I got into the beta a long time ago and struggled with it immensely.

Performance on my rig was atrocious, almost unplayable with frequent crashes much like yours sound Merusk. It's the only game I have that does this and my PC is no slouch - I play most games at 2560x1440 with details cranked up almost to max, but not this one.

I've was also solo the whole time, and as others have mentioned that sucks. None of my group of gaming friends seem to have any interest in this game at all apart from some Americans, which leaves me in the wrong timezone for grouping with them.

I really, really want to like this and play it but I was having such a shitty time with it that I gave up a couple of months ago and haven't gone back to it. I'll give it another try sometime and see if the performance has got any better, but overall I'm totally disappointed with the beta so far.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 03, 2012, 08:31:21 AM
I shouldn't be so hard on the solo game, because truth be told most of the time you're going up against PUGs as well.  If you layout a plan in chat before the game starts you more times than not will win the match, assuming you dont have a slew of newbs of your team.  The only other caveat being afkers.  The game has a serious flaw with dropouts before the game even starts.  Imo, if the game hasn't started there's no reason for the team to not be full.   So say at this point you'll lose maybe 60% of your pug games assuming good skill.

And who's bright idea was it to start matches even if the teams are uneven??  Bad flaw, assuming they haven't instituted tonnage balancing.  I've been on 7v8 teams wherein the team of 7 had a tonnage advantage, so I assume this is the case.  I hope?  You're still way better off having a full team than having a tonnage advantage.  A wolfpack of Jenners can pretty much take out 2 heavies easy if they're not tackling.

Gauss?  I nvr have issues with em on the receiving end because most folk cant track a moving target with em.  The delay causes issue, so I just put a lot of transversal on a gaussapult for instance and have no problem getting in tight and blowing off a limb w/o getting shot.  Now, from outside radar range the gauss owns flat out, aside from the ER PPC (which tends to splash dmg too much).  This is where learning to use your thermals is important.  See a sniperblob turned your direction??  time to duck and cover.

Performance-wise, if you dont have Win7, 8+ GB of RAM, and quad-core or better, you can't play.  The game doesnt rely on GPU much, but will bake your CPU easy.  And the textures are too complex for much less than 8GB of ram... especially with the particle-effected levels (which is like all of em.)  :oh_i_see:   It's one of the few FPS-style games coded with multi-threading in mind.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 08:32:24 AM
Sounds like they are gonna transition to the next version of the Cry engine (3.4) next tuesday, so you might want to wait for that since that's the engine they've been optimizing internally for a while now.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 03, 2012, 08:35:49 AM
Sounds like they are gonna transition to the next version of the Cry engine (3.4) next tuesday, so you might want to wait for that since that's the engine they've been optimizing internally for a while now.

Is this the one that allows dual-core users to play?  Hope so.


Title: Re: Mechwarrior Online
Post by: Merusk on October 03, 2012, 08:52:15 AM
My rig isn't the problem, it's only 10 months old, Nvidia GTX 570, i7 2600k @ 3.4ghz and 16GB Ram.  I keep drivers and OS up to date weekly.   I can definitely say it's not me, it's the game.

To be fair I just patched up (yay vacation) and gave it another go.  No crash after 2 games, which is new.  Still sucks playing anything but a light, which is not.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 03, 2012, 09:45:57 AM
I'm glad I didn't pay to get in the beta, because right now, I'm not feeling the desire to pay them for the money to buy mechs. I want to like it, but I haven't booted it up in a week, having spent more time on one game of LOL than I have in two or three play sessions of this thing.

First off, it is one of only 3 games that absolutely tries to melt my goddamn motherboard - the other two games being Total War: Napoleon and fucking Civ 5 of all things. I'm going to have to add another case fan, because my giant fuckstupid large Nvidia 460 GTX's fan blows directly into my CPU fan. The computer is otherwise is a great box except for that space issue. But on most games, it doesn't matter - a CryEngine game, however is made to flash fry silicon.

The engine itself, for all its bluster, is somewhat underwhelming. I think that's mostly due to the REAL IS BROWN, Y0! style of texturing. LOTS AND LOTS OF BROWN. Mechs look kind of terrible from far off, even in motion, and up close you are too worried about the lasers to the face instead of the pretty glowy graphics. I don't feel like what I'm saying should be taxing my motherboard temps this badly. But it does run smoothly so for that I'm happy.

The grind... FUCK ME WHAT THE HELL? I get a choice of 4 shitty style of mechs for freebies, can't customize them at fucking all, and the cheapest piece of shit light mech will take approximately 92 matches to afford with XP. Are you kidding me? I realize you want me to spend real money but dude. It's $10 for a light mech, $15 for a medium mech and I haven't even done the calculations for a heavy. The goddamn miniatures were cheaper than that. So part of the fun of the game, customizing mechs, is pretty goddamn steep to get into. That is going to turn F2P players right the fuck off. Once there isn't a steady stream of noobmeat, the wolves are going to get bored and leave. They really need to look closer at League of Legends monetization because those guys have got it just about right. At least allow some limited customization of the trial mechs.

The matchmaking is pretty alpha - uneven matches because of disco's, people just quitting, mismatch in tonnages, not really good ways to communicate before the game from within the client. The game seriously needs some work. The shooty bits aren't bad - probably the best part of the package. Solo players though, are absolute meat if the opposition has any sort of organization. Which means the noobmeat above who can only use 4 free mechs? They are going to leave REALLY RIKI TIKI QUICKIE once they see how badly they get owned and what it'll take to get a half-decent mech.

Bottom line? This game should not be charging people for anything yet.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 10:01:30 AM
and the cheapest piece of shit light mech will take approximately 92 matches to afford with XP.

This specific part is incorrect. It was "barely" like that a couple of patches ago. It's not anymore.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 03, 2012, 10:15:28 AM
Yah, it's definitely doable after maybe about 5 long nights (not in gametime) of playing until you can buy a mech with cbills.  It's really not that bad.  And of course if you go premium even better, founder better still.

Kinda dumb not buying at least a mech and a few night's premium though.  Your buy-in will be around $15 and nets a much more efficient xp/cb gain at release-time when it matters most.


Title: Re: Mechwarrior Online
Post by: Shannow on October 03, 2012, 10:58:13 AM
Don't you guys know that its beta so they are running all sorts of logging software and that's why performance is so bad! 

This is a fun little game for about an hour (and less if your without squad mates) but after that .....

It lacks 3 important things.
1. Content
2. Content
3. Content

Not enough mechs. 4?!? maps (and they are tiny at that). 1 style of gameplay and zero strategic overlay. I want to love this game so much but right now am feeling like a jilted lover. (oh the mmolg players lament)

Seriously only 4 maps  :ye_gods:


Title: Re: Mechwarrior Online
Post by: veredus on October 03, 2012, 11:04:50 AM
As someone who has never really been into Mechwarrior, after spending an evening playing this I can't see why to play this over WoT. Playing made me feel like I was stuck in a stock T1 tank in T3 or T4 matches. Just really wasn't fun. Maybe if I loved mechs I could slog through and get a better mech, but meh. Too many games that are fun right now to put up with frustrating play to find the fun.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 11:21:39 AM
Ugh. I don't see any overlapping with World of Tanks. WoT is 3rd person while MWO is 1st person. WoT has 1 weapon per tank while MWO has plenty. WoT has tiers where low tiers cannot hurt higher tiers while this doesn't exist in MWO. What else do they share outside of the fact that you drive slow vehicles made of metal?

I agree on the lack of content, specifically maps and even game modes, but most importantly the problem is the lack of Community Warfare. That said, people seem to love random bashing each other in World of Tanks, they've been doing that for ages regardless of content. So I wouldn't worry too much about that. Once you nail the gameplay (and they did) all you need to add is enough maps, gamemodes and mech and it will work fine. They already have two more maps planned before release and a few more 'mechs.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 03, 2012, 11:39:01 AM
and the cheapest piece of shit light mech will take approximately 92 matches to afford with XP.

This specific part is incorrect. It was "barely" like that a couple of patches ago. It's not anymore.

Does the lightest mech not cost 3 million cbills anymore? I haven't logged in since last week, so I could be wrong. That reminded me of the other thing - in all the matches I played, no matter how bad or good I did, no matter if the team won or not, I got 36k Cbills. That's where I got that figure from.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 11:48:23 AM
You get more money now with each match, and you get even more money based on how you perform. And cheapest 'mech is about 1.8M now.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 03, 2012, 11:58:41 AM
The game has been unplayable for me for some weeks now.  I don't know exactly what the problem is, but I'll play 1-2 matches and get the blue screen of death.

I had a weird blue screen issue last week, really serious and was totally preventing boot up.  After a lot of messing about in safe mode I tracked it down to my anti virus install going corrupt.  Was very odd though.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 03, 2012, 12:03:31 PM
As for the game itself, best game ever.

I'm really struggling to think of anything I've ever enjoyed more, elite on the bbc, doomdarks revenge on the spectrum, xcom on the amiga, ac1, uo pre trammel, CoD, hell even mario kart on the wii.  This game beats them all for me.  I think I've played well over 2000 MWO matches since I got in.


Title: Re: Mechwarrior Online
Post by: Amaron on October 03, 2012, 12:15:00 PM
I'm glad I didn't pay to get in the beta

I'm actually really happy I paid to get in.  The grind they're going to put in to monetize everything will ruin the game.  Beta was like buying a boxed copy and just enjoying it for me.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 03, 2012, 02:08:03 PM
Not likely to make their front page.

Machine Gun Bukakke (http://www.youtube.com/watch?v=MY0RHM61uuE)

(http://i.imgur.com/WMSeC.gif)

(http://i.imgur.com/pNzCK.gif)

(http://i47.tinypic.com/2qn8svd.jpg)

(http://i.minus.com/icgZI0SAlupPw.gif)


Title: Re: Mechwarrior Online
Post by: Lightstalker on October 03, 2012, 02:52:38 PM
Without shot scatter it plays very differently than the board game - and opens itself up to aim-botting with dual AC/20s for instance. 

I love it, but haven't played much recently as I've been solo and unreliable in when I can play.  Grabbing a few quick games alone really isn't that enjoyable as these maps really favor coordinated play and PUGs aren't.  Topping 1000 damage becomes quite irrelevant when you are the only person on your team landing your shots.  LRM boats are really vulnerable to being isolated by PUG teammates, leaving you the option of pure speed or super-heavy brawler like an SRM Atlas.  Community Warfare could address this with more "standing" groups to drop into and coordination between players who end up queuing with each other frequently - right now the player pool is too anonymous for coordination to develop easily.  As a solid player in a pug you can maintain 1:1 ratios and generate positive cash flow if you are careful about what Mechs you run.  In a coordinated group you'll be running 25:1 or higher and be giggling to yourselves about how bad the opposition are all the time.

They don't get to use the "We're an Indy and broke" excuse anymore, they've shifted a lot of Founders packages.  There is a laundry list of basic known issues in the interface and as others have mentioned a lot of it feels placeholder in nature.  They've got the core of a fun game, they just need to finish it quickly.  Mechlab losing track of state and not saving the right equipment, for instance, just shouldn't still be happening after this many months of running into it.  They aren't putting features in the done column, they are moving from feature to feature without ever actually finishing anything.  Just about every screen in the UI suffers from stale state display, and the messaging and grouping interface is rudimentary at best.  Second to giant robots blowing up, player to play interactions really have to be handled better.

The wild build to build variations in economy, slapdash engine limits, and "hey lets double armor" suggest they really don't have much of a plan about how to fix what they think is broken, it just feels like rookie software development getting distracted by their passion for the game.

That said, still a really fun game despite the limitations.    I'm still going to play the shit out of it, even in the current limited deathmatch setup.


Title: Re: Mechwarrior Online
Post by: Merusk on October 03, 2012, 03:23:23 PM
Yah, it's definitely doable after maybe about 5 long nights (not in gametime) of playing until you can buy a mech with cbills.  It's really not that bad.  And of course if you go premium even better, founder better still.

Kinda dumb not buying at least a mech and a few night's premium though.  Your buy-in will be around $15 and nets a much more efficient xp/cb gain at release-time when it matters most.

No, that is bad and wrong and will cause anyone picking it up just to try it out to drop.   

This gets to one of the issues I wanted to point out - the newbie experience is HORRIBAD.  Like, "fuck me, we didn't think anyone who hasn't been playing MW1-4 nonstop for the last 12 years would pick this up" bad.

There is no tutorial, no explanation of the interface, no overview of how to do things.  You are let to do this on your own.  WoT did this as well, BUT it stuck you in against other newbies.  In MWO your first game will be against players who have maxed-out piloting skills, customized mechs and possibly a clan.  It'll be as much fun as sticking a Tier 1 tank into a Tier 10 clan battle.  Nobody's going to follow-through on this shit.

It was underscored when I went to play today and my newbie mech was getting assraped by guys with pulse lasers who were chain firing while I was on heat overload after two medium laser shots.  That's not balance that's fodder for wolves, and UO taught the smart developers that sheep will drop out from that sort of bullshit.

Lacking any sort of tiering system, there's little they can do.  One fix would be to actually Tier players in queue based on their level of Xp in that mech.  At least then you're only screwed on being in a stock mech when others have customized heatsinks and weapons.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2012, 03:33:38 PM
Merusk, I am not gonna say you are wrong because as of now you are right. But it's hard not to repeat over and over that it's beta and that the matchmaking in particular is something that they stated multiple times it's going to be changed in a reasonable way before release.

Of course I want this game to succeed and if I've ever been a fanboi this is that one time, but regardless of my easy enthusiasms, this one keeps changing a lot from patch to patch, and some issues are known and being worked on.
That said, I am confident they will change the matchmaking, but at the same time I admit that it's a very noob unfriendly game and I am pretty sure THAT is not gonan change before launch.


Title: Re: Mechwarrior Online
Post by: Engels on October 03, 2012, 03:38:02 PM
The good: this game was designed by mech nerds
The bad : this game was designed by mech nerds

the end


Title: Re: Mechwarrior Online
Post by: Ghambit on October 03, 2012, 04:37:38 PM
Yah, it's definitely doable after maybe about 5 long nights (not in gametime) of playing until you can buy a mech with cbills.  It's really not that bad.  And of course if you go premium even better, founder better still.

Kinda dumb not buying at least a mech and a few night's premium though.  Your buy-in will be around $15 and nets a much more efficient xp/cb gain at release-time when it matters most.

No, that is bad and wrong and will cause anyone picking it up just to try it out to drop.  

... blah blah

The trial mechs are just there to basically get you used to piloting, etc.  If you're planning on playing regularly using a vanilla mech, that's your ass.  Especially so if you expect to pug every match.  We've had Trial mechs in our lances, but they werent pugs obviously... so yah.

You're mixing "barrier to entry" with "absolutely free to play" and blaming the studio for not making it simultaneously free and perfectly painless.  That's hard to do in a simple deathmatch game of this type.  In this sense it's no different then a non-certed newb in BF2142, etc.  And those games are $50 before double-clicking the icon.  smh

The jist of it is you need to spend some lunch money to really get off the ground running or at the least join an organized clan.  I'm not sure how they'd alter the matchmaking to appease absolutely everyone.   The one benefit though is after the initial entry-barrier there's not much else left to separate you from the veterans except some very minute piloting differences.  That $15 gets you a fully tricked out mech any way you like pretty much.  So it's not like BF3/PS2 and such where you have to essentially dump so many hours before you can even get a whiff of a capable weapon.  In MWO's case it's just sidegrades after the 1st purchase.


Title: Re: Mechwarrior Online
Post by: veredus on October 03, 2012, 08:33:44 PM
Ugh. I don't see any overlapping with World of Tanks. WoT is 3rd person while MWO is 1st person. WoT has 1 weapon per tank while MWO has plenty. WoT has tiers where low tiers cannot hurt higher tiers while this doesn't exist in MWO. What else do they share outside of the fact that you drive slow vehicles made of metal?

They both scratch the same itch for me, a slower paced session based shooter. WoT scratches it a hell of a lot better for me though. So I personally don't see the reason to power through the shitty experience of getting your ass kicked every match for several days. It just plain and simple was not fun. Maybe I'll check it out again if they ever make the newbie experience more newbie friendly.


Title: Re: Mechwarrior Online
Post by: UnSub on October 03, 2012, 11:18:53 PM
Merusk, I am not gonna say you are wrong because as of now you are right. But it's hard not to repeat over and over that it's beta and that the matchmaking in particular is something that they stated multiple times it's going to be changed in a reasonable way before release.

APB and Fury said the same thing. Fixing matchmaking ended up being sidelined on the path to launch by other issues and both titles were hurt by all the baby eating that happened as a result.


Title: Re: Mechwarrior Online
Post by: Sheepherder on October 03, 2012, 11:58:58 PM
The game has been unplayable for me for some weeks now.  I don't know exactly what the problem is, but I'll play 1-2 matches and get the blue screen of death.  That's a fucking feat in Windows 7.  It is always some sort of video or memory overflow error, and it happens most frequently on the forest map.  Tech support has been unhelpful since my crashes don't produce any sort of log.  It would have to not freeze-up Windows itself for that, y'knkow.

A BSOD isn't a freeze, it's the OS terminating all higher level functionality before it does something retarded.  More like pulling the eject handles.

Check Event Viewer -> Event Logs -> Application and Event Viewer -> Event Logs -> System.  If your computer makes it to the blue screen it should have produced a log.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 01:31:19 AM
Upcoming Content [UPDATED Oct 3, 2012]

Quote
Next BattleMechs:
Cicada (October 16th) - Updated
A Hero Mech (October 16th) - Updated
Cataphract (November 12th) - Updated
Next Maps:
River City Alternate (Mid November) - Updated
Frozen City Alternate (Early November) - Updated
Forest Colony Alternate (October 23) - Updated
Caustic Valley Alternate (Mid November) - Updated
Map 5 (Late November) - Updated
Map 6 (Mid December) - Updated
Next Visual Items:
Cammo Patterns (Late October/Early November)
Cockpit Items (Late October/Early November)
Decals (Late November/Early December)
Next Game Modes:
Conquest (October 30) - Updated
DropShip Mutator (Late November)
NOTES: All dates are projected to the best of our ability and are subject to change.

Upcoming Features [UPDATED Oct 3, 2012]

Quote
General Features:
Matchmaking overhaul (Late October)
New BattleTech Gameplay Features:
Endo Steel (October 16)
Double Heat Sinks (October 16)
Ferro-Fibrous Armor (October 16)
ECM (Partial Implementation Late October/Full Implementation Early/Mid November)
Active (Beagle) Probe (Late October)
Artemis (October 16) - Updated
New MechLab Features:
PIP Zoome Module and Pilot Skill (October 16) - Updated
Cammo Pattern Selector (Late October/Early November)
Colour Selector (Late October/Early November)
Decal Selector (Late November/Early December)
New Pilot Lab Features:
3 Pilot Skils (Early October)
General FE UI:
NA
NOTES: All dates are projected to the best of our ability and are subject to change.

Matchmaking change I imagine is going to restrict trial mechs to only battle other trial mechs.  Which should help a lot with the world war I & II new pilot experience we have at the moment.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 01:43:05 AM
Artemis fascinates me and scares me. Really curious to see how it will change gameplay and tactics.
I am disappointed about new maps coming so late (couple of months at best).

Everything else is sweetness. Oh, I thought of another huge gripe of mine: not being able to look at the 3D model of my 'mech in the 'mechlab. It's stupid. Especially if I pay for them, I want to be able to look at them from every angle (especially cause there's no 3rd person view in game) as if they were miniatures, and swing them around as you can do in World of Tanks, EVE and, well, every other MMO more or less.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 01:51:28 AM
I thought some of that tech didn't arrive in the Inner Sphere until the Clans did.  Odd.


Title: Re: Mechwarrior Online
Post by: eldaec on October 04, 2012, 04:02:53 AM
If you enjoyed playing the straight multiplayer death match mechwarrior games you'll like this. Otherwise you won't. If you never tried mechwarrior, does a slower and more tactical CoD appeal?

It isn't remotely f2p, but on the other hand once bought in you don't need to continually buy gold ammo or equivalent.

I'll probably play it a bit more, but ultimately it will need more variety in the scenarios, and more flexible mech design / roles to stay interesting. The hardpoint system needs to be there, but is implemented in a very restrictive way. Look at something like eve ship building for the sort of thing I would like.

It is much prettier than I was expecting.


Title: Re: Mechwarrior Online
Post by: eldaec on October 04, 2012, 04:06:00 AM
And they were stupid to release that feature timetable. They won't keep to that schedule and entitled twats will scream the forum down.


Title: Re: Mechwarrior Online
Post by: Merusk on October 04, 2012, 06:45:15 AM
Yep.

Falc and Ghambit; I get that you want the game to succeed.  I'd like it to as well, but Falc you have a proven history of fanboisiim that's proved fatal and Ghambit, ignoring concerns with a handwave doesn't make them go away.   The game costs more to get in to than LOL, WoT, or TF2 the three closest competitors I can think of.  It's for a different crowd than most, but not WoT.  Right now I'd play WoT over this game because 1) Proven track record of dev 2) It works on my machine 3) friendlier noob experience 4) while you lose more often without a clan you don't get raped.

Without a significant enough player base, nothing matters. Without changes to the MM and noob experience *now* the game will tank.  That's my view and where I think they should focus their efforts on the design side.  Send the artists off to come up with some more goddamn maps and refine the ones they have in the interim.

The game has been unplayable for me for some weeks now.  I don't know exactly what the problem is, but I'll play 1-2 matches and get the blue screen of death.  That's a fucking feat in Windows 7.  It is always some sort of video or memory overflow error, and it happens most frequently on the forest map.  Tech support has been unhelpful since my crashes don't produce any sort of log.  It would have to not freeze-up Windows itself for that, y'knkow.

A BSOD isn't a freeze, it's the OS terminating all higher level functionality before it does something retarded.  More like pulling the eject handles.

Check Event Viewer -> Event Logs -> Application and Event Viewer -> Event Logs -> System.  If your computer makes it to the blue screen it should have produced a log.

Good to know, thanks. You'd think their tech support woulld have known that and pointed me to it when I said I was BSODing.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 06:52:26 AM
The game itself is great; both in looks and how it plays.
The maps are far too few.
The Mechlab is great, but plagued with annoying bugs.
The Mech choice is far too narrow right now.
The skill system is annoying in that playing different variants is lame.
The weapons are good, but some need a second look; Gauss in particular is well OP and Missile Fleets make baby Jesus Cry.
The communication and grouping systems suck ass.
The Matchmaking needs a bit of work.
The Random Players that end up on your team are utter fuckholes.

I have enjoyed the hell out of it and will continue to do so.  I think it's perfectly viable right now, since it's pretty much FTP no matter what anyone says. 

Also, SRMs are awesomely fun.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 07:12:06 AM
it's pretty much FTP no matter what anyone says.  

Yeah, I am really surprised by the sense of entitlement that gamers grew in just a few years. This game is free to play, period. World of Tanks is free to play, period. Planetside is free to play, period. And so on. As opposed to games like LoTRO where if you don't pay you are locked out from features and content and can't even really play with friends who pay.

Complaining that a company, in order to try and make money, dares to slow down your progress (while still giving you access to all content and every single feature) is Spoiled Kid attitude at best.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 07:17:15 AM
It's not even that.  The idea that you need masses of Cbills for a mech is nonsense.  I've seen so many players do better in a jenner than they do in something that costs monstrous amounts of money.

As expected, this whole 'Take The Biggest Mechs' strategy turned out to be nonsense.  They really did manage to make pretty much every mech viable if you can pilot it.


Title: Re: Mechwarrior Online
Post by: Pennilenko on October 04, 2012, 07:18:42 AM
Dual Gauss K2 Catapult is my precioussssssssssss.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 07:19:47 AM
You Fucking Munchkin, I hope you get Nerfed.

 :grin:


Title: Re: Mechwarrior Online
Post by: Pennilenko on October 04, 2012, 07:20:38 AM
You Fucking Munchkin, I hope you get Nerfed.

 :grin:

Why, I have to sacrifice so much survivability to get that build?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 07:33:05 AM
Pennilenko, the problem is not even that Gauss Rifle is OP (it is, it needs the minimum range that is in the table top game), the problem is that the other sniper weapons are ridiculous and broken in comparison. As soon as they will improve the PPC for example, or will give the Gauss the minimum range penalty that it needs, lots of complaining will go away.

That, and the fact that a double Gauss catapult is an abomination. Sorry, hard to ignore it when you are a bit into the Battletech universe.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 07:34:17 AM
Nah, I'm not 100% serious.  I really do admire those that can use the Twin Gauss.  My aim is just NOT that fucking good and, frankly, the ammo consumption is hell.

But Yeah, the Minimum thing is bullshit.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 07:59:22 AM
The game itself is great; both in looks and how it plays.
The maps are far too few.
The Mechlab is great, but plagued with annoying bugs.
The Mech choice is far too narrow right now.
The skill system is annoying in that playing different variants is lame.
The weapons are good, but some need a second look; Gauss in particular is well OP and Missile Fleets make baby Jesus Cry.
The communication and grouping systems suck ass.
The Matchmaking needs a bit of work.
The Random Players that end up on your team are utter fuckholes.

I have enjoyed the hell out of it and will continue to do so.  I think it's perfectly viable right now, since it's pretty much FTP no matter what anyone says. 

Also, SRMs are awesomely fun.

I agree with all of that, except srms have been nerfed too hard recently, unless you are getting good results with the new flight path already, I'm not.


Title: Re: Mechwarrior Online
Post by: Pennilenko on October 04, 2012, 08:00:08 AM
All good by me I never played table top. I also don't give a crap about mech universe lore. I just like me some giant shooting robots.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 08:02:56 AM
Also I don't mind playing different variants myself, as I like trying stupid builds but I can see how it might annoy other people.  The Gauss rifle does seem overpowered but I think it's actually about right, it's the other ballistic weapons that need buffed to bring them in line.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 08:14:53 AM
It's not playing the variants, it's the requirement to do so to level up skills.

Sure, make it easier if you do, but don't make it a requirement.  It's a pain in the tits.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 04, 2012, 08:56:22 AM
Merusk, I am not gonna say you are wrong because as of now you are right. But it's hard not to repeat over and over that it's beta

No, sorry. You are taking money for it and now there's no NDA? THEY DON'T GET TO USE THAT EXCUSE. It's no longer a beta, if there is money coming into their coffers and it's not labeled a donation (a la Kickstarter) they aren't in beta anymore.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 09:08:21 AM
By that I only mean that it's clearly not done yet. It's not an excuse, more like an explanation. Hell, these people have said million of times that what they are launching is a MVP (Minimum Viable Product), knowing there's so much they can't do (but they would love to) with the available resources. For example, destructible environment. Hard not to be pissed about the absence of it, especially considering that the engine fully supports it, and they know how bad it is not to have it. But they candidly admitted that due to money tightness they had to choose between focusing on 'mechs destruction and environment destruction. As much as I'd want more stuff, I cannot help feeling that in this case being patient might works for me better than being annoyed.


Title: Re: Mechwarrior Online
Post by: Shannow on October 04, 2012, 09:13:24 AM
I don't remember their marketing pitch ever being minimum viable product. It felt more like; Battletech! We have all these great ideas! Give us money!  Oh wait you expect something for that money and won't simply be a happy fanboi? Well what we realllllly meant to say was....

Community warfare better be good. And they really need to ramp up their map production.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 04, 2012, 09:22:21 AM
I'm going to give it more of a try this weekend. I don't hate the game, but I'm clearly disappointed simply because some very basic ideas about user experience has gotten lost in the shuffle.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 09:33:22 AM
If you choose to fund (that's what the founders plan is/was) an indie game and you expect AAA production value you are naive. Same if you choose to fund based on a marketing pitch insted of reading the available documentation, where they stated everything you needed to know about Minimum Viable Product.

That said, lots of funders are not unhappy with it, so shut up and enjoy your free game that some of us paid to make.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 04, 2012, 09:58:26 AM
If by "expect AAA production value" you mean "expect a newbie user experience that doesn't turn me over and grab my wallet through a rectal exam" then you are correct.

Stop being a fucking fanboi. I'm not saying the game is terrible. I'm saying the game needs work and asking for money (whether you are an indie or not) means you don't get to claim "IT'S BETA, LOL!" This is not about entitlement, this about basic design issues that contribute to a really negative user experience that very well could mean the death of the game. As a noob somewhat familiar with the BTech universe, the game did not make me reach for my credit card after almost a week of playing. It made me play other things and hope the game improves while I'm busy elsewhere.


Title: Re: Mechwarrior Online
Post by: Pennilenko on October 04, 2012, 10:30:30 AM
I say if you haven't paid a dime into it, then shut the fuck up. Easy enough.

I mean, the shit is completely free, if you don't like it, don't play it, but you got no room to bitch. Only in this day and age can people complain about something that is free and feel entitled doing so.


Title: Re: Mechwarrior Online
Post by: WayAbvPar on October 04, 2012, 10:38:28 AM
Yeah, having opinions about video games is kinda what we do here. So telling people to shut up about a game they have ACTUALLY PLAYED?  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 10:43:03 AM
I'm saying the game needs work and asking for money (whether you are an indie or not) means you don't get to claim "IT'S BETA, LOL!" This is not about entitlement, this about basic design issues that contribute to a really negative user experience that very well could mean the death of the game. As a noob somewhat familiar with the BTech universe, the game did not make me reach for my credit card after almost a week of playing. It made me play other things and hope the game improves while I'm busy elsewhere.


But that the game isn't good enough to generate money is a problem only for them! For you, whether you like it or not, it's a completely free product. And in beta stage. Paying doesn't magically make it any less beta. In fact, you where paying (if you paid) exactly for that: beta.

I Kickstarted Wasteland 2, gave them money cause they asked and I was interested. Am I entitled to a ready, feature-complete, bugfree game, like, right now? And does the fact that I contributed automatically forbids them to call early builds of the game "beta"?

You would have a point if the item store was functioning, but this is not the case. Days are not being deducted from the subscriptions of those who funded it, and "real" money are being reset every couple of patch or so. Nor can anybody buy currency, or 'mech, or modules or anything. It IS beta.

The fanboi thing is getting old. On the other hand nothing seems to arouse people more these days than the right of getting a dollar tree out of that one coin that they (may or may not have) buried.


EDIT: To clarify, I am personally not trying to convince anyone that this game is amazing or perfect. Lots of people I know would hate it even if it were perfectly executed. I am just annoyed at the whole "money" thing, considering that money are exactly the reason why lots of things are not in the game yet. Even if you paid 1000$ that wouldn't make them happen, so understanding there are limitations, and not just ineptitude, is in my opinion a more objective way to evaluate this game.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 11:18:04 AM
I think the game is the best thing ever but I could fill 3 pages of complaints and, as said earlier, community warfare better be good.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 04, 2012, 11:18:39 AM
I say if you haven't paid a dime into it, then shut the fuck up. Easy enough.

I mean, the shit is completely free, if you don't like it, don't play it, but you got no room to bitch. Only in this day and age can people complain about something that is free and feel entitled doing so.

Seriously, WHAT THE FUCK? I can't discuss a game that I WANT TO PLAY AND WANT TO PAY THE DEVELOPERS FOR? Fuck off with that shit. They want me to pay them some money, the game needs to be better. Period. Don't give me this fanboi bullshit. I have room to offer constructive criticism whether I've paid money or not. We are discussing games here right? This game in particular? Just because it tickles your prostate doesn't mean it gives me the slightest bit of a chubby, and I have a right to say that.

Fuck's sake. I realize some of you guys really like this game, but this post. No.


Title: Re: Mechwarrior Online
Post by: Shannow on October 04, 2012, 11:47:32 AM
I'm going with Haemish on this one. This game has some serious problems and deserves to be bitched about. Do I want it to be the best thing sliced bread? Yes. Does it have the potential to be the best thing since sliced bread? Yes. Is it even close to being the best thing since wheat products cut into even pieces? No.

I got the feeling once I saw beta that this product was seriously underfunded. I have no problems with throwing cash at a game I think I'll love so it gets me a few early goodies and stuff, but I get the distinct feeling that the founder program was more a desperate grab for cash for a studio that had simply bitten off more than it could chew....

I don't remember WoT having a founders program (and their beta went forever) , did they have serious amounts of cash to bring to the table or were they simply better developers?


Title: Re: Mechwarrior Online
Post by: Lightstalker on October 04, 2012, 11:49:31 AM
Also I don't mind playing different variants myself, as I like trying stupid builds but I can see how it might annoy other people.  The Gauss rifle does seem overpowered but I think it's actually about right, it's the other ballistic weapons that need buffed to bring them in line.

The Gauss allows you to hit from range and then get out of the line of fire, or go back to making yourself an otherwise harder target.  The smaller Ballistics recycle *too fast* meaning you have to stay on target and exposed to counterfire to put your damage out.  AC/20s are even better than Gauss for dealing damage quickly with a minimum of exposure but suffer far larger heat, range and ammunition costs than the Gauss.  Really, it is the superior range, heat, and ammunition of the Gauss that makes it a weapon of choice.  MWO increased Gauss ammo by 25% per ton over the table top, other ballistics don't have that.  The AC/20 Cat is the only Mech that can promise 1-volley 1-kill (right now) but you seriously need to not be standing in front or out on your own - both hard to manage in PUGs.  

Other ballistics already lacked punch in the table top game, before MWO doubled armor values.  Heat levels are also a bit high, even making it a challenge to maintain continuous fire.  UAC5 was an exception up to the implementation of the jamming mechanic.  


Anyway, the root cause is that there is no "plan" for how to balance their weapons.  They move around the weapon list making spot adjustments in turn based on what has the most complaints or what they are personally using today.  It is very EQ1 in that regard, this has all the hallmarks of a rookie effort.  Why bother with engine limits?  Eventually there will be a chassis in every speed range for every weight, it is really only a move that masks the real problem: direct aiming + network lag = unfun play experience.  There will be 'window dragging' style exploitation in this game, just like we'll see every other possible pvp exploit and hack before the end.  

Engels said it earlier; the greatest advantage of this game is its greatest weakness - this game was designed by mechnerds.


Title: Re: Mechwarrior Online
Post by: Goreschach on October 04, 2012, 11:52:59 AM
Would it be uncouth to mention three star talent and five star drive?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 11:55:50 AM
I don't remember WoT having a founders program (and their beta went forever) , did they have serious amounts of cash to bring to the table or were they simply better developers?

I'd say better developers, but that's just because I think the people at WoT are incredibly talented. WoT felt stellar right away, so they win by default for me.
That said, they also developed the game in a completely different market (Russia), so I really have no idea if that makes any difference when it comes to funding a game, and in what ways.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 12:00:53 PM
Lightstalker, You can one hit kill people with a dual guass if you critical on the head, I've done it and had it done to me too.  I really don't give a shit about TT.

Anyway, the root cause is that there is no "plan" for how to balance their weapons.  

Bollocks.  You can't know that to be true and logically it doesn't make sense, any idiot who has played the game could put a "plan" together.  They fixed large lasers over two patches.

Pro and anti, please stop being retarded in this thread, there is plenty to complain about without making shit up.


Title: Re: Mechwarrior Online
Post by: Lightstalker on October 04, 2012, 12:06:40 PM
Also, SRMs are awesomely fun.

I agree with all of that, except srms have been nerfed too hard recently, unless you are getting good results with the new flight path already, I'm not.

If you tended to use SRMs within 50m on an Atlas into an Atlas, there really isn't a difference.  If you drive something faster and take shots at longer range the SRM plays a lot more like the LBx10 now, which isn't bad just different from what you came to expect.  SRMs did silly damage, better at being an AC/20 than the AC/20, but now they move into room-sweeper land instead of slug thrower.

My 3x SRM-6 Centurion (300xl) was retired when they added the missile bay door delay, that unpredictable delay at high speed just made the weapon system unplayable.  The bay door animation delay isn't such a big deal on LRMs, but only because the enemy can't cross that firing arc at range like they can up close.  I think this particular change shows poor developer resource management decisions, this is a visual character change that impacts the viability of the platform and disproportionally impacts some weapon systems over others.  Flavor graphics shouldn't impact gameplay - we don't have to go back far to see the outcry when higher quality female character attack animations negatively impact potential DPS...


The single volley kill with Gauss relies on a critical and isn't a guarantee, that was my point.  I've taken someone from extreme range on a throw-away shot with a single gauss but I'm not basing my entire mech choice on something as unpredictable as that.  Also, Gauss was doing unintended damage to internal structure a while ago hence residual popularity.

And I'll stand by the lack of a plan comment.  Their admirable 'fixing' of various weapons groups is all reactive adjustments to the things they've broken.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 12:11:38 PM
The bay door animation delay isn't such a big deal on LRMs, but only because the enemy can't cross that firing arc at range like they can up close.  I think this particular change shows poor developer resource management decisions, this is a visual character change that impacts the viability of the platform and disproportionally impacts some weapon systems over others.  Flavor graphics shouldn't impact gameplay

When you type this, are you aware that the "Community" kind of voted to keep them, right?

Also, Gauss "unpredictable"? You are a strange Mechwarrior...


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 12:27:15 PM
And I'll stand by the lack of a plan comment.  Their admirable 'fixing' of various weapons groups is all reactive adjustments to the things they've broken.

Double heat sinks & the engine heat sink change aren't even in yet.  I personally wouldn't expect weapon balancing done considering such major things are in the pipeline, but please continue to explain simple concepts to me as if I hadn't already said I'd played the crap out of this so far.

edit, speaking of which, double heat sinks are going to break this game for about 3 patches.


Title: Re: Mechwarrior Online
Post by: Shannow on October 04, 2012, 01:38:45 PM
I honestly don't understand why they are in such a rush to add all the new tech. Personally I think they couldve focused on just having 3025 tech at launch (ie spend more time on community warfare, maps, gameplay modes) and then released 3050 tech as a big old update.

One of my wishes for this game is eventually have the option of playing games that are '25 tech only or vanilla mech only.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 04, 2012, 01:49:07 PM
And I'll stand by the lack of a plan comment.  Their admirable 'fixing' of various weapons groups is all reactive adjustments to the things they've broken.

Double heat sinks & the engine heat sink change aren't even in yet.  I personally wouldn't expect weapon balancing done considering such major things are in the pipeline, but please continue to explain simple concepts to me as if I hadn't already said I'd played the crap out of this so far.

edit, speaking of which, double heat sinks are going to break this game for about 3 patches.

If they were clan heat sinks maybe.  1 tons and 3 slots is a pain in the ass.  Sure you save some tonnage but what else are you gonna fit in?  I mean with the way that the weapon slots are set up I have more problems with space on my atlas then I do with going overweight.  You also can't mix and match double and single heat sinks.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 01:55:00 PM
Jenners with 4 medium pulse lasers for example, the lights are going to get most out of it.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 04, 2012, 02:02:39 PM
It's still not as huge an issue with the way that heat cycles in this game.  Also remember that the heat numbers and damages have been tweaked.  They've nerfed med. lasers already.  The biggest thing that makes lights a pain in the ass isn't as much about their damage output, but the double armor, their mobility, and the wonky travel times for weapons to hit.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 02:21:35 PM
Heat is a major limiting factor on lights damage output, try stripping all armour except a ton from a jenner, fit weapons and sinks as normal and see if you notice how fast people drop when you hit them from behind.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 04, 2012, 02:23:36 PM
So you are one of those people?  cuz idiots that do that don't kill me.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 02:33:30 PM
Well you can try it or not, up to you.  I can get 4-5 kills in a jenner, though I've tended towards 3 tons of armour I think it is, 19 HS 2 mpl, 2 ml, not firing the two ml most of the time due to heat.  In a K2 or Atlas, I've had 7 kill matches and I don't think I'm that good at it yet.  When double heat sinks go in I think jenners are going to be complained about a lot more.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2012, 02:58:08 PM
And they're already insane in the hands of good pilots.

INSANE.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 04, 2012, 03:54:47 PM
My problem is the crappy hardpoint selection on Commandos and Dragons.

Though I kinda got away from playing between GW2 and BL2.


Title: Re: Mechwarrior Online
Post by: Kageru on October 04, 2012, 05:25:48 PM
Yeah, I am really surprised by the sense of entitlement that gamers grew in just a few years. This game is free to play, period. World of Tanks is free to play, period. Planetside is free to play, period. And so on. As opposed to games like LoTRO where if you don't pay you are locked out from features and content and can't even really play with friends who pay.

A free to play game still needs a large active population to generate revenue since your average revenue per user is going to be lower than a sub based game. And you need casuals and average players having enough fun they are there to keep the matches ticking over. A punitive new user / casual gamer experience is bad for the longevity of the title.


Title: Re: Mechwarrior Online
Post by: UnSub on October 04, 2012, 06:14:38 PM
As opposed to games like LoTRO where if you don't pay you are locked out from features and content and can't even really play with friends who pay.

Complaining that a company, in order to try and make money, dares to slow down your progress (while still giving you access to all content and every single feature) is Spoiled Kid attitude at best.

Haven't you just fallen into that same mindset within a sentence though? You're saying, "I like the F2P model of PS2 and MWO, but not LOTRO". Other people are out there saying, "I don't like the F2P model of MWO, but I do like LOTRO's model" or some other F2P / hybrid variant. People do feel (and the amount of justification for that feeling is subjective) that certain F2P models are too unfair, or too costly.

Dev studios come up with their F2P model and then it is up to the market to accept it or not. Complaints about where the line is drawn are bound to come up.

It also seems that MWO is literally a paid beta, which is not something I've ever seen as a positive thing. If this was a game that didn't have Mechwarrior in the title, I'm sure there would be a lot more resistance to it going down this path.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 04, 2012, 11:30:36 PM
Well you can try it or not, up to you.  I can get 4-5 kills in a jenner, though I've tended towards 3 tons of armour I think it is, 19 HS 2 mpl, 2 ml, not firing the two ml most of the time due to heat.  In a K2 or Atlas, I've had 7 kill matches and I don't think I'm that good at it yet.  When double heat sinks go in I think jenners are going to be complained about a lot more.

Interesting you're on the pulse laser bandwagon as I am.  People have said "stay with 6 regular smalls" but I point to two simple things:
1) 10% more dmg per
2) shorter recharge times (so greater harrassment)
3) more precise shots compared to regular lasers that "spray"

Sure you give up .5 ton per, but if you dump armor or JJs it's well worth it if you change your strat. to suit.  I havent tried it with mpl though.  It's typically 2 sl and 4 or 2 spl.  I go full armor and enough HS to spam.  The mpl/ml strat is definitely more of a stick and move type strat though, or at least to pick off stragglers.  My builds are more for close support for heavies; tackling and sustained precision fire.

Anyways, I'm typically always topping the leaderboard especially in PUGs (in a light mech with experienced heavy pilots - so I expect a nerfbat).  But really I equate it more to tactical choices ingame rather than simple loadouts.  Your playstyle has to match your gear.  What's your strat with the MPLs and no armor??  Stealth and pounce?  I assume you've got some JJs with that.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 04, 2012, 11:50:30 PM
What's your strat with the MPLs and no armor??  Stealth and pounce?  I assume you've got some JJs with that.

Just constant movement, I find the longer range of medium/medium pulse allows you to deal damage while looking for well placed backshots, the extra damage really shows against other lights.  I like JJs on a catapult but not on a low armour jenner, the legs just can't take it with my bad driving plus it's half a HS to fit them.

Edit to add, I'm not saying I'm a good jenner pilot btw, longer range means I generally don't get tripped by the enemy anymore, I'm far more likely to get tripped by a team mate.  It also makes me a harder target to hit, if I'm getting close behind I find it's worth missing some shots to try and ensure your aimed shots are hitting the same spot.  I've seen some great small laser guys but I'm not one of them.

6 smalls is 18 damage at <90m for 12 heat, 0.75s
2 mpl is 12 damage at <180m for 10 heat, 0.75s, with additional 2 x ml, alpha strike of total 22 damage (18 heat) in 1 second which just seems to suit me better.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2012, 11:53:06 PM
As opposed to games like LoTRO where if you don't pay you are locked out from features and content and can't even really play with friends who pay.

Complaining that a company, in order to try and make money, dares to slow down your progress (while still giving you access to all content and every single feature) is Spoiled Kid attitude at best.

Haven't you just fallen into that same mindset within a sentence though? You're saying, "I like the F2P model of PS2 and MWO, but not LOTRO". Other people are out there saying, "I don't like the F2P model of MWO, but I do like LOTRO's model" or some other F2P / hybrid variant. People do feel (and the amount of justification for that feeling is subjective) that certain F2P models are too unfair, or too costly.

I think the difference is that in the LoTRO model (EQ2, Age of Conan) if you don't pay you are prevented access to content and big huge parts of the game. That's crippling cause you can't even play with your friends in some cases. So it feels more like a demo to me. And on top of those limitations, and due to them, your progress IS slowed down.
In MWO, Planetside and WoT you are simply slowed down. Nothing is kept away from you. So that feels free for me since paying would only buy me accelerated progression, not content.


Title: Re: Mechwarrior Online
Post by: Amaron on October 05, 2012, 02:31:06 AM
The problem with Gauss is definitely the heat.  By increasing fire rate they make heat far more important.  Even low heat guns like AC/2 actually use a lot of heat due to insane fire rate.  The Gauss gets a free ride on that train though.   In some respects double heat sinks will fix this.  Until a 3 ballistic assault comes out anyways.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 05, 2012, 06:20:10 AM
Mechwarrior: Online - What Is [robot] Love? - Raw Cut (http://www.youtube.com/watch?v=_eCMxoLcvoQ)

MechWarrior Online Being bad at Robots (http://www.youtube.com/watch?v=i5DiA64JeEY)


Title: Re: Mechwarrior Online
Post by: Shannow on October 05, 2012, 06:30:35 AM
The problem with Gauss is definitely the heat.  By increasing fire rate they make heat far more important.  Even low heat guns like AC/2 actually use a lot of heat due to insane fire rate.  The Gauss gets a free ride on that train though.   In some respects double heat sinks will fix this.  Until a 3 ballistic assault comes out anyways.

Have they made GR's easy to crit and/or explode like they are in the boardgame rules?


Title: Re: Mechwarrior Online
Post by: Ironwood on October 05, 2012, 06:38:51 AM
Not easy, no.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 05, 2012, 07:35:52 AM
I prefer the Medium Pulses, too.  I'm always in a fast 'mech though, so the short fire time is vitally important.


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on October 05, 2012, 08:06:49 AM
(http://i.minus.com/icgZI0SAlupPw.gif)

You know, they are using the same GUI middleware as many other houses. But, why is that GUI not attached to the cockpit?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 05, 2012, 08:08:41 AM
You can change the view in one of the config files, never done it myself.


Title: Re: Mechwarrior Online
Post by: Amaron on October 05, 2012, 01:20:03 PM
You know, they are using the same GUI middleware as many other houses. But, why is that GUI not attached to the cockpit?

Because it's your helmet HUD.  There are actual functional parts of the cockpit UI too.  If you swing your head around one of the screens shows your damaged heatsinks for instance.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 05, 2012, 01:28:44 PM
You've gotta enable mouselook or some such hat-switch binding.  This gives the advantage of not having to torso-twist to see a target as well.  I've not set my rig up for this yet as I'm afraid to disrupt my mouse technique, but the game should indeed play better on a programmable joystick.

If you're slick you'll macro your weapon groupings as well.  Ideally cycling through each weapon separately rather than the usual alpha strikes.


Title: Re: Mechwarrior Online
Post by: Ingmar on October 05, 2012, 03:33:34 PM
Nothing is kept away from you.

Gold ammo? Perhaps I have a misunderstanding of how WoT works but I thought that the best ammo was RMT-only, no option to get it for F2P. Looks like better consumables as well?


Title: Re: Mechwarrior Online
Post by: Amaron on October 05, 2012, 06:24:34 PM
Gold ammo? Perhaps I have a misunderstanding of how WoT works but I thought that the best ammo was RMT-only, no option to get it for F2P. Looks like better consumables as well?

Yep and gold ammo isn't just "better" it's disgustingly better.  It's only saving grace is it's so disgustingly expensive that you don't see it in normal matches.  No gold ammo and far better matchmaking are MWO's huge advantages right now.


Title: Re: Mechwarrior Online
Post by: apocrypha on October 05, 2012, 10:38:43 PM
Gold ammo isn't content. The discussion about F2P models was about locking you out of content.


Title: Re: Mechwarrior Online
Post by: eldaec on October 06, 2012, 01:04:23 AM
Not sure the discussion was about anything except people wailing at cross purposes.

Neither wot nor mwo are free to play assuming you want to get anywhere near the full experience.

Both have a broadly reasonable rmt model. Mwo's is based more around discrete mech purchases than the consumables wot includes.


Title: Re: Mechwarrior Online
Post by: Amaron on October 06, 2012, 01:48:25 AM
Gold ammo isn't content.

Falc was clearly saying "the only penalty for not paying is slower progress".  That includes a lot more than just restricted content.  Besides you can make a pretty fair case that not buying gold ammo restricts you from parts of WoT.   MWO thankfully doesn't have this problem.


Title: Re: Mechwarrior Online
Post by: Merusk on October 06, 2012, 07:20:21 AM
You can get gold via F2P methods, RMT isn't the only way.  It comes from Clan Matches in some method I don't know because I don't do clan stuff.  I understand there's some sort of land holding method behind it.   MWO is planning on having the same thing for the C-Bills you use to buy mechs.

So Falc was correct; the only penalty for not paying in WOT is slower progress.  In MWO you're locked-out of things without paying.


Title: Re: Mechwarrior Online
Post by: Amaron on October 06, 2012, 07:42:30 AM
In MWO you're locked-out of things without paying.

What are you locked out of?  C-Bills are WoT silver.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 06, 2012, 08:09:12 AM
Merusk, aren't you trying a bit too hard? Not only you seem misinformed, but some of the things you wrote are speculations about things that they haven't revealed yet (Community warfare, clan matches and land holding). Do you know inside stuff we don't know?

I am sure there's a significant chance they will try to milk more money out of players that will care about Community Warfare. For example, in "free" Global Agenda you couldn't participate at all in territorial control stuff unless you were a subscriber, but did they say anything like this abiout MWO yet? And is this what people was complaining about? Cause I remember we started talking about money in relation to the supposed grind, not about the fact that PGI is (not) a charity institution.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 06, 2012, 09:08:17 AM
As far as I'm aware you need to pay mc (which you can't earn in game) for extra mech bays, but you get 4 free ones, so you could just earn cbills by playing buy mechs, then sell a mech when you want a new one.  But I imagine bays will be a popular item to buy as that's a pain in the arse, other than that I expect mech customisation to be largely mc based.  I'd be surprised if mc played a large part in community warfare as that should ultimately be a major positive point for the game and I suspect would really put some people off. me included.

Speaking of which anyone you gets the US version of pc gamer, if you aren't using the code for mwo, send it my way as I can't even buy the digital version from the UK.


Title: Re: Mechwarrior Online
Post by: Tmon on October 06, 2012, 10:37:00 AM
If you punch out of a match on death do you still get any rewards you might have earned when the match completes or do you have to stick around till the bitter end?  I fired this up the other day to see if I was any better at internet robots and discovered I was not.  I escaped out the match then quit the game since it was time to take care of supper.  When I fired up the game later I saw I was zero balance for both xp and credits.  Hopefully it's just a bug since I can't see anything less noob friendly than dieing in your noob mech and getting no reward at all.


Title: Re: Mechwarrior Online
Post by: eldaec on October 06, 2012, 10:40:00 AM
Unless they have changed something recently, your account gets credit when the game ends whether you hang around or not.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 06, 2012, 10:43:37 AM
Yeah, not sure about exiting the game that might be a bug, but it's ok to exit the match, once the match ends the rewards should be there.


Title: Re: Mechwarrior Online
Post by: Pennilenko on October 06, 2012, 10:54:54 AM
You do not get any credit if you exit before the match start countdown finishes as far as i can tell. But anytime after that and you get the win or loss credit depending on side, and also credit for anything you might have done before you exited.


Title: Re: Mechwarrior Online
Post by: Ssath on October 06, 2012, 02:22:25 PM

Speaking of which anyone you gets the US version of pc gamer, if you aren't using the code for mwo, send it my way as I can't even buy the digital version from the UK.


Check your PM's.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 06, 2012, 02:54:06 PM
Got it thanks a lot.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 07, 2012, 01:17:32 AM
All of the techs they listed are accessible (albeit rare) in the IS by 48, so they aren't breaking the timeline.  And as sooooo many mech builds require some or all of those technologies, it's about time they made an appearance.  As long as the cbill price is appropriately astonishing for them, I don't really have a problem with them, either.  Let some guy roll on out in a 15 million cbill Atlas; it'll just mean a windfall for the other players in salvage rewards when he gets gunned down and a huge repair bill for him.  2750 technology can offer huge benefits to a mech, but there are downsides and price to consider.  Clan tech is where things start to get dicey, so I'm interested in seeing how they decide to handle it.  If it's crazy expensive and can be fit on IS mechs (within reason; the neckbeards will burn down their building if they let you put clan endo steel chassis in an IS mech or something similarly impossible), I think it'll work out okay.

It's just a shame that they aren't bringing in melee combat.  Smashing into someone with a 90-ton mech before lopping their arms off with a hatchet is an experience that I'd dearly love in this game.


Title: Re: Mechwarrior Online
Post by: Amaron on October 07, 2012, 01:39:45 PM
Is DHS going in with the next patch?  I tried playing again and it's just silly with the current weapon balance.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 07, 2012, 01:59:10 PM
Not with the next patch, no. The one right after that.

Quote
General Features:
Matchmaking overhaul (Late October)

New BattleTech Gameplay Features:
Endo Steel (October 16)
Double Heat Sinks (October 16)
Ferro-Fibrous Armor (October 16)
ECM (Partial Implementation Late October/Full Implementation Early/Mid November)
Active (Beagle) Probe (Late October)
Artemis (October 16) - Updated

New MechLab Features:
PIP Zoome Module and Pilot Skill (October 16) - Updated
Cammo Pattern Selector (Late October/Early November)
Colour Selector (Late October/Early November)
Decal Selector (Late November/Early December)

New Pilot Lab Features:
3 Pilot Skils (Early October)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 07, 2012, 02:06:34 PM
Yeah, client engine update is next patch, but they said a lot of stuff in that, so they might bring some things forward.


Title: Re: Mechwarrior Online
Post by: 5150 on October 08, 2012, 05:08:55 AM

Speaking of which anyone you gets the US version of pc gamer, if you aren't using the code for mwo, send it my way as I can't even buy the digital version from the UK.


Check your PM's.


What does thos code do of which you speak?

NVM Googled it


Title: Re: Mechwarrior Online
Post by: Ironwood on October 08, 2012, 05:42:07 AM
Am I right in thinking that Inner Sphere DHS used 3 crit slots for 2 heat ?

I can't imagine really ever using them.


Title: Re: Mechwarrior Online
Post by: Amaron on October 08, 2012, 06:21:24 AM
Am I right in thinking that Inner Sphere DHS used 3 crit slots for 2 heat ?

I can't imagine really ever using them.

What on earth do you guys do with your mechs?  I hear this argument a lot but I don't think I've ever run out of slots on even an atlas. 


Title: Re: Mechwarrior Online
Post by: 5150 on October 08, 2012, 06:52:11 AM
Am I right in thinking that Inner Sphere DHS used 3 crit slots for 2 heat ?

I can't imagine really ever using them.


Yep 1 ton, 2 heat, 3 crit (2 for clans) IIRC

The weight saving tech (Endo, Ferro, DHS) does tend to favour the lighter mechs but you can get it on the heavier ones (especially with hardpoint restrictions in place)


Title: Re: Mechwarrior Online
Post by: Ironwood on October 08, 2012, 07:09:00 AM
Am I right in thinking that Inner Sphere DHS used 3 crit slots for 2 heat ?

I can't imagine really ever using them.

What on earth do you guys do with your mechs?  I hear this argument a lot but I don't think I've ever run out of slots on even an atlas. 

As I remember, you can't mix heat sink types, so 3 crits means that legs, chest and head are all out.  That leaves you with torso and arms.  Arms get shot off toooooo fucking quickly in this game, so you shouldn't put them there - also, hardpoints make it harder to find space in the torso or arms because, hey, weapons.

So basically, it's a choice between lots of heat sinks in your head, chest, legs or double heat sinks in areas that you're gonna lose quickly or lose weapons.

IMO.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 08, 2012, 07:51:03 AM
If you are going for a sniping PPC or LL based 'mech you can and should probably put double hit sinks in your arms as you are hoping to not get hit much in the first place (by staying far far away) and you can definitely use the extra dissipation. That said, at the moment, if you are staying long range and you are not using a Gauss Rifle, you are doing sniping wrong. Which is sad.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 08, 2012, 07:55:20 AM
Also, small maps.


Title: Re: Mechwarrior Online
Post by: 5150 on October 08, 2012, 08:06:03 AM
Am I right in thinking that Inner Sphere DHS used 3 crit slots for 2 heat ?

I can't imagine really ever using them.

What on earth do you guys do with your mechs?  I hear this argument a lot but I don't think I've ever run out of slots on even an atlas.  

As I remember, you can't mix heat sink types, so 3 crits means that legs, chest and head are all out.  That leaves you with torso and arms.  Arms get shot off toooooo fucking quickly in this game, so you shouldn't put them there - also, hardpoints make it harder to find space in the torso or arms because, hey, weapons.

Aren't the rear torso areas usable for this though?

Ignore me, needed a quick refresher on the tabletop crit layout diagram


Title: Re: Mechwarrior Online
Post by: DraconianOne on October 08, 2012, 08:14:38 AM
Not sure the discussion was about anything except people wailing at cross purposes.

Neither wot nor mwo are free to play assuming you want to get anywhere near the full experience.

Both have a broadly reasonable rmt model. Mwo's is based more around discrete mech purchases than the consumables wot includes.

This is certainly an aspect of the mechs vs tanks debate I never expected to see.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Amaron on October 08, 2012, 08:27:27 AM
As I remember, you can't mix heat sink types, so 3 crits means that legs, chest and head are all out.  That leaves you with torso and arms.  Arms get shot off toooooo fucking quickly in this game, so you shouldn't put them there - also, hardpoints make it harder to find space in the torso or arms because, hey, weapons.

I don't think they've mentioned the no mixing rule.  Arms aren't that bad on a lot of mechs either.  I'd rather have someone shooting my arm off to take out 2hs than shooting my torso.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 08, 2012, 08:28:31 AM
I've heard the neckbeards say you can't mix them.

That said, at the moment, if you are staying long range and you are not using a Gauss Rifle, you are doing sniping wrong. Which is sad.

You can fit 4 large lasers on an RS Atlas, that's 36 shifting damage against 30 direct of a K2.  If you keep moving, it's viable and will give a K2 opponent considerable pause for thought.  You use every slot for heatsinks though so DHS aren't going to help, the gauss is very nice too and it works ok fitting one with 2 Large lasers.


Title: Re: Mechwarrior Online
Post by: Amaron on October 08, 2012, 08:39:35 AM
You can fit 4 large lasers on an RS Atlas, that's 36 shifting damage against 30 direct of a K2.

Large lasers have extremely poor damage at typical sniping ranges.  ER lasers are somewhat better but the heat cost is pretty nasty.  You'll actually have better luck using PPC/ERPPC.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 08, 2012, 08:49:33 AM
I love Large Lasers, but as a long range weapon they suffer a lot, and when it comes to heat they are a pain. Not to mention PPCs, just too hot at the moment, or simply outshined by the Gauss. That keeps being the problem: Gauss Rifle is too good at too many things. Sure, you can live without one and you can kill stuff and have fun, but it DOES make a huge difference under all circumstances. It definitely needs some real tradeoffs, and I can only hope the lack of a minimum range penalty will be fixed before launch.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 08, 2012, 08:51:30 AM
I've heard the neckbeards say you can't mix them.

Hey, Fuck You.    :why_so_serious:

I honestly don't know about IS, but I do remember you definitely couldn't mix singles and doubles in any previous Clan game.
 


Title: Re: Mechwarrior Online
Post by: Kitsune on October 08, 2012, 09:32:10 AM
The value of double heat sinks comes from the 'free' ones that come with the engine and don't take any slots of internal space.  IIRC, every 25 points of engine mean that you get one heat sink that takes no internal space, and all mechs get the first ten heat sinks at no weight cost, so as long as you're packing at least a 250 engine with your double heat sinks that's 20 points of heat without any weight or space taken up, which is kind of a big deal.  Mechs with bigger engines get to enjoy even more of them without having to cope with spending slots.  Once you're past the freebies, the three slot per heat sink thing kicks in and starts heavily restricting your options, but you'll still probably be coming out ahead over regular heat sinks.


Title: Re: Mechwarrior Online
Post by: Amaron on October 08, 2012, 09:46:05 AM
The value of double heat sinks comes from the 'free' ones that come with the engine and don't take any slots of internal space. 

How did the rules go concerning DHS + XL engines?  I'm curious if they're going to put in different engine prices based on DHS or not.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 08, 2012, 11:05:48 AM
You can fit 4 large lasers on an RS Atlas, that's 36 shifting damage against 30 direct of a K2.

Large lasers have extremely poor damage at typical sniping ranges.  ER lasers are somewhat better but the heat cost is pretty nasty.  You'll actually have better luck using PPC/ERPPC.

Not me, I have a lot of luck with 4 LL, there is something about ppc's I don't like.

Heat is very manageable, xl325, AMS 2 tons, 4 LL, 43 Heats Sinks, strip legs to 41.

I've heard the neckbeards say you can't mix them.

Hey, Fuck You.    :why_so_serious:

I honestly don't know about IS, but I do remember you definitely couldn't mix singles and doubles in any previous Clan game.
 

I have no clue, I'm just going on what I've read.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 08, 2012, 12:00:44 PM
there is something about ppc's I don't like.

Ridiculously slow travel time. I kicked footballs faster than that.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 08, 2012, 01:16:43 PM
That could be it, I dunno they just feel wrong somehow, to me anyway.


Title: Re: Mechwarrior Online
Post by: HaemishM on October 08, 2012, 01:19:06 PM
I'm finally starting to get the hang of this. Probably helped that I started playing the Jenner exclusively. They have changed the reward system to something that makes sense and the CB prices are a bit more in line with what they should be. The Jenner is fun so long as you remember to circle strafe and not run right up in the middle of 6 Atlases. Is the Commando any good, or should I save the Cbills for a Jenner or a Raven?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 08, 2012, 01:29:43 PM
Just my opinion, but the commando suffers from lack of weight for weapons and heat sinks, it's fun to drive but tough to kill someone unscratched without using streaks and most of your ammo.  Raven is like the jenner only just not quite as good, if you like ballistics you can have a gauss/ac20 light, so there is that benefit.

I'd save for an xl300 & a jenner if you don't have one already, you can get a free xl300 with an Atlas K, which isn't that bad a mech now that dual ams works correctly.  Other than that, I don't like mediums at all at the minute, so it would be Catapult K, Dragon or Atlas if it was me saving.  Not tried Awesomes since the last engine change but I played them to death before so bit sick of them.

Video of me falling over a lot in a Jenner (http://www.youtube.com/watch?v=kum6-w8bSwQ&vq&feature=related&hd=1).


Title: Re: Mechwarrior Online
Post by: Amaron on October 08, 2012, 02:34:24 PM
there is something about ppc's I don't like.

Ridiculously slow travel time. I kicked footballs faster than that.

I thought the same at first. Turns out PPC's are tied for fastest projectile in game with Gauss and AC/2.  I think the built in ballistic delay+flashy graphics confuses the brain.  After a while I just got used to it and now it feels the same as a Gauss.  Just way too heat intensive for realistic usage.


Title: Re: Mechwarrior Online
Post by: Samprimary on October 08, 2012, 03:33:32 PM
The gameplay is a hefty fucking step up from the uselessness of 90% of the weapons in previous establishments of the genre (I sure enjoyed Daishi Warz Forever™ with 3 gauss and 4 large lasers, constantly alphastriked) but they are treading dangerous ground here with the heat interactions. Agh, it's like heat is the anti-fun


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 08, 2012, 03:54:47 PM
I'll probably give ppc's a go again after the engine & double heat sink changes.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 08, 2012, 05:34:26 PM
As I remember, you can't mix heat sink types, so 3 crits means that legs, chest and head are all out.  That leaves you with torso and arms.  Arms get shot off toooooo fucking quickly in this game, so you shouldn't put them there - also, hardpoints make it harder to find space in the torso or arms because, hey, weapons.

So basically, it's a choice between lots of heat sinks in your head, chest, legs or double heat sinks in areas that you're gonna lose quickly or lose weapons.
Consider a heavy or assault with a large engine.  Those heatsinks don't have to be allocated, so you get double the dissipation before slotting more.  For some builds, and light mechs, they'll be a very nice boost.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 08, 2012, 07:37:38 PM
The value of double heat sinks comes from the 'free' ones that come with the engine and don't take any slots of internal space. 

How did the rules go concerning DHS + XL engines?  I'm curious if they're going to put in different engine prices based on DHS or not.

Heat sinks are priced independently of engines, at least in the wargame.  Dunno how they mean to do it in this, though.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 09, 2012, 01:13:34 AM
I have a really hard time believing that the PPC ball travels at the same time as the Gauss slug, but I will do more testing before commenting any further. Another problem with PPC though is (or that's how I perceive it) a very short delay between the trigger being pulled and the ball being shot. That messes everything up for me.


Title: Re: Mechwarrior Online
Post by: 5150 on October 09, 2012, 05:21:31 AM
I've not used the PPC yet in MWO as, from watching other people using it after I've died, the minimum range seems to me to be much more an an issue than it is on the tabletop (mainly because, unless you were melee inclined, fights tended to stay outside of 3 hex's on the tabletop)

As an aside I did some tests with friends the other night and none of the AC's appear to have any minimum ranges [yet] as per the tabletop (which always struck me as counter intuitive anyway).....or at least any meaningful disadvantage to being inside minimum range.

The Jenner is far too fast/twitch for my tastes unfortunately but it largely depends on what you are up against I suppose. Against Atlas and the like you can circle below their weapon arc and pick away at them with relative immunity but a medium will be able to move quicker and have lower fire arcs.

I prefer the commando (basically because its easier to control!) although it seems to need to be used as a hit and run sniper since its slower and lacks jump jets to get in and out of trouble with

Speaking of which anyone you gets the US version of pc gamer, if you aren't using the code for mwo, send it my way as I can't even buy the digital version from the UK.

I've been able to get the US version of PC Gamer app on my iPhone in the UK (you can create a US iTunes account without a payment method and then google the US PC Gamer 'app' and download it to your iTunes using the US account and then just sync to your device) unfortunately the December issue isn't available yet (despite apparently being available today) so I can't confirm you can actually buy it (since the aforementioned US iTunes account has no payment method assigned to it).

The US issues are £5.99 compared to the UK issues £2.99!)

Failing that you could probably use HotSpot Shield to get a US IP address and grab the Kindle version but you'll need a valid US address against your Amazon account and to transfer your Kindle temporarily to that address to buy it

The Kindle price works out as ~£5.62 but you should be able to do the 30 day trial and get the issue/code for free if you cancel within 30 days.....

December issue appears to be available on Kindle

/edit

I've been able to get the Kindle subscription after adding a US address to my Amazon account and moving my Kindle registration to that address (didn't need to add additional payment source), however there is no code in the digital version but a reference to a web page that does not exist. The page gives a Piranha email address in case there are issues so lets see what they have to say.......


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 09, 2012, 07:59:01 AM
I appreciate the information but I just owe Ssath a favour as he pm'ed me a code, which seems way easier than having to do all that.  I did try signing up with zinio as on the pc gamer website, but they told me to bog off after I put in a UK CC address.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 09, 2012, 08:01:46 AM
All you get is a skin and a coconut horror, right? Just wondering if I want to do that,


Title: Re: Mechwarrior Online
Post by: Amaron on October 09, 2012, 09:10:38 AM
I have a really hard time believing that the PPC ball travels at the same time as the Gauss slug, but I will do more testing before commenting any further. Another problem with PPC though is (or that's how I perceive it) a very short delay between the trigger being pulled and the ball being shot. That messes everything up for me.

The delay is there for all ballistics actually.  They've said it's from server authentication.  Perhaps the PPC has a slightly longer delay for some reason.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 09, 2012, 10:04:22 AM
I know that, except Gauss is the one only ballistic that doesn't seem to suffer from that at all, at least for me.

Also, the delay is what makes pretty much all other ballistics so underperforming.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 09, 2012, 11:37:56 AM
Patch Notes - Tuesday Oct. 9th (http://mwomercs.com/forums/topic/57915-patch-notes-tuesday-oct-9th/)

Quote
Closed Beta Update #13

Upcoming Patch - Tuesday Oct. 9th @ 10AM – 1PM PDT

Change Log
________________________________________
Update

To the MechWarrior™ Online® Community:

We are pleased to announce the latest engine drop of CryENGINE 3.41.  This was a large undertaking and has helped us address many of the game’s issues and bump up performance and rendering capabilities.
What does this mean to you?  The game looks significantly better.  All of the maps have had their lighting tuned and you’ll now see a lot more detail in the environment.  Minimum spec PC players should notice a fairly good improvement in performance with tuning still on-going and will be coming down the pipe as we optimize the game on our way to Open Beta.

DirectX 11 and 3D Vision support are currently disabled while we resolve the remaining few issues.  These will come on-line in an upcoming patch.

We have also taken this opportunity to add some new pathing in River City for you to explore which adds some more gameplay strategies when approaching enemy bases.

GENERAL
User Data:
We will NOT be resetting any user data this patch.  (i.e. you keep all your Mechs, XP, CB, MC as is).

CryEngine 3.41
·    All levels have had a lighting pass done for 3.41
·    Performance improvements (both client side and server side)
·    DirectX 11 disabled for now
·    3D Vision disabled for now

FRONT END
·    Dummy equipable items for Open Beta : Cockpit Command Console, Beagle Active Probe, Guardian ECM Suite
o    Please note that these items do not yet affect gameplay; their functionality will be coming soon in a future patch
·    Added minimal support for equipping skins and cockpit items to support the PC Gamer Skin and the Coconut Monkey.
·    Fixed Error dialog message visibility.
·    Launch mode retained when returning from match
·    Ready Button exposed to Chat-Group interface
·    Restrict PostMSAA to either on or off (fixes jitter)
·    Prevent duplicate bindings on same control. Also prevent invalid rebind data from being saved.
·    Added Info button to Advanced Options

NEW TRIAL MECH ROTATION:
·    Raven RVN-2X
·    Centurion CN9-AL
·    Dragon DRG-1N
·    Awesome AWS-8T

GAMEPLAY
·    Weapon particle effect updates
·    Holding “Q” will show the known targeting information of all visible targets.
·    Default weapon groups system enabled
·    Powered down Mechs no longer relay target information
·    LRM15 and LRM20 have a reduced chance of hitting the ground when fired at a near target
·    Target will no longer be lost when target Mech shuts down due to overheating
·    Can no longer target Mechs when you are shut down
·    Autocannon 2,5,10s have had their rate of fire increased.
·    All Autocannons have had their ammunition count increased.
·    LBX/10 has had its grouping tightened slightly.
·    Night Vision effect updated

BUG FIXES
·    Allied units on the minimap will no longer sometimes behave like enemy markers
·    Thermal should now appear on variant textures
·    Enabling Chain-fire on a Mech with no weapons will no longer soft lock the game
·    Destroying components after a teammate disconnects no longer rewards XP
·    Chain fire will no longer hiccup when trying to fire disabled weapons
·    LRMs no longer lose tracking when fired just off of a close locked target
·    Cooldown bar will no longer jump around after firing during high ping/lag situations
·    AMS will no longer keep firing when the fire button remains held
·    Suicide will provide no end of match rewards.
·    Internal structure will show proper damage levels on the paper doll at round start
·    Reinstating the Founder’s Mechs front page.
·    Reset Launch Mode when logging out
·    AutoRepair/Rearm doesn't reset when options do
·    Fix resolution switch after login
·    Terminate Friends-List on logout & Connection Loss
·    Fixed inactivity timer
·    Fixed Match Summary layout
________________________________________

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team
________________________________________


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 09, 2012, 11:31:27 PM
Video of new patch (http://www.youtube.com/watch?feature=player_embedded&v=XRj6HEVsZ6w).


Title: Re: Mechwarrior Online
Post by: Falconeer on October 09, 2012, 11:37:04 PM
A dev posted about plans for weapon balance.

Quote
Due to the sheer volume of conversations about the Medium Lasers, Flamer, Ammunition/Ton and Large Lasers etc. I am creating this post to expose our weapon balancing plan so you can see what we have planned and what we have under investigation.

This thread will be updated by David Bradley or myself and will remain locked as a type of release notes to all of you.

What we have planned:
- Heavy investigation into AC20 damage/RoF.
- SRM spread normalized at a certain distance from the firing Mech to keep the cluster together at long range.
- S-SRM to lock onto random components. There is still a chance of all SSRMs hitting center torso, just not 100% like it currently is.
- Some long range weapons will start to disrupt targeting abilities of LRM boats and Gauss builds.

What we have under investigation:
- Upcoming pilot modules that may affect weapons. i.e. Just say no to pay to win.
- Look into heat values of all weapons.

All items in this thread will be removed as we address them and added to the Patch Notes of any upcoming release.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 10, 2012, 12:12:39 AM
Mmmm new patch definitely did something weird to graphics.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 10, 2012, 02:59:02 AM
They won't have all this fixed for next week, unfortunate timing with xcom out.  The new graphics, planned (not sure live yet) pilot lab skill bonus increases & new collision system are all very nice though.  I'm pretty sure they are balancing weapons by what people are using most/least of on custom mechs, which seems to be a reasonable way to make a start on it.


Title: Re: Mechwarrior Online
Post by: 5150 on October 10, 2012, 02:59:50 AM
Played about 4 games last night, everything was fine until we got one on Caustic valley when the game ground to a halt (3 of us on TeamSpeak, none of us were where the others could see us, game ended for 1 of us while the other 2 were still in game after the timer hit zero)

I suspect something is broken on Caustic


Title: Re: Mechwarrior Online
Post by: Goreschach on October 10, 2012, 04:33:19 AM
Played about 4 games last night, everything was fine until we got one on Caustic valley when the game ground to a halt (3 of us on TeamSpeak, none of us were where the others could see us, game ended for 1 of us while the other 2 were still in game after the timer hit zero)

I suspect something is broken on Caustic

No, ever since the patch any match that goes past around 8 minutes seems to start to build up some kind of server lag. I think it may be some kind of garbage collection problem that's causing way too many checks on something. It seems rather random as to when it'll start and how bad it'll get.


Title: Re: Mechwarrior Online
Post by: Amaron on October 10, 2012, 04:46:29 AM
Well they certainly didn't get a magic bullet with dual cores on this patch.  At least they can start optimizing again.


Title: Re: Mechwarrior Online
Post by: Shannow on October 10, 2012, 07:14:26 AM
Wake me up when we get a content patch.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 10, 2012, 08:19:02 AM
I think I just killed Nebu in a random match. With triple AC-2 which are now a quite viable support weapon  :awesome_for_real:


EDIT: Try the new night vision. With no night maps it's utterly useless, but sure is pretty.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 10, 2012, 11:04:02 AM
MechWarrior Online Open Beta Will Begin Next Week (http://www.dualshockers.com/2012/10/10/mechwarrior-online-open-beta-will-begin-next-week/)

Quote
MechWarrior Online has been in closed beta for a while, but now it’s time to get down to business, as Piranha Games finally announced the beginning of the open beta.

The next phase of the test, that will be open to everyone, will begin on Tuesday, October the 16th, while the Founders Program (that provided quite a few perks and access to the closed beta) will be officially discontinued on the 14th.

Given the current pace of changes, this seems pretty risky to me as they always seem to need a couple of weeks to fix major changes.


Title: Re: Mechwarrior Online
Post by: 5150 on October 10, 2012, 11:59:41 AM
Has anyone got the question on the PC Gamer digital copy redemption page right? I've tried all the answers I can get from page 88 and all get rejected :-(


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 10, 2012, 12:30:54 PM
Quote
CHECK YOUR PAGE NUMBER AT THE BOTTOM OF THE PRINTED PAGE, NOT THE DIGITAL FILE PAGE

I think mine was off by 1 page, well answer was off by 1 too lol

That help at all?

Full thread here (http://mwomercs.com/forums/topic/58475-pc-gamer-digital-edition-code-promo-page-is-up/page__hl__digital)


Title: Re: Mechwarrior Online
Post by: Evildrider on October 10, 2012, 01:38:33 PM
MechWarrior Online Open Beta Will Begin Next Week (http://www.dualshockers.com/2012/10/10/mechwarrior-online-open-beta-will-begin-next-week/)

Quote
MechWarrior Online has been in closed beta for a while, but now it’s time to get down to business, as Piranha Games finally announced the beginning of the open beta.

The next phase of the test, that will be open to everyone, will begin on Tuesday, October the 16th, while the Founders Program (that provided quite a few perks and access to the closed beta) will be officially discontinued on the 14th.

Given the current pace of changes, this seems pretty risky to me as they always seem to need a couple of weeks to fix major changes.

Open Beta is supposed to be a few months long I thought.  Not just a couple weeks then final product.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 10, 2012, 01:51:42 PM
Wow, the game isn't nearly ready for open beta, especially given that that's essentially the game's release and that the clock starts ticking on the boosted experience/money that the founders paid for.  Last I heard, they hadn't even finished balancing repair costs/round rewards for the game's economy.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 10, 2012, 01:58:45 PM
My concern is just initial word of mouth.  I have no doubt they'll get it all working correctly again, later on community warfare might turn out to be stupid and they might do other daft things but servers are a bit flakey at the minute.


Title: Re: Mechwarrior Online
Post by: Tmon on October 10, 2012, 03:04:35 PM
Hopefully the game will be stable enough for them to be able to continue to work on the rest of it while people happily death match away.  If they have to devote a lot of time fixing fundamental issues with the servers, net code or weapon balance they will end up facing a two edged sword of pissed off founders and negative word of mouth about an unfinished buggy game from people who just dropped in to play fighting robots.  I doubt that calling it open beta will help them if things go south.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 10, 2012, 04:15:41 PM
For a game that could definitely use so much more testing and all, it's pretty fucking amazingly fun. So yeah, it would be awesome if they could spend some more time in beta, but don't forget the reason they sold so many founders package after the initial rush is word of mouth, which has been very good.

So sure, now that the novelty wore off the glitches are more annoying and people are being very vocal about it, but the bottom line is that the game is fun as hell and it plays very good.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 11, 2012, 05:52:42 AM
Decent video tutorial (https://www.youtube.com/watch?v=bykz9kUNBTI). PGI should just slap this somewhere in the menus before Open Beta next week.


Title: Re: Mechwarrior Online
Post by: satael on October 11, 2012, 10:36:13 AM
[rant]

Fun times... :uhrr:

Logged in after a long time of not playing in order to see the new graphics engine and get a feel before the open beta starting next week...

Jumped on my founder atlas as I saw that all had reseted since my last time playing (and I had no cash to customize it)
Load into the game, notice that I have no ammo, well, 4 medium lasers should do something so off to find a proper target!
Find a lone dragon which should be beatable with the lasers if nothing goes wrong...only to see my atlas get shredded in a matter of moments...
Turns out that my atlas (and judging by the forums not just my mechs) is broken and comes with 0 armor and no ammo...
And as a bonus you can't add any rear armor to it in the mech lab, hooray for my atlas with 0 armor in the back!

Yes, this game is ready for launch (meaning there will be no more wipes and premium time will start running for founders) next week...

[/rant]


Title: Re: Mechwarrior Online
Post by: Mrbloodworth on October 11, 2012, 02:07:46 PM
Who is the publisher on this?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 11, 2012, 03:27:39 PM
That is the thing. Nobody is. Or actually, Infinite Game Publishing (http://infinitegamepublishing.com/), from Montreal.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 11, 2012, 04:42:18 PM
Hotfix today addressed a few issues.  If broken shit annoys you I'd give this a miss till a couple of days after the 16th.  While trying not to sound like a fanboi, they upgraded the crysis engine this week and next week they are adding a shedload of new game features, so I expect more of the same.


Title: Re: Mechwarrior Online
Post by: satael on October 12, 2012, 04:19:34 AM
Hotfix today addressed a few issues.  If broken shit annoys you I'd give this a miss till a couple of days after the 16th.  While trying not to sound like a fanboi, they upgraded the crysis engine this week and next week they are adding a shedload of new game features, so I expect more of the same.

Still can't add armor to the rear side of my atlas so the hotfix didn't fix anything for me  :oh_i_see:
I would have no problem with patches breaking stuff (and not being fixed "really quickly") if the game wasn't being released (open beta=release since there won't be any wipes once it starts) next week...

edit: the reason open beta starts next week is because closed beta players have done all they can  :uhrr: http://mwomercs.com/news/2012/10/470-bryan-ekman-russ-bullock-on-open-beta (http://mwomercs.com/news/2012/10/470-bryan-ekman-russ-bullock-on-open-beta)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 12, 2012, 05:10:38 AM
They keep repeating they don't consider the upcoming stage as the official release. "It's open beta, not release". This should be reflected by the fact that real money transactions are still not possible, but this is not clear yet. They are supposedly going to clarify on that soon.


Title: Re: Mechwarrior Online
Post by: satael on October 12, 2012, 05:42:40 AM
They keep repeating they don't consider the upcoming stage as the official release. "It's open beta, not release". This should be reflected by the fact that real money transactions are still not possible, but this is not clear yet. They are supposedly going to clarify on that soon.

Any beta that doesn't end in wiping the servers is a release in my view.

edit: end in wiping in the end


Title: Re: Mechwarrior Online
Post by: 5150 on October 12, 2012, 06:02:36 AM
It worries me that they are dumping 3 balance changing/breaking systems (Ferro, Endo and DHS) on the game at the same time they go open beta.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 12, 2012, 06:54:02 AM
Well, it is beta....  kinda.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 12, 2012, 07:34:54 AM
Hotfix today addressed a few issues.  If broken shit annoys you I'd give this a miss till a couple of days after the 16th.  While trying not to sound like a fanboi, they upgraded the crysis engine this week and next week they are adding a shedload of new game features, so I expect more of the same.

Still can't add armor to the rear side of my atlas so the hotfix didn't fix anything for me  :oh_i_see:
I would have no problem with patches breaking stuff (and not being fixed "really quickly") if the game wasn't being released (open beta=release since there won't be any wipes once it starts) next week...

edit: the reason open beta starts next week is because closed beta players have done all they can  :uhrr: http://mwomercs.com/news/2012/10/470-bryan-ekman-russ-bullock-on-open-beta (http://mwomercs.com/news/2012/10/470-bryan-ekman-russ-bullock-on-open-beta)

I can see your point, it's not a good situation.  I had an atlas dc the same, armour seemed bugged, I sold it (it failed to sell a few times too), bought it again and the new one was ok.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 13, 2012, 02:48:10 AM
Official Response to Community Concerns - OCT 12/2012 (http://mwomercs.com/forums/topic/59565-official-response-to-community-concerns-oct-122012/)

Quote
A response to the major concerns of the community.

We would like to let you all know that we DO listen and DO carefully follow the forums, Facebook, Tweets, PMs and support tickets. We have a team of committed staff whose entire job is to tell us these things.

Game development is similar to trying to steer a very large ship. To make changes in direction takes time and accurate judgement calls. Even after the decision to change direction has been made, it takes a lot of time to make sure the change is working and the direction is valid. A lot of the feedback on the forums specifically are in the **** for implementation, but again it comes down to time to get them ready and tested before sending it out to you folks on the live servers.

That being said, we’d like to address the concerns and worries that many of you have regarding Open Beta, Match Making, Founder’s Premiums, Game Balance, New User Flow and the future of Community Warfare.


Open Beta:

We have decided to push Open Beta back. We agree that the game's current state of stability is not allowing us to get the latest experience across to new and veteran players alike. This is a short push back on the date and will depend on the stability and playability of the build.



Current Gameplay Issue:

The instability (lag to completely dead FPS) has been identified and we will put out a fix tonight. We also want to make sure this fix works on the Live game servers so you will get a new patch very soon.


Match Making:

The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams.

The next 3 stages of planned releases for Match Making involve the following:

Phase 1:

Reduce the maximum # of players in a group to 4.
This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4.

Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.

Phase 2:

Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft’s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively.

At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date.

Phase 3:

We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we’ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented.

We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible.

Founder’s Premium Account Status:

We have heard your cries and we are responding to them…

On the date of Open Beta, your Premium Account timer WILL start ticking. Around Open Beta, a button will appear that will allow YOU the Founder’s account holder to decide when the timer starts to tick down. At the same time as this button appearing, your used Premium Account time will be reset to its full value. At that point, you can click the button to start your timer but you cannot stop it. It will be up to you to decide when the Premium Account starts to tick.

Please note that this only applies to Founder’s Premium Account Bonus. Founder’s Mechs behave as planned from Open Beta onward.

Players who purchase a Premium Account AFTER Open Beta will have their timers start immediately upon purchase.


Game Balance:

The game is fairly close to where we want it but the last few items are finally coming into play in terms of Mech on-board systems and items such as Double Heat Sinks, Ferro Fibrous Armor which directly relate to weapon balance and combat experience. Now that those systems are in place, we will be looking into balancing factors such as heat and damage/damage over time etc.

For more information about where weapons are going, check out this link.


New User Experience:

We are adding a lot of tutorials for new players, and we believe this will help greatly. We’re also tightening the UI to make the flow easier to understand. In general, we’re adding a lot in the coming days, and we do understand this is needed to help new players the various complexities of MechWarrior Online.

Videos of every aspect of Mech Warfare will be coming soon, including moving your Mech, arming your Mech and tactics with your Mech.

Community Warfare:
Let’s start off by re-quoting the original Community Warfare Pillar from our game description:

Community Warfare:
MechWarrior® in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech® Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech® lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp's player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards.

Nothing has changed from this original vision of where we want to take Community Warfare. The thing about Community Warfare the decision to push it out further post Open Beta, is the sheer size of the feature and the amount of time to implement. Right now we want the dev team to focus on getting the current game feature set into the live build and then stabilize the build as people join us through the first few weeks of Open Beta. Soon after, a large segment of the entire team will shift over to getting Community Warfare coded and implemented so we can get this into the hands of internal/early beta tester’s hands so we can launch the feature in the future. Because of the sheer workload of this feature we cannot give you an accurate timeline for delivery for this but we will start rolling out information as we begin development of Community Warfare.

After this big gameplay injection, we will look at the plan for the Clan Invasion.

- The MechWarrior™ Online® Team

Xcom is bloody good, I'm taking a break for a while till they sort their shit out.


Title: Re: Mechwarrior Online
Post by: satael on October 13, 2012, 04:32:16 AM
Nice to see them push the open beta back (and acknowledge that there are some real problems in the game right now). Also being able to decide when to start the premium time is a nice (planned) change.


Title: Re: Mechwarrior Online
Post by: 5150 on October 16, 2012, 07:37:09 AM
No patch today, its been pushed back to next week :-(


Title: Re: Mechwarrior Online
Post by: Falconeer on October 16, 2012, 07:46:58 AM
I'm so sad. Also, I'm one of those who's been loving the game from its earliest iterations, I just have a lot of fun with it no matter what. But one can't ever get enough new Mechwarrior related content. Should be lots of stuff next Tuesday though, Cicada, Artemis, Beagle, ECM and more.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 17, 2012, 12:42:48 PM
(http://static.mwomercs.com/img/gallery/7D1ACB881607C7E8F801D848CC3E2409.jpg)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2012, 12:43:35 PM
Fucking finally. Except we'll see this 'mech on the battlefield in approximately a year or two.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 17, 2012, 02:38:25 PM
In fairness to them, their art department has to poop out the base 'mech and multiple variants with differing weapon layouts, so the work required to get a model of mech stomping around on the battlefield isn't insignificant.  But yeah, it'd be really swell if they accelerated the mech deployment speed.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 17, 2012, 03:02:35 PM
Well we do have the cicada next week, along with the "Hero" mech.  The hero mech is supposedly the Yen Lo Wang.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2012, 03:10:58 PM
Quote
History

The Yen-Lo-Wang, named after the Chinese god of death, is a custom Centurion that was originally used by Justin Xiang-Allard in 3027 during his "exile" on Solaris VII and his Solaris Championship run.[1] He modified the 'Mech originally with an Assault Autocannon and placed Titanium "nails" on the 'Mech's hand actuator. He used the 'Mech later during his career with House Liao's Maskirovka during the Fourth Succession War.

Confirmed? That would be kind of awesome. Especially if the model, not just the skin, reflects the canon. Where is that speculation coming from?


Title: Re: Mechwarrior Online
Post by: Evildrider on October 17, 2012, 03:19:58 PM
It's been pulled out of files in the game.  It's all speculation though.  The devs have denied it but we all know how that usually goes.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 17, 2012, 03:37:21 PM
It really amazes me that they've got all this built in fiction but they've utterly failed to translate it into the game.  Seriously, if they would've simply had a strat-game with BTech storylines it'd be flat out better than this fragfest.  Not sayin I dont love the fragfest, but I really wanted to be fighting for The Gray Death Legion or some such.  Hexbattling my way across the Sphere and what-not.

I know we can look forward to it during Community Warfare, but we should at least be given some nice fluff during the splash pages and during deathmatch queues.


Title: Re: Mechwarrior Online
Post by: Shannow on October 17, 2012, 04:11:27 PM
It really amazes me that they've got all this built in fiction but they've utterly failed to translate it into the game.  Seriously, if they would've simply had a strat-game with BTech storylines it'd be flat out better than this fragfest.  Not sayin I dont love the fragfest, but I really wanted to be fighting for The Gray Death Legion or some such.  Hexbattling my way across the Sphere and what-not.

I know we can look forward to it during Community Warfare, but we should at least be given some nice fluff during the splash pages and during deathmatch queues.

My expectations for community warfare at this stage are pretty darn low.  I'm sure itll disappoint. The fact that it takes them months just to add a new map doesn't fill me with confidence that they could add any fluff.  My suspicions as mentioned earlier are that as devs they simply arent  that good.   
At least they had the sense or the money in the bank to delay open beta.

  I hope Im wrong about piranha I really do.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2012, 04:16:09 PM
I'd agree with you more (cause I agree, just not completely) if they hadn't delivered a pretty darn good rendition of 'mech warfare so far. Sure we all want more and expect more and hope for more, but damn if it isn't awesome to just have these things beat the shit out of each other. And to capture the 'mech 'n (heavy) metal feel this good you can't be that bad at your job.


Title: Re: Mechwarrior Online
Post by: Amaron on October 17, 2012, 04:31:16 PM
The hero mech is supposedly the Yen Lo Wang.

I hadn't heard about this hero mech thing.  From what I read though, the Yen Lo Wang was only unique for it's melee weapon?  Seems like a bizarre choice here.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 17, 2012, 06:48:19 PM
I'd agree with you more (cause I agree, just not completely) if they hadn't delivered a pretty darn good rendition of 'mech warfare so far. Sure we all want more and expect more and hope for more, but damn if it isn't awesome to just have these things beat the shit out of each other. And to capture the 'mech 'n (heavy) metal feel this good you can't be that bad at your job.

I agree.  And let's be real, they HAVE taken the time to give us nice timeline stories in the News from time to time, but it's not readily apparent within the game itself.  You have to dig around on the website for that.  What we need at least is some feed within the launcher that gives context to what we're doing.  Just firing up the launcher and immediately blowing up shit is taking a great IP and wasting it really.



Title: Re: Mechwarrior Online
Post by: UnSub on October 17, 2012, 09:29:41 PM
Apparently paying-for-beta saw MWO pull in US$5m (http://www.gamasutra.com/view/news/179499/MechWarrior_Onlines_unconventional_crowdfunding_pays_off.php#.UH-FcGfm5ns).


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 18, 2012, 01:11:48 AM
(http://i.imgur.com/uJDlE.jpg)

 :heart:


Title: Re: Mechwarrior Online
Post by: Falconeer on October 18, 2012, 01:36:36 AM
Fuck me. Where is that from?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 18, 2012, 01:39:28 AM
http://mwomercs.com/news/2012/10/477-weekly-screenshot-23


Title: Re: Mechwarrior Online
Post by: 5150 on October 18, 2012, 04:54:47 AM
http://mwomercs.com/news/2012/10/477-weekly-screenshot-23

I'm kinda confused about the point of the whole camo thing, unless your going to be able to pick what map you fight on next camo is purely asthetic so it might as well stop pretending to be camo and just be cosmetic

Maybe I'm reading into it too much though?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 18, 2012, 05:01:47 AM
I think it's completely cosmetic, and that's totally fine by me, but that said with devices capable of disrupting targeting, there's a chance that having a white coloured 'mech on a snowy map instead of a neon pink one will make a difference.


Title: Re: Mechwarrior Online
Post by: Amaron on October 18, 2012, 06:46:47 AM
They could make it change with the map.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 18, 2012, 07:07:36 AM
http://mwomercs.com/news/2012/10/477-weekly-screenshot-23

I'm kinda confused about the point of the whole camo thing, unless your going to be able to pick what map you fight on next camo is purely asthetic so it might as well stop pretending to be camo and just be cosmetic

Maybe I'm reading into it too much though?

If I was on my way to an ice planet I'd want to be able to tweak my camo and loadout on the way there.


Title: Re: Mechwarrior Online
Post by: angry.bob on October 18, 2012, 09:22:15 AM
Yeah, just put in a camo system similar to WoT, sell camos for money, wear moneyhats. Especially if you can add ECM stuff to your mech. ECM + appropriate camo = making hitting things way harder.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 18, 2012, 12:11:43 PM
Without ECM the camo will be of very dubious value as people aren't looking for the robot, they're looking at the red arrow and the target lock circle.  With ECM, camo can have much more significant a role to play.  Much like the jamming pack in Tribes demonstrates, I'm willing to bet that a lot of players are borderline helpless if denied that red arrow.


Title: Re: Mechwarrior Online
Post by: Engels on October 18, 2012, 12:48:01 PM
Those light mechs are already a bit of an OP nightmare. GIve 'em camo and ECM and it'd be like T-50-2s with five times the HP and a BL-9


Title: Re: Mechwarrior Online
Post by: WayAbvPar on October 18, 2012, 01:32:18 PM
Good god. Can you imagine letting Garga loose with something like that?


Title: Re: Mechwarrior Online
Post by: Evildrider on October 18, 2012, 01:52:57 PM
Yen Lo Wang (http://mwomercs.com/news/2012/10/482-hero-stands-tall) confirmed on the MWO site.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 18, 2012, 03:16:35 PM
Those light mechs are already a bit of an OP nightmare. GIve 'em camo and ECM and it'd be like T-50-2s with five times the HP and a BL-9

Biggest advantage is lights wont need AMS against the LRM swarm.  Other than that, against a sniper using thermals the camo is still useless...  so spotting a gaussapult is still a deathwish.  However, spotting in general will be much more of an active role when you can do-so stealth.  Especially powered-down using VOIP (when thermals wont work).


Title: Re: Mechwarrior Online
Post by: Amaron on October 18, 2012, 05:04:13 PM
Without ECM the camo will be of very dubious value as people aren't looking for the robot, they're looking at the red arrow and the target lock circle. 

I thought powering down hid the red box to some degree?


Title: Re: Mechwarrior Online
Post by: 5150 on October 19, 2012, 04:27:05 AM
Without ECM the camo will be of very dubious value as people aren't looking for the robot, they're looking at the red arrow and the target lock circle. 

I thought powering down hid the red box to some degree?

In the tabletop powered down won't save you from Beagle


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 19, 2012, 08:04:00 AM
So I've kind of been not paying attention much lately... what is a hero 'mech?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 19, 2012, 01:44:36 PM
It's the Yen-Lo-Wang

Quote
History

The Yen-Lo-Wang, named after the Chinese god of death, is a custom Centurion that was originally used by Justin Xiang-Allard in 3027 during his "exile" on Solaris VII and his Solaris Championship run.[1] He modified the 'Mech originally with an Assault Autocannon and placed Titanium "nails" on the 'Mech's hand actuator. He used the 'Mech later during his career with House Liao's Maskirovka during the Fourth Succession War.

Supposedly just a Centurion with a unique skin and eventually some minor midel differences. No way to know if it'll have any hardpoint difference from other Centurions, or if it'll be sold for Cbills or real money.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 19, 2012, 01:47:04 PM
Hero mechs are going to be the "one of a kind" mechs that the bigger characters in the Battletech books used.  The version of the Yen Lo Wang that will be released will probably have the Gauss Rifle, 3 med. pulse, triple strength myomer, and an xl engine.


Title: Re: Mechwarrior Online
Post by: 5150 on October 19, 2012, 02:31:13 PM
triple strength myomer

Pointless unless they put in melee combat though


Title: Re: Mechwarrior Online
Post by: Evildrider on October 19, 2012, 10:24:50 PM
Meh, you still get the speed increase and it's for a ton and 6 crits.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 21, 2012, 10:04:24 PM
Triple strength won't work for crap with the heat system in MWO.  It hinged on being at a fairly tight heat range and maintaining that heat level, and the spikey heat model in MWO would shoot that to hell.  And even if it did work, at least half of its benefit came from the boost to melee damage, which just isn't in the game in any event.


Title: Re: Mechwarrior Online
Post by: 5150 on October 23, 2012, 05:08:32 AM
Meh, you still get the speed increase and it's for a ton and 6 crits.

Pretty sure it's MASC that gives you the speed increase?


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 23, 2012, 06:52:56 AM
TSM gives a bit of a boost when running hot.  Basically it counters some of the negative speed affects of high heat.  (If I'm remembering right.  I was never the massive fan of it that some people are.)


Title: Re: Mechwarrior Online
Post by: Kitsune on October 23, 2012, 09:46:47 AM
When you got warm, you slowed down.  When you got warmer, the TSM would kick in, remove the speed penalty, and make you faster on top of that.  When you got warmer still, the speed penalties would continue to accrue and eventually negate the TSM bonus, though you'd still be moving faster than a non-TSM mech in the same circumstances.  But more importantly it would boost the mech's physical attacks by 50% when active, so TSM on a heavy mech with a hatchet would result in a death monster that was hitting harder than an AC/20 and only on the upper body, so higher odds of getting the head.  As long as you were careful with heat management, you'd wind up with something that could sprint across the map faster than anything else of its weight class and proceed to demolish the crap out of most other targets.

Of course, this also required running into point blank range while being shot at a lot.  Heavy armor's pretty much required.


Title: Re: Mechwarrior Online
Post by: eldaec on October 23, 2012, 02:15:49 PM
Without ECM the camo will be of very dubious value as people aren't looking for the robot, they're looking at the red arrow and the target lock circle. 

I thought powering down hid the red box to some degree?

If visible camo worked then people would just start using IR vision.


Title: Re: Mechwarrior Online
Post by: Fordel on October 23, 2012, 03:18:59 PM
When you got warm, you slowed down.  When you got warmer, the TSM would kick in, remove the speed penalty, and make you faster on top of that.  When you got warmer still, the speed penalties would continue to accrue and eventually negate the TSM bonus, though you'd still be moving faster than a non-TSM mech in the same circumstances.  But more importantly it would boost the mech's physical attacks by 50% when active, so TSM on a heavy mech with a hatchet would result in a death monster that was hitting harder than an AC/20 and only on the upper body, so higher odds of getting the head.  As long as you were careful with heat management, you'd wind up with something that could sprint across the map faster than anything else of its weight class and proceed to demolish the crap out of most other targets.

Of course, this also required running into point blank range while being shot at a lot.  Heavy armor's pretty much required.


It was one of the few InnerSphere Tech advantages as well, if I remember correctly.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 23, 2012, 03:22:40 PM
Anyway, megapatch delayed about 24 hours.


Title: Re: Mechwarrior Online
Post by: 5150 on October 24, 2012, 04:35:31 AM
When you got warm, you slowed down.  When you got warmer, the TSM would kick in, remove the speed penalty, and make you faster on top of that.  When you got warmer still, the speed penalties would continue to accrue and eventually negate the TSM bonus, though you'd still be moving faster than a non-TSM mech in the same circumstances.  But more importantly it would boost the mech's physical attacks by 50% when active, so TSM on a heavy mech with a hatchet would result in a death monster that was hitting harder than an AC/20 and only on the upper body, so higher odds of getting the head.  As long as you were careful with heat management, you'd wind up with something that could sprint across the map faster than anything else of its weight class and proceed to demolish the crap out of most other targets.

Of course, this also required running into point blank range while being shot at a lot.  Heavy armor's pretty much required.


It was one of the few InnerSphere Tech advantages as well, if I remember correctly.

I only ever had one player use TSM exactly once on the tabletop. He constructed a dual hatchet mech solely around overheating and getting into melee range as quickly as possible.

In the one game this mech was used he spent every turn firing every weapon (not even electing to fire the weapons at an opponent) while heading full speed towards the enemy, who was blowing chunks off him the whole time.

He arrived in melee range just as in time for his opponent to land the fatal shot :-)


Title: Re: Mechwarrior Online
Post by: 5150 on October 25, 2012, 05:36:07 AM
Anyway, megapatch delayed about 24 hours.

Given that it didnt happen yesterday I think they'll probably shut it to next week now

Good job they pushed open beta back if the patch is giving them trouble!


Title: Re: Mechwarrior Online
Post by: Falconeer on October 25, 2012, 06:00:09 AM
It's SUPERCONFIRMED for today. Which means nothing.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 25, 2012, 10:05:45 AM
Servers are patching now, there are strong indications that they are going to do a full wipe.  This is possibly the start of open beta.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 25, 2012, 01:22:24 PM
The hero mech Yen Lo Wang has a 30% c-bill boost, a unique paint scheme, and it's a unique variant.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 25, 2012, 02:56:57 PM
Quote
MechWarrior Online BETA Update

Build Version 1.0.134 (That's right.. Version 1.0!!!)
 
Patch Date - Thursday Oct. 25th @ 10AM – 1:30PM PDT
 
UPDATE
 
Another push towards Open Beta and we’ve been very busy.
 
Not only are there numerous fixes and improvements on existing systems, we’ve also added the Cicada (CDA) to the BattleMech lineup as well as 3 more variants of existing Mechs.  On top of all of that, we’ve added new upgrades.  Ferro Fibrous armor, Endo-Steel Internal Structure and Double Heat Sinks are now in the game!
 
Ferro Fibrous armor is going to give you a bit more survivability on the battlefield; it is a little lighter, but at the cost of critical space.  Endo-Steel Internal Structure frees up tonnage on your Mech at the cost of critical space.  This is an advantage for the heavier Mechs in the Mech line-up.  Double Heat Sinks will double the heat dissipation at the same tonnage cost, but take up 3 times the amount of critical space.
 
To accommodate these new additions in MechLab, there is a new flow that has been introduced in terms of interface.  Check out the new tabs just under the MechLab tab when you enter.  While you’re here, you may also want to check in on your PilotLab Modules.  There’s a new module there that will give you a new aiming system to play with.  Just remember, you press “V” to activate it.
 
We've also made changes to the economy of the game.  Firstly, we standardized MC to C-Bill pricing. Secondly, we've lowered engine prices and item prices have been increased. This all adds up to, Mech costs being the sum of it's parts.  While it doesn't follow the canon pricing, it is close.
 
(http://i.imgur.com/yz826.jpg)

Graph of Mech Prices, from Light to Assault
 
As you can see, the average MC cost now (green line), is much lower than previous (dashed red line).  Now, you get more value for your MC, as an Atlas AS7-D, for example, is not the same cost as an Atlas AS7-K. This helps reflect the fact that many variants have more sophisticated equipment, and thus are worth more. So to sum up: Average MC cost for Mechs is much lower, and there are spikes in MC cost for Mechs with advanced equipment.
 
The rest of the changes are in the patch notes below and we hope to see you take advantage of the new features in combat.  Now get out there and pop a Jenner!
 
P.S. Those of you who have purchased the December issue of PC Gamer will now have your Mech Skin and Coconut Monkey Bobblehead!

Change Log

GENERAL
 
User Data:
 
We will be resetting:
BattleMech Inventory
Item Inventory
C-Bills AND MechWarrior Credits (MC)
Premium Account Time
Mech XP and all Mech Trees (Efficiencies)
Pilot Trees (Modules)
We then credit:
Founder’s Packages
MC Purchases
75% of your C-Bills earned since Sept 18,2012
Mech XP earned since Sept 18,2012
We won't be resetting:
User accounts, friends lists
NEW BATTLEMECHS:
Jenner JR7-K
Raven RVN-3L
Cicada CDA-2A
Cicada CDA-2B
Cicada CDA-3C
Cicada CDA-3M
Awesome AWS-9M
NOTE: The Centurion CN9-D will be appearing on November 6th.  We understand that you will not be able to elite the Centurion line until then.  We apologize for the delay as the CN9-D is reliant on the Artemis guidance system.

FRONT END
 
New flow in MechLab:
Configure button is now removed. Configuration is now done through the section tabs
The section tabs (Loadout, Modules, etc.) are now directly accessible after selection of your ‘Mech
The section tabs can now only be accessed one at a time (you must save or cancel to go to another tab)
Engine heat sinks
Engines with a rating of 275 or greater can contain one or more heat sinks inside of them without taking up critical slots.
There is now a mechanism to add/remove these heat sinks (previously these heat sinks were fixed within the engine). The number of spots available and the number of spots taken are shown in the equipped engine
When removing an engine, any heat sinks within the engine are also removed
The number of heat sinks the engine is capable of holding is the same regardless of whether the ‘Mech uses single or double heat sinks
New Upgrades tab - upgrades are options that affect the ‘Mech as a whole, there are currently three upgrade types to choose from:
 
Armor (currently selectable are Standard and Ferro-Fibrous)
Changing your armor type automatically replaces all of your armor with the new type
Cost of the upgrade is a fixed price for the conversion (based on max tonnage of the ‘Mech) plus the cost of whatever armor of the new type you need to buy. Having an amount of armor of the proper type in your inventory will therefore reduce the cost of the upgrade
Armor types other than Standard take up critical slots (14 for Ferro-Fibrous). These slots will be floating (see below)
Structure (currently selectable are Standard and Endo-Steel)
 
Cost of the upgrade is a fixed price based on max tonnage of the ‘Mech
Structure affects tonnage of the ‘Mech (Endo-Steel is lighter)
Armor types other than Standard take up critical slots (14 for Endo-Steel). These slots will be floating (see below)
Heat sinks (select between single and double)
Selects whether your ‘Mech may use single or double heat sinks. Only one type of heat sink may be used on a ‘Mech at a time
Cost of the upgrade is a fixed price
Engines are also automatically upgraded to double the heat sink capability
When heat sink type is changed, all heat sinks are removed from the ‘Mech and new heat sinks of the proper type must be installed (and bought if necessary)
Floating slots
Some upgrades take up critical slots. These slots are auto-flowed into available empty slots
If a floating slot appears in white, other items can be dragged on to it and it will be moved to an available slot somewhere else on the ‘Mech
If a floating slot appears in yellow, then there is no open empty slot that it can be moved to and so can not be used for other items
Floating slots are ignored in the critical hit system
GAMEPLAY
Running into another Mech will no longer knock it down.
Line of sight check now higher on Mech so targeting can occur when only 25% of the mech is visible over a hill instead of 50%
Explosions explode on the surface of the water and spawn water explosion effects
AC/Gauss/PPC type weapons now pass through water and deal a reduced amount of damage depending on depth of the hit
Laser water hit effects spawn at the correct location on the surface of the water and deal a reduced amount of damage depending on depth of the hit
Added Picture in Picture Zoom module. (Default mapped key for advanced zoom is 'V')
Added Current active Vision mode status in HUD
Extend range finder to 2500m( was 1500m )
Cockpit light will now flicker after taking hard hits
MOVEMENT IMPROVEMENTS:
Animation shaking under various circumstances
‘smoother’ jump jetting behavior
Weapon hit detection more in-line with where you see the mech on your screen (don’t have to shoot infront of your mech so much) especially at lower frame rates were the problem was the worst.
BUG FIXES
Two AMS on a Mech (AS7-K) now correctly destroy double the missiles
PPC’s will no longer cross at extreme ranges
Players are no longer able to zoom or change vision modes when a Mech is shut down 
Zoom and Vision modes are tuned off when a Mech shuts down
Target hit indication for missiles now correctly only goes off when explosion damage is dealt
Users can no longer specify an FOV less than 60.0 degrees in the user.cfg
We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team

MechWarrior® Online™
Piranha Games Inc.
Vancouver, British Columbia, Canada
http://mwomercs.com/

Good patch, real nice but you can't knock mechs over anymore which I'm real sad about.


Title: Re: Mechwarrior Online
Post by: Amaron on October 25, 2012, 09:08:02 PM
I think they're a bit crazy to launch without new pilot trees/unlocks.  The ones they have right now are extremely anemic.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 26, 2012, 01:33:43 AM
No knockdowns is pretty weird. I hope it's a change that has to do with a future revamp of the whole collision system, because it really makes no sense to just remove it altogether.

EDIT: Yeah, Technical Director Matthew Craig confirms it:

Quote
The rationale behind removing collisions is not to get rid of it but to disable while we take time to get it working correctly.

More, from Paul Inouye:

Quote
I'll address the two big questions I see here... Where did the Centurion CN9-AH go and why did knock downs get removed.

First off, the CN9-AH was our test vehicle for what we could do for Yen-Lo Wang. It was the closest variant we would use without exposing what the first Hero Mech was going to be. Now that Yen-Lo Wang is announced and present, we have removed the CN9-AH and will be replacing it with the CN9-D with the Artemis Guidance System in the next Mech release pack.

As for knockdowns, they were broken... plain and simple. I had been asking for a while now to have them removed until we get both the physics and the network side of Mech movement down properly so it a) doesn't look horrible and  doesn't cause the weird warping around as the Mechs stand back up. This mechanic will come back when we properly introduce charging/knockdown gameplay.

I'll check into the DHS system. Seems a bit light to me as well.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 26, 2012, 03:18:58 PM
Russ Bullock on Open Beta (http://mwomercs.com/news/2012/10/490-russ-bullock-on-open-beta)

Quote
Hey Everyone

I would like to address this to the core community of MechWarrior Online. You guys are absolutely the most loyal community in all of gaming, intense! But far and away the most loyal. To explain what I mean by loyal let me start out with a huge thanks to all of our Founders. The program was quite obviously a huge success, in fact at 5.2 Million it has set a new high bar for these types of programs. That is a huge statement to just how amazing the MechWarrior franchise and it’s unique and exciting play mechanics are, and now a whole new generation of gamers are about to learn that. These founders have made it possible for us to make the game better and to make better choices these past 4 months, with each of those choices leading to a better overall product.

Since we have just today announced Open Beta for Monday October 29th, I wanted to address that with the community. During this past year we have learned an incredible amount when it comes to listening and managing a community. Over the course of that year we have listened, learned and then reacted to many topics that have come up. One topic that has always been a major point of conversation is the topic of Open Beta and when the product would be ready for it. This one in particular has always been fascinating to me, for the most part I wondered why people in the community even cared when the product went Open Beta, after all they were already playing the game and enjoying it, what did it matter to them when the product went Open Beta? Of course after studying the subject you start to understand and list off the various reasons people have. But I was also filled with the belief that each of those concerns is very easily addressed, and I will list off a few here:

1) I don’t want to spend money on the game until it has more content – This one is very easy to address as Open Beta launch will represent the FINAL data wipe, therefore players will be starting over one last time. This also means that all of their MC, if they have purchased any, or the entirety of the Founders rewards will be reimbursed completely: therefore you get to choose when the time is right to spend your MC currency.
2) I don’t think it’s fair that my Founders premium account should start at Open Beta - At an estimated Nov 13th patch all Founders will have their premium time reset once again (two free weeks of premium time!) and be given a “button” that allows Founders the opportunity to choose exactly when to start their premium time. It will not start counting down until you, the Founder, decide it is worth it.
3) Oh no it can’t be Open Beta because the game still does not have X Feature or Y piece of content, I can’t believe MWO will not said feature or content – I think all of us get caught up in the retail product mentality. Just because MWO is going Open Beta in no way means we are finished making the game or that we will even slowdown in the slightest. We already have nine months of work lined up in front of us and frankly there is no end to the work in sight. We could easily delay Open Beta endlessly to just wait for one more feature or one more piece of content which could easily become a black hole.
4) I love MechWarrior and I want the whole world to love it too, but if it goes out too soon that may not happen – This is a great point of passion that we share with you, but there are just limits to what we can do and how long we can hold off on launching the product. But let’s not lose sight of the fact that the core MWO experience is a ton of fun. All of the media previews from PC Gamer to Penny Arcade agree, the core experience is extremely addictive and fun - we already have what most games never end up finding. Now we just need to add more content and more features, that’s great we can do that and will.
Now that I have talked about some of the feelings the community has expressed regarding Open Beta, let me try and explain some of the reasons why we feel the time is right:

1) We just can’t ask more of our closed beta testers - The closed beta testers have done an amazing job, but many of you - including many founders - are just plain fatigued at having their data wiped. In fact according to our data we even have 10’s of thousands of Founders that are just waiting for Open Beta to play again so that their play time is not wasted. It is time for us to get into Open Beta and stop the data wipes.
2) We can’t effectively test certain things any further with our current community – In many ways we can’t effectively test systems both in back end infrastructure and game systems without both more and different types of players. We need to bring in new non-core players to determine what aspects of MWO interface, etc need to be changed and exactly how they should be changed. We can’t make proper headway in these areas without Open Beta.
3) Customer Support, server stress – we just need to take the next step in our player base to be able to stress and then take these systems to the next level.
In the end there are many reasons across all aspects of running a large game like this that tell us we need to take the next step in order to continue to improve the product at the pace we want to. I hope this information helps you guys in the community understand more clearly the reasoning behind our decisions. I know that almost all the questions and concerns we get from the community is because you care a great deal about this product and really desire to see it successful. Many of you wonder what it is you can do to help make this game a success. Of course many of you purchased Founders packages, which was an immense help, but how else can you help? Please be a huge positive force on the forums, social feeds and most importantly in the game. If you see a new player needing help, take the time to inform them on the nuances of MechWarrior and how they can get better at the game. Help us spread the word and bring new players to the game. Continue to submit support tickets with any issues or bugs you find in the game, as well as continue to provide us your feedback but strive to keep the emotion out of your opinions.

I hope this has been helpful, and once again thanks for your support. I will talk to you again soon.

Russ Bullock
President
Piranha Games Inc.

Few issues they need to sort...


Title: Re: Mechwarrior Online
Post by: Falconeer on October 28, 2012, 02:39:25 AM
Interesting bits on teh Yen Lo Wang and what we have to expect from future Premium Mechs (and the whole Pay 2 Win topic):

Quote
There’s been a lot of concern recently about Yen-Lo-Wang being overpowered or pay to win so I’d like to take a chance to clear up some things. Though this post is meant to be brief, giving you a look at what’s to come, with more details to be revealed later.

Yen-Lo-Wang was our first attempt at giving individual variants little quirks, for balancing purposes as well as to give them character.

Just for clarification, Yen-Lo-Wang has fewer hardpoints than any other Centurion, and his weapon arm is limited to only moving up and down (as opposed to side to side). To balance this out, he was given an extra module slot, as well as small boosts to torso and arm movement speed, and torso twist angle.

This is our first attempt at a “quirks system”, one that will eventually be applied to ALL Mechs, and admittedly look outs of place when the Yen-Lo-Wang is the only one. To put things into perspective, as an example (and remember that this is only an EXAMPLE) the Centurion CN9-A could end up with a greater reverse maximum speed and a slight boost to its torso twist angle. And the CN9-AL could have a greater speed and range of motion in its weapon arm (complete with side to side movement!).

We hope to have a big update, in which every Mech gets a pass through the quirks system, into the game within the next few weeks.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 29, 2012, 01:12:58 PM
And it's on!
New website, and Open beta (http://mwomercs.com/) go go go. Also, massive reset to everything.


Title: Re: Mechwarrior Online
Post by: Merusk on October 29, 2012, 01:37:13 PM
I don't have time to deal with this now. How do you pause your premium acct.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 29, 2012, 01:40:01 PM
Oh, that. Don't worry. Your premium time is elapsing now, but at some point you'll get a one-time Pause/Reset Button that will allow you to restore it to full and decide when to activate it.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 29, 2012, 02:02:16 PM
Oh, that. Don't worry. Your premium time is elapsing now, but at some point you'll get a one-time Pause/Reset Button that will allow you to restore it to full and decide when to activate it.

They said about 2 weeks from now.


Title: Re: Mechwarrior Online
Post by: Amaron on October 29, 2012, 09:20:19 PM
Oh, that. Don't worry. Your premium time is elapsing now, but at some point you'll get a one-time Pause/Reset Button that will allow you to restore it to full and decide when to activate it.

Isn't it just going to automatically pause until you press the button?


Title: Re: Mechwarrior Online
Post by: Der Helm on October 30, 2012, 02:25:27 AM
Mine was already activated.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 30, 2012, 02:57:08 AM
Official word on it:

Quote
NOTE: Premium Time will be ticking down again. You will receive one final reset in the near future to restore your premium time to full. When this happens, a time inject button will be made available. This button will allow you to chose when your Founder's Premium Time begins. More details to follow in the coming weeks.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 30, 2012, 06:18:48 AM
Working on basic skills for my third jenner, having a lot of fun.  Some people are really terrible at this game.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 30, 2012, 06:38:52 AM
While I don't have a lot of free time these days, I logged in for a quick match and after nineteen hours of patching played one.

I quite liked the changes and enjoyed the match.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 30, 2012, 07:17:10 AM
I'm trying to avoid spending any MC.  Thankfully I'm building up c-bills at a decent enough pace that I should still be able to by my Commando and Dragon before long.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 30, 2012, 07:27:00 AM
If you don't repair armour and ammo, you get 75% of each free.  Ferro Fibrous armour should be avoided till they tweak it, it doesn't save you that much weight and it drastically increases your repair bills, endo steel is a much better option.  The only double heat sinks that work correctly are the ones not part of your engine, it's uncertain if they mean to change that.

I agree, I'd save MC purely for mech bays, nothing else is worth spending it on at the minute.

Edit to add, also there doesn't seem to be a downside to not repairing items, most of the time I only repair structure & repair armour on lights only.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 30, 2012, 07:56:07 AM
This probably doesn't make much sense, but I feel like saving my MC for when Community Warfare will be live. I can't help but thinking the game is not really "ready" until they implement that part, and resets or not I don't want to commit to anything until things get serious.

That said, I enjoy playing it and I can't really feel any "grind" as long as I am piloting something I like, although I have to admit that having the 4 starting 'mechs to play with from the get go helps a lot.

I also noticed that we've been credited 20k MC, which is about 90 dollars if you decided to purchase them now. Plus the four founder 'mechs that have a significant XP and c-bill boost... I am not gonna say that the 120$ package was "a bargain" but considering how much I like the game I can't help but thinking it was money well spent it (even though I have no idea what to spend the 20k on).


Title: Re: Mechwarrior Online
Post by: Shannow on October 30, 2012, 10:25:22 AM
This probably doesn't make much sense, but I feel like saving my MC for when Community Warfare will be live. I can't help but thinking the game is not really "ready" until they implement that part, and resets or not I don't want to commit to anything until things get serious.


Makes complete sense. In fact I feel zero motivation to log on until they start implementing that part.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 30, 2012, 11:52:10 AM
Hmmm, I'm having fun just playing. We'll see for how long, but spent a few hours last night horribly piloting my Jenner.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 30, 2012, 12:12:42 PM
That's the thing. I've been loving to just play this game for months now, through all the buggy iterations. I can't even imagine what it will become once Community Warfare hits.


Title: Re: Mechwarrior Online
Post by: tmp on October 30, 2012, 04:41:42 PM
Thought i'd check the game out since there's open beta now.

Registration supposedly sends verification email. The email never makes it to my account. When i try to log in, i get a notification: "Your account is not verified.
Please check your spam/junk folder for your activation email. Click here to resend your verification email."

except there's no link or anything to actually click on "there" to send the verification mail again :why_so_serious:


Title: Re: Mechwarrior Online
Post by: eldaec on October 31, 2012, 01:58:48 AM
For me the game is fun the way tf2 is fun. Not sure I see community warfare helping much. I'm not going to be part of any worthwhile organised gang, but the straight furball is fun.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 31, 2012, 04:04:59 AM
The way I see it Community Warfare, on top of adding the obvious layer of metagaming that makes every game in existence much better, and the layer of persistence that makes the games I like much better, will just raise the quality of the single battles since players won't just mindlessly charge in to get fast kills or XP, and will have instead to play a much more tactical game. Considering this is still Battletech/Mechwarrior I see that as a very good thing, in the spirit of the original game where every lost unit was a big deal. And this is not even counting the lore, which I personally like a lot.

I am not sure if your lack of enthusiasm comes from what happened with the equivalent of Community Warfare in World of Tanks (not much for all I know), but I'd say the absolute lack of lore (or the complete mashup of very-historic vehicles versus anti-historic engagements) in WoT contributed to people not caring that much. I don't think MWO will ever be Eve, not even close, but I think any kind of tool that will facilitate clan warfare, territorial conquest or simply organized group play as an exciting improvement.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 31, 2012, 04:33:44 AM
I don't think it's going to work the way you think it's going to work.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 31, 2012, 06:14:51 AM
One year old, but this is all we have, isn't it? (http://mwomercs.com/news/2011/12/44-dev-blog-1-community-warfare)


Quote
DEV BLOG 1 - COMMUNITY WARFARE
It’s been a month since the launch of MechWarrior® Online™’s website and we’ve generated a lot of buzz and content.  As promised last week, we’ve prepared a developer blog about Community Warfare.

Since Community Warfare is a large topic, we decided to focus this blog on one specific topic, the Inner Sphere and Faction Warfare.

Contributors for this blog include Paul Inouye and Bryan Ekman.

Inner Sphere
It all starts with the concept of the Inner Sphere and a living timeline.  Each day that passes here on Earth, also passes in the virtual MechWarrior® Online™ Inner Sphere. 

Wednesday December 7th, 2011 is Wednesday December 7th, 3048.

This means every time you log into MechWarrior® Online™something new has happened.  News Updates via the ISN feed, news reporter features, and battle feeds, keep players up-to-date on current events.  Feeds can be viewed through a dynamic universe map or RSS style feed, in game or online at the MechWarrior® Online™website (coming soon).

For those unfamiliar with what the Inner Sphere looks like, here’s a map:

(http://static.mwomercs.com/img/media/thumbs/Inner%20Sphere%203048.png)
(zoom) (http://static.mwomercs.com/img/media/Inner%20Sphere%203048.png)

Faction Warfare
The Inner Sphere is broken up into several factions, each with their own regions and sub-regions.  Each faction is warring with at least one other faction at all times in a universal territory battle.  Players can be active or passive participants in this battle by following one of three paths:

Pledging Allegiance to a Faction
Joining a Mercenary Corporation
Remaining Neutral

At its core, the territory battle is a fight for resources – planets.  Planets are divided into three types. Each type requires a more active level of participation by the player and as a result earns a greater reward.

Core Worlds – Are managed by the dev team.  These are worlds that necessary for future planning and part of major historical events.
Faction Worlds – Are fought over by Faction players.  These planets buffer core and border worlds, and do not play a significant role in major historical events.  Rewards for controlling these planets are directly linked to global bonuses and abilities associated with a player’s Faction.
Border Worlds – Are fought over via a contract bidding system by player run Mercenary Corporations.  These planets change hands on a regular basis, and have no impact on historical events.  Rewards for controlling a boarder world are significant and go directly to the occupying Merc Corp.
It’s important to state now, that worlds can change from Border to Faction to Core, or any combination thereof, at any time by the development team.  This will be necessary to facilitate dramatic changes in faction territory control as we progress through some tumultuous times within the BattleTech® universe.

Faction Worlds

The battle for control over faction planets is a simple war of attrition.  The faction with the most influence over a particular planet occupies it.  By virtue of simply competing in online matches, faction players contribute influence points to target planets.

Border Worlds

Mercenary Corporations can bid and fight for occupation rights of border worlds throughout the Inner Sphere.  Merc Corps must bid on a planet’s occupation rights via a system of contracts generated by the game.

A match or series of matches are set up between the defending Merc Corp and the challenger.  The victor is determined from the results of each match, and takes control of the planet.  They are rewarded with an immediate contract payout, and will continue to earn rewards while they occupy the planet.

Loyalty Points and Ranks
Loyalty Points are used to determine how devoted you have been to a particular faction.  The more loyal you are, the greater the reward.  LPs are earned by engaging in activities that further the goals of a particular faction.

For Example:  Killing an enemy faction player would earn 1 LP.

Loyalty Points decay over time if a player is not active.  Participating in negative actions can also decrease LPs.

Faction Players

As a Faction Player, loyalty points are earned by playing and winning matches.  As the player accumulates loyalty points, they will gain a military faction rank at pre-determined loyalty point totals.  If a player loses LPs by decay or negative actions, they will be demoted.

Gaining ranks earns special privileges and items, including membership to special units, unit skins, and bonuses to C-Bills and XP.  These are all non-permanent and subject to the player maintaining a certain rank level.  At the highest possible levels, players can begin to influence their faction by controlling which planets are targeted in territory conquest.

Mercenary Corp Players

As a Mercenary Corporation, all members’ earned loyalty points go to the Merc Corp.  The Merc Corp must have a minimum amount of loyalty points with a faction before they are able to engage in planetary combat on behalf of that faction.  Loyalty points also determine the type and level of contract a Merc Corp is permitted to bid on.  These loyalty point restrictions mean that a Merc Corp’s membership, must remain active in order to maintain the required level of LPs.

Ranks are created within a Merc Corp by the Merc Corp leader.  The naming of the ranks is entirely up to the Merc Corp leader who can assign Merc Corp level permissions to each rank.

Lone Wolf Players

As a lone wolf, the player can earn loyalty points through participation in random matches, however these LPs have no positive or negative implications.  A lone wolf player does not have any ranks.

Disclaimer

We’re committed to releasing information about BETA ready concepts only, however some ideas and concepts are still subject to change after testing.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 31, 2012, 07:58:36 AM

 in the spirit of the original game where every lost unit was a big deal.


This is the bit I was  :uhrr: about.  This is just not going to happen.

Nothing in what you've linked suggests it really either.


Title: Re: Mechwarrior Online
Post by: eldaec on October 31, 2012, 09:24:52 AM
I'm quite sure people will care about CW. I just won't be one of them.

And I suspect the same is true of 98% of people reading this thread, even if they don't know it yet.

It is going to be like any other sport PvP team shooter. Jolly good fun but with stiff barriers to entry arising from a high skill cap and a need to play in a team of organised people to make it work.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 31, 2012, 09:48:20 AM
What's your favorite mech, and why? I have some c-bills saved and kinda deciding between hunchback now or catapult in a night or two.....


Title: Re: Mechwarrior Online
Post by: Goreschach on October 31, 2012, 10:18:41 AM
Hunchback just hasn't been very interesting since the engine nerf. It used to have a lot of lasers with good speed, now it's basically just an underarmored Awesome. Cata, however, is one of the best chassis in the game. The k2 dual gauss is one of the best snipers in the game, and the a1 has 6 missile slots, making it one of the best boats in the game.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 31, 2012, 10:43:33 AM
Dragons.  'cause there's not a Unicorn in B'Tech.


Title: Re: Mechwarrior Online
Post by: Ghambit on October 31, 2012, 12:30:18 PM
I used to be strictly a Jenner pilot but I'm finding a Cicada with an XL320 to be quite better simply due to the tonnage boost.  Speedwise it's the same (though you cant run JJs) since it didnt see the engine nerf the Hunchies did...  so essentially if you want to run your "Swayback" you can just rock a Cicada instead.  You get 130kph with the XL.  They come with energy and ballistic variants.  No missiles.  I set my M-variant as a fully armoured laser boat, though that tactic isnt working out as well with the knockdown nerf.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on October 31, 2012, 01:39:25 PM
In order for me.

1. Jenner, a game by itself.

2. Catapult K2 with dual gauss, or dual ac20 (which should be more popular once double heat sinks are fixed). Atlas, RS, K, DC & DDC all have various builds I like.

3. Catapult C1, 4 medium pulse with 1 or 2 streaks.  Catapult A1, 6 x lrm5 on chain fire.  Any Awesome though the new 9M seems like the best.  Any Raven.

4. Centurions & Hunchbacks, outclassed by pretty much everything else.  Best builds seem to be standard engines for zombie survival, too slow with not enough armour/firepower for me.

5. Commandos.

Not sure about the Cicada yet.  Dragons I haven't played since the speed change.


Title: Re: Mechwarrior Online
Post by: satael on October 31, 2012, 03:25:10 PM
I like Atlas and an almost pure LRM-boat (2*lrm15) at that (just add 2 large lasers for pewpew and it's good to go).
Yes, it's not the most original choice and I might find something more interesting to like if I ever manage to play enough (and well enough) to get the credits needed (so far 5 wins and 7 losses)


Title: Re: Mechwarrior Online
Post by: Goreschach on October 31, 2012, 04:00:09 PM
I was actually surprisingly effective using a gimmicky 3 lrm 5 commando with a 170 standard engine.

As for real builds, I find the RS atlai the best. Lasers in the arms are like a whole new class of weapons. You can run 2 lrm 15/20 with 4 mlas for a good all-purpose mech, and I had great success running 4 large lasers in the arms combined with 40+ heatsinks. PPC's, unfortunately, have remained worthless.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 31, 2012, 05:18:34 PM
I enjoy Hunchbacks and Catapults a lot.

My favourite weird 'mech is the Dragon, but only the 5N variant equipped with 2 AC2, AMS and an XL360. Nothing else. I play it as a very long range harasser, capable to get the better positioning to rain AC2 shells on everyone every half second and literally non-stop. It's not gonna deal too much damage but it's gonna make very hard for the target to aim at anything. It's fantastic to support brawlers as it provides almost complete blindness to their opponents. The big engine is good to provide amazing repositioning, to get out of trouble and to make sure to stay at about 900m from anything to prevent them from fighting back. Its biggest flaw is its weakness to lights as you won't ever hit them with the AC2 in brawl range, nor will you be able to shake them off.


Title: Re: Mechwarrior Online
Post by: Ghambit on November 01, 2012, 03:51:18 PM
My premade group is like 40-2 now.   :awesome_for_real:   I think I died once the other day.

Anyways, so now I'm onto the A-variant Cicada.  4SL, 2SPL (as usual, the SPL cycles differently than the SL - so more heat efficient and more disruptive).  Max armor. Endosteel. 130kph. AMS.  Faceraper laser spam.  I use it as a light-mech hunterkiller and heavy harraser.  The dps is way higher than the M-variant, which jams the AC way too much to be more useful than a sniping harraser.

If I could tackle I'd consider going back to the Jenner.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 01, 2012, 05:59:35 PM
Can't wait for the announced nerf to Streak Missiles to be patched in.


Title: Re: Mechwarrior Online
Post by: satael on November 02, 2012, 04:03:35 AM
My premade group is like 40-2 now.   :awesome_for_real:   I think I died once the other day.

Pre-mades are hilariously overpowered vs most pugs. Trying to get a group of random players to move as a group let alone focus their fire on one target is pretty frustrating and mostly it's just better to pick off enemies that are concentrating on the easy targets provided by your team-mates charging alone into the waiting enemy line (the only reason my k/d is still 2.71 despite having more losses than wins...well, using a 100-ton assault mech might have something to do with it too)


Title: Re: Mechwarrior Online
Post by: Amaron on November 02, 2012, 07:11:32 AM
I thought they changed the MM so you're guaranteed to only go up against other premades?


Title: Re: Mechwarrior Online
Post by: Merusk on November 02, 2012, 07:54:48 AM
In a game with only 8 to a side a 3 man team vs a pug is still a premade.

3 mans make sense in WOT because it's 15 tanks to a side.  Your 3 man group is only only 20% of the force.  Even then, given the right comp and coordination a 3 man platoon can wipe the floor with a disorganized group of opfor.

In an 8 man team you're 37.5% of the force.  It doesn't sound like a lot but it's nearly double the influence you have vs being on a larger team. Given the increased efficacy of concentrated fire and the lack of tiering, I don't think MWO should be allowing more than groups of 2 with the match sizes they're using.


Title: Re: Mechwarrior Online
Post by: Shannow on November 02, 2012, 08:19:24 AM
My first 3 pieces of advice for a new MWO player:

Join a squad
Join a squad
Join a squad.


Title: Re: Mechwarrior Online
Post by: Slayerik on November 02, 2012, 12:09:53 PM
Oh come on, then you'd miss the fun of charging the middle out in the open.

I just finished my Gaussapult. 2 Gauss rifles, 6 ammo boxes, and downgraded to like a 210 engine to make it fit (as well as stripping all arm armor and a lot of leg armor. No CASE.    Something tells me this isn't going to end well.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 02, 2012, 01:56:36 PM
Grouping isn't fun sometimes, it's way too easy.

Open Beta Trailer release today. (http://www.gametrailers.com/videos/4fo8fg/mechwarrior-online-exclusive--open-beta-trailer)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 02, 2012, 03:28:08 PM
THAT VOICE!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 02, 2012, 04:04:34 PM
Yeah, safe bet that's the lady who will be speaking a lot in game.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 02, 2012, 04:24:33 PM
Rumor is Carole Ruggier did it, you know, this woman (http://www.youtube.com/watch?v=dbCDQY_-8C0)  :heart: :heart: :heart: .


Title: Re: Mechwarrior Online
Post by: Amaron on November 02, 2012, 09:20:48 PM
In a game with only 8 to a side a 3 man team vs a pug is still a premade.

Yea but didn't they turn off 8 man premades?


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 03, 2012, 05:56:07 AM
I soloed an Atlas with my Commando last night. ;D

The match-up favored me, but it was still a huge victory.  I was standing on the cap point, and the Atlas trundled back to put a stop to that.  All he could do was park in the cap zone with his back to a building and hope his MLs would hit me as I circled him and the building since he was an LRM fit.

Atlases have a ton of armor when you're a little 'mech...


Title: Re: Mechwarrior Online
Post by: Ghambit on November 03, 2012, 10:47:43 AM
If you can spot where they're armor gimped they go down easy just like everyone else.  And dumb pilots with XLs like to forget to add rear side-torso armor, so I always start there.


Title: Re: Mechwarrior Online
Post by: Threash on November 04, 2012, 02:49:14 PM
Rumor is Carole Ruggier did it, you know, this woman (http://www.youtube.com/watch?v=dbCDQY_-8C0)  :heart: :heart: :heart: .

It does sound exactly the same.


Title: Re: Mechwarrior Online
Post by: 5150 on November 06, 2012, 09:04:57 AM
Rumor is Carole Ruggier did it, you know, this woman (http://www.youtube.com/watch?v=dbCDQY_-8C0)  :heart: :heart: :heart: .

It does sound exactly the same.

Pretty sure I saw a thread on the MWO forums where someone asked her on Facebook and it's not her (although she has said if asked she would do it and the devs are apparently considering it)

In other news am I the only one a bit let down by double heat sinks no being, well not being double after todays patch (apparently they will be x1.4)

Granted the devs have the opportunity to tweak them up again in a future patch but this kind of shit should be been done before the final wipe/open beta


Title: Re: Mechwarrior Online
Post by: Miasma on November 06, 2012, 09:42:06 AM
Rumor is Carole Ruggier did it, you know, this woman (http://www.youtube.com/watch?v=dbCDQY_-8C0)  :heart: :heart: :heart: .
Man I sucked at that game.


Title: Re: Mechwarrior Online
Post by: Amaron on November 06, 2012, 10:04:33 AM
In other news am I the only one a bit let down by double heat sinks no being, well not being double after todays patch (apparently they will be x1.4)

That's stupid.  I'm all for ignoring PnP balance.  DHS are iconic though.  There should never be a situation where SHS are superior on mechs under 70 tons.  At 1.4 they need to make them only take 2 slots.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 06, 2012, 11:16:34 AM
Apparently, it really is Carole Ruggier. The Facebook thing where she said it wasn't her is old, and refers to the 2009 trailer. So yes, she's in MWO (and MW2).


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 06, 2012, 11:51:57 AM
In other news am I the only one a bit let down by double heat sinks no being, well not being double after todays patch (apparently they will be x1.4)
That's bogus, especially for the 1.5 million price tag just to have the option to use them.  Are they at least making the ones int he engine cool more?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 06, 2012, 11:54:50 AM
In other news am I the only one a bit let down by double heat sinks no being, well not being double after todays patch (apparently they will be x1.4)

That's stupid.  I'm all for ignoring PnP balance.  DHS are iconic though.  There should never be a situation where SHS are superior on mechs under 70 tons.  At 1.4 they need to make them only take 2 slots.

I can see why the did it, DHS at 2.0 would have broken the game, lights would have been unstoppable.  I love my Jenner but I sometimes get over 1000 damage in a pug game as it is.

DHS will be 1.4 the power of singles for 3 crit slots Lantyssa, all of them, so the engine ones will be fixed.

Edit also if you add the below line to your user cfg
gp_mech_sound_system_disable_bitchinbetty = 0

You get bitchin betty, sadly very quietly, telling you about base attacks, jump jet fuel and critical heat levels.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 06, 2012, 12:15:02 PM
I tried that trick, but the bitching betty files that are in the game (although hidden) at the moment are definitely not the ones from Carole Ruggier, and not at all like the one from the recent trailer. So probably just placeholders.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 06, 2012, 12:21:51 PM
Yeah, it's being changed, I like it though.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 06, 2012, 01:08:57 PM
She was just a player who recorded the phrases.  Fanbois went nuts, so they probably put them in as a treat.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 06, 2012, 02:41:14 PM
Patch notes!

Quote
Open Beta - Update #1 - Patch 1.0.142

Upcoming Patch - Tuesday Nov. 6th @ 10AM – 1PM PDT


Change Log
________________________________________
Update

Hello Folks,
It’s been another big push for content and gameplay this patch. There are several new things for you to take a look at and test out. In summary, there’s a new map, a new Mech variant, a new piece of information warfare equipment and some tuning to existing systems. Also included with this patch is the first phase of the Match Maker system.
Forest Colony Snow is a new take on the original Forest Colony. There have been a few changes to some of the gameplay spaces which change the tide and tactics of how battles on this map will play out.
The Centurion CN9-D has been added to round out the Centurion family.
The Artemis IV FCS Upgrade system has been added to the game. Artemis IV is an enhanced targeting system that increases the accuracy of LRMs and SRMs. This means that more missiles will be hitting on target than previous. This does not mean that SRMs become guided, they just tighten up their spread.
A very big improvement in Mech hit-box detection was also included in this patch. You should notice much greater accuracy in weapon hit detection than previously.
While not 100% eliminated, the black screen lock at the start of a match has been drastically reduced. We are continuing to monitor this problem and will be addressing as soon we find the exact cause.
That being said, here are your patch notes:

GENERAL
MATCHMAKING Phase 1
This patch, we introduce the 4-player limit to group sizes. The match maker works the same as usual with this single exception that groups can no longer be larger than 4-players.
This is phase 1 of a 3 phase Match Making upgrade and will eventually evolve into a skill based matching system.

Match Making – Phase 1
Players can launch into a match as a solo player.
Players can launch into a match as a group.
Player groups cannot be larger than 4 players.
Player groups can be 2, 3, or 4 players in size.
The Match Maker still checks to make sure there are even Mech weight classes on both teams.
Example: A player group of 4 players launches. The match maker then tries to find more players to fill an 8 player team. The additional players can be another group of 4, or a smaller group of 3 or 2 players and the rest will be filled with solo players.

New BattleMech:
Centurion CN9-D
Tonnage: 50
Top Speed: 97.2 kph
Armor: 8.5 tons
Weapons: 2 Medium Lasers, 1 LB 10-X AC, 1 LRM 10 w/ Artemis IV FCS
Hardpoints: 2 Energy, 2 Ballistic, 2 Missile, 1 AMS

Artemis IV FCS Upgrade
Artemis improves the grouping size of LRM and SRM volleys.
Artemis improves the lock on time and tracking strength of LRMs
Artemis does NOT add guidance to SRMs.
Upgrade panel has an Artemis category with two options – Artemis and Remove Artemis
The Artemis category will not show up if the ‘Mech does not have Missile hardpoints.
Changing options will automatically upgrade/downgrade any existing eligible missile weapons and swap any eligible missile ammo to the proper type
The Artemis upgrade can be applied to all standard LRM and SRM launchers, but not Streak SRMs or Narc Beacon launchers
Price of the upgrade includes cost of the upgrade itself plus cost of the ammo if there was not enough in the inventory
Ability to select the Artemis upgrade will depend on availability of sufficient slots and tonnage
When viewed in “Loadout”, all Artemis capable weapons will take up one extra slot and weigh one more ton than usual when Artemis is selected
For any weapons that are Artemis eligible, only the Artemis version will show in the equip list
Similarly, only Artemis ammo will appear for the ammo for those weapons


GAMEPLAY
Double heat sinks are now 1.4 times as effective as standard heat sinks. This includes DHS's that you place on your Mech as well as those integrated into the engine.
Trial Mechs now get locked when taken into gameplay.
If you leave early, the Trial Mech you were using is locked into the game until it finishes.
Mechs with Weapon Bay Doors can toggle the doors open/closed with ‘/’ slash
Catapult and Centurion now have weapon bay door indicator lights in the cockpit. Green for Open, Yellow for Closed, Red for Destroyed.
Fixed a source of de-synchronization issues (result should be better hit-box detection)

WEAPONS
AC/20 heat reduced from 7 to 6
Small Pulse Lasers were only generating 50% of the amount of heat they should have been. This is now fixed.
Small Lasers, Medium Pulse Lasers, and Large Pulse Lasers were only generating 75% of the amount of heat they should have been. This is now fixed.

MAPS
Forest Colony
There is now a beached ship splitting the large water expanse. This provides a new area of cover for people engaging long-range enemies.
NEW: Forest Colony Snow
Forest Colony Snow is now part of the random map rotation. During the winter, temperatures drop to (-25°C), making quite a frosty glow around this familiar area - turning this map we know and love into a winter wonderland of low temperatures, frozen ground, with an icy chill in the air.

BUG FIXES
Heat value will no longer desync for clients when a Mech does not contain any external heat sinks
The Catapult K2 now has correct geometry/textures when swapping out PPCs.
New equipment on Mechs will default to weapon group 1 instead of not being set
Missiles will now correctly explode at their max range
Locking animation will no longer play when firing SRM if LRM/SSRM ran out of ammo
Machine gun will no longer fire when Mech has been destroyed
Catapult arms will once again blow off correctly when side torso has been destroyed
Greatly reduced Mech ragdoll jittering
Fix an issue where the cockpit and/or arms will randomly jitter
LRM’s will no longer behave incorrectly (spin wildly) when fired at corners of objects at close range
Ammo counter will update with each volley fired
Damage glow amount and size reduced

We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team


Title: Re: Mechwarrior Online
Post by: Amaron on November 06, 2012, 05:26:07 PM
I can see why the did it, DHS at 2.0 would have broken the game, lights would have been unstoppable.  I love my Jenner but I sometimes get over 1000 damage in a pug game as it is.

That's because of poor weapon balance.  Nerfing DHS wasn't the answer.  Fixing heat:damage:weight ratios is the proper solution.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 06, 2012, 11:10:44 PM
Fixing as in how exactly?

Garth posted this yesterday. (http://mwomercs.com/forums/topic/69066-mwo-has-finally-got-to-the-point-its-no-longer-a-mechwarriorbattletech-game/page__st__240__p__1362549#entry1362549)
Quote
I'm not a designer, but I will say that DHS at 2.0 heat allowed me to core a fully armoured Atlas from behind in roughly 3 seconds. In my Jenner. Keep in mind that the 1.4 times boost isn't just to cooling DOWN, it's a boost to heat THRESHOLD as well.

This was shades of the SL Jenner of F+F beta past, and we reacted to it quickly, because well, we'd already seen what happens.

And remember everyone - we're still open beta, so weapon changes will still occur.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 07, 2012, 08:03:52 AM
I don't understand why HS should boost heat threashold.  Let them shut down if they alpha too often.

Single or Double, if you're coring an Atlas in 3 seconds, heat dissipation isn't the problem.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 07, 2012, 08:27:17 AM
10 heat sinks in the engine at 2.0 is 20, currently a fairly standard build is something like 13-15 HS * 1.4  to get somewhere in the region of 18-21.  So at 2.0 you've already gained 3-5 tonnes which is doubling available weapon weight for a jenner.  You can already run 6 medium's on jenner F, but you have to strip a lot of armour, drop AMS and run fairly hot, all of which could be cured by 2.0 values, not to mention running 6 medium pulses, or silly 2 large pulse/ppc's builds.

What they have at the minute works somewhat, (ignoring the current lrm issues), 2.0 DHS would mean revisiting armour values or engine speed again just to stop lights dropping people before they can react.

Edit to add, I'm taking about lights only, maybe they need to up the value for mediums and above, not something I've experimented with a lot.


Title: Re: Mechwarrior Online
Post by: Goreschach on November 07, 2012, 09:50:23 AM
The entire game balance is fundamentally broken because all the weapons are 100% accurate, convergent, and have zero aim drift and recoil.

Aside from missiles, every weapon functions in exactly the same matter. This means that a few weapons with the best numbers will always be objectively superior.


Title: Re: Mechwarrior Online
Post by: Hoax on November 07, 2012, 10:28:10 AM
The entire game balance is fundamentally broken because all the weapons are 100% accurate, convergent, and have zero aim drift and recoil.

Aside from missiles, every weapon functions in exactly the same matter. This means that a few weapons with the best numbers will always be objectively superior.

MPBT3025 had these exact problems. You absolutely cannot allow players to hit 100% where they aim in a battletech game without rewriting the way every single weapon functions as well as armor location values, faking the hitboxes to protect mechs with large backs or big heads and generally just throwing all the stats from the board game out the window.

Game designers in their infinite wisdom seem to always opt for we know better we'll rebalance all of it instead of not being pompous morons.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 07, 2012, 11:09:46 AM
Honestly, they are not far away from a good balance. As long as they stop caring about the TT values, which were a good starting point and nothing else, I think they have done a really good job so far. I am glad to see they changed the Double Heat Sinks, cause the way they are in the TT just could not work here, and the same is true for so many other weapons (all).

Balance is far from finished, but I don't think it's gonna be that hard. ECM will balance out LRMs, and additional tweaking can be done alterating the flight paths. Lasers are fine, and additional tweaking can be done altering generated heat or cooldowns. Ballistics will need a lot of help in the netcode department, otherwise they are fine and can be further tweaked if necessary through the same variables. SRMs are fine, and the spread can be tweaked if something doesn't behave as intended. Streaks still need their lock-ation nerf.

So yeah, the TT means a lot to me. I own pretty much everything that has been published and it has been a huge obsession for me in the 80s and 90s. But the moment you are going to make a realtime game, I don't see any need to try and force figures and mechanics thought for a turn-based game into an action one. I am gonna love every bit out of the upcoming turn based Mechwarrior: Tactics (which really seems to be to Battletech what Cyanide's Blood Bowl is to Games Workshop's Blood Bowl), but I appreciate that they kept the RNG out of Mechwarrior Online. The satisfaction of hitting with pinpoint-precise lasers and drawing lines on other mech's armours is priceless, and so is the one you get from digging a crater on some mech's torso with a well placed AC20.

I wish they were faster with all the tweaks, but I like what they have done so far and I think all is eventually gonna fall right in place with a few more patches. I'd say about couple of months (roughly 4 patches).


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 07, 2012, 01:09:58 PM
Their problem is something like allowing a Jenner six lasers.  It's a hardpoint issue.  Trying to stay true to some variants means allowing them an ungodly amount of hardpoints.  Some Jenners, Hunchies, and Catapults all have this and it encourages boating.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 07, 2012, 01:37:21 PM
Too much stuff to quote but lots of information on this dev chat.

http://kotaku.com/5958578/the-creators-of-the-new-mechwarrior-online-are-here-to-answer-your-questionsright-now


Title: Re: Mechwarrior Online
Post by: Ingmar on November 07, 2012, 03:33:30 PM
(which really seems to be to Battletech what Cyanide's Blood Bowl is to Games Workshop's Blood Bowl)

Don't say things like that!


Title: Re: Mechwarrior Online
Post by: Amaron on November 07, 2012, 03:38:21 PM
Fixing as in how exactly?

Basically what Hoax pointed out.  Instead of rerolling stats they chose to use heat as a damage limit.  It's giving them problems left and right for no good reason.  Just wait till they release better assaults.  Without proper DHS medium/heavies will be pure trash.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 07, 2012, 04:01:29 PM
Nvidia Dawn Bobblehead:  https://www.facebook.com/NVIDIAGeForce/app_163278447150177

MWO key input:  http://mwomercs.com/nvidia


Title: Re: Mechwarrior Online
Post by: Evildrider on November 07, 2012, 08:38:55 PM
Nvidia Dawn Bobblehead:  https://www.facebook.com/NVIDIAGeForce/app_163278447150177

MWO key input:  http://mwomercs.com/nvidia

Sweet, thx!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 08, 2012, 12:03:35 AM
HOTFIX NOV. 8TH (http://mwomercs.com/forums/topic/70469-hotfix-nov-8th/page__p__1376775#entry1376775)
Quote
November 8th at 10AM PDT, we're releasing a hotfix that will do the following:
Reduce LRM damage
Fix LRM 'arc'
Increase Artemis missile spread
Fix 3rd person cockpits showing incorrect

LRM hotfix.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 08, 2012, 01:51:58 AM
Any news, or anecdotal evidence, on the Streaks? They didn't say anything in the patch notes, but some reports their effectiveness being reduced, although it's not clear how.


Title: Re: Mechwarrior Online
Post by: 5150 on November 08, 2012, 04:47:16 AM
Any news, or anecdotal evidence, on the Streaks? They didn't say anything in the patch notes, but some reports their effectiveness being reduced, although it's not clear how.

It may just be that they no longer automatically hit centre torso with both missiles (front or rear depending on which side of the target is facing you) as I remember reading a dev post at some point saying that this was a bug in their behaviour (hence the calls to nerf the streakcat)


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 08, 2012, 06:23:09 AM
Yeah.  People were going with Streak boats to core center torsos.  If my Commando went up against a three-streak Commando, or gods forbid, a six-streak Catapult, I could kiss it g'bye in a salvo or two.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 08, 2012, 07:10:57 AM
They needed nerfed, they seem to miss a lot more now.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 08, 2012, 08:35:00 AM
(http://i.imgur.com/P9dzv.jpg)

Alpine.

(http://i.imgur.com/UFDsG.jpg)

Desert.


Caustic is 4000 square meters

Alpine is 7500 square meters
Desert is 5800 square meters


Title: Re: Mechwarrior Online
Post by: Shannow on November 08, 2012, 08:49:00 AM
yay for bigger maps.

I have dreams that more space means that scouts and strikes (aka 5/8 6/9 mechs) are actually truely useful and their speed means a difference. That a group that leaves an assault or two unguarded could have it gobbled up by a wolfpack....You know variety in tactics and shit.


Title: Re: Mechwarrior Online
Post by: 5150 on November 08, 2012, 08:57:18 AM
They needed nerfed, they seem to miss a lot more now.

I didn't think the hot fix had gone live yet? My client certainly didn't appear to patch


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 08, 2012, 09:05:38 AM
Fix due to go in is for lrm's being insane, streak nerf was part of normal patch on Tuesday I believe.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 08, 2012, 09:30:50 AM
Here comes #18, The Blackjack. (http://mwomercs.com/news/2012/11/496-battlemech-18-blackjack)

(http://static.mwomercs.com/img/gallery/1B0F39F6C5B0034F8A761913567EC190.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on November 08, 2012, 10:52:08 AM
ac2s...pew pew pew


Title: Re: Mechwarrior Online
Post by: Falconeer on November 08, 2012, 11:01:03 AM
...while jumpjetting.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 09, 2012, 01:42:32 AM
Hmmm, I thought we'd had all the 'mechs.

Looks good.


Title: Re: Mechwarrior Online
Post by: 5150 on November 09, 2012, 02:18:07 AM
Anyone else notice that Streaks can now miss (and I dont mean hit intervening objects, I mean miss in open terrain with a clear shot) or is it just me?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 09, 2012, 02:42:49 AM
Yeah, everyone is reporting that. I think they should never miss, they simply needed more spread, and less screen shake. On the screen shake, seems like instead of tuning it down as they announced in the patch, they completely removed it. Not sure if it's a bug or what, but I'm gonna be really pissed if they don't put it back in. But it's worth nothing that some crafty people were removing it altogether from their clients by fiddling with the game files. So, meh.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 09, 2012, 03:07:53 AM
It's a bug and it's annoying as I like easily knowing when large missiles are hitting me.  DHS in the engine are also working at 2.0 instead of 1.4 they said they would be at, also the two heat skills are broken and make no difference.  I'm glad streaks can miss and have had their spread weakened, srms with Artemis are now how like srms used to be when they were good.

On mechs, I think they intend adding one a month or so for months/years to come.


Title: Re: Mechwarrior Online
Post by: 5150 on November 09, 2012, 03:51:38 AM
I'm glad streaks can miss

I'll virtually guarantee that will be fixed as it's the whole point of a Streak.

I don't have a rulebook to hand but I was under the impression that Artemis wasn't compatible with Streak.  Having said that, assuming Streaks go back to being a guaranteed hit I don't have an issue with Artemis tightening the spread if the default spread is set correctly (but still guarantees both missile hit)*

*Although they need to be careful for when the Clans arrive with/IS develop SSRM 4 & 6


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 09, 2012, 04:08:44 AM
There's nothing more annoying than a streak catapult (https://www.youtube.com/watch?v=bHFcbuoDsWg&feature=plcp).


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 09, 2012, 06:32:36 AM
Maybe the pilot. ;D


Title: Re: Mechwarrior Online
Post by: Merusk on November 09, 2012, 06:49:31 AM
I'm totally going to try that with my Founder's Cata.

I started playing again this week. There's still loads of problems but it seems the influx of non-clan people and the change to only 3-man lances has made it at least tolerable for the unclanned.  I've actually been able to win some games and rack up some decent xp and kills in the 5 or 6 matches I've played.

Of course, this last hotfix/ patch has reintroduced the Lockup-Lockup-"BSOD" problem I had in beta but at least now it's generating a report file I can send in. It's 100% a crysis engine problem as I got a popup error about it prior to the BSOD last night, but it seems avoidable so long as I play in the worst possible resolution.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 09, 2012, 06:53:42 AM
ECM will counter Streakapults pretty awesomely. You know what else works? Powering down. I love to do that when I am dueling them. Not that it makes me the winner, but ah well go pester someone else.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 09, 2012, 07:00:02 AM
Merusk might be worth trying another uninstall/reinstall, it's often the first thing they ask apparently.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 09, 2012, 07:32:00 AM
ECM will counter Streakapults pretty awesomely. You know what else works? Powering down. I love to do that when I am dueling them. Not that it makes me the winner, but ah well go pester someone else.
I'm often in a Commando.  They or someone else will just shoot me with lasers.  I stop near someone, I die.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 09, 2012, 09:20:04 AM
Why would powering down help ?  Surely they'll just, you know, shoot streaks at your now immobile form ?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 09, 2012, 09:26:37 AM
No, streaks can't lock on a powered down mech, hence they can't shoot (BUZZ sound). Same is true for LRMs. Sometimes I get behind cover and power down for a few seconds in order to make sure the lock is broken and they'll target someone else. Works great with the improved power down/up you get in the Elite efficiencies tree, but more than viable without it unless there's a bunch of mechs around you, and in that case you are dead anyway.


Title: Re: Mechwarrior Online
Post by: Hoax on November 09, 2012, 10:25:54 AM
Hmmm, I thought we'd had all the 'mechs.

Looks good.


Looks good and a great mech. Was really hoping for the Vindicator but as always the art makes me happy no matter the choice.

There's nothing more annoying than a streak catapult (https://www.youtube.com/watch?v=bHFcbuoDsWg&feature=plcp).

That guy is a massive whiner shitbag. I was hoping for someone to rape his face but I'm betting he only posts his victories.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 09, 2012, 11:32:43 AM
No, streaks can't lock on a powered down mech, hence they can't shoot (BUZZ sound). Same is true for LRMs. Sometimes I get behind cover and power down for a few seconds in order to make sure the lock is broken and they'll target someone else. Works great with the improved power down/up you get in the Elite efficiencies tree, but more than viable without it unless there's a bunch of mechs around you, and in that case you are dead anyway.

Cripes, they changed that then ?


Title: Re: Mechwarrior Online
Post by: Merusk on November 09, 2012, 11:49:14 AM
The missiles used to fly straight to last known "good" position.  In the case of LRMs this could be an issue since they're long range... if it makes a difference on streaks, where they should just be rockets at the brawling range, that's dumb.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 09, 2012, 12:10:05 PM
LRMs still fly to last known position if you lose the lock or you can just waste them if you don't have a lock to begin with. But Streaks cannot be fired unless they have a lock (because that would make them into simple SRMs, and they are not). And honestly I don't think this changed, it has been this way since the early beta as far as I can remember.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 09, 2012, 12:14:51 PM
You can dumb fire lrms to where the torso is pointing, minimum damage range still applies.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 09, 2012, 12:29:54 PM
Fair enough.

Personally, I use the Squid Launcher.  Oh YEAH !


Title: Re: Mechwarrior Online
Post by: Falconeer on November 10, 2012, 08:49:44 AM
Interesting writeup about what are possibly the most efficient builds (http://themittani.com/features/mwo-mech-kings-hill) out there as of before the last patch.

Quote
MechWarrior Online's Open Beta launch has brought giant internet robots into computers across the world. In this article, we'll take a look at some of the most popular 'mech builds and what they mean for MWO.

TOP OF THE FOOD CHAIN

Let's start out with a look at Assault 'Mechs, the heaviest armored and armed BattleMechs available. The undisputed assault king right now is the Founder Atlas D(F). My Merc Corp, cReddit, likes to call them 'DTFs'. A lot of the people who purchased the $60 founders pack chose the founders Atlas since they are the hardest to get for a new player. Therefore, you see them all over the place, almost as ubiquitously as the trial Awesome 8T. The DTF is a solid mech, requiring focused fire and time to take them down, but ignoring them in favor of their weaker allies can be lethal as well.

The Atlas DTF features two projectile slots in its RT, two missile hardpoints, and four energy weapon hardpoints. The single most popular loadout is AC-20, 4 medium pulse lasers (MPL), and a couple SRM-6s. This build gives a pretty solid punch at 200m with the MPLs and AC-20, and provides a 'shotgun blast' of SRM-6s if you get too close.

Other popular builds include multiple LRMs with 4 ML for range, and the famous 'Steel Jaguar Atlas,' which is a three Large Laser build that also sports a gauss rifle. The Steel Jaguar Atlas has incredible alpha and projection, and will become even more powerful when the DHS issues are resolved. The main disadvantage with the Steel Jaguar Atlas is that is tends to run pretty hot, so use that to your advantage. All in all, when you see this common Atlas on the field, there's only one safe place to be, and that's right behind it.

AWS-9M: AWE-INSPIRING

The newest Awesome variant, released Oct. 25th along with a buff to Awesome survivability, has resurrected something that hardened Beta veterans might remember: the Fast Awesome. The Awesome-9M features an incredible 77.8KPH top speed that becomes a breathtaking 85KPH with elite AWS mech experience. Referred to by cRedditors as the 'Rancor,' this setup can move as fast as a stock Dragon while wielding six energy slots and three SRM slots. The only catch is that the center torso contains two of these laser slots in addition to two missile slots, forcing the pilot to choose between maximum laser slots and a trio of SRMs.

I call them 'SRM' slots because of their unique design: the missile ports on the 9M only allow two missiles to pass through at a time. You could technically mount an  LRM 20 onto the 9M, but it would fire 2 missiles at a time in 10 salvos, making it mostly ineffective. The AWS-9M shines with five medium lasers and two Streak SRM-2s, making it an assault 'mech that can move where it needs to, deal with Light 'mechs, and mount an amazing alpha strike. This BattleMech redeems the Awesome lineup, and is the reason a lot of people are saving up for an assault 'mech.

LET'S TALK CATS

As a Redditor, this is of course one of my favorite subjects, even more so when we're talking about 65 ton death machines. No listing of MWO 'mechs would be complete without the Catapult, and in fact, the Catapult will probably be the single 'mech chassis that an MWO player will see most often. The Catapult has become a symbol of MechWarrior Online.

The most controversial and popular Cat build is the Catapult-K2. The K2 is the only 'mech in the game that can mount a dual gauss cannon setup right now, giving it a 30 damage alpha that costs zero heat. While considered 'cheesy' and 'non-canon' by many players, the 'Gausscat' was capable of incredible feats throughout Closed Beta, but has recently taken a bit of fire from the developers. Cockpit hitboxes have been 'tweaked' across MWO, most notably with the AWS cockpit shrinking considerably. Large 'mechs with smaller engines also now have to buy heat sinks, cutting a ton of ammo from the Gausscat. At the same time the Gauss projectile speed has been reduced slightly, enough to make those distance shots more difficult. These changes haven't rendered the Gausscat Inept, but have been a good way to bring them into line with other 'mechs. The Gausscat remains one of the most feared BattleMechs on the field.

Next up are Streakers, and not the "nothing but a trenchcoat" kind. The Streakcat is a Catapult-A1 that focuses on Streak SRM-2 boating. A large engine, high levels of armor and six SSRM-2s are a quite effective loadout. The missiles can be chain-fired for incredible levels of cockpit shake or fired simultaneously in salvos that will KO lights or strip armor in batches from the enemy center torso. Another popular streakcat build is 2 SRM6 and 4 SSRM-2s. This build sacrifices a bit of the anti-light power, runs a little hotter than the Six Streak and has to worry about 2 different types of ammo, but gets a much higher alpha damage and is more effective against Atlases. Woe to the Atlas that allows one of these Catapults behind it.

One thing to note is that PGI has announced a nerf to Streak SRM-2s by making the missiles sometimes lock onto something other than the center torso. This change will definitely affect streakcat effectiveness against assaults and heavies, possibly relegating this build to unusability. The level of power this variant will lose remains to be seen.

Finally, the Catapult-C1 is a common sight on the battlefield that will probably become even more popular. This variant, often termed 'Catzilla,' usually sports two LRM15s and 4 Medium Pulse lasers. While LRMs generally aren't very effective in organized play, they are quite powerful in pugstomp matches and can be useful to drive the enemy into cover in premade versus premade play. The main strength of the Catzilla is that it can apply damage from 1000m all the way to brawling range. Many enemies will see this Cat firing LRM's and will close within the minimum range, only to be met with heavy pulse laser damage.

This huge range of variety and power makes Catapults one of the most popular 'mechs to play in the game, especially when combined with the high power of long range missiles in pickup group matches.

MEDIUM 'MECHS: MIDGETS OR MONSTERS?

Continuing down the weight classes, we arrive at Medium 'mechs. The Centurion is worth a mention as it is quite popular. Looking at it objectively, the Centurion's weapon hardpoints are more spread out, and it is almost impossible to totally disable one like you can a hunchback. The 3 Streak Cent is probably the most viable build, but still cannot put out anything near the damage numbers on a hunchback. The Centurion's main strength is that it is a damage sponge that can tank an Atlas longer than most other 'mechs in the game in the hands of a skilled pilot. That said, the Hunchback is superior in almost every way, with the only real tradeoff being more fragility.

The main Hunch build is the Hunchback-4P, which is the laserboat hunchback. Toting six laser slots in its RT and one in the head and both arms, the Lunchback is a powerful 50-ton package of lasers, engines, and armor. Piloting one armed with seven medium lasers and two medium pulse lasers might feel like a disco, but the level of threat this mech packs is deadly to mechs of every weight class. In fact, seven medium lasers have a higher alpha than 2 gauss cannons.

Like most other hunchback variants, targeting the swollen right torso is probably the easiest way to take a lunchback out of the fight, especially considering that most Hunchbacks will run XL engines. "Focus fire on Hunch RT" is called for as often as "whack that Wang."

SIZE DOESN'T MATTER

Finally, the list is rounded out with the ubiquitous Jenner. The Jenner is the eyes and ears of a MechCommander, but also can make an effective skirmisher. Now that knockdowns have been removed, the threat level from Jenners and other lights has skyrocketed. As with the Atlas, the Founder's Jenner is quite popular with four laser slots and two missile slot. The most common founder's build is usually dubbed the 'Jennerceptor.' Four small lasers and 2 Streak SRM2s make the Jennerceptor one of the most effective dogfighting lights, and killing lights should be a Jenner's main goal. After all, if things aren't looking good, the Jenner has the speed to get away from any other weight class.

GIANT METAL ROBOTS AND EXPLOSIONS

While these builds will make up about 75% of the non-trial mechs you see, by no means is there a lack of variety. Tweaks like endosteel, dual heat sinks, mech experience and engine options result in a plethora of choices, as any MechWarrior game should have. The upcoming addition of ECM, Artemis missile guidance, and the Cataphract will only increase the options availible. MechWarriors around the globe eagerly wait to see if PGI will actually be able to release a patch on time.


Title: Re: Mechwarrior Online
Post by: Slayerik on November 10, 2012, 11:21:11 AM
Fun rolling with ya, Falc. Anyone else game? Post your name and let's roll.


Title: Re: Mechwarrior Online
Post by: satael on November 10, 2012, 12:14:06 PM
Fun rolling with ya, Falc. Anyone else game? Post your name and let's roll.

Satael (usually at EU times)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 10, 2012, 12:32:36 PM
Lefteye is me in game.

The UI is still terrible to create groups, I think I have all of you in my friend list (this thread has lots of us (http://mwomercs.com/forums/topic/33558-bat-country/), although not everyone is easily recognizable - Maybe drop a line there if you haven't yet and feel like it) but the inability to communicate makes it impossible to create a group unless you know you are supposed to meet. Yeah, it was fun to play with you Slayerik, even without communication it felt different from my usual solo games.

Let's see who is who (in game name is the same as here if not specified):

1 - Falconeer = Lefteye
2 - Slayerik
3 - Llyse = Eek
4 - Jherad
5 - Satael
6 - Merusk
7 - Goreschach = Cornjob
8 - Bann
9 - Pennilenko
10 - 5150 = Ashrid
11 - Lantyssa
12 - Evildrider = Harshaw
13 - Lightstalker = Dr Fang
14 - Cadaverine = Noitek
15 - Helm = Hlem
16 - Megrim
17 - Zetleft
18 - MahrinSkel = Abuse Magnet
19 - Ironwood = Sugo
20 - Ghambit
21 - Shannow = Galen Shannow
22 - HaemishM
23 - angry.bob = Kitty Gallore
24 - Calapine = Tressa
25 - Segoris
26 - schpain = ChiefTripodBear
27 - Arthur_Parker = Horrace
28 - Ragnoros
29 - HaemishM = Skedaddle
30 - ? = Abetterpilot
31 - ? = Neaon Reaper
32 - ? = Zaljerem
33 - ? = Fish Eye
34 - ? = Maltak


Title: Re: Mechwarrior Online
Post by: Ironwood on November 11, 2012, 04:54:38 AM
I'm Sugo.


Title: Re: Mechwarrior Online
Post by: Vaiti on November 11, 2012, 05:02:31 AM
This right here is what is starting to annoy me with games nowdays. So many micro-bubbles, knowing who's who and whatnot gets to be a hassle and :effort:

I use Raptr nowadays for at least keeping my various gaming accounts concisely in a single place, but even that only supports so much.

I can't even really recall what my name in MWO is, and I JUST made an account on it yesterday. Might be Vaiti. Might be ChrisCarver. I could have gone with the rarer pick of cuddlebear34 but not 100% on that


Title: Re: Mechwarrior Online
Post by: Ghambit on November 11, 2012, 07:37:18 AM
I'm "Ghambit."  But I roll with tacticalgamer mostly.  You guys are more than welcome to get serious and pay us a visit.  Don't bother doing-so if you dont use VOIP though (which is like the majority of f13).   :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Pennilenko on November 11, 2012, 07:42:16 AM
I don't get a lot of free time but I am looking for a semi serious voip coordinated group.


Title: Re: Mechwarrior Online
Post by: Shannow on November 11, 2012, 03:20:19 PM
I'm Galen Shannow


Title: Re: Mechwarrior Online
Post by: HaemishM on November 12, 2012, 10:18:25 AM
I'm haemishm.


Title: Re: Mechwarrior Online
Post by: angry.bob on November 12, 2012, 11:17:44 AM
I'm KittyGallore

Yes, I know it's not spelled right.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 12, 2012, 11:32:49 AM
And despite all this we all still won't get a game together because the social tools on this game suck fucking ass.

Still.


Title: Re: Mechwarrior Online
Post by: Vaiti on November 12, 2012, 11:34:20 AM
It's a real head scratcher, that. You'd think, just maybe. Perhaps. They would put more emphasis on the social multiplayer part of the game. Nah.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 12, 2012, 11:42:04 AM
They have UI 2.0 in the pipeline. Coming... 2013  :uhrr:


Title: Re: Mechwarrior Online
Post by: Shannow on November 12, 2012, 12:08:49 PM
And despite all this we all still won't get a game together because the social tools on this game suck fucking ass.

Still.

+1.

Everything in 2013 by the looks. It's the new 'two weeks'.


Title: Re: Mechwarrior Online
Post by: angry.bob on November 12, 2012, 02:26:12 PM
Having played 100% pug battles I have to say that groups are the cancer that will kill this game. That and no apparent segregation of different levels of advancement. The new thing I've seen all day today is the whole opposing team sitting in the wood near their spawn powered downexcept for a raven or two. Then as people come in range they power up and streakrape them. It's a real fucking treat when your Atlas dies in a literal second, and that second is filled with your screen having epilepsy.

As imperfect as it is, the game needs a tier system similar to Wo*. In it's current form the grind from sheep to sheep with more basic skills is... suck.

On the bright side, double heat sinks and the lightweight frame lets me spam more lasers than ever!

Also, is there a horrible memory leak or siomething? If I don't run a RAM cleaner every two matches the thing locks up on me.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 12, 2012, 03:00:40 PM
I gotta say, bob. I just killed you in a game about 30 minutes ago and you were in a hunchback that ran straight through the lake of the forest map towards our lines. You got ripped in less than 30 seconds (I had the honour to get the killshot out of you) but we were a PUG too. I am not judging your playstyle just from one game (especially considering I am pretty terrible at this), but I could say that your behaviour in that particular match is pretty much why PUGs have no chances against premades. In fact, many PUGs have no chances against other PUGs too when they go down a 'mech so early in the match.

That said, the thirs step of their matchmaking revamp includes some sort of ELO ranking that will match similarly ranked players. That will definitely change everything for the better. The problem? 2013®...


Title: Re: Mechwarrior Online
Post by: angry.bob on November 12, 2012, 03:31:49 PM
Yeah, that memory leak or whatever. If I don't stop and restart the game I drop to about 5-10 frames per second for the third battle and then on the fourth battle my PC just freezes. Not sure what fight that was but if I was just running straight it was probably one where I tried to stretch out a third game without restarting. Normally I'd be circle straffing someone to varying degrees of effectiveness.

Not saying I don't just run forward like a retard on purpose sometimes especially if we're three or more kills behind, but more often than not it's my shitty framerate.


Title: Re: Mechwarrior Online
Post by: calapine on November 12, 2012, 06:38:28 PM
Calapine = Tressa


Title: Re: Mechwarrior Online
Post by: Merusk on November 12, 2012, 07:42:55 PM
Yeah, that memory leak or whatever. If I don't stop and restart the game I drop to about 5-10 frames per second for the third battle and then on the fourth battle my PC just freezes. Not sure what fight that was but if I was just running straight it was probably one where I tried to stretch out a third game without restarting. Normally I'd be circle straffing someone to varying degrees of effectiveness.

Not saying I don't just run forward like a retard on purpose sometimes especially if we're three or more kills behind, but more often than not it's my shitty framerate.

That's the same problem I had, but I'd go bluescreen rather than fully lock-up.  If you're getting a crash log send it in so they can fix the damn thing.  If you turn your resolution down to something shitty it'll go away/ happen less often.


Title: Re: Mechwarrior Online
Post by: calapine on November 12, 2012, 09:22:07 PM
You can sign up Segoris as Segoris as well. But don't group with him, word out there is he is a team killer.  :grin:


Title: Re: Mechwarrior Online
Post by: schpain on November 12, 2012, 11:49:35 PM
= ChiefTripodBear


Title: Re: Mechwarrior Online
Post by: Falconeer on November 13, 2012, 12:49:22 AM
We got almost 30 people (http://forums.f13.net/index.php?topic=21470.msg1131289#msg1131289) showing some interest here. I agree that at the moment it's really irritating to even try and start a group, but by the time Community Warfare hits in 2013® given the nature of the game we might have a small little group of mercenaries ready to, occasionally, roll.


Title: Re: Mechwarrior Online
Post by: satael on November 13, 2012, 01:53:47 AM
We got almost 30 people (http://forums.f13.net/index.php?topic=21470.msg1131289#msg1131289) showing some interest here. I agree that at the moment it's really irritating to even try and start a group, but by the time Community Warfare hits in 2013® given the nature of the game we might have a small little group of mercenaries ready to, occasionally, roll.

The best way to reach me for mwo is thru steam (if I'm on steam (satael57) and not set to busy then I'm probably interested in a match or two of mwo, though blood bowl is always my first choice winkwink)


Title: Re: Mechwarrior Online
Post by: Ghambit on November 13, 2012, 11:36:42 AM
Register and login at tacticalgamer.com (http://tacticalgamer.com).  Post in the MWO forum if you want, but really just pop into Teamspeak (dont bother signing up if you dont use TS btw), find the MWO channel and have at thee.  ~fin
We'll be splitting the channel into lances since the last content push limits the teams to 4.  Typically we have enough for 2 full lances on any given night and more on the weekends.

Unless you're cozy with the proprietary voip the game pushes on you, this is really your best option.

edit:
The other option is to use f13's TS (which is listed in the MMO forum) and PM Nix to make you an MWO channel.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 13, 2012, 02:39:02 PM
I guess I am simple, but I am still laughing. Hard.

(https://dl.dropbox.com/u/3584773/Mechwarrior%20Jenners.jpg)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 13, 2012, 03:05:34 PM
Unlocked elite on 3 atlas's, last few thousand to finish the last one off was grouping with randoms and it's crazy how bad they are.  At least in a light you have a good chance to make a difference to the match outcome by splitting the enemy, in an atlas you're pretty screwed when your own team all runs off to die.

They should split trial mechs into their own trial only matches asap, can't wait till 8 man groups go back in.


Title: Re: Mechwarrior Online
Post by: Kageru on November 13, 2012, 04:06:07 PM

They seem to have captured the essence of mechwarrior. Imbalanced mechanics, gimmick build and munchkinism.

The video earlier had a streak-cat pilot raging it was impossible to hit a light mech with most of the heavy weapons. Is that due to the difficulty of manual aiming which would be multiplied by poor latency? I know it has a lock on system but I assume that's only for missiles.



Title: Re: Mechwarrior Online
Post by: Merusk on November 13, 2012, 06:21:20 PM
The video earlier had a streak-cat pilot raging it was impossible to hit a light mech with most of the heavy weapons. Is that due to the difficulty of manual aiming which would be multiplied by poor latency? I know it has a lock on system but I assume that's only for missiles.

That's only *mostly* why it's hard to hit them and are just the usual FPS problems.  Now make it so you have a limited range of motion, say only 45 degrees up and down angle, and they can run 2-3x faster than you and can close from your "long distance" range to "weapons ineffective" range in about 4 seconds - longer than your fire cycle.   Oh.. and even if you tag one with all your weapons in an alpha strike they're not going down.  You need to tag them 4-5 times at least.

The lock-on system only works if you hold their targeting box (and you can only track one target at a time) until lock-on and if they move out your lock is blown. This is true for short or long-range missiles.

Unless you're a fan of "OMG MECHS" or Mechwarrior in general it's just not a good game.  I have fun because - hey -  giant robots; but in no way would I call it balanced.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 13, 2012, 11:26:13 PM
I thought assaults and lights were balanced fairly well, if anything the assault had the advantage.   Then they changed things, tripping has been removed while they work on it, double heats sinks in the engine are at 2.0, so lights are more likely to be on full armour & running cold which makes killing them a complete pain in the arse.


Title: Re: Mechwarrior Online
Post by: 5150 on November 14, 2012, 04:39:06 AM
Weren't we supposed to get the 'premium reset button' patch yesterday?

Not that I'm bothered, more free premium time is good :-)


Title: Re: Mechwarrior Online
Post by: calapine on November 14, 2012, 06:08:48 AM
I am quite new in this (less than 5 hours /played).

Is it possible to attain non-trial mechs without spending 'real' money?


Title: Re: Mechwarrior Online
Post by: 5150 on November 14, 2012, 06:16:06 AM
I am quite new in this (less than 5 hours /played).

Is it possible to attain non-trial mechs without spending 'real' money?

Yes, once you have a couple of million c-bills from matches in trial mechs you will be able to afford a Commando (or save for a bigger one)

Currently only the Yen-Lo-Wang is 'real' money only, all the other mechs can be purchased with c-bills (garage slots however are real money only)

The Wang however is really useful as it has the biggest c-bill bonus (30%) of any mech (founder mechs are only 25% but also give 25% xp gain). Its also a very usable mech and wont break a non-premium players bank with repair bills even with a string of losses (even if it didn't have the bonus)


Title: Re: Mechwarrior Online
Post by: Ghambit on November 14, 2012, 10:30:14 AM
My team focus-fires Wangs on site as a priority (or leaves em for last so we can torture at endgame).  So ya go ahead, buy a Wang.  :grin:
I'm just about done with my 1st Cicada mastery.  Very underrated mech.  With Speed Phreak the thing is a beast.  140+kph with a 320 and if I go down to a 285/290 I still get 130 and have 4 more tons to play with (so overall about 10 more tons to play with than a comparable Jenner).  It's the 1st time I've ever really ran up against the slot maximum in a mech, let alone a medium.  Fun stuff.  Lights that try to go head up with me will lose (with a laser build) unless they get on my 6, and if that happens I just run sideways so they only hit arm-plating (which has no important systems on them).


Title: Re: Mechwarrior Online
Post by: Segoris on November 14, 2012, 11:04:53 AM
You can sign up Segoris as Segoris as well. But don't group with him, word out there is he is a team killer.  :grin:

Not my fault you didn't move your ass fast enough to get out of the way of my lasers!  :geezer:


Title: Re: Mechwarrior Online
Post by: HaemishM on November 14, 2012, 11:09:11 AM
They should split trial mechs into their own trial only matches asap, can't wait till 8 man groups go back in.

Fuck, I'd actually be fine with this. The fact that the trial mechs suck AND you have no ability to edit their loadouts make them really really easy to kill for experienced guys who have tweaked the fuck out of their heat/armor/weapon balance. As it is, I've been absolutely dead set on NOT giving them any fucking money because I can't tell if buying a mech would make much difference. The game is skull-fuckingly brutal on the F2P players and I still feel this could be a long-term problem for them creating a good sized player base.


Title: Re: Mechwarrior Online
Post by: Kitsune on November 14, 2012, 11:09:43 AM
Do not pay $15 for Wang.  Seriously.  Having its primary weapon on a big SHOOT HERE FIRST gun arm means that they are literally disarmed within minutes of the round starting, as everyone concentrates on blowing the arm off.  And because the big gun has so many crit spaces, it's usually disabled immediately after the armor's breached.  The 30% money boost is a poor compensation for being everybody's priority target.

Also, Cicadas are at best a marginal upgrade over a Jenner, but give the opposing team an extra medium rather than a light, putting them on better footing.  I recommend avoiding them for that reason.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 14, 2012, 11:13:22 AM
HaemishM, buy a Jenner with Cbills, then save for a 300xl engine & put a single jump jet in it.


Do not pay $15 for Wang.  Seriously.

This.

Quote
Also, Cicadas are at best a marginal upgrade over a Jenner, but give the opposing team an extra medium rather than a light, putting them on better footing.  I recommend avoiding them for that reason.

I think they are a lot worse, easiest thing to leg ever.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 14, 2012, 12:17:43 PM
I thought assaults and lights were balanced fairly well, if anything the assault had the advantage.   Then they changed things, tripping has been removed while they work on it, double heats sinks in the engine are at 2.0, so lights are more likely to be on full armour & running cold which makes killing them a complete pain in the arse.
Lights are fine in and of themselves.

Jenners have lots of balance problems because they can get full jump capability with one JJ and can pack lasers out their wazoo.  My Commando is going to have a 50/50 chance against a single slower 'mech.  If he gets assistance, I'll likely be dead.


Title: Re: Mechwarrior Online
Post by: Kitsune on November 14, 2012, 12:56:41 PM
Pretty much any light that isn't a Jenner is going to be worse off than a Jenner, unless they're carrying a hardpoint combination that requires using that chassis.  Now that the days of the 200kph Commando are over, there's not much reason to use one.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 14, 2012, 01:13:40 PM
Yeah, I think Ravens get some sort of ECM advantage, Commandos, the only thing I think they could do is shrink their model even more, an extra missile slot isn't great when you don't have the tonnage to do much with it.  The Streak nerf hit the only commando build I thought was ok'ish, 3 streaks and big engine.


Title: Re: Mechwarrior Online
Post by: Amaron on November 14, 2012, 02:03:35 PM
Now that the days of the 200kph Commando are over, there's not much reason to use one.

That's partly a fault of the match maker at this point.  When they add in phase 2 or whatever it might take tonnage into account.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 16, 2012, 03:44:51 AM
Battlemechs that made History (http://www.theage.com.au/national/education/history-transformed-in-vce-exam-20121114-29ce7.html)

 :awesome_for_real:


(http://images.theage.com.au/2012/11/14/3795090/1_art-TRANSFORMER3-620x349.jpg)

Quote
THE VCE exam body has been left red faced after a doctored artwork depicting a huge robot helping socialist revolutionaries during the Russian Revolution was accidentally included in this year’s year 12 history exam taken by 5700 students.
Exams for the popular History: Revolution subject were original supposed to include the artwork Storming the Winter palace on 25th October 1917 by Nikolai Kochergin, which depicts events during the October Revolution, which was instrumental in the larger Russian Revolution of 1917.
But when students opened their exam this morning they found an altered version of the work with what appear to be a large "BattleTech Marauder" robot aiding the rising revolutionaries in the background.

The original image.
It is unclear how the doctored version made it into the exam. But a search for the image in Google brings up the robot version as the first result.
Advertisement
A picture of the exam paper posted on twitter sources the photo to website all-art.org which also carries the doctored image in the Soviet Union part of its Visual History of the World section.
The robot image is also found on the website Dark Roasted Blend, which describes itself as one of the internet's "favourite destinations on the web for all things weird and wonderful."

A BattleTech Marauder.
A spokesman for the Victorian Curriculum and Assessment Authority (VCAA) said the image was "sourced and acknowledged by the VCAA as coming from the Internet".
"The image has been altered but the alteration of the image won’t impact on the students’ capacity to answer the examination question," he said.
"The VCAA will monitor students' answers to ensure that any student who has been distracted by the image will not be disadvantaged."
It is the second year running that the  Victorian Curriculum and Assessment Authority has been embarrassed by problems in its end of year exam papers.
Last year popular columnist Helen Razer accused the VCE exam body of plagiarism and breach of copyright after the English exam featured on tattoos by the Melbourne writer without her permission or acknowledging she was the author.
[/url]



Title: Re: Mechwarrior Online
Post by: Shannow on November 16, 2012, 02:47:17 PM
Extra credit for identifying the mech correctly?   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: MahrinSkel on November 17, 2012, 12:42:18 AM
My memory is a bit foggy, is that the one off the cover of the first printing of the 3025:TR, or the black and white sketch from inside?  My copy is buried in a box somewhere.

--Dave


Title: Re: Mechwarrior Online
Post by: Ironwood on November 17, 2012, 03:57:20 AM
Looks like it.


Title: Re: Mechwarrior Online
Post by: Simond on November 17, 2012, 05:29:18 AM
Extra credit for identifying the mech correctly?   :awesome_for_real:
Loss of credit for not identifying the mecha correctly?

(http://i.imgur.com/yYeZ1.jpg)

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on November 17, 2012, 05:52:48 AM
Paul Inouye on weapon balancing.

Quote
Posted 15 November 2012 - 08:06 PM

POPULAR
This is a list of what is being tuned in the immediate future. There are no set dates for this. This is just a FYI as to what is coming down the pipe.





In Current Development:

Projectile speeds on AC rounds can use a buff.
AC/2 is fine where it's at.
AC/5 is pretty close to where it should be.
AC/10 needs a boost.
AC/20 needs a fairly big boost.
UAC/5 will be the same as AC/5
Gauss Rifle is going to become very fragile.
The Gauss Rifle is going to have it's internal health dropped substantially.
Once armor surrounding a Gauss Rifle has been removed, there is going to be a high probability that the Gauss Rifle will detonate via critical hits when that component gets hit by enemy fire.
LRM/SRM/SSRM/ARTEMIS
Artemis is fine where it is at the moment.
SRMs are fine where they are at the moment.
SSRMs will spread damage across LT,CT,RT instead of always just hitting CT. On moving targets, limbs will be hit as well.
LRMs will get a 0.1 damage buff.
PPCs are being investigated.
Heat balance?
Projectile Speed?

What we are planning:
Special effect when you are hit by a PPC that is similar to EMP.
Getting hit by an AC/20 is going to rock you hard.
MG's will be getting a damage boost.
Flamers will be getting the heat generation on enemy scaled in a way that makes more sense. You're not going to overheat a Mech but you should be raising their temps to the point that if they fire anything they will shut down/overheat.

As hoped, Cannons buff, PPCs buff, Gauss nerf.


Title: Re: Mechwarrior Online
Post by: Pennilenko on November 17, 2012, 06:13:21 AM
I like this because other than screwing around with a guass cat a couple of times, I really love ac/20 and is my preferred projectile.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 18, 2012, 06:17:44 AM
Good on all points.


Title: Re: Mechwarrior Online
Post by: eldaec on November 18, 2012, 10:39:24 AM
While it all makes sense, going to be fascinated to see how this policy of open discussion of potential balance changes before they come to any definitive conclusions works out.

I guess it is easier in a game like this where characters are not locked into a class, but even so, not sure expectations are being well managed.


Title: Re: Mechwarrior Online
Post by: Merusk on November 18, 2012, 12:51:06 PM
So far my experience has been: Login, see if anyone I know is online.  They aren't.  Try a match solo, and my PUG gets owned by a premade team that scouts for LRMS or a group of brawlers that focuses.    Sigh and quit out of game.

Great game.


Title: Re: Mechwarrior Online
Post by: angry.bob on November 18, 2012, 01:08:13 PM
Hey, does anyone know where/how people are getting the snazzy red paint job? I've tried googling but all I get is people bitching that the sunburst on the premium whatchamacallit is on the wrong shoulder.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 18, 2012, 01:32:07 PM
It was a PC Gamer promotion.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 18, 2012, 02:11:15 PM
So far my experience has been: Login, see if anyone I know is online.  They aren't.  Try a match solo, and my PUG gets owned by a premade team that scouts for LRMS or a group of brawlers that focuses.    Sigh and quit out of game.

Great game.

They had organised groups of up to 8 people killing pugs, who were naturally complaining about it on the forums.

They changed it to max group size of 4, my experience is they made the problem worse, you are now twice as likely to face an organised team.  It's pretty bad now playing as in a pug and I used to enjoy it for a change from groups.

They also added the forest alt map, so caustic pops less often and that's by far the best map.


Title: Re: Mechwarrior Online
Post by: Merusk on November 18, 2012, 04:14:54 PM
Yeah I went over the math of organized team size earlier, too.  A group of 4 is 50% of your team.. that's more than enough to overcome any PUG.  Max team should be 2 or # of mechs should be increased.  Neither will happen.


Title: Re: Mechwarrior Online
Post by: Ghambit on November 18, 2012, 08:32:54 PM
Meh, my W-L has gone into the dumps (relatively) since the 4-man patch tbh.  Even with us 4 skilled pilots we can't make up the PUG difference a lot of the time, partially due to more often than not going against other premades.  We DEFINITELY dont own the battlefield like we did with 8, wherein we'd go 40 matches before losing.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 19, 2012, 08:50:57 AM
Yeah I went over the math of organized team size earlier, too.  A group of 4 is 50% of your team.. that's more than enough to overcome any PUG.  Max team should be 2 or # of mechs should be increased.  Neither will happen.

I believe a lot of the problem will go away when teams of 8 can drop against others teams of 8.  It's only amusing for a short while to stomp pugs, there's a whole extra level of game play when it's one organised group against another.

They still need to separate trial mechs into their own separate matches though and put some kind of ingame tutorial in, it's just horrible to watch a trial atlas die in seconds.  PGI constantly promise more than they can deliver, so it's going to be interesting to see how long the current match system lasts, I'm not sure if they can tell from stats but closed beta pug matches were definitely more fun.


Title: Re: Mechwarrior Online
Post by: Merusk on November 19, 2012, 10:06:38 AM
Over the weekend I wondered what other places were saying.  The one or two spots I found that weren't MWO itself had a lot of fervor at the initial open beta that have died off to a lot of disappointment and complaints with a few die-hards telling people to suck it up, it's not counterstrike.

As always, the players are the worst part of the game.


Title: Re: Mechwarrior Online
Post by: Brennik on November 19, 2012, 10:49:03 AM
I keep wondering why they didn't just copy the MPBT3025 lobby system since IMO it was pretty good.


Title: Re: Mechwarrior Online
Post by: Merusk on November 19, 2012, 12:25:33 PM
I keep wondering why they didn't just copy the MPBT3025 lobby system since IMO it was pretty good.

That game was beta-demoed 11 years ago and only die-hard 'net or mech junkies knew about it.  I'd guess a lot of the folks at PGI didn't know about it when such decisions were being made, prior to the game being publicly announced. 


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 19, 2012, 01:09:15 PM
I'd guess community warfare would have something like that but I'm not expecting that anytime soon.


Title: Re: Mechwarrior Online
Post by: 5150 on November 20, 2012, 08:25:09 AM
Anyone know if theres a [premium reset] patch today?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 20, 2012, 08:40:28 AM
Founders will get a button to restart their premium time one final time, I think it's meant to be today but not seen it confirmed as yet,


Title: Re: Mechwarrior Online
Post by: Merusk on November 20, 2012, 10:23:22 AM
Is it a reset and pause or just a reset?  Because if it's a reset and pause, great, if it's just a reset it'd be dumb to use it before your current premium expired.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 20, 2012, 11:41:26 AM
I believe when the button goes in, founder premium time will be immediately stopped.  They can just choose when to start it for real, non founders will not be affected by any of this, their time continues to run as normal and is not being reset.

Edit to add, patch notes

https://mwomercs.com/game/patch-notes


Title: Re: Mechwarrior Online
Post by: Falconeer on November 20, 2012, 12:10:53 PM
Disappointed.


Title: Re: Mechwarrior Online
Post by: Amaron on November 20, 2012, 02:11:39 PM
They seem desperate to lock down the torso ballistics.  We're never going to see balance on weapons if catapult is the only platform.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 20, 2012, 02:36:11 PM
Eh?  Cataphract 4x has 2 ballistic in each arm, head hit box is bigger than I'd like but it seems like a good mech, not tried the other variants as yet.  All this ac2 spam is giving me a headache though, not a great patch  :?


Title: Re: Mechwarrior Online
Post by: Amaron on November 21, 2012, 03:47:06 AM
Eh?  Cataphract 4x has 2 ballistic in each arm

You can't put AC/20's in the arms can you?  I assume the arms are pretty easy to shoot off as well?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 21, 2012, 05:06:49 AM
They can't be easier to hit than the "arms" of a Catapult.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 21, 2012, 05:46:34 AM
AC20 needs 10 slots, arms have 9 spare, you can easily fix 4 ac5 or 2 ultra ac5 & 2 ac5, dual gauss etc


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 21, 2012, 12:20:11 PM
FEATURE ROADMAP (http://mwomercs.com/forums/topic/75695-feature-roadmap/)
Quote
LAST UPDATE: November 20th, 2012

FAQ
Some features are considered high risk, these tend to slip the most.
Since going to OB, we have slowed the rate of new features. Why? To make sure we get them as polished and balanced as possible before pushing them to production.
Yes we miss dates. It's a fact of life when dealing when a live environment. We have less tolerance for shipping incomplete features.
All the dates below are targets. Unless it says 100%, then there's a chance it could be delayed at the last minute.
Testing at scale: some issues will only occur when they go to production. We are working to address this by setting up a new set of test servers.
Bug fixing is always ongoing and not included here.
Camo Spec


Target Date: November 27th - 100%
Status: Stable/Stage Testing
Notes: Fixing Bugs

Premium Time Activation
Target Date: November 27th - 100%
Status: Stable/Stage Testing
Notes: None

Btiching Betty (Partial)
Target Date: November 27th -100%
Status: Stable/Stage Testing
Notes: Partial Implementations. Missing startup sequence.

ECM
Target Date: December 4th - 60%
Status: Play Testing, Additional Feature Work
Notes: Working on balancing. Most likely will limit to specific Light/Medium Chassis for now (similar to how jump jets work).

Conquest
Target Date: December 4th - 50%
Status: Play Testing, Additional Feature Work
Notes: Requires balancing, HUD improvements,

Matchmaking Phase 2
Target Date: December 4th - 80%
Status: Working on FE UI.
Notes: NA

Matchmaking Phase 3
Target Date: Late December/Early January
Status: In Development
Notes: Work is mostly complete. A period of testing will commence shortly.

Combat Score
Target Date: No ETA
Status: Design Complete
Notes: Combat Score compliments the new matchmaking system and will be used in scoreboards to rank players. This is an aggregate scoring system.

In-Game Screen Overhaul (EOR/Start/Pause)
Target Date: December 18th - 50%
Status: Design Complete
Notes: General graphical improvement to several in game menus.

Statistics
Target Date: No ETA
Status: Partially Complete.
Notes: Early work done. Some statistics being collected already. FE/Web work and remaining statistics tracking to be started shortly.

Achievements
Target Date: No ETA
Status: In Design
Notes: Part of New User Experience

Music
Target Date: No ETA
Status: In Development
Notes: Music is being added to several parts of the game, including the start of a match.

CONTENT ROADMAP (http://mwomercs.com/forums/topic/75704-content-roadmap/)

Quote
LAST UPDATE: November 20th, 2012
FAQ
Some content is not posted here. Super secret stuff.

November 27th
Camo
Dazzle
Phraken (Cataphract only)

Colors
Woodland
Urban
Marine
Winter
Mountain
Basic
Phraken

Cockpit Items
Hula Girl
Gazeller DropShip
Gun
Faction Banners

December 4th
Camo
Urban Block
Cockpit Items
Holiday Content

December 11th - Incomplete List
Camo
Phranken (rest of mechs)
Cockpit Item
Piranha Hunt 2012 Banners for the winners.

December 18th - Incomplete List
Mech
Stalker

Camo
Woodland

Cockpit Items
Additional Holiday Items

Map
Desert - 30% chance

Less than a week left of free premium time for founders, it's been real nice to have it, I've only spent MC on mech bays and currently have 9 mechs I've bought via cbils in addition to my founders 4.  Will likely have another 3 of so by the time founders ends.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 21, 2012, 04:23:35 PM
We get a Stalker for Christmas!


Title: Re: Mechwarrior Online
Post by: Amaron on November 21, 2012, 07:21:24 PM
They can't be easier to hit than the "arms" of a Catapult.

Catapult ballistics are on the torso.  That was the whole reason it's too good.  Lots of armor and an extremely hard to hit profile.  This abnormal setup is causing them to overnerf Gauss.  We really need another double torso ballistic heavy mech to properly judge things.  The cataphract has much easier to hit side torso slots.  It would of been a fairer testing platform.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 22, 2012, 02:12:15 AM
So, wait, the Cataphract got released ?  I need to load it up.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 22, 2012, 02:26:52 AM
Yes, and it's clearly one new mech a month. Which makes sense, since that's pretty much their only way to make money. Stalker in December, and most likely Trebuchet in January.


Title: Re: Mechwarrior Online
Post by: Kitsune on November 22, 2012, 10:02:44 AM
One mech a month isn't going to fly for long, especially when the clan stuff hits.  They'll need to have at least six or so mechs ready to go when that happens.  Two mechs a month is decent enough, but just a dozen mechs in a year is not going to retain customers.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 22, 2012, 11:15:32 AM
A year from now they'll have more than twenty mechs which isn't bad. At that point I imagine they will start taking money from us through lots of real-money-only "unique" variants, easily achieved with a paintjob and a tweak to their stats.


Title: Re: Mechwarrior Online
Post by: Hoax on November 22, 2012, 11:35:12 AM
One mech a month isn't going to fly for long, especially when the clan stuff hits.  They'll need to have at least six or so mechs ready to go when that happens.  Two mechs a month is decent enough, but just a dozen mechs in a year is not going to retain customers.

Disagree. With unique variants, stock variations for each chassis and some visual customization (hopefully going beyond just paint schemes but those will help) a mech a month is a decent enough clip AS LONG as they are producing new maps as well.



Title: Re: Mechwarrior Online
Post by: calapine on November 22, 2012, 11:37:17 AM
Yes. At the moment 4 maps feels way more limiting than the number of mechs.

That said, anyone playing tonight?  :grin: :grin:


Title: Re: Mechwarrior Online
Post by: Merusk on November 22, 2012, 11:42:52 AM
This last patch introduced BSODs to me again, even with all settings turned to minimum.  This is getting into incompetence levels of dumb.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 22, 2012, 12:47:51 PM
And I can't afford one.  Dammit.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 23, 2012, 03:53:40 PM
Streak-SRMs - OMG NERF THEM! (http://mwomercs.com/forums/topic/73536-weapon-balancing/page__p__1478707#entry1478707)
Quote
Streak-SRMs - OMG NERF THEM!
Nov 23 - Update

We are very aware of what the streaks are doing at the moment. They ARE going to be nerfed. How is still under internal discussion/testing at the moment.

What has happened (and as noted in the last patch notes), was that two bugs were fixed. The first was to make sure the missiles ALWAYS hit. The second one was some underlying bug that was preventing the SSRMs from doing full damage. Now that those two bugs were fixed, the amount of damage per volley has increased due to the combination of both of these fixes.

We will be addressing this ASAP and I'll keep you updated on the progress.

I'm very happy to see a nerf coming for these, first time I've actually felt the need to let them know that there was a major problem with something.  Way overpowered.



Title: Re: Mechwarrior Online
Post by: Amaron on November 24, 2012, 07:15:00 AM
That was bound to happen.  They've always had the damage per missile on SRM's way to high.  When the spread on SRM6 wasn't retarded people would just stack Awesomes and run around 1 shotting everything.


Title: Re: Mechwarrior Online
Post by: 5150 on November 24, 2012, 11:24:51 AM
I'm not sure Streaks are the problem, just the hardpoint layout on some chassis' allows Streak abuse (i.e. Streakcat)

I ran with a triple Streak Centurion last night and wasn't getting high damage number or lots of kills.....


Title: Re: Mechwarrior Online
Post by: calapine on November 24, 2012, 12:18:48 PM
This game really needs to played with friends/a group. Tons (hehe, get it?) more fun that way...

Small detail, but:
(http://i.imgur.com/sLjDS.png)

Anyone know what this button does? Can I eat it?

I suppose something being implemented after beta?


Title: Re: Mechwarrior Online
Post by: Evildrider on November 24, 2012, 01:01:37 PM
You use MC points to buy more premium account time, I'm assuming that's what the button is for.


Title: Re: Mechwarrior Online
Post by: Merusk on November 24, 2012, 02:48:36 PM
I'm not sure Streaks are the problem, just the hardpoint layout on some chassis' allows Streak abuse (i.e. Streakcat)

I ran with a triple Streak Centurion last night and wasn't getting high damage number or lots of kills.....

I ran a 2 streak jenner last night and killed an awesome and a hunch by myself.  They're at least a little broken.


Title: Re: Mechwarrior Online
Post by: Kitsune on November 24, 2012, 11:08:13 PM
Yeah, after this last patch I hustled to get my streakapult through elite so I could unlock master for heavies.  Just like I farmed up around 40k experience on my LRM Catapult right after they put the Artemis into the game.  Find the currently broken weapon system, load it on as many mechs as possible, profit until they nerf it back to uselessness.


Title: Re: Mechwarrior Online
Post by: Kageru on November 25, 2012, 06:02:04 AM

Which has always been the problem with free-form load-outs. At it was in the original rules. The balance task is much more difficult than it is in something like World of Tanks where the chassis and the weapon system are integrated.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 25, 2012, 06:15:13 AM
Played a little this morning and you can't move for Catapults with SRMs and Cataphracts with Autocannon loadouts.

This is rather silly.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 25, 2012, 07:51:23 AM
All the Cataphracts are annoying but it seems a lot like just after the Awesome first arrived, so I expect people will get bored with them.  Stalkers are going to be crazy town, what do they have 6 missile & 6 energy slots?  Can't wait till they put 8 man team drops back in, this game is so different in an organised group.


Title: Re: Mechwarrior Online
Post by: Strazos on November 25, 2012, 11:49:23 AM
So I actually managed to pull this down and give it a shot. I'm not terribly impressed so far, but I can chalk that up to beta and my far-out connection.

Is it possible to play this partially-patched, or am I encountering a bug? Some of the menus indicate that I need to patch, but...I manage to play all the same with my rental mechs.

The 6x SRMs are kind of silly - good damage, less dependance on aiming. Maybe I need to play with my settings to get this more playable - it seems like the long range ballistic weapons are very unforgiving.


Title: Re: Mechwarrior Online
Post by: Typhon on November 25, 2012, 03:01:25 PM
Beta?  I thought this went live.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 25, 2012, 03:02:12 PM
"Open beta" and I'd patch from the patcher fully, wouldn't play till done.


Title: Re: Mechwarrior Online
Post by: calapine on November 25, 2012, 03:07:29 PM
So I actually managed to pull this down and give it a shot. I'm not terribly impressed so far, but I can chalk that up to beta and my far-out connection.

Is it possible to play this partially-patched, or am I encountering a bug? Some of the menus indicate that I need to patch, but...I manage to play all the same with my rental mechs.

The 6x SRMs are kind of silly - good damage, less dependance on aiming. Maybe I need to play with my settings to get this more playable - it seems like the long range ballistic weapons are very unforgiving.

That seems to be a display bug. If you mean the "LAUNCH" button in the right corner, it turns to "PATCHING" after matches. Not sure why.

For high-latency LRMs and Streak SRMs (both guided) are great, but don't get too addicted to the later, they are already announced to be nerfed soon.


Title: Re: Mechwarrior Online
Post by: Kitsune on November 25, 2012, 10:38:23 PM
I had expected Cataphracts to be mostly a joke, but they're surprisingly good.  Dragons tend to have crap hardpoints and Catapults are specialized to the point of being fairly awful if you aren't fitting into their niche roles, but Cataphracts manage to be really sturdy and fairly dangerous.  They're the first heavy mech to really feel like they fit the role of a heavy.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 27, 2012, 11:38:05 AM
Patch Notes!

Quote
PATCH NOTES NOVEMBER 27TH, 2012
Open Beta Update #4

Upcoming Patch - Tuesday Nov. 27th @ 10AM – 1PM PDT

 

Change Log

________________________________________

Update

Greetings MechWarrior’s and welcome to Open Beta Update 4!

We have some exciting things to talk about in this patch, but first off, we want highlight the start of Banked Premium time button. The Community spoke and we listened!  It has been a while coming, but  Founder's premium time will now be reset and banked allowing you to activate it when you desire. This won’t stop you from purchasing premium time right now and activating your founders time later. Any of the bonus XP and C-bills you earned while your premium time was active are retained.

Next up we have Frozen City Night. This relight of the Frozen City map changes things up by creating long clear sightlines and some cool new effects in the sky. It may not be a night map that requires Night vision but that will be in another patch. ;)

I can’t talk about Visual Customization without giving props to Mark Hayden, aka Hayden on the forums. Mark has been customizing Mech patterns on our concept art since the beginning and now he works on the game!  So if you want an idea of the kinds of skins are going to be in your future take a look at this thread. http://mwomercs.com/forums/topic/315-repainted-concept-art/  We are extremely proud that Mark has decided to join our team to give you guys the best options for customization.

It doesn’t stop there either, you have all seen the Coconut Monkey and the nVidia Dawn bobbleheads right? I now present to you HULA GIRL!  Along with a bunch of other cockpit customization items and more is in the works!

Last but not least BITCHIN’ BETTY is in the game! Yes that is Carrol Ruggier’s voice, of MechWarrior 2 fame, in the game! We still have more audio to add (*cough*, start-up sequence, *cough*), and some more system refinement, but we just couldn’t make you wait any longer!

Lastly, I want to let everyone know we are working on networking, performance, and bug fixes. This is the heart of any great game and we are committed to getting the best experience we can for our players. Some things take longer to turn around.

See you on the Battlefield!

- Matt Newman


VISUAL CUSTOMIZATION

Players will now be able to customize the outer visual looks of their BattleMechs.  This includes applying patterns and adjusting the colors that make up those patterns.

    * Patterns - Patterns are made up of color elements which give them a unique look when applied to a BattleMech.  Not all Mechs have skins available to them.  Check out the matrix in the link below to see what is currently customizable.
    * Paint Colors - The colors that can be applied to a Pattern are broken down into channels.  Each pattern has from 1 to 3 channels.  Colors can be changed on any channel that is available for the chosen Pattern.
    * Cockpit Items - Items can now be purchased for the player's BattleMech cockpits.  More items are being implemented and they will be coming out soon.
   
For more in-depth detail on Visual Customization, follow this link: http://mwomercs.com/forums/topic/76666-battlemech-visual-customization-phase-1/

With this, we found a rendering issue that would cause colors to not show up properly.  This was fixed and now Mech colors are properly reproduced in the game.  You will notice a slight shift in colors for your Mechs including Founder's Mechs and Yen-Lo-Wang.

LEVEL

    * Frozen City Night
      Dropped into what once was the city centre of a thriving metropolis, expect unpredictable terrain in this now lifeless wasteland. After dropping into the new frozen city environment, you will find challenges the original map did not have. From the gorgeous borealis in the background, to the moonlit night effects, you will have to be much more careful about checking for enemies; the fog has dissipated however.

As with normal frozen city, this map is very cold, and it will affect the way your mech produces heat. Heat will take much longer to buildup allowing for lengthier, more intense battles with less chance of overheating your mech.

GENERAL

    * An “Activate” button has been added to the main screen allowing Founders to activate their banked premium time.
    * The following applies to Founder's Accounts ONLY:
        * Your premium time is now zeroed out.
        * If you have purchased premium time with MC during Open Beta, that time will remain in tact.
        * Once the "Activate" button is clicked, the amount of premium time that came with your Founder's package is injected into your account.
        * Again, if you purchased premium time with MC during Open Beta, and you click the Activate button, your remaining purchase time and your Founder's time will be combined.  (i.e. you will not lose any Premium Time).

WEAPONS

    * LRM damage has been increased from 1.7 to 1.8 per missile.
   
GAMEPLAY

    * Bitching Betty v 1.0
        * Your Mech's onboard computer will speak to tell you of the following events:
            * a location on your Mech is critically damaged
            * a location on your Mech has been destroyed
            * a weapon has been destroyed
            * a weapon's ammo is at 25%
            * a weapon's ammo is depleted
            * a weapon's ammo is destroyed
            * a heat sink has been destroyed
            * jump jet fuel is at 25%
            * jump jet fuel is empty
            * your Mech is out of bounds
            * your heat level is critical
            * your Mech has shutdown
            * you have overridden shutdown
            * your base is being captured
            * the enemy base is being captured
            * your target an enemy Mech
            * you switch to target a different enemy Mech
        * The volume of these messages is controlled by the Dialog Volume slider in the options menu
        * Some weapons/ammunition announcements are not in yet but they will be added with subsequent patches.
      
MECHS

    * Decreased the horizontal arm movement on the Cataphract's, to avoid clipping the torso cannon
    * Added Cataphract's walking backward animation.
    * Mechs with jump jets have their take-off animations adjusted to 40 frames.
    * The number of weapons seen on the Ravens' right arms changes to properly reflect the number of weapons equipped
    * Cockpit/head hit area tweaks: reduced for Cataphract, Cicada and the Awesome
   
BUG FIXES

    * Fixed a desync that could occur when a Mech had a destroyed leg.
    * Users will no longer have a blurry screen after they die.  This was caused when a user would die from a missile.
    * Users will only be able to launch one game client now.
    * Fixed Lock-on reticule not showing up for spectators.
    * Cool-down bar stutter fix.
    * User can no longer change weapon groups while shut down.
    * Numerous text updates/corrections.
    * Fixed LOD rotation issue on certain buildings in River City
    * Minor visual improvements to some rock materials in Forest Colony
    * Minor visual improvements to some materials in the Mech Lab
    * First art pass of adding buildings to crevasse in Frozen City
    * Target bones updated for all Mechs to ensure that S-SRMs will hit the proper enemy locations.
    * Jenner/Founder's cockpit materials fixed
    * Rear torso hit-unregistered-bug fixes: Dragon

KNOWN ISSUES

  MechLab:

    * Newly bought Cockpit Items are not always automatically equipped on Mechs.
        * You need to re-access the cockpit and re-equip the items manually.
    * Colors cannot be changed on default patterns of the Commando, Hunchback, Dragon and Awesome for the moment.
    * After purchasing MC, you may receive a ‘Not enough MC’ message if trying to buy a Camo Spec or Cockpit Item without a previous logout/login.
        * Restart your game client after Purchasing MCs.
    * Rarely, purchasing a Cockpit Item right after exiting a match will cause the game to lock.
    * Camo Spec color palette may incorrectly display previous colors after changing patterns and coming back to re-change colors.
    * Selecting Cockpit Tab too quickly after saving Cockpit settings may lock the camera outside of the Mech.
    * The two first Mech Bays you purchase will not immediately accept new Mechs.
        * Select another working Mech Bay and then your newly purchased Mech Bay will function normally.

  Ingame:

    * Bitching Betty is missing certain prompts and repeats “AMS ammo at 25%”.
        * Targeted by enemy, Locked by LRMs or Streaks, Flamer Destroyed and Start Up Sequence are missing.
    * Frozen City Night can have red/green sky textures in low settings with certain system specs.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Mechwarrior Online
Post by: Falconeer on November 27, 2012, 11:47:10 AM
- "Founder's premium time will now be reset and banked allowing you to activate it when you desire."

- New-ish map: Frozen City night(ish) version.

- Mech customization, with paints and camos.

- Hula girl cockpit item.

- Bitchin' Betty is finally in the game. And of course it's Carole Ruggier <3



Title: Re: Mechwarrior Online
Post by: Shannow on November 27, 2012, 12:55:04 PM
Played for the first time in a cpl of months last night.

Um....meh?

Performance was fairly godawful. The friends screen seems to have gone missing? And I still own in a stock Atlas.

Just not enthused anymore.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 27, 2012, 02:24:25 PM
Friends list has never been wiped so not sure what's up with that, not sure what the limit is but it's not enough, I have to keep deleting people off mine to add more.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 27, 2012, 02:42:34 PM
Social still sucks balls.

Also, I'm finding that whatever graphical changes they put through really, really makes it hard to see.  Motion blur is mental and fucking forget fighting in the snow.  You'd be as well using the SRM on your dick.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 27, 2012, 03:19:50 PM
Under the Camo Spec tab you can now rotate your 'mech in 3D. This is a feature they didn't even mention in the patch notes, while one of the things I was missing the most from Eve/World of Tanks. Yay.

Also, painting your 'mech is quite cool and the patterns, well, some of them are cool.


Title: Re: Mechwarrior Online
Post by: angry.bob on November 27, 2012, 04:01:52 PM
I didn't think the game's performance on my PC could get any worse than having to close out and restart every two matches, but I was wrong. Something that went in now makes me restart every match or I just go to a solid black game screen if I try to join a second match. Sometimes it happens on the first match. The game is pretty, but honestly I'd prefer they just used whatever WoT used. The maps are much bigger and even on the highest settings the performance is great.

I'm also rediscovering what a shitty game system for any sort of competitive play Battletech is.

This game is nowhere near ready to even pretend that I should have to use my actual premium game time.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 28, 2012, 01:41:24 AM
Whoa. Lots of ECM info. (http://mwomercs.com/forums/topic/78080-guardian-ecm-suite/)

Quote
Hi folks!

The upcoming patch on December 4th will see the addition of the Guardian ECM Suite to the game. Because it's a somewhat complicated system, I've put together this post to let you know what to expect.

STANDARD DISCLAIMER: All values given are subject to future tuning and revision.

The Guardian ECM (electronic countermeasure) suite is a piece of equipment that weighs 1.5 tons and occupies 2 critical slots. When it is equipped to your Mech, an entry for it shows up in the weapon groups HUD element that displays the ECM’s range as well as the mode it is currently in.

(http://static.mwomercs.com/img/news/articles/david/1/01%20-%20ECM%20in%20weapon%20readout.jpg)

The ability to equip an ECM suite to a Mech will be limited to specific variants. At first, only the following variants will be ECM capable:
Commando COM-2D
Raven RVN-3L
Jenner JR7-D
Cicada CDA-3M
Atlas AS7-D-DC
As we add new Mechs into the game, some of them will be ECM capable, and we may even go back and reconsider existing Mechs deserving of the capability.




By default, the ECM is in “disrupt” mode. While it is in this mode, it creates a bubble of sorts that scrambles enemy communications and sensor systems. Mechs carrying an ECM in disrupt mode are marked with an ECM icon.

(http://static.mwomercs.com/img/news/articles/david/1/02%20-%20ECM%20icon.jpg)
(http://static.mwomercs.com/img/news/articles/david/1/02a%20-%20ECM%20icon%20on%20mech.jpg)

All friendly Mechs (including the one with the ECM) within the range of an ECM in disrupt mode (180 m) are ‘cloaked’ from enemy sensors. Mechs that are hidden in this manner are marked with a symbol that looks like an eye.

When a Mech is hidden by a friendly ECM:
Enemy Mechs will have to come within 1/4 the normal distance (200 m instead of 800 m, by default) for hidden Mechs to show up on their battlegrid and HUD.
The Beagle Active Probe is of no use in extending this range.
It takes twice as long to achieve a missile lock against a hidden Mech.
Narc beacons will stick to hidden Mechs, but they won’t provide their normal bonuses until the Mech leaves the ECM’s range.
Artemis IV does not provide any bonuses against hidden Mechs.

(http://static.mwomercs.com/img/news/articles/david/1/03%20-%20Hidden%20icon.jpg)

(http://static.mwomercs.com/img/news/articles/david/1/03a%20-%20Hidden%20icon%20on%20mech.jpg)

When you enter the range of an enemy ECM in disrupt mode, your Mech will be cut off from communications with your teammates and some of your targeting equipment will cease to function. Mechs that are within the field of a hostile ECM are marked with a symbol that looks like low signal bars.

When your Mech is disrupted by an enemy ECM:
You will not know where your teammates are, and they won’t know where you are, unless you have direct line of sight to each other.
You cannot share any targeting data with the rest of your team, and vice versa.
Your Beagle Active Probe ceases to function.
You cannot achieve any missile locks.
Your TAG laser can still fire but provides no bonuses.
Your battlegrid and targeting information will flicker.

(http://static.mwomercs.com/img/news/articles/david/1/04%20-%20Low%20signal%20icon.jpg)

(http://static.mwomercs.com/img/news/articles/david/1/04a%20-%20Low%20signal%20icon%20on%20mech.jpg)

Between the ECM’s 180 m range, and the 200 m range for detecting Mechs hidden by ECM, there’s a 20 m radius band where you can detect a hidden Mech, target it, and get a missile lock and/or share the targeting with your teammates.

If you are not being disrupted by an enemy ECM, any hidden Mech on the other team that you hit with a TAG laser will be revealed as if it wasn’t being hidden. This allows you and your teammates to target and lock on it for as long as you can keep the TAG beam trained on it.

If you press the button to toggle the mode of your ECM (‘J’ by default), you can switch from “disrupt” mode to “counter” mode and back again.

(http://static.mwomercs.com/img/news/articles/david/1/05%20-%20Counter%20mode%20in%20weapon%20readout.jpg)

Counter mode provides none of the benefits of disrupt mode. What it does do is counter enemy ECMs that are in disrupt mode.

Your ECM in counter mode will:
Cancel the effect of one enemy ECM on Mechs (friendly or enemy) within range of your ECM (180 m)
However, two enemy ECMs affecting the Mech would require two counter ECMs, three would require three, etc.
Completely cancel all effects of an ECM in disrupt mode equipped on an enemy Mech that is within range (180 m)
Mechs countered in such a way have their ECM symbol replaced with a crossed out version.
You can only counter one enemy ECM in this manner.
I.e. If there are two enemy Mechs with disrupt mode ECMs in range, one will be countered while the other will function normally. But two counter ECMs will counter two disrupt ECMs, etc.

(http://static.mwomercs.com/img/news/articles/david/1/06%20-%20Countered%20ECM%20icon.jpg)

(http://static.mwomercs.com/img/news/articles/david/1/06a%20-%20Countered%20ECM%20icon%20on%20mech.jpg)

Coming into the game at the same time as ECM is your Mech’s status bar. This is a series of icons on the right hand side of your HUD that denote various effects your Mech is experiencing. Currently you’ll see if your Mech is being hidden by a friendly ECM (including your own), if your communications are disrupted by an enemy ECM, and if your ECM is being countered by an enemy. In the future, more status indicators will be added to this area.

(http://static.mwomercs.com/img/news/articles/david/1/07%20-%20Sidebar.jpg)

(http://static.mwomercs.com/img/news/articles/david/1/08%20-%20Overall%20picture.jpg)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 28, 2012, 02:35:16 AM
As if the Jenner D wasn't the best Jenner/Light already.  Atlas D & RS are going to be a lot less common, K was fairly bad anyway.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 28, 2012, 04:07:50 AM
Holy Balls, that's a lot of information.


Title: Re: Mechwarrior Online
Post by: satael on November 28, 2012, 04:39:34 AM
Too bad the founder atlas has only 1 slot open in the head and so you can't equip emc there  :heartbreak:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 28, 2012, 05:55:25 AM
Every mech has only one open slot in the head, the DC just comes with a command console which doesn't do anything yet.  You need one of the listed mechs to use ECM, it can fit anywhere with 2 slots free I think.


Title: Re: Mechwarrior Online
Post by: satael on November 28, 2012, 06:31:53 AM
Every mech has only one open slot in the head, the DC just comes with a command console which doesn't do anything yet.  You need one of the listed mechs to use ECM, it can fit anywhere with 2 slots free I think.

My mistake, thought it was for head slot since it's the only place where it showed as an option for my founder atlas.


Title: Re: Mechwarrior Online
Post by: Merusk on November 28, 2012, 07:17:08 AM
It probably works like the other upgrades in that it'll jump to whatever empty slots you have if you want to slot something there.   I certainly hope it doesn't slot like a weapon.. urg.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 28, 2012, 07:55:10 AM
Every mech has only one open slot in the head, the DC just comes with a command console which doesn't do anything yet.  You need one of the listed mechs to use ECM, it can fit anywhere with 2 slots free I think.

My mistake, thought it was for head slot since it's the only place where it showed as an option for my founder atlas.

Oh right that makes sense, they just add stuff to the lab before it's ready sometimes to check it equips, I'd expect the finished version to be as they detailed.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 28, 2012, 10:18:14 AM
I wish this was on more Commando models.  They don't have anything else going for them, and it'll handily replace the AMS I always stick on them.


Title: Re: Mechwarrior Online
Post by: Kitsune on November 28, 2012, 01:06:10 PM
It's pretty flatly stupid that it's not on every Raven, given that the mech was designed specifically for ECM purposes.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 28, 2012, 02:04:18 PM
http://mwomercs.com/forums/topic/78080-guardian-ecm-suite/

Quote
After some discussion within the dev team, we have decided to remove the ECM capability from the Jenner JR7-D. The first post will be edited to reflect this.

We would also like to remind people that the ECM is not all powerful. The rock to its scissors is the TAG laser. If you use it to hit anyone cloaked by an ECM, you and your team will be able to target them. Like any new addition to the game, this just requires a shift in thinking how to equip your Mech and/or team.

Well didn't take them long to figure it out this time.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 28, 2012, 03:55:06 PM
I don't get it. Since I can't target a ECMed 'mech from more than 200m and I can't signal its position from less than 180 because I'm being disrupted, isn't the rock that the TAG laser is supposed to be kind of ridiculous considering that it would only work in that "more than 180 but less than 200m" range?

I am sure I am missing something. But seems to me that the only rock to its scissors is another ECM.


Title: Re: Mechwarrior Online
Post by: calapine on November 28, 2012, 04:07:00 PM
Good they re-thought ECM on Jenners. It's not like that model needs a buff.


Title: Re: Mechwarrior Online
Post by: Segoris on November 28, 2012, 04:17:00 PM
I don't get it. Since I can't target a ECMed 'mech from more than 200m and I can't signal its position from less than 180 because I'm being disrupted, isn't the rock that the TAG laser is supposed to be kind of ridiculous considering that it would only work in that "more than 180 but less than 200m" range?

I am sure I am missing something. But seems to me that the only rock to its scissors is another ECM.

I didn't think that TAG requires a lock. However, SSRM does require a lock and has to be within those 20m. It does require Missile Boats to be on teams with ECM members as a counter (considering boats already need some sort of support, this is a bit much imo), shuts down BAP, C3, and NARC systems

This system truly is too powerful. Don't let ECM effect Artemis and increase that 20m buffer to 50m or 75m and I might start thinking it's a good idea.

Edit: added more of the things ECM fucks with


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 28, 2012, 04:38:38 PM
ECM is powerful.  If it's restricted to a few light 'mechs, I think that's a good thing though.  It gives those models a function.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 29, 2012, 04:54:46 AM
haha, wait, does this mean an ECM attached mech will totally own those fucking stupid SSRM boats ?

That's awesome.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 29, 2012, 05:06:07 AM
If I got it right, yes unless the stupid Streak boat has an ECM set on "Counter" itself. In that case, it's like no one has ECM, so back to square one.


Title: Re: Mechwarrior Online
Post by: Merusk on November 29, 2012, 05:11:46 AM
That's how I read it too, yes.

Thankfully the streak boats can't run ECM so it would need to be a duo lance at least, which means you'd be fucked in a PUG anyway.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 29, 2012, 07:54:37 AM
When/If the game is in a better state you should get organised with teampspeak/whatever, I'd guess there would be enough interest to form a merc company just from f13.


Title: Re: Mechwarrior Online
Post by: Merusk on November 29, 2012, 08:24:38 AM
The issue with F13 teams has *always* been timezones and play schedules.

For example, in WOT I see Abo and Way on my friends list only rarely and even then it's usually only on the weekends because I'm 3 hours ahead of them.  If I'm on at 9pm they're getting home from the office at 6 (ha who gets off that early?) and I'm headed to bed at 11 as they're getting online at 8. 


Title: Re: Mechwarrior Online
Post by: calapine on November 30, 2012, 12:58:54 AM
I can recommend these TS servers.

Even if alone, just sign up and sit in "Looking for Group". Pretty soon someone will come and ask "Need one more in Dropship XY". Good way to meet players & a lot better than pugg-ing it all solo.

Quote
Comstar Relay North America (Comstar NA)

Available Slots: 512 Man TS3 server
Address: na1.mech-connect.net
Password: WordofBlake


Comstar Relay Europe (Comstar EU)

Available Slots: 512 Man TS3 server
Address: eu1.mech-connect.net
Password: hG5!4Dg*


Title: Re: Mechwarrior Online
Post by: Ironwood on November 30, 2012, 02:20:07 AM
The issue with F13 teams has *always* been timezones and play schedules.

This.


Title: Re: Mechwarrior Online
Post by: eldaec on November 30, 2012, 03:43:41 AM
The issue with F13 teams has *always* been timezones and play schedules.

For example, in WOT I see Abo and Way on my friends list only rarely and even then it's usually only on the weekends because I'm 3 hours ahead of them.  If I'm on at 9pm they're getting home from the office at 6 (ha who gets off that early?) and I'm headed to bed at 11 as they're getting online at 8. 

Heh, and this is someone bitching about differences within the US.

Come play blood bowl and watch us try to work out a league schedule covering locations including but not limited to North America, Europe, Africa, Asia and Australia.


Title: Re: Mechwarrior Online
Post by: Strazos on November 30, 2012, 11:36:56 AM
Come play blood bowl and watch us try to work out a league schedule covering locations including but not limited to North America, Europe, Africa, Asia and Australia.

FIFY  :sad:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on November 30, 2012, 01:37:00 PM
Well that's a pity, it's a lot more fun in a large group.



Title: Re: Mechwarrior Online
Post by: Lantyssa on December 01, 2012, 08:13:27 AM
Please tell me that was a shop.


Title: Re: Mechwarrior Online
Post by: Sheepherder on December 01, 2012, 09:29:28 AM
$10 says Goons.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 01, 2012, 10:03:11 AM
Very giggly.


Title: Re: Mechwarrior Online
Post by: Strazos on December 02, 2012, 12:11:37 AM
So, what's the secret to this thing? I jump in with the freebie mechs, appear to shoot things, and...nothing. I then die very quickly.

Do the newb mechs do lessened damage to something? And have shitty heat sinks? With crap armor? Last match I was in I lit a guy up at close range with some large lasers and even PPCs...and then at the end of the match (they quickly capped our base) I did less than 40 damage... :uhrr:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 02, 2012, 12:45:33 AM
So, what's the secret to this thing? I jump in with the freebie mechs, appear to shoot things, and...nothing. I then die very quickly.

Do the newb mechs do lessened damage to something? And have shitty heat sinks? With crap armor? Last match I was in I lit a guy up at close range with some large lasers and even PPCs...and then at the end of the match (they quickly capped our base) I did less than 40 damage... :uhrr:

We played trial mechs for a good couple of hours the other night.

I had a very low opinion of them before doing it but was actually surprised by just how unfun and terrible they are, they all run far far too hot, too many weapons not anywhere near enough heat sinks for combat.

Also ppcs have a minimum range and only do about 1 point of damage at less than 90m.

Please tell me that was a shop.

Video of the terrible trial mechs (http://youtu.be/E8copOh75Qk).


Title: Re: Mechwarrior Online
Post by: Amaron on December 02, 2012, 01:59:49 AM
I had a very low opinion of them before doing it but was actually surprised by just how unfun and terrible they are, they all run far far too hot, too many weapons not anywhere near enough heat sinks for combat.

I think they are all default TT designs.  One of the coolest things about the base game is having all those different weapons.  In MWO it just doesn't work.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 02, 2012, 02:05:18 AM
I think they could draw from classic designs without having mechs that are incapable of firing their weapons for even a short period of time.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 02, 2012, 11:13:15 AM
I had a very low opinion of them before doing it but was actually surprised by just how unfun and terrible they are, they all run far far too hot, too many weapons not anywhere near enough heat sinks for combat.

This is absolutely true and something that is going to KILL this game if they don't do something about it. It's one of the main things that has kept me from spending money on the game. The trial mechs are HORRIBLE. A new player trying to make their way with freebie mechs is going to get curbstomped on a regular basis. In addition, playing with trial mechs absolutely shuts you out of one of the most important phases of gameplay, customizing mechs. There is NO customization, which means the free/new player sees maybe 1/5th of the actual game and is facerolled constantly for doing so. This isn't even a question of "learn2playnoob." Most noobs aren't going to learn to play, they are going to fuck off to greener pastures.

I know it's open beta, but they are taking money. This is going to the main detriment to this game's success. If I didn't have a lot of affinity for the setting and big mechs fighting big mechs, I'd have given up on this game months ago.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 02, 2012, 11:48:17 AM
They implemented double heats sinks in an acceptable manner, ECM is going to keep streaks under control, trial mechs are next on my list for them to address. 

This interview is a concern when he talks about trials.

INTERVIEW WITH PGI CEO RUSS BULLOCK  (http://themittani.com/features/interview-pgi-ceo-russ-bullock)


Title: Re: Mechwarrior Online
Post by: Samprimary on December 02, 2012, 01:54:03 PM
I tried to get others into the game.

"Here's your extremely shitty mech, go get facerolled and/or shut down after pew pewing your gun twice ¡es supar fun game!" is really just the opposite way to get people appealed to play it and the barrier for care is just way too high

ah well

i might join them in quitsville soon :/


Title: Re: Mechwarrior Online
Post by: Merusk on December 02, 2012, 02:41:58 PM
They implemented double heats sinks in an acceptable manner, ECM is going to keep streaks under control, trial mechs are next on my list for them to address. 

This interview is a concern when he talks about trials.

INTERVIEW WITH PGI CEO RUSS BULLOCK  (http://themittani.com/features/interview-pgi-ceo-russ-bullock)

"Trial mechs are fine! We had a veteran tester with skills in the upper 5% of players run one and he did awesome, so clearly there's no problems!"  :awesome_for_real:

Why do so many game devs have their heads up their asses when it comes ot understanding their skill vs public skill?


Title: Re: Mechwarrior Online
Post by: Samprimary on December 02, 2012, 06:43:22 PM
It's not even about skill so much as it is fun. Okay, I started the game, hopped in a mech, fired off two volleys and now the game is immediately telling me "sorry bro you had your 4 seconds of pew pew. If you add another pew, you get shut down. Remember, you're only allowed one pew every ten seconds about. Don't miss!!!1"

yeah

very fun mechanic sir or ma'am


Title: Re: Mechwarrior Online
Post by: HaemishM on December 02, 2012, 09:12:26 PM
That interview does not bode well. DUH, player skill trumps shitty mech design - it's supposed to. Now run that test where all the mechs are in the hands of n00b players and see how the trial mechs do.

I keep trying to give this game the benefit of the doubt, but it's getting old.


Title: Re: Mechwarrior Online
Post by: Pennilenko on December 02, 2012, 10:28:57 PM
I am not liking how things are going. Ill chalk this one up to a learning experience regarding purchasing "founders" packages from a bunch of dice nerd developers.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 02, 2012, 11:46:53 PM
Haha! Got a friend to sign up. The available assault mech is an Awesome. He's always liked the Awesome!

Jumps in, gets right into the fight like it's coming back to the oldschool. Aw yeah. He's doing it all out of memory. Gets into a circle strafe dogfight with a cataphract. Fires ppcs! blammo! Yea! Fires again! YEA! oh shut down from overheating. Blinks.

Plays a couple more games. Ponders. Concludes: "This game is anti-fun." Goes to play a game where you can pew, pew, and .. get this ... pew AGAIN (HERESY) without being punished for it and having to nursemaid a heat counter on a bad tabletop adaptation

god and we're such mechwarrior nerds too

:<


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 12:16:21 AM
I really think you are exaggerating.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 03, 2012, 12:37:28 AM
I see no reason why I would exaggerate in favor of disappointment/inability to get people on board for a mechwarrior game, of all things.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 12:52:46 AM
No, obviously you are genuinely disappointed, and so is your friend. But

Quote
"This game is anti-fun." Goes to play a game where you can pew, pew, and .. get this ... pew AGAIN (HERESY) without being punished for it and having to nursemaid a heat counter on a bad tabletop adaptation

while certainly your respectable and valid personal opinion, a nd while I agree that the trial mechs are _FAR_ from optimal and not so enjoyable due to the lack of the tweaking fun, feels to me like a huge exaggeration and misrepresentation of the actual experience.

EDIT: clarified.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on December 03, 2012, 01:11:31 AM
Given the way heat management works (and the way it violates most new player's expectations to be able to hose out fire with abandon), they'd be much better off with newbie mechs that were under-gunned and over-sinked, so that it took long periods of wildly firing to overheat (and your shutdowns wouldn't last long).

Newbs are going to get pwned, but they need to feel like they're doing *something*.

--Dave


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 03, 2012, 01:27:21 AM
No, obviously you are genuinely disappointed, and so is your friend. But

Quote
"This game is anti-fun." Goes to play a game where you can pew, pew, and .. get this ... pew AGAIN (HERESY) without being punished for it and having to nursemaid a heat counter on a bad tabletop adaptation

while certainly your respectable and valid personal opinion, a nd while I agree that the trial mechs are _FAR_ from optimal and not so enjoyable due to the lack of the tweaking fun, feels to me like a huge exaggeration and misrepresentation of the actual experience.

EDIT: clarified.

They aren't far from optimal the current 4 are completely shit.

The Jenner has 4 medium lasers that will overheat even if you chain fire one, pause and fire again.
The Hunchback has lrms which are ok but require you to know how to lock on and know about the 180m minimum range, the mediums just can't be used without rebinding weapon groups to limit weapon fire to just two of them.
The Cataphract has low armour, an AC10 with only 15 hots, a ppc with a minimum range of 90m that new players aren't going to know about, you can rebind the mediums to be somewhat useful but you can't fire very often with just them.
The Awesome has a streak and a pulse laser, weird combination, not to mention 3 ER ppc's when it doesn't have the heat sinks to keep 1 ER cycling.

There is no reason to be like this, the trial K2 they used to offer was okish, dual ppcs with machine guns, with a machine gun buff in the works plus someway of warning a new player about ppc minimum range it wouldn't be too bad.

The previous trial Awesome was actually not bad at all, two weapon groups, dual lrm 15 plus two large lasers and enough heat sinks to run either set somewhat reasonably.

If you haven't played the trials recently Falconeer, you should experience just how bad the current four are.  It's like dropping a new player into an online FPS against experienced players using sniper rifles & body armour and liimiting them to a blunderbus and a feathered hat.  New players are already at a massive disadvantage, there's no good reason to drive them away from the game.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 03, 2012, 01:28:44 AM
Given the way heat management works (and the way it violates most new player's expectations to be able to hose out fire with abandon), they'd be much better off with newbie mechs that were under-gunned and over-sinked, so that it took long periods of wildly firing to overheat (and your shutdowns wouldn't last long).

Newbs are going to get pwned, but they need to feel like they're doing *something*.

I agree with this 100%, I over sink all my mechs anyway as nothing ever goes as planned.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 01:34:04 AM
Fair enough, I'll give a whirl to this month's rotation of trials. But I can see why I've never felt extremely underwhelmed by trials so far, and that's because I tend to run my mechs hotter than the average (I hate the very definition of "heat neutral", but this is a different story). So yes, it could be me. I still think that "anti-fun" and "punishment" are hyperboles, but maybe I'll change my mind after trialing.


Title: Re: Mechwarrior Online
Post by: satael on December 03, 2012, 02:53:51 AM
Haha! Got a friend to sign up. The available assault mech is an Awesome. He's always liked the Awesome!

Jumps in, gets right into the fight like it's coming back to the oldschool. Aw yeah. He's doing it all out of memory. Gets into a circle strafe dogfight with a cataphract. Fires ppcs! blammo! Yea! Fires again! YEA! oh shut down from overheating. Blinks.

Plays a couple more games. Ponders. Concludes: "This game is anti-fun." Goes to play a game where you can pew, pew, and .. get this ... pew AGAIN (HERESY) without being punished for it and having to nursemaid a heat counter on a bad tabletop adaptation

god and we're such mechwarrior nerds too

:<

Add to that the fact that PPCs still (afaik) have the minimum range (of 90) that they really don't advertise and your circlestrafing dogfight will feel even more frustrating especially if the opponent notices you using PPCs  :ye_gods:


Title: Re: Mechwarrior Online
Post by: Ironwood on December 03, 2012, 03:13:42 AM
Funny Story :  I didn't know about the PPC Minimum range.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 03:28:57 AM
Pro tip: Weapon systems in the lower right corner are colour-coded to show:

- Green, optimal range (full damage).
- Yellow, extended range (degrading damage from full to nil based on distance)
- Black , out of range. It could be less than minimal or over the extended, it's still "out of range" and it does zero damage.

The colour coding changes dynamically and in real time based on where you are pointing your crosshair. Try it out.


Title: Re: Mechwarrior Online
Post by: Merusk on December 03, 2012, 05:46:29 AM
Funny Story :  I didn't know about the PPC Minimum range.


Me either. I didn't know about the LRMS min range until the match I was grouped with Lant and a few others and everyone was yelling at me in chat about it.  I don't see it anywhere on the interface, either. 

Or any damage numbers, now that I think about it. One of the most basic pieces of info you should have in-game.  It's 2012, not 1999. 

I agree with the assessment of Sam's friend: The game is anti-fun.   You have to bring too much tabletop knowledge to enjoy it. 

There's also no handholding for the newb, which frankly, is going to be the bulk of your playerbase since the last MW game is now 10 years old.   I *know* there's chainfire somewhere in the game.   I've seen many people reference it, but I'll be fucked if I can find how to toggle it and I'm not cruising forums at home when I could be playing games.  I'm not doing it at work because I'm not 25 anymore and I've got shit to do and meetings to attend. I read one site at work: this one. .

Pro tip: Weapon systems in the lower right corner are colour-coded to show:

- Green, optimal range (full damage).
- Yellow, extended range (degrading damage from full to nil based on distance)
- Black , out of range. It could be less than minimal or over the extended, it's still "out of range" and it does zero damage.

The colour coding changes dynamically and in real time based on where you are pointing your crosshair. Try it out.

Awesome.. and we're supposed to know that, how?   Oh, and why do I have to look there, taking my eyes off the action and terrain vs. in my HUD, which makes infinitely more sense?  Because MW Lore trumps good design?  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: angry.bob on December 03, 2012, 05:54:53 AM
The game really is sort of anti-fun.

All my mechs are super over heat sinked to the point of incredulity, and I still find myself shutting down at inconvenient times - usually after 6-7 shots.

The shits just harder to control than it needs to be, I blame the throttle mechanism. Just change the controls to be like every FPS ever. I'm constantly getting torn up because I've over-estimated where my throttle setting is going to end up and crested a hill to much, walked out from cover, backed up too much and lost a shot, or my personal favorite the "walking into an object but not going anywhere". I've fallen through the terrain several times.

And Cryengine 3 is causing wayyyyyy to many performance problems.

It's striking how much this game is an inferior version of WoT. What Wargames needs to do is ditch the battleship game and make a WoT with giant robots instead of tanks.



Title: Re: Mechwarrior Online
Post by: Der Helm on December 03, 2012, 06:00:34 AM
chainfire
Wut?


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 06:03:18 AM
Awesome.. and we're supposed to know that, how?   Oh, and why do I have to look there, taking my eyes off the action and terrain vs. in my HUD, which makes infinitely more sense?  Because MW Lore trumps good design?  :awesome_for_real:

No, you are not supposed to look there. But the constant colour changing might give away that something is going on with range. Once you have memorized the different ranges, you don't really have to look there.

This is not to say that the interface is ANY good. It's impossible not to agree that the game needs more visible data and helps. I was just trying to give a useful piece of advice given the present situation.

EDIT: Chainfire is activated when you select a weapon group and hit Backspace. From that moment on, firing that weapon group won't shoot all your weapons in it, but one after another. Again, the ones in THAT weapon group. And this is assuming you know how to change and edit your weapon grouping, which is something you can do on trial mechs too, and helps dealing with their heat issues.

More EDIT: NO to everything angry.bob said.


Title: Re: Mechwarrior Online
Post by: Der Helm on December 03, 2012, 06:07:03 AM
EDIT: Chainfire is activated when you select a weapon group and hit Backspace. From that moment on, firing that weapon group won't shoot all your weapons in it, but one after another. Again, the ones in THAT weapon group. And this is assuming you know how to change and edit your weapon grouping, which is something you can do on trial mechs too, and helps dealing with their heat issues.
Found a video. (http://www.youtube.com/watch?v=Eh_9Cyj31EQ)


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 06:08:31 AM
They have been making lots of tutorials in the last three months. Biggest problem being, they can't put them in the client yet. Hence, they don't exist.


Title: Re: Mechwarrior Online
Post by: calapine on December 03, 2012, 06:17:10 AM
You all suck. I am usually not a good at anything high-twitch but having a blast here. Definitly not "anti-fun".


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 06:29:22 AM
Lots of people are having fun with it, despite the obvious issues, so looks like someone is immune to the anti-fun curse. Also I guess not everyone is so dependent on hand-holding, especially having grown up without it.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 03, 2012, 06:38:38 AM
I honestly think I've put more time into this than anything else ever, I'm having a blast but they really do need to fix the new player experience\mechs asap just so the game has a long term future.

This is useful information, (http://mwo.smurfy-net.de/) not sure if it's completely accurate.


Title: Re: Mechwarrior Online
Post by: calapine on December 03, 2012, 06:56:16 AM
Also, what do you have if you take a chicken and cut it's head off?
















A Jenner pilot!


Title: Re: Mechwarrior Online
Post by: calapine on December 03, 2012, 07:03:45 AM
Oh, what do Charles Bronson and a Jenner pilot have in common?
















They both have a Death Wish!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 03, 2012, 07:06:57 AM
If anyone is after some advice post what mechs & cbills you have.

Once you have the basics down you need to learn the maps and how to move your mech around without bumping into walls.  

The absolute best way to do that is with a fast light, it's daunting at first but your skills will rapidly improve, it will also help a lot piloting everything else.  Best lights are currently the Jenner D (4 energy 2 missile), > Jenner K (4 energy 1 missile, extra module slot) > Jenner F (6 energy), although the Raven 3L (3 energy, 2 missile, extra module) is fairly good and will get ECM, these mechs are all fairly meh until you get an xl280-xl300 engine in them.


Title: Re: Mechwarrior Online
Post by: Merusk on December 03, 2012, 08:36:32 AM
Lots of people are having fun with it, despite the obvious issues, so looks like someone is immune to the anti-fun curse. Also I guess not everyone is so dependent on hand-holding, especially having grown up without it.


Not everyone wants to spend hours combing forums, youtube, etc for basic bullshit that should be in the game.  I'm an adult with a life, career, family and responsibilities and think spending an hour or two of my precious free time to track shit down that a reasonable person would assume would be in the fucking game.

You go ahead and continue to throw snark in your usual fanboy frenzy.  It's worked out for so many other games whose issues were pointed out in beta, only to be drowned out by the L2P and beat-down of people like yourself.  Dick.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2012, 08:38:50 AM
Dick.

I am so sorry career and responsibilities are getting in the way of your gaming. Poor thing.


Title: Re: Mechwarrior Online
Post by: Kitsune on December 03, 2012, 09:37:33 AM
No, pretty much everyone agrees that the lack of tutorials and requirement for newbies to go looking for instructional videos on their own is clownshoes game design.  It's just not a show stopper for veteran Mechwarrior players, so not a lot of noise is coming from the playerbase about it.  But no question, if they want to grow their game, they're going to need to get a way to teach newbies how to play, a better way than youtube and trial and error.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 03, 2012, 10:10:29 AM
while certainly your respectable and valid personal opinion, a nd while I agree that the trial mechs are _FAR_ from optimal and not so enjoyable due to the lack of the tweaking fun, feels to me like a huge exaggeration and misrepresentation of the actual experience.

EDIT: clarified.

Go fire the PPC's on the trial awesome.


Title: Re: Mechwarrior Online
Post by: Typhon on December 03, 2012, 10:47:09 AM
I don't always like internet slap fights, but when I do they are usually about mechs

 :popcorn:


Title: Re: Mechwarrior Online
Post by: HaemishM on December 03, 2012, 01:15:03 PM
But no question, if they want to grow their game, they're going to need to get a way to teach newbies how to play, a better way than youtube and trial and error.

This. I have no problem with a high learning curve. I'm not a HUGE Battletech fan, but I've played and enjoyed the tabletop from back in the '90's. If I didn't have the love for the franchise, I wouldn't have bothered past maybe 3 or 4 matches. It's just that unforgiving. Even worse, it doesn't do a good job of telling you WHY you suck, HOW you suck, or how to get better at it (one hint being spend real money to get better fucking mechs). I'd say out of maybe 40-50 matches I've played total, I've enjoyed 1/4 of them, and a lot of that could be fixed by giving me a mech I could 1) customize beyond weapon groupings and 2) giving me a mech that wasn't poorly tuned.

I keep going back to League of Legends because it's noob model is VERY encouraging. And I say that despite the player community of that game being full of antisocial mongoloid cockgobblers whose only wish in life is to make you feel like the dumbest creature alive. Within the first week of playing LOL, I had access to 10 free champions and had the free IP to buy at least one out of another 6 or 7 other cheap yet viable champions.

4 shitty trial mechs for free makes noobs very unhappy.


Title: Re: Mechwarrior Online
Post by: Segoris on December 03, 2012, 02:20:38 PM
Does it have issues? Absolutely, and I do have some complaints, but they're not big enough to make me say the game is anti-fun or anywhere near that (that's crazy talk imo). It's mostly balanced besides a couple of loadouts (streaks for one, which is being adjusted and missile boats which will not be as easy with tomorrow's patch), and I don't feel I'm at a disadvantage against any mech if I'm thinking about ways to counter their strengths and my weaknesses which comes with practice (just like any other pvp game), and I'm also not expecting myself to be able to win every single 1v1, it is team based after all even if players aren't joining as teams. The maps aren't too bad either, but a couple more would be nice. I think they have spot on controls for throttle, turning, and aiming but the UI absolutely needs some improvements and the stability for things like the crashes to desktop, yellow screen bug, broken radar bug, inability to select "ready" in groups bug, game freezing when buying a new mech could be fixed.

My issues would be this though:
The trial mechs absolutely need some improvements, namely in heat management (though they can't be so good that people don't want to buy their own mechs), but a much better learning program would be if there was a customization tutorial which shows new players how to customize. The first thing they could show someone to do would be to add a heatsink....two birds one stone and all that. Or, just have two mechs from each class as options. Lastly, a small map with 1-3 non-moving mechs to target and learn to shoot and manage heat on. Keep in mind that both the new player/pug and premade experiences will be improving with 8player groups being in place as that will remove the premades from the pug matchmaking. This will also lower the barrier of entry's cockpunching and the grind on the trial mechs as it will reduce the chances of someone one-shotting their core. It won't be perfect as there will still be a mix of trials and non-trials, but it will be a lot better.

In-game tooltips are mandatory for basic info, and they need to get on that. Even if it's just a quick solo run vs a non-moving mech to show the HUD and learn the weapons with their min/max ranges. In the mech lab they need better descriptions as well. Min/max range, reload time, and preferrably a damage per shot value (though I'd be happy if they even did not include the damage per shot value and went with something that just said "slow reload, high damage weapon" or something like that as it would still be an improvement). I also wouldn't mind if when you died if you could see X enemies shot you with Y weapons for Z damage

Lower RL money costs on everything except mech bays (mech bays really are priced perfectly imo) and if you buy something it should be your's forever and not this crap where you have to pay RL money every time you want to re-paint your mech with a color you've already bought.

Even having said all that, the game is very fun and I'm finding I'm spending too much time in it actually. A big part of that is because I'm also using the TS servers which Calapine had posted earlier in this thread (http://forums.f13.net/index.php?topic=21470.msg1137339#msg1137339). The game a whole different experience when grouping - even with strangers in that TS channel. While it is not provided by the developers, it is a great bandaid for a problem, and helps keep this game to be more fun then it was when I was first starting before finding out about it. The community has been great overall, and people have been friendly with helping others with suggested loadouts to try or use as a base (example: this helpful thread (http://mwomercs.com/forums/topic/71750-your-first-mech-the-elaborate-detailed-elp-mech-guide-to-some-lasting-functional-builds-for-new-players/page__st__20), this entire forum (http://www.mechspecs.com/forum.php?s=0f5b9487fa245eea18da9907b6415503)).

As for an F13 guild/battalion/whatever, I have not had too many issues with time zones, I've found more people are just anti-social and just did not want to group. It's pretty different than it was in TSW where there were groups running nightly (again, regardless of timezone) but it's similar to D3 which leads me to believe maybe it's the game type and the lack of a guild/f13 chat channel which makes it tougher to get things going.


Title: Re: Mechwarrior Online
Post by: Shannow on December 03, 2012, 04:24:48 PM
How about noob specific arenas.  Maybe for trial mechs only and under a certain amount  of xp.

Personally I'd like a whole bunch of customizable arenas that I could choose from,  light/med only,  stock mechs only. Etc etc


Title: Re: Mechwarrior Online
Post by: Segoris on December 03, 2012, 06:18:09 PM
For trial/noob specific, if there's enough of a growing player base and trial mech usage to do that I'd be for it. Otherwise I'd skip it as to not split the player base if it was not in a needed direction, and after seeing the effect of 8 person groups.

The arenas idea is just incredibly non-attractive for my tastes, but I'm sure a good amount may like it.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 04, 2012, 12:38:26 AM
I think noob only arenas, just for trials, for your first 25 - 50 matches or so would be a great idea.


Title: Re: Mechwarrior Online
Post by: apocrypha on December 04, 2012, 12:46:58 AM
Wasn't there supposed to be some kind of balancing of the matchmaking going on, specifically to avoid newbs vs vets situations? Works great in World of Tanks, MWO doesn't have to reinvent the wheel every single step of the way, surely?


Title: Re: Mechwarrior Online
Post by: Samprimary on December 04, 2012, 12:56:05 AM
They could legitimately be doing it to test the total advantage of organized play overall


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 04, 2012, 01:23:09 AM
Wasn't there supposed to be some kind of balancing of the matchmaking going on, specifically to avoid newbs vs vets situations? Works great in World of Tanks, MWO doesn't have to reinvent the wheel every single step of the way, surely?

Currently each match has premade groups limited to a max size of 4.

The patch today is meant to reintroduce group sizes of 8, but they have to be a minimum size of 8 and will only match against another premade group of 8.  This is in addition to the current matchmaking method of groups up to a size of 4.  So they are splitting the playerbase into premade groups of 8 and everyone else.

There is a thread here on the mwo forums (http://mwomercs.com/forums/topic/80133-themittanicom-russ-says-stock-mechs-are-extremely-good/) about trial mechs, if you aren't having fun in trials you could take a minute to let them know why and I'd appreciate it.  

As you'd expect the thread has the typical mmo fan who feels the need to defend horrible/unfun/difficult to use new pilot mechs.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 04, 2012, 09:51:16 AM
There is a thread here on the mwo forums (http://mwomercs.com/forums/topic/80133-themittanicom-russ-says-stock-mechs-are-extremely-good/) about trial mechs, if you aren't having fun in trials you could take a minute to let them know why and I'd appreciate it.  

As you'd expect the thread has the typical mmo fan who feels the need to defend horrible/unfun/difficult to use new pilot mechs.

Quote
Will phase 3 magically fix heat dissipation, so that heat sinks stop lagging 1.5 tier behind weapons? Will it fix ammo loads, which are often insufficient to down two mechs on trials because of double armor, after which the weapon becomes 7-10 ton glorified paperweight?

T1 overheats with singles very easily (evidence: trial anything), needs dubs or an extreme load of singles.

T2 overheats with dubs (evidence: trial "awesome" can't shoot half its weapons twice before shutdown, cools down 20 seconds on FC). Would probably need clan freezers in bulk to remain operable, currently nothing can shoot ER weaponry, and nothing would want to shoot pulse weaponry for their heat generation.

At this rate, Clan weapons will likely need Eldar heat sinks, on loan from WH40K.

hahahahahaha

some people are talking about how when they encounter the stock awesome they just leg it for extra salvage.

I literally did this last night in a jenner. I was like 'oh, stock awesome, let me do more sustained output with small lasers'

spoo spoo spoo


Title: Re: Mechwarrior Online
Post by: Falconeer on December 04, 2012, 10:13:29 AM
Quote
Will phase 3 magically fix heat dissipation, so that heat sinks stop lagging 1.5 tier behind weapons? Will it fix ammo loads, which are often insufficient to down two mechs on trials because of double armor, after which the weapon becomes 7-10 ton glorified paperweight?

T1 overheats with singles very easily (evidence: trial anything), needs dubs or an extreme load of singles.

T2 overheats with dubs (evidence: trial "awesome" can't shoot half its weapons twice before shutdown, cools down 20 seconds on FC). Would probably need clan freezers in bulk to remain operable, currently nothing can shoot ER weaponry, and nothing would want to shoot pulse weaponry for their heat generation.

At this rate, Clan weapons will likely need Eldar heat sinks, on loan from WH40K.

See, this is a perfect example of useless post. I don't know if you are aware that the MWO playerbase is divided into two factions. Those who pursue absolute heat-neutrality in the mech-lab, and those who feel the mech-lab only brings you that far cause heat management is a pilot's responsibility. BEWARE, I am not saying in any way that the game is fine the way it is, we know it lacks tutorials and balancing and UI improvements and netcode, etc etc. But there's just some players who want to shoot more, according to their own perception of what a 'mech game should be or what the tabletop was like (which is an impossible comparison since in the TT there were no cooldowns, no aiming, 10 seconds turns, etc...) and just have their own idea of how this game should have been designed, and how many times, according to their lumchbreak-scribbled napkins a REAL LIFE AWESOME was meant to be be shooting.

This is not about supporting the game or not. I just see lots of players acting as if they've been insulted cause the game doesn't have the pacing THEY wanted, or their TT designs that were extremely efficient in the TT being obsolete and underperforming in MWO.

There's a million things this game could do better, but beware of those who have been designing their own heat system based on their own trigger needs and scream foul at PGI for having a different plan. A plan that, as I mentioned earlier, works for half of the playerbase (And please let's stick to those who are playing for once, instead of always pulling in the debate the "potential" players). So who's right?


Title: Re: Mechwarrior Online
Post by: Samprimary on December 04, 2012, 10:55:50 AM
haha, I could care less about the debate on the heat meta. it's not really a useless post, especially when what you are talking about is the trial mechs. The trial mechs are bad-broken and a big reason why is because they are designed around stock loadouts that don't factor in whatever heat heavy methodology the game designers have noodled in.

Again, go try out that ossum. It is a useless loadout. Can only sort of cycle one of its ppcs, so the total effective damage output is garbage. Internal loadout is deathtrap. All its space is wasted with ultimately ineffectual heat management tonnage. I have already provided a perfect anecdotally witnessed example of why not to make the first mechs a person touches anything like what these trial mechs are.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 04, 2012, 11:48:15 AM
MWO: DECEMBER TRIAL MECH ROUNDUP (http://themittani.com/features/mwo-december-trial-mech-roundup)

Quote
CONCLUSION

If you’re looking for a winner here, it’s probably the Hunchback, but only because it’s the least horrible of the options that are available. The trial mechs all suffer massively from being stock designs from the tabletop game, and over there every weapon’s cycle time is ten seconds because that’s how long a turn is. With most weapons in MWO able to fire two or three times in that same interval, but confined by the tabletop heat dissipation and capacity mechanics, an inexperienced player (the typical trial mech pilot) is going to shoot themselves into a heat coma within the first minute of every match. In fact, they’re probably going to do that a couple of times, then put the game down and go and play something like CoD instead because spending half of your game time shut down and another quarter of it dead BECAUSE you shut down just isn’t fun.

PGI's got all the long time BattleTech/MechWarrior fans now. Everyone that understands why these builds are as they are has either ponied up and bought a mech to customise themselves or slogged through the trials knowing the sweet, sweet mech customisation is coming. Those players new to the franchise, which PGI needs for MWO to be all it can be, don’t want to spend four to six hours driving one of these lemons, and they’ll go and take their money and time elsewhere. Even if they don’t want to spend the money on something like the latest CoD there’s plenty of other Free to Play games out there.

ALTERNATIVES

The whole thing is worth a read.

Also patch notes are up.

PATCH NOTES - 1.1.161 - 04/12/2012 (http://mwomercs.com/forums/topic/80176-patch-notes-11161-04122012/)


Title: Re: Mechwarrior Online
Post by: Strazos on December 04, 2012, 12:35:55 PM
I think I gave the game an honest shot. I'm into Mechwarrior (but not tons; I never owned the tabletop stuff), and I love big machines blowing shit up.

However, the game isn't fun. The trial mechs blow, the client has performance issues, and the UI doesn't give the sort of feedback I'd like. It could also use a training mode against a bot or something, so I could at least practice aiming and shit in a controlled environment.

With the new patch and my difficulty in pulling down large updates, I'm probably done with this. Call me when fun is patched in.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 04, 2012, 12:45:53 PM
Fun is there in spades it's just past the trial stage, I've played nearly 1300 matches since OB.  For me this beats everything I've ever played before.

Four drops so far against 8 man teams, absolutely brilliant change, ecm might be a bit buggy.


Title: Re: Mechwarrior Online
Post by: Tmon on December 04, 2012, 12:49:37 PM
But no question, if they want to grow their game, they're going to need to get a way to teach newbies how to play, a better way than youtube and trial and error.

This. I have no problem with a high learning curve. I'm not a HUGE Battletech fan, but I've played and enjoyed the tabletop from back in the '90's. If I didn't have the love for the franchise, I wouldn't have bothered past maybe 3 or 4 matches. It's just that unforgiving. Even worse, it doesn't do a good job of telling you WHY you suck, HOW you suck, or how to get better at it (one hint being spend real money to get better fucking mechs). I'd say out of maybe 40-50 matches I've played total, I've enjoyed 1/4 of them, and a lot of that could be fixed by giving me a mech I could 1) customize beyond weapon groupings and 2) giving me a mech that wasn't poorly tuned.

I keep going back to League of Legends because it's noob model is VERY encouraging. And I say that despite the player community of that game being full of antisocial mongoloid cockgobblers whose only wish in life is to make you feel like the dumbest creature alive. Within the first week of playing LOL, I had access to 10 free champions and had the free IP to buy at least one out of another 6 or 7 other cheap yet viable champions.

4 shitty trial mechs for free makes noobs very unhappy.

Actually being able to kill something in my trial mech would go a long way to convincing me to spend money or time on this game. 


Title: Re: Mechwarrior Online
Post by: Segoris on December 04, 2012, 12:50:06 PM
From the patch notes


Quote
ECM is here and personally I can’t wait to ruin some streak cats day with this excellent piece of equipment. I am going to be honest with you ECM is a game changer so let us know how you feel about ECM on the forums because lately I think you guys have been holding back and not telling us how you really feel.

 :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Samprimary on December 04, 2012, 01:43:17 PM
potential solution:

 When you use a trial mech, you do not have to pay any repairs but you get reduced cbill income and can only play in games in which everyone is in the trial mechs, and they cannot be organized teams or impact the game world or have any pilot experience bonuses applied to them. The trial mechs will cycle and they will no longer be stock designs but will be custom-built to provide a variety of weapons experiences and will generally preference heat dissipation over large weapons loads, so that new players can cut their teeth with protracted fights that don't require a great degree of heat management. Eventually however you're going to want to buy your own mech and have your own custom models, in order to join the real fight ... as well as your friends.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 04, 2012, 03:37:12 PM
We did 11 8 man drops, though I crashed in the last one so didn't see it, it's like a totally different game.  LRM's & streaks are not anywhere near as good as they were, which is a good thing.


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 04, 2012, 03:40:48 PM
A Trial 'Mech versus Trial 'Mech mode would actually be cool, because they'd be on the same level.  Having the option to opt into normal play, if you know what you're getting into, would be okay.  But it really is a problem for new or very casual players.  They need to stay around long enough to put money down, not be scared off because they didn't.


Title: Re: Mechwarrior Online
Post by: calapine on December 04, 2012, 04:06:49 PM
I am sort of annoyed by the Christmas items. 7$ (6.95 to be exact) for a cockpit decoration, really?  :ye_gods:

Forum whine regarding it is massive though, so I hope they get the message and start 'adjusting' soon...

FakeEdit: To quote myself from official forums, the only way that price would be acceptable if all proceeds were donated to a charity.


Title: Re: Mechwarrior Online
Post by: Segoris on December 04, 2012, 04:09:00 PM
Heh, just seeing the prices and reading the forums myself, absolutely agree. First post is someone trying to give PGI benefit of the doubt in that someone put the decimal one place over


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 04, 2012, 04:20:46 PM
Two matches with my little Commando-2D.  Previously the chassis was... sub-standard.  I still filled out my basic tree and was working on my third Commando model so I could start spending at the Elite level.

ECM makes this awesome.  I don't do a ton of damage, but I'm useful to my group and I'm not obliterated by LRM fire.  Maybe because the 8-man groups are in their own thing, too.  But the 2D might have just become my favorite Commando out of the four.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 04, 2012, 04:37:13 PM
Just posted for those with performance issues. (http://mwomercs.com/forums/topic/80476-performance-update/)

Quote
Performance Update

We know that performance slowly declined for a number of users to the point of becoming unplayable in recent patches, obviously we’ve been progressively adding content and features to the game and we’ve also been trying to keep performance in a playable state but clearly we haven’t done enough and need to do better. We’ve been going over all the games systems in detail and building a complete picture of where the key costs for MWO lie and how we can work to improve them and I wanted to share our findings so far with you.

HUD

As I’ve mentioned in other posts MWO does not have a cheap HUD it contains a lot of detail and we always planned to have Scaleform 4.0 as part of the CryEngine 3.4 update which is much more optimal than the version currently in MWO. Sadly this integration did not come as part of the 3.4 update, so we are now taking the time to make the HUD more optimal until such time as we can upgrade MWO to the latest version. A minor improvement goes out today which was a bug fix for an issue that was causing the cockpit monitors to use more draw calls than necessary.

Levels

The levels were created with performance in mind but not as the primary goal and visual quality was more important to us initially. Each level is now getting a cleanup pass and the changes will roll out in upcoming patches all of them should be done by early in the New Year. This work has already been making its way to production Forest Colony and Frozen City are already done and other maps are coming down the pipe, part of the reason the full impact hasn’t been felt yet is the costs in the HUD and in the Terrain.

Terrain

We’ve been looking more closely at the Terrain code in 3.4 and noticing that it is generally responsible for much of the streaming/hitching happening in game. We are working to tune it for min spec machines; this work should help all platforms feel generally ‘smoother’ in terms of performance. There were also a few regressions caused by a cleanup pass that happened a few weeks ago which have been caught and re-exported correctly that go out on production today.

Ray Traces

Mechs sure can fire a lot of lasers and also use ray traces for range finding, tagging etc. These can add up fast especially on a Swayback, we’ve recently done some work to reduce the amount used where possible and to optimize the underlying system to make it faster which should be making its way to production in the next couple of weeks.

Audio

We’ve also recently done some audio cleanup passes that should help performance that go out in today’s patch.

Engine

CryEngine 3.4 was a great update for us and lays the groundwork for many good things to come, but it also set back some earlier optimization work. There are no more planned updates in the foreseeable future so the community should feel reassured that stability and performance will both continue to improve from here forwards and remain a high priority for us here at PGI.


We’ve also significantly tightened up on our process for internal performance testing of upcoming builds to ensure builds don’t go out with any significant performance regressions. We appreciate that there are some outstanding performance issues awaiting fixes on production 4fps bug and degradation over time, we continue to actively track these and work with the community to help resolve them.

Starting today we hope you will experience some improvement in today’s build with a much more significant improvement in the following build that we hope will bring us much more in line with where performance was earlier in closed beta and then only ever the same or better from there.


As always we thank you for your support and patience and hope to see you on the Battlefield.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 05, 2012, 10:00:57 AM
MWO: DECEMBER TRIAL MECH ROUNDUP (http://themittani.com/features/mwo-december-trial-mech-roundup)

That guy makes a fuckload of good sense.


Title: Re: Mechwarrior Online
Post by: satael on December 05, 2012, 11:29:04 AM
So, fired up the game to see how it's doing:

-first fight is ok except for sound cracking up (2 kills but a loss due to enemy capturing the base)
-a quick check on the forums shows that the sound problem isn't just me.
-second game starts ok but a little careless and shutdown due to heat... and the graphics for the shutdown stay for the rest of the (short) game making it impossible to do anything except run around like a headless chicken until the mech gets turned to swiss cheese.
Didn't feel like continuing, maybe after the next patch :uhrr:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 05, 2012, 11:44:43 AM
That's the shutdown bug been there for a few weeks, you can power off/on to clear it but you are more likely to die, really annoying when it happens.


Title: Re: Mechwarrior Online
Post by: Tmon on December 05, 2012, 12:31:07 PM
MWO: DECEMBER TRIAL MECH ROUNDUP (http://themittani.com/features/mwo-december-trial-mech-roundup)

That guy makes a fuckload of good sense.

Yes he does, this pretty much describes me.

[qote]...an inexperienced player (the typical trial mech pilot) is going to shoot themselves into a heat coma within the first minute of every match. In fact, they’re probably going to do that a couple of times, then put the game down and go and play something like CoD instead because spending half of your game time shut down and another quarter of it dead BECAUSE you shut down just isn’t fun. [/quote]


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 05, 2012, 03:41:41 PM
I'm toying with the idea of leveling up a free account in my spare time that f13 regulars could borrow for a few days to try the game out.  I'm thinking about just unlocking the elite pilot skill level tree in jenners to start with, so account would have jenners F, K & D, plus an xl280 engine to switch between them and obviously weapons.  So that's a mech at speed cap with a decent heat/weapon loadout.  

Trial mechs are horrible, so you could try the game out and see what you think without having to grind through the trial stages.  I'm reasonable at the game now so it wouldn't take a lot of effort on my part but I obviously don't want to do it if there is no interest here.


Title: Re: Mechwarrior Online
Post by: Merusk on December 05, 2012, 03:42:58 PM
So.. tease them with fun and then throw them into the grist mill until they've paid their dues?  Yeah that's a legit solution.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 05, 2012, 03:46:20 PM
Well I don't work for PGI, I've done what I can to make them see that their trial mech strategy could be a lot better, which has consisted of making a couple of useless forum posts about it.  I'm actually interested to see the result of trying this, but again there might be no interest in it here.


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 05, 2012, 03:56:07 PM
I imagine most of us really interested in this already have accounts.  It's a good gesture for those on the fence, but I'm not sure that's a lot.


Title: Re: Mechwarrior Online
Post by: Tmon on December 05, 2012, 04:34:29 PM
... I'm actually interested to see the result of trying this, but again there might be no interest in it here.

Speaking for myself it wouldn't be worth it.  I bought the table top game when it first came out, but it never hooked me.  I played crescent hawks inception on my Amiga but that is the extent of my history with mech games.  I think if you love the IP then this game is worth the hassle, but I don't know a jenner from an atlas and can't be bothered to learn. 


Title: Re: Mechwarrior Online
Post by: Falconeer on December 05, 2012, 04:56:23 PM
I know I am in the minority here, but I am pretty convinced that while there are obviously issues with the trial mechs, those who tried the game and haven't been impressed by it won't change their mind over a better performing build. It's a combination of unappealing UI, depressingly decoloured maps and slow gameplay with a steep learning curve that either clicks with you right away or gets filed under: "meh". I am by no mean saying this is valid for everyone, not even remotely, but my anectodal experience is just that. The few friends I had to try the game were super hyped about it and they all (about eight of them, versus one who liked it) just played ONE or two games at best and left it with a "meh". Not a negative, disgusted reaction. Just something like "sure, I need to spend more time on it, I can see it's complicated, I'll try it again tomorrow..."... but they didn't.

So the bottom line is that in my opinion there's lots of general user-unfriendliness in this game that in an era of fancy tutorials and flashy UIs MWO's slow paced roughness combined with a certain beta state buggy feeling just turns away whoever doesn't have an instant crush on it.

World of tanks is a perfect example of the opposite if you ask me. Not only the game is somewhat more straightforward (one weapon with no heat issues) hence naturally easier to learn and more noobfriendly, but the presentation and the maps were so colourful, neat and smooth that it hooked people that wouldn't have never cared about a tank game. PGI's problems with UI and general presentation are doing the opposite: turning (some) Mechwarrior lovers away from Mechwarrior.


Title: Re: Mechwarrior Online
Post by: Kageru on December 05, 2012, 05:33:33 PM

Most of the game-play videos I've seen haven't been too tempting. Lots of noise and explosions but most of the time it's people circle-strafing one another or playing visibility games with a hill. The tanks or artillery environment just seems more tactically interesting.

And 8x8 sounds pretty limited.


Title: Re: Mechwarrior Online
Post by: apocrypha on December 06, 2012, 01:01:35 AM
Yeah that's pretty much exactly my experience of it Falc.

I played maybe 10-15 matches, found the control and client performance incredibly bad, the UI uninformative, unclear and frustrating, the maps uninspiring and the actual gameplay clunky and not much fun. I found myself thinking "World of Tanks is so much better than this" the whole time.

I wouldn't say I'm a mech nerd (never played TT) but I've always been a minor fan of the franchise and was looking forward to this immensely, so it was very disappointing when I didn't like it at all. However, I'm enough of a fan of the franchise that I still read this thread and am definitely waiting to see if the general opinion of it improves.

Also, videos of other people playing it are fun to watch.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 01:45:54 AM
Ok fair enough.

A Goon propaganda video has just been released into the wild in the SA thread.

Montage of the Newbird (http://www.youtube.com/watch?v=Rh3KqxAv7J0&hd=1)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on December 06, 2012, 01:48:19 AM
Consensus seems to be that ECM introduced a whole new layer of tactics. What's your opinion, from a good 8-group perspective, Arthur?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 02:07:43 AM
It's a bit like chess only the pawns are all on voice comms, the team that loses the first mech is at a terrible disadvantage so most matches start slow while the scouts try to locate the main enemy force.

I've only played about 15 games so far, we lost maybe 4-5 people in 2 close matches, mostly we don't lose anyone, I've not been on the losing side yet but when the old 8 man lances were in weeks back we sync dropped against some Germans and they totally destroyed us several times. 

This will all change though, people are figuring out tactics and experimenting, PGI will likely put a weight drop limit in as some clans/houses are taking 8 Atlas DDC ECM teams to turtle their base which sounds real boring to me.


Title: Re: Mechwarrior Online
Post by: Kageru on December 06, 2012, 02:12:41 AM

It would be fun to watch the goon discussions, their analysis and weird builds were about 60% of the fun of playing Eve.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 06, 2012, 08:39:51 AM
This will all change though, people are figuring out tactics and experimenting, PGI will likely put a weight drop limit in as some clans/houses are taking 8 Atlas DDC ECM teams to turtle their base which sounds real boring to me.

Sounds kind of like MW3 - eventually nothing but daishis.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 06, 2012, 08:44:32 AM
All the games I've played in thus far suggest having nothing but heavy mechs is utter suicide.  I really hope that doesn't change.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 06, 2012, 08:46:10 AM
Finally got enough C-Bills to buy a mech. Settled on a Raven RVN-4X. Discovered that compared to the trial Jenner, it's barely faster than a fucking medium mech and died a few times trying to be a scout. Now trying to figure out what the fuck to change out in this thing to make it better. Are there build sites out there that will actually show me important shit like DAMAGE since I can't seem to find that shit anywhere in the fucking MechLab client?


Title: Re: Mechwarrior Online
Post by: Falconeer on December 06, 2012, 09:03:43 AM
This for all sorts of mech, hardpoints and weapons detailed info (http://mwo.smurfy-net.de/).

And this is a forum just about mech builds 'n specs (http://www.mechspecs.com).

That first link in particular should totally be in the game. Even as a freakin .jpg, it should just be in the game. We all know it is going to be. But when? It's inexcusbale that it is not in yet. I find it hard to believe that they don't have an intenr that could just glue that thing anywhere into the client as a crutch until they revamp the UI.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 09:11:40 AM
HaemishM, that's the 2nd best Raven, at least you can install jump jets (you only need 1 jump jet equipped at the moment to get maximum use out of it), how many cbills do you have left?

What normally happens is you end up buying all three Ravens so you can elite and master the Raven 3L tree, that's the current best light for non 8 man team games and arguably the best light for everything with ECM as it is now.

The 3L Raven can hit the current speed cap, so the other two suffer a lot until you unlock the elite skill speed tweak and even then they still suffer in comparison.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 06, 2012, 09:17:54 AM
Right now I've got about 264k C-Bills left. I'm looking at saving either for the Ferro-Fibrous armor, Upgraded Internal structure or just waiting until I can upgrade to a good XL engine because I am SLOOOOOWWWWW. I did experiment with replacing a med. laser with a small pulse laser and the SRM 6 went for a Streak SRM2. I think I like the latter change more than the pulse laser.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 06, 2012, 09:18:32 AM
(you only need 1 jump jet equipped at the moment to get maximum use out of it)

Didn't they fix that in the latest patch?

EDIT: DO NOT TAKE FF Armour! It's gonna drain your wallet and then you are gonna be angry at the world and quit playing out of (rightful) rage! FF armour is for rich people. Endosteel on the other hand is always a great idea if you have the room.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 09:28:21 AM
Right now I've got about 264k C-Bills left. I'm looking at saving either for the Ferro-Fibrous armor, Upgraded Internal structure or just waiting until I can upgrade to a good XL engine because I am SLOOOOOWWWWW. I did experiment with replacing a med. laser with a small pulse laser and the SRM 6 went for a Streak SRM2. I think I like the latter change more than the pulse laser.

XLengines give the same speed as standard engines they just weigh less and mean you will die if your side torso is blown.  I'll check later on exact builds/engines but from memory with non elite skills the largest standard/xl engine you can fit will have a speed of about 111 kph which isn't great.

Structure would be good to upgrade, also double heat sinks if you want to drive this mech a bit but they are pricey 1.5 million, you'll want double heat sinks on the 3L.  Two medium lasers with streak 2 might be ok for a while, medium pulse are a lot better but might be too hot with single heat sinks.

I agree with Falconeer on FF, avoid.  Also turn auto repair/rearm off, do not repair items, having damaged items doesn't currently do anything, for ammo you get 75% each match free so you can avoid rearming as well to save cbills, just repair armour and structure.

(you only need 1 jump jet equipped at the moment to get maximum use out of it)

Didn't they fix that in the latest patch?

They put a graphical effect in for damaged jump jets, the real fix isn't in yet for singles.


Title: Re: Mechwarrior Online
Post by: Zaljerem on December 06, 2012, 10:46:19 AM
I've been enjoying the hell out of this game. It probably helps that:

1) I'm an oldskool Battletech/MechWarrior fan
2) I'm a Legendary Founder, so I never had to deal with trial 'Mechs
3) I have a couple people I drop with regularly, and I don't mind pugging otherwise
4) I have enough of a C-Bill bonus from Premium time/Founder and Hero mechs that I can easily customize/buy additional 'Mechs - even a loss makes me decent money
5) I have plenty of time to play (probably TOO much)
6) I recently upgraded my PC, it's now a beast and I have very few performance issues (I wonder sometimes what kind of shit PCs people are running on that they're getting constant crashes and poor performance ... I crash extremely rarely)

I really can't imagine coming in as a newbie and grinding up with Trial 'Mechs, though both Slayerik and my friend RalphNumbers did so (RN did end up buying MC to pick up a Yen-Lo-Wang).

I really should add some of you to my friends list; I wouldn't mind dropping with a group of 4 or even 8 if we could swing it. Feel free to add me.



Title: Re: Mechwarrior Online
Post by: Segoris on December 06, 2012, 10:48:46 AM
Engine speeds/size by class, also weight listed on the right: http://www.dotamentor.com/mwomercs/MWO-engines.PNG

For 8mans - yeah, bring as many Atlas as you can and it's easy. It's not as boring as it sounds if you actually try to leave your base but have to turn around as you've been rushed. Happened a few times last night (we ran 4 Atlas, 1 Cat, 1 Swayback, a Dragon, and the new mech) by the time we were about 300m out of base we already had a couple lights on our cap. This turned into a non-intentional 8v8 on the cap point after their 3 lights had got cap to almost 50% (3 of them with the bonus cap quick).
As long as people listen and assist it's possible to do pretty well, which is nice.

I agree with Falconeer on FF, avoid.  Also turn auto repair/rearm off, do not repair items, having damaged items doesn't currently do anything, for ammo you get 75% each match free so you can avoid rearming as well to save cbills, just repair armour and structure.

I have not heard about auto-repair not doing anything. So not repair at all before heading into a match will have no effect? Or are there some things which should still be repaired?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 11:12:35 AM
Repair armour and structure, ammo is optional but you get 75% free, for item damage there is no point in repairing, there are two options for auto repair and auto rearm in the mech lab, you need to turn them off to be able to selectively repair just armour & structure.

Engine speeds/size by class, also weight listed on the right: http://www.dotamentor.com/mwomercs/MWO-engines.PNG

Chart seems wrong/missleading to me, Raven 3L can fit a 295.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 11:54:27 AM
Right now I've got about 264k C-Bills left. I'm looking at saving either for the Ferro-Fibrous armor, Upgraded Internal structure or just waiting until I can upgrade to a good XL engine because I am SLOOOOOWWWWW. I did experiment with replacing a med. laser with a small pulse laser and the SRM 6 went for a Streak SRM2. I think I like the latter change more than the pulse laser.

Well from mech lab, an xl245 will make your Raven 4x go as fast as it can, but it's not a very reusable engine, it's only really good for the other slow Raven, the 2x and it's 4 million cbills, plus any engine less than 250 needs at least 1 ton free for extra heat sinks

You could buy a standard engine 245 for 1.5 million cbills, you'd go just as fast, have less tonnage for weapons but you'd live slightly longer (as side torso death kills xl engines) and with only 2 energy slots and 1 missile it's not like you can fit a lot anyway. (I'm ignoring the two ballistic slots, machine guns are not worth fitting for anything other than comedy, ac2 is fun for a short while but very difficult to hold on target, you'd need a ac5/uac5 or above to do decent damage and those are HEAVY on any Raven).

It's worth mentioning you could buy a jenner d, k or f, all come with standard 245 engines that you could strip out and reuse in your raven, cheapest is jenner f at 2.8 million.  Then save for an xl280 [my raven 3l engine] (or an xl295 engine) that can be reused in all jenners, the raven 3l, all catapults, even some cataphracts plus others mechs.

If you go Raven 4x, standard engine 245, 1 heat sink, 208/238 armour (take all armour off left arm plus a bit elsewhere), you are at 28 tons, so you'd have 7 tons for energy/missiles, upgrading to endo steel drops you to 26.5 tons.  Energy weapons, all lasers are good except ER large and small pulses, medium and large pulses are good but run hot.  Streak missiles always hit but with ecm you might not be able to fire them, srm's take practice but sometimes an srm4 is preferable to an sm6 for spread and heat reasons.

edit to add, also remember you can sell the standard 175 engine that came with your 4x for half a million.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 06, 2012, 03:17:04 PM
hey, am i crazy or do you get a ton more money per hour rush-suiciding as fast as you can in stripped-down mechs


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 03:32:17 PM
There isn't a massive difference between winning and losing, so the more matches you play the more money you make, I wouldn't be incredibly obvious about it though, but given what some players do, as long as you fire your weapons while charging the whole enemy team, you wouldn't look that unusual.  You can immediately exit the match after death and launch a new game with a different mech, cbills from the 1st match should automatically appear after the match ends.

If you have a non-trial mech you can save on armour repair bills by dropping your armour to 1 point all over, if you go below 1 point in any area the mech looks odd in the HUD and people ask difficult questions (I used to run zero armour in closed beta for a while so I could fit more weapons/sinks, changed it to 1 ton when people started asking what I was doing).


Edit to add.

Feature Roadmap - Updated December 4Th, 2012 (http://mwomercs.com/forums/topic/75695-feature-roadmap-updated-december-4th-2012/)

Quote
Conquest
Target Date: December 18th - 95%
Status: Final Stable/Stage Playtesting
Notes:

Economics/New User Phase 0.5
Target Date: December 18th - 95%
Status: Final Stable/Stage Playtesting
Notes: Tuning Changes - Detailed post on December 18th

Matchmaking Phase 3
Target Date: Late December/Early January
Status: In Development
Notes: Work is mostly complete. A period of testing will commence shortly.

Content Roadmap - Updated December 4Th, 2012 (http://mwomercs.com/forums/topic/75704-content-roadmap-updated-december-4th-2012/)

Quote
December 18th
Stalker BattleMech
Phranken Pattern (all Mechs)
Dazzle Pattern (all Mechs)
Urban Pattern (all Mechs)
Holiday Cockpit Items Part 2
Kill a Dev Banner
Community Contributor Banner

January 15th
Spider BattleMech
Woodland (all Mechs)
Desert Map (80% chance)


Title: Re: Mechwarrior Online
Post by: Segoris on December 06, 2012, 04:05:43 PM
Repair armour and structure, ammo is optional but you get 75% free, for item damage there is no point in repairing, there are two options for auto repair and auto rearm in the mech lab, you need to turn them off to be able to selectively repair just armour & structure.

Engine speeds/size by class, also weight listed on the right: http://www.dotamentor.com/mwomercs/MWO-engines.PNG

Chart seems wrong/missleading to me, Raven 3L can fit a 295.

I knew about the check boxes and ammo refill, just wasn't sure if some or all of the repair options are effect, thanks for that info though.

As for the chart - it's been handy, but it's probably out of date, but it's been good for all the mechs I've picked up so far.


Title: Re: Mechwarrior Online
Post by: Shannow on December 06, 2012, 04:35:13 PM
Not enough maps. Too small maps. I have to agree the map design is uninspired to say the least. sigh. I'm not sure exactly whats holding back their release of new maps but they need to fix it asap.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 06, 2012, 04:38:24 PM
80% chance to get ONE new map 40 days from now is... well I have no words.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 06, 2012, 06:07:31 PM
You should follow the roadmap links if interested, I didn't quote the distant stuff  :drill:

Also an example below of an 8 man drop, link might die but it's in the SA thread so I'll link it.  Pilot is in a Raven 3L.

Mechwarrior Online - Word of Lowtax 8v8 Combat - Forest Colony Snow (http://www.youtube.com/watch?v=58PQgwNZfxg&hd=1)


Title: Re: Mechwarrior Online
Post by: Kageru on December 06, 2012, 10:15:58 PM

They need to learn from the Eve guys and start selectively cutting in external shots and selected gameplay. Because that looks like a guy running around the map before they had a virtual melee in the centre. Neither of which looks all that impressive or interesting.


Title: Re: Mechwarrior Online
Post by: Kitsune on December 07, 2012, 12:03:28 AM
Eve benefits from external cameras that you can swing around in any direction.  Not as easy to make compelling footage from in-cockpit cam.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 07, 2012, 12:16:30 AM
You couldn't show a full match and use edited footage from only a single player anyway, it just wouldn't make sense, that was a good video the match itself was just pretty bland.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 07, 2012, 09:45:56 AM
I've been playing more with the Raven and I can safely say that this is an entirely different fucking game from the n00b/free/trial mech game. It's actually a decent game now. Like, holy fuck the difference is MIND-BLOWING. I've played over 10 games with my Raven (named Skedaddle). I have YET to overheat. Not... fucking... once. I have added NO HEATSINKS to the standard design. I've futzed about with some different weapon loadouts, but nothing that changes the heat dramatically up or down. The only big change I've added has been the Endo Steel structure, which just reduced some tonnage. And yet I've been able to run around firing as wily nily as before without one heat shutdown on all the maps.

I'll have to make a post on the general forums. I'm sure I'll get screamed down by the fanfucks. The trial mechs are going to absolutely KILL this game's earning potential. Either they have to unfuck the heating issues with those mechs or they fucking need to provide a free light mech after a set number of games that you can customize. It doesn't even have to be a good one. Hell, make it the worst Commando. It'll still be better than the fucking trial mechs, if for no other reason than it provides a window into the customization game which is at least HALF the fun of the game.

I realize I'm  :dead_horse: but fuck me. This game has so much earning potential, and it seems deadset on punishing free players instead of encouraging them to become customers.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 07, 2012, 10:16:00 AM
Updated list of f13 people and their screen names to populate your friend lists (although I don't think you can play with friends at all now all unless you gather 8 of them right?):

1 - Falconeer = Lefteye
2 - Slayerik
3 - Llyse = Eek
4 - Jherad
5 - Satael
6 - Merusk
7 - Goreschach = Cornjob
8 - Bann
9 - Pennilenko
10 - 5150 = Ashrid
11 - Lantyssa
12 - Evildrider = Harshaw
13 - Lightstalker = Dr Fang
14 - Cadaverine = Noitek
15 - Helm = Hlem
16 - Megrim
17 - Zetleft
18 - MahrinSkel = Abuse Magnet
19 - Ironwood = Sugo
20 - Ghambit
21 - Shannow = Galen Shannow
22 - HaemishM
23 - angry.bob = Kitty Gallore
24 - Calapine = Tressa
25 - Segoris
26 - schpain = ChiefTripodBear
27 - Arthur_Parker = Horrace
28 - Ragnoros
29 - Samprimary = GG Unit 
30 - Zaljerem
31 - ? = Neaon Reaper
32 - ? = Abetterpilot
33 - ? = Fish Eye
34 - ? = Maltak


Title: Re: Mechwarrior Online
Post by: HaemishM on December 07, 2012, 10:26:58 AM
Skeddadle is the name of my mech - my user name is still haemishm.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Segoris on December 07, 2012, 10:33:55 AM
Updated list of f13 people and their screen names to populate your friend lists (although I don't think you can play with friends at all now all unless you gather 8 of them right?):

Unless something changed yesterday or this morning, then solo, and groups of 2, 3, and 4 still work the same way as before the last patch. If you want more than 4 by any amount than you have to have a full 8player party. Basically, there are no 5, 6, or 7 player parties


Title: Re: Mechwarrior Online
Post by: angry.bob on December 07, 2012, 02:09:09 PM
I bought a raven, not sure which one. I put an Ultra AC5 on it. It wasn't as fun as I thought it would be. Guess I'll put everything else besides the engine back in it.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 07, 2012, 03:49:07 PM
OH my GOD. none of my friends made it past the trial mechs


asdfhpasdigup4ui5tgh134potuh1q[34th


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 07, 2012, 04:13:56 PM
OH my GOD. none of my friends made it past the trial mechs


asdfhpasdigup4ui5tgh134potuh1q[34th

I made a thread, please post in it.

THE FALLEN MECHWARRIORS (http://mwomercs.com/forums/topic/82002-the-fallen-mechwarriors/)

Quote
Please feel free to list the number of your friends who never made it past the trial mech stage of the game below.

If you so wish you can individually name them and add any reasons they gave for leaving.

As an example one of your friends might have said:-

"I overheat anytime I fire twice, then someone runs along and immediately kills me, for some reason this does not please me at all".

Let us pause for a moment and remember the fallen.

I like the game but the devs seem clueless to the new player issue so I'll see if anyone bites apart from the fanbois.


Title: Re: Mechwarrior Online
Post by: Segoris on December 07, 2012, 04:31:00 PM
Good thread AP


Also, people should post in this thread (http://mwomercs.com/forums/topic/73210-how-to-reduce-the-grind-and-create-a-great-new-user-experience/). It basically outlines all the things stated here (you know, the obvious flaws just about everyone sees...) in a fairly well thought out way. Some details need some work on the OP, otherwise it's spot on.


Title: Re: Mechwarrior Online
Post by: Kageru on December 07, 2012, 08:18:55 PM

The world of tanks newbie experience is pretty solid. They'd still gain from a tutorial mode but the ranking system means you are mainly playing with other newbies, the map rotation is tailored to fast action (including some noob only maps), the tier 1 tanks are generally fast and quite fun (tier 4 is the suck / grind) and the tier of enemy tanks you face is capped low. Plus it gives you enough XP and silver than you can start upgrading your tank within a pretty small number of matches.

Part of the advantage for tanks is, I guess, that it has lots of individual vehicles. In a game like mechwarrior where you have a relatively small range of chassis and all the variation is in the modules you need to do it quite differenty.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 08, 2012, 12:20:42 AM
For chassis, Mechwarrior Online needs to follow the League of Legends model. Don't think of them like WoT tanks, think of them like LOL Champions.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 08, 2012, 12:24:10 AM
They derailed that thread in a conversation about Pearl Harbor, it was like a competition to see who could take the biggest crap on it.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: satael on December 08, 2012, 02:28:57 AM
They derailed that thread in a conversation about Pearl Harbor, it was like a competition to see how could take the biggest crap on it.  :why_so_serious:

Well, that's what those boards feel like on the whole; while there are some good posts here and there, a huge part is all kinds of nerd rage and anguish making them a pain to sift through (atleast for me).

but then again that's what most official boards for games make me feel like anyway and I look for some "fan-site" that has better moderation if I care enough.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 08, 2012, 03:55:46 AM
The World of Tanks noob experience is solid NOW, after three years since beta. When WoT was where MWO is now things weren't so much better in general, your tier 1 tank was pitted against any tier and you were not even informed that in most cases your weapon had zero chance of hurting the enemy, and there wasn't any tutorial telling you that or other very basic things like that right click locked target. But it still was a more noob-welcoming game, as I said, due to a more straightforward gameplay that does not require heat management, due to a more accessible and appealing UI, and due to multiple colourful maps that didn't strain the eyes with thousands of layers of brown or grey. A btter overall presentation, even when it lacked actual aids for newcomers.

This is why I am sure MWO will get there in a year or so. Problem is, if it doesn't happen in a reasonable timeframe the game will alienate too many that would have loved to love it. Hell, they didn't introduce camouflages and cockpit items when they had only four maps and an uninformative pathetically looking interface, dammit.

One more thing: they've been hiring people lately. That's good, right?


Title: Re: Mechwarrior Online
Post by: Amaron on December 08, 2012, 06:54:28 AM
This is why I am sure MWO will get there in a year or so.

They still lack a compelling pilot xp system.  That probably doesn't matter fun-wise but it's useful for hooking new people in.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 08, 2012, 12:12:01 PM
i like the whole real expertise in a particular mech chassie thing.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 11, 2012, 05:20:18 AM
Another 8 man drop video, below linked directly to the 2nd match, Lantyssa should like this one.

Cultural Victory (http://www.youtube.com/watch?v=rtiOdFHYygM&hd=1#t=7m10s)


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 11, 2012, 07:05:44 AM
Charge of the Light Brigade!


Title: Re: Mechwarrior Online
Post by: satael on December 11, 2012, 07:13:21 AM
I think that video is a pretty good example of what to expect when you play MWO  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 11, 2012, 07:53:00 AM
Not enough overheating for that.

Edit to add.
(http://i.imgur.com/JlRt5.gif)


A day of free premium time. (http://mwomercs.com/pennyarcade)

Quote
For New Users

1. Create an account here. Verify your account via the verification email you will receive immediately after signup. Return to this page and click the REDEEM button below.

2. Download the game and after installation, login to immediately grant your 1 day of free Premium Time. Click the ACTIVATE button within the game client.

3. Enjoy for free, 1 day’s worth of 50% Gained XP and an additional 50% C-Bills!

For Existing Users

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Title: Re: Mechwarrior Online
Post by: Samprimary on December 13, 2012, 10:45:50 AM
May be done for now until they tone ECM the fuck down.

It's kinda crazy, they made it combo ECM, ECCM, and Null signature system (http://www.sarna.net/wiki/Null_Signature_System)


Title: Re: Mechwarrior Online
Post by: Gets on December 13, 2012, 12:45:44 PM
Apparently mwomerc.com has been hacked and people are getting spam from their MWO specific e-mails. Google has also blacklisted the site and anti-virus scanners detect malware.

PGI is denying their site has been compromised. It would be wise to assume all your personal information on mwomerc.com has been compromised.


Title: Re: Mechwarrior Online
Post by: calapine on December 13, 2012, 12:54:03 PM
Just a short bulletin* for those that don't regularly search for dev-posts and forums:

  • MC sale started today until 18th. 20% extra on purchase
  • Buffs for Autocannons and PPCs (higher projectile speed across the board) as well as TAG (750m range) and NARC (longer duration). All scheduled for 18th Dec. patch.
  • Further buffs for PPC/ER PPC in the pipeline: Less heat and a 'EMP effect'.
  • Flamers & Machine Guns are confirmed to get some some love as well.
  • Possible buffs for Large Laser and ER LL (less heat) are being considered.
  • New Battlemech on 18th Dec: Stalker (Assault class, 85 tons).
  • New Battlemech on 15th Jan: Spider (Light chassis).
  • FINALLY a new map on 15th Jan. Some sort of Desert environment.
  • New nighttime versions of existing maps on 18th. Forum rumor based on inspected gamefiles says it's River City.
  • New play-mode: Conquest. Forums information is sparse. Dev says less focus on kills, more on teamplay. (But they would say that anyway, no?)
  • Players will be able to choose which playmode to queue up to.
  • 12 vs 12 matches are currently in testing.
  • Improvements on User Interface and New Player Experience such as a real ingame tutorial. Don't expect the later before Feb. 2013 though...
  • Christmas items still hilariously priced. 6.95$ for cockpit lights!
  • Player-made tweak to remove the film-grain effect from the game. LINK. (http://www.mediafire.com/download.php?shak4ubg7rz3g7s) According to admin (Chris K) not considerd a vilotion of TOS.

*or is dispatch more appropriate here? *trying to improve my English*

------------
Additionally I have been working on my MWO-jokes. I'd say 2 out of 10 on the funny-sale, but good enough for F13:

What do babies and Catapult pilots have in common?







They cry if you shoot their ears off!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 13, 2012, 01:14:10 PM
Apparently mwomerc.com has been hacked and people are getting spam from their MWO specific e-mails. Google has also blacklisted the site and anti-virus scanners detect malware.

PGI is denying their site has been compromised. It would be wise to assume all your personal information on mwomerc.com has been compromised.

Yeah, this is clownshoes.


Title: Re: Mechwarrior Online
Post by: calapine on December 13, 2012, 01:15:09 PM
Eeeek. It might be more than rumours.

(http://i.imgur.com/RGDSA.png)

Edit: Self made screenshot. Scanner warning from 20:22 GMT/15:22 EST 13.12.2012.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 13, 2012, 01:19:19 PM
Oh Dear God.


Title: Re: Mechwarrior Online
Post by: Merusk on December 13, 2012, 01:43:01 PM
Hm.. what info is compromised is now my question.  Just my e-mail? Fuck it it's a throwaway yahoo account and easily changed. Credit card info? Gargh.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 13, 2012, 01:46:43 PM
They are still in the denial stage, so god knows.

Edit to add.

Quote from: Paul Inouye
We are looking into the issue right now. Your email and private billing information (which isn't stored on our servers) has not been compromised, there is something odd going on with forum software.

Which would sound more reassuring if it made sense, people have been getting spam emails so email addresses have been compromised in some way at least.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 13, 2012, 04:29:22 PM
i guess i chose a good time to hiatus


Title: Re: Mechwarrior Online
Post by: calapine on December 13, 2012, 04:29:26 PM
(http://i.imgur.com/4VlXR.png)


Edit: Further info

(http://i.imgur.com/k7y1A.png)


Title: Re: Mechwarrior Online
Post by: satael on December 13, 2012, 09:12:16 PM
So anyone sure that this will not affect the actual game-client? (You never know these days what kind of shortcuts devs take with stuff that could be done with browser-like software modules)


Title: Re: Mechwarrior Online
Post by: calapine on December 13, 2012, 10:28:49 PM
So anyone sure that this will not affect the actual game-client? (You never know these days what kind of shortcuts devs take with stuff that could be done with browser-like software modules)

I don't think there is any way to tell conclusively. I bought some MC just before the hacking went public, so if something bad is gonna happen you'll know it here first....


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 14, 2012, 01:12:25 AM
NEW GAME MODE - CONQUEST (http://mwomercs.com/forums/topic/83539-new-game-mode-conquest/)


Too much to quote.

(http://i.imgur.com/Wr1Um.png)

(http://i.imgur.com/lefko.jpg)



Title: Re: Mechwarrior Online
Post by: Falconeer on December 14, 2012, 03:49:34 AM
SWTOR Civil War arena is back. More seriously, I like this. One just wonder why it took them so long. Seems pretty straightforward.


Title: Re: Mechwarrior Online
Post by: Shannow on December 14, 2012, 06:13:13 AM
Quick aside, anyone else get a beta key for Mechwarrior Tactics?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 14, 2012, 06:20:15 AM
That game is still under NDA I believe, probably best starting a thread if there isn't one in the games forum.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 14, 2012, 01:37:13 PM
PC Gamer article on conquest mode.

Conquest mode coming to MechWarrior Online this Tuesday (http://www.pcgamer.com/2012/12/14/mechwarrior-online-conquest-mode-release/)

Quote
Speaking of imaginary mechmoney, Piranha is also aiming to make MWO more new player-friendly by upping the rate of C-bill gain for players’ first 25 matches. This “Cadet Bonus” should allow players to buy their first mech in about half the time it currently takes. Next week’s patch will also address my biggest MWO annoyance: the quiet scourge of AFK players. Inoye says that “AFK players will now be earning little to no C-Bills/XP per game. The large rewards for winning or losing have been removed and only a fraction of what was there before will be rewarded at match end.” Take that, you lazy goons.

Well if they wouldn't improve the trial mechs anytime soon then cutting the time spent in them by half is at least something.


Title: Re: Mechwarrior Online
Post by: Merusk on December 14, 2012, 04:23:38 PM
They'd better be upping the credits for any damage at the same time or the removal of the Win/ Loss reward will likely hurt more than the 'cadet' bump will help.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 14, 2012, 10:56:45 PM
Quick aside, anyone else get a beta key for Mechwarrior Tactics?

I did.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 15, 2012, 07:18:37 AM
They'd better be upping the credits for any damage at the same time or the removal of the Win/ Loss reward will likely hurt more than the 'cadet' bump will help.

I'm not sure of the mechanics behind it. so unsure how foolproof they will be. but from the context of the text I believe the removal will only affect afk players.  So everyone will continue to get rewards about the same level except for new players who will earn approx double cbills for their first 25 games.

Not related to above, the mwo forums have started the "Run Hot or Die tournament" and some videos have been posted of 8 man drops (http://mwomercs.com/forums/topic/83644-run-hot-or-die-devil-dogs-vs-steel-jaguar/) if you like watching people argue over why they got killed.


Title: Re: Mechwarrior Online
Post by: calapine on December 16, 2012, 11:38:55 PM
Watching the Hawken videos in the PC/C Gaming forum reminded me of something I wanted to ask:

Why does MWO look so bad?


Title: Re: Mechwarrior Online
Post by: Falconeer on December 17, 2012, 12:33:47 AM
Different talents for different people. I think that's really all.

Also, if you ask me, Hawken's levels look gorgeous and crazy amazing. The 'mechs? Not so much. I'll stick to MWO's.


Title: Re: Mechwarrior Online
Post by: calapine on December 17, 2012, 01:10:54 AM
Different talents for different people. I think that's really all.

Also, if you ask me, Hawken's levels look gorgeous and crazy amazing. The 'mechs? Not so much. I'll stick to MWO's.

Oh don't disagree regarding gameplay.  As said by others it really looks like a FPS masquerading as mech game (not meaning that negative!). I wish MWO had Hawken's look and style though.

Hopefully the DirectX 11 mode improves things, whenever it's coming back.

Edit: Also get your ass out of Planetside 2 a bit. I want to have some mechplay with you!


Title: Re: Mechwarrior Online
Post by: Falconeer on December 17, 2012, 01:14:08 AM
No, I wasn't talking about gamplay. I meant I'll stick to MWO's 'mechs, for looks and graphics. I think Hawken is obviously superior in the environment's visuals, but definitely not so much in the mechs department.


Title: Re: Mechwarrior Online
Post by: calapine on December 17, 2012, 01:23:47 AM
No, I wasn't talking about gamplay. I meant I'll stick to MWO's 'mechs, for looks and graphics. I think Hawken is obviously superior in the environment's visuals, but definitely not so much in the mechs department.

Ahhh. Yes, the mechs in demo video looked bland.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 17, 2012, 10:53:36 AM
ECONOMY UPDATE - DECEMBER 18TH, 2012 (http://mwomercs.com/forums/topic/84412-economy-update-december-18th-2012/)
Quote
Cadet Bonus

We’ve added a new scaling reward bonus for the first 25 matches played. This new C-Bill reward system helps ease players into the game, allowing them to quickly buy their first BattleMech within 4-5 matches, regardless of match outcomes.
Light 4-5 matches
Medium 6-10 matches
Heavy 11-15 matches
Assault 16-25 matches
An average match takes 6 minutes.
By match 25 players can earn a minimum of 8.6 Million CB.
Hero and Premium Time boosts apply to the Cadet Bonus.
What does this mean for existing players?
Anyone with fewer than 25 matches will receive and appropriate amount of C-Bills for their current # of matches played.
Anyone over 26 matches will receive a onetime bonus of 7,981,686 CB.
Repair and Rearm


RNR has been removed from the game to facilitate a better overall user experience and game balance. All BattleMechs and Items will be repaired to 100% health during downtime on Tuesday the 18th.

Trial BattleMech Improvements

With repair and rearm removed from the game, we have rebalanced the Trial Mech reward system to reflect our move towards a better new user experience.
Now earn 100% CB and XP rewards.
Trial BattleMechs will continue to rotate out every 2 weeks.
Premium Time bonuses apply.
Reward Changes

Too help balance out the economy with RNR (Repair and Rearm) removed, we have rebalanced the existing C-Bill reward system to reflect the average NET rewards. NET rewards would be the average CB earned by players after repairing and rearming their mechs in the current version of MWO.

In addition we have continued to refine the rewards system to increase active participation. Players will now earn more CB for engaging the enemy and contributing to the success of their team. Even in a losing situation, players can earn significant rewards. We have also removed or reduced passive rewards to a bare minimum.

Average Rewards by player match rank before any bonuses:
1 – 100,000+
2-3 75,000-100,000
4-5 50,000-75,000
6-7 35,000-50,000
8 – 25,000-35,000
We plan to make tuning adjustments over the coming weeks as we introduce more active rewards for non-combat aspects of the game.

We anticipate a reduction in AFK bots and a general realignment in player group tactics from base capping to enemy engagement.

Salvage remains the same.

Assault Rewards
Win/Loss/Tie = 25,000
Team Kill = -10,000 * how many teammates you have killed
Component Destroyed = 2,500 * how many components you have destroyed
Enemy Kill = 5,000 * how many enemies you have killed
Enemy Kill Assist =7,500 * how many kill assists you got in the match
Spotting Assist = 2,500 * how many spotting assists you got in the match
Damage Done = 25 * how much damage you did in the match
Capture Win and Assist have been removed.
Conquest Rewards:
Win/Loss/Tie = 25,000
Team Kill = -10,000 * how many teammates you have killed
Component Destroyed = 1,250 * how many components you have destroyed
Enemy Kill = 2,500 * how many enemies you have killed
Enemy Kill Assist = 3,750 * how many assist you got in the game
Spotting Assist = 1,250 * how many spotting assist you got in the game
Damage Done = 25 * how much damage you did in the game
Conquest Bonus = 25 * how many resources you have collected

NOTE: We plan to tweak the Conquest numbers in the New Year after collecting live analytics.


Title: Re: Mechwarrior Online
Post by: calapine on December 17, 2012, 11:26:21 AM
Great, great changes.

The removing of repair and rearm I don't like, think it sort of gives a touch of immersion. But I am pretty sure I am the only person around that thinks so.  :grin:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 17, 2012, 12:01:14 PM
This is probably even better than fixing the trial mechs, plus 8 million cbills for anyone with over 26 matches played is a great way of getting people onside with the new changes.

Tomorrow is shaping up for a great patch, assuming they don't break something.  Now I just need them to put knockdowns back in, fix the netcode so lights aren't so annoying to hit, add the new maps, increase groups to 12 and not completely balls community warfare up.


Title: Re: Mechwarrior Online
Post by: calapine on December 17, 2012, 12:39:17 PM
You forgot making vanity items cheaper and introducing DirextX 11.  :grin:


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 17, 2012, 12:50:25 PM
I want to have some mechplay with you!
:-o


Title: Re: Mechwarrior Online
Post by: calapine on December 17, 2012, 01:16:03 PM
I want to have some mechplay with you!
:-o

That's was a totally innocent comment!*

*puts on math beret*  Looking at the new economy it might be income will be actually lower if you are in PUG that gets stomped and you don't do any damage at all. On the other hand you can't go negative and running more expensive mechs will be a lot easier (Assaults, XL Engines, lots of LRM)

BaseReward + 2 KillAssists + 4 SpottingAssists + 150 DamageDone = 50,000 C-Bills

*unless Falc wants it to be dirty, than it totally was an offer!

Edit: 800th posting! Where is my custom forum title?!


Title: Re: Mechwarrior Online
Post by: Ingmar on December 17, 2012, 01:53:42 PM
Sure, it starts out innocent, but it ends with everyone naked in jail in Michigan.


Title: Re: Mechwarrior Online
Post by: Segoris on December 17, 2012, 02:28:21 PM
Awesome changes, except the part where a player will earn LESS if they land the killing blow.... :oh_i_see:





Title: Re: Mechwarrior Online
Post by: Falconeer on December 17, 2012, 03:00:17 PM
I want to have some mechplay with you!
:-o

Heh, Cala. I've been playing non stop since late July. I probably racked up more than a thousand matches over roughly four maps and the same old eight mechs. I am just riding my New Relationship Energy with Planetside while giving MWO the time to grow a few patches. I'll be there when it matters. Mechplay is definitely going to happen  :drillf:

While I actually got in trouble over (almost) nothing in Michigan, I'm always up for amazingly kinky stuff. Especially if it's illegal in year 3050. /runs to update his F*life account kink-list with the mechplay tag.


Title: Re: Mechwarrior Online
Post by: calapine on December 17, 2012, 03:00:46 PM
Awesome changes, except the part where a player will earn LESS if they land the killing blow.... :oh_i_see:

You are forgetting the component destruction bonus. Killing blow = at least 1 component destruction (CT or side torso) = 5000+2500=7500

Edit: @Falc: squeee! :drillf:


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 17, 2012, 07:09:27 PM
Free Premium time (http://mwomercs.com/pennyarcade)

I don't know how much, and it's supposedly automatically activated upon logging in, but enjoy!


Title: Re: Mechwarrior Online
Post by: Shannow on December 18, 2012, 08:03:17 AM
Stalkers and Conquest mode today. Might have to actually get in game for a while.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 18, 2012, 09:39:56 AM
I absolutely love the Stalker, one of my favourites. Also, Twin Dragons hero mechs (http://www.youtube.com/watch?v=2hX-RuCQmQI) coming today too apparently.


Title: Re: Mechwarrior Online
Post by: satael on December 18, 2012, 11:55:05 AM
I wish they added a light hero mech  :grin:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 18, 2012, 12:00:44 PM
PATCH NOTES DECEMBER 18TH, 2012 (http://mwomercs.com/game/patch-notes)

Quote
Open Beta Update #6

Upcoming Patch - Tuesday Dec. 18th @ 10AM – 1PM PDT

Change Log

________________________________________

Update

Ho! Ho! Ho! MechWarriors. Have you been a good or naughty pilot this year?...Trick Question! It doesn’t matter because everyone gets the same patch!

On the first day of Patch-mas my true love gave to me, CONQUEST MODE! Dun, Dun, DUN! That’s right a new game mode available on every map. You can explore new strategies on this mode over the holidays and let us know what you think. We will be looking to tune it in the new year based on your feedback and the data we will collect. We know you are going to want to try it right away so we added mode selection, allowing you to choose which game type you want to play.

On the second day of Patch-mas, a new economy! Heads up we’ve changed up the way you earn C-bills. First we have taken Repair and Rearm out of the equation. We did this to eliminate people dropping with BattleMechs that are not 100 % health, potentially harming their team. Then we redistributed the way you earn C-bills, because you no longer have to repair and rearm, you keep what you earn. BE WARNED you have to contribute to your team to earn C-bills. We also changed Trial BattleMechs to earn 100% C-Bills and Mech XP. Lastly, There is no better time to invite your friends to play, we added the Cadet bonus for the first 25 matches to accelerate a new players ability to buy their first BattleMech.

Speaking of BattleMechs! Get ready for the triple threat! The new, Twin Dragon Hero BattleMechs, Flame and Fang, with patterns that send fear into the heart of your enemy and a C-bill boost that will send you laughing all the way to the bank. Wait, we didn’t stop there! Introducing The Stalker. Here is what Kyle L. had to say about this Assault class BattleMech. “It’s the blimp ‘o’ death bro!... It’s like the Hindenburg except everyone else is going down in flames!”. Well put my friend...well put. You can also take a look at the latest BattleMech patterns. We have expanded the options and the Phranken is sure to please.

Get ready to battle in River City night version. I mentioned it earlier and we delivered! Finally a night map where night vision is effective!
I love this map and I know you will too.

Finally, ring in 3050 with some entertaining new cockpit customization items. The holographic displays are very cool and, for me, the Urbanmech is a must buy!
We hope you notice we have taken your feedback on pricing and offered the new year’s items at a variety of price points!

We also addressed some key performance and stability issues this patch and we are testing new networking code over the holidays that we are looking to release in January. During test some users noted much improved performance with latest graphics drivers so please if you experience performance issues ensure you are running the latest graphics drivers for your card. Also there is a suspected issue with the patcher we are continuing to investigate where performance for some users is lower when patching vs. a fresh re-install if you suffer from low fps and new drivers don't resolve the issue please try a fresh install as a workaround for now.

So have a safe and Happy Holidays and as always, MechWarriors, see you on the battlefield!

Matt Newman

P.S. This is our last planned patch this year so we will resume our “normal” patch schedule in January


GENERAL

NEW BattleMechs

Stalker STK-3F

    * Tonnage:  85
    * Top Speed:  48.6 kph
    * Armor:  432
    * Weapons & Equipment:
        * Left Arm: 2 Medium Lasers, 1 LRM 10
        * Left Torso: 1 Large Laser, 1 SRM 6
        * Right Torso: 1 Large Laser, 1 SRM 6
        * Right Arm: 2 Medium Lasers, 1 LRM 10
    * Hardpoints:
        * Left Arm: 2 Energy, 1 Missile
        * Left Torso: 1 Energy, 1 Missile
        * Right Torso: 1 Energy, 1 Missile, 1 AMS
        * Right Arm: 2 Energy, 1 Missile
    * Jump Jets: n/a
   
Stalker STK-3H

    * Tonnage:  85
    * Top Speed:  48.6 kph
    * Armor:  432
    * Weapons & Equipment:
        * Left Arm: 2 Medium Lasers, 1 LRM 20
        * Left Torso: 1 SRM 6
        * Right Torso: 1 SRM 6
        * Right Arm: 2 Medium Lasers, 1 LRM 20
    * Hardpoints:
        * Left Arm: 2 Energy, 1 Missile
        * Left Torso: 1 Missile
        * Right Torso: 1 Missile, 1 AMS
        * Right Arm: 2 Energy, 1 Missile
    * Jump Jets: n/a

Stalker STK-4N

    * Tonnage:  85
    * Top Speed:  48.6 kph
    * Armor:  432
    * Weapons & Equipment:
        * Left Arm: 2 Medium Lasers
        * Left Torso: 1 Large Laser, 1 SRM 6
        * Right Torso: 1 Large Laser, 1 SRM 6
        * Right Arm: 2 Medium Lasers, 1 LRM 10
    * Hardpoints:
        * Left Arm: 2 Energy
        * Left Torso: 1 Energy, 1 Missile
        * Right Torso: 1 Energy, 1 Missile, 1 AMS
        * Right Arm: 2 Energy, 1 Missile
    * Jump Jets: n/a

Stalker STK-5M

    * Tonnage:  85
    * Top Speed:  48.6 kph
    * Armor:  464
    * Weapons & Equipment:
        * Left Arm: 2 Medium Lasers, 1 LRM 10
        * Left Torso: 1 Narc, 1 SRM 6
        * Center Torso: 1 ER Large Laser
        * Right Torso: 1 SRM 6
        * Right Arm: 2 Medium Lasers, 1 LRM 10
    * Hardpoints:
        * Left Arm: 2 Energy, 1 Missile
        * Left Torso: 2 Missile
        * Center Torso: 1 Energy
        * Right Torso: 1 Missile, 1 AMS
        * Right Arm: 2 Energy, 1 Missile
    * Jump Jets: n/a

Stalker STK-5S

    * Tonnage:  85
    * Top Speed:  48.6 kph
    * Armor:  432
    * Weapons & Equipment:
        * Left Arm: 2 Medium Lasers, 1 LRM 10
        * Left Torso: 1 Large Pulse Laser, 1 SRM 6, 1 AMS
        * Right Torso: 1 Large Pulse Laser, 1 SRM 6
        * Right Arm: 2 Medium Lasers, 1 LRM 10
    * Hardpoints:
        * Left Arm: 2 Energy, 1 Missile
        * Left Torso: 1 Energy, 1 Missile, 1 AMS
        * Right Torso: 1 Energy, 1 Missile, 1 AMS
        * Right Arm: 2 Energy, 1 Missile
    * Jump Jets: n/a
 
NEW HERO BattleMechs

"Fang" DRG-FANG

    * Base Mech: Dragon
    * Tonnage:  60
    * Top Speed:  81 kph
    * Armor:  320
    * Weapons & Equipment:
        * Left Arm: 1 Medium Laser
        * Left Torso: 1 Medium Laser
        * Center Torso: 1 SRM 6
        * Right Arm: 1 Autocannon/10
    * Hardpoints:
        * Left Arm: 2 Energy
        * Left Torso: 1 Energy
        * Center Torso: 1 Missile
        * Right Torso: 1 AMS
        * Right Arm: 2 Ballistic
    * Jump Jets: n/a
    * Internal Structure: Endo Steel
    * 30% C-Bill bonus
   
"Flame" DRG-FLAME

    * Base Mech: Dragon
    * Tonnage:  60
    * Top Speed:  81 kph
    * Armor:  320
    * Weapons & Equipment:
        * Left Arm: 1 Medium Laser
        * Left Torso: 1 Autocannon/2
        * Center Torso: 1 LRM 5
        * Right Arm: 1 ER Large Laser
    * Hardpoints:
        * Left Arm: 2 Energy
        * Left Torso: 1 Ballistic
        * Center Torso: 1 Missile
        * Right Torso: 1 AMS
        * Right Arm: 2 Energy
    * Jump Jets: n/a
    * Internal Structure: Endo Steel
    * 30% C-Bill bonus
   
NEW MAP

    * RiverCity Night Map
        * RiverCity Night map enabled.
      
NEW GAME MODE

      Conquest

      With the rumblings and rumors of activity, along the Periphery of the InnerSphere, all factions have begun amassing large amounts of Germanium.  Germanium is used in the jump drives of the large jump capable ships that transport Mechs over long distances.  The unsettling atmosphere that has permeated throughout the InnerSphere has Germanium at an all time high in terms of demand.  It is now time that all MechWarriors pitch in to help in this cause.

    * Conquest Mode enabled.
    * Gather resources by capturing resource extractor points.
    * 5 extractor points per map.
    * Each team starts with 1 extractor in their possession.
    * The more extractor points owned by a team, the faster resources are accumulated.
    * Once a team reaches 750 resources, they will win the match.
    * A team can still win by destroying all enemy Mechs.
    * Win or Lose, each team will receive 25 C-Bills per resource they've gathered.  (e.g. if your team gathered 750 resources, you will get an end of match bonus of 18,750 C-Bills).
    * Known Issue: There is a problem with Conquest resource rewards not being issued if players/groups select "ANY" as the game mode.  If you wish to play Conquest, make sure you or your group's leader selects "Conquest" from the game mode selector.  This will be address in the next patch.

NEW NEW YEARS COCKPIT ITEMS

    * 3050 Balloons
    * 3050 Banner
    * Ice bucket with Champagne
    * Classy Mech
    * Holo '3050' Year
    * Champagne Glass
    * Top Hat

BANNER ADDED

    * Piranha Hunt 'Killed a Dev' banners have been added to the winner's accounts - congratulations!

NEW REWARD SYSTEM

     The reward system has gone under a serious revamp.  We are removing the Repair and Rearm costs from the game and rebalancing how many C-Bills you will be earning.  We are also reducing the amount of C-Bills you earn by default for a win/loss/tie.  Non-participation in matches will result in very low C-Bill income.  That being said, your participation in matches and playing as a team will now payout at a higher rate.

     Below is a detailed summary of the changes to the reward system:

    * All mechs will be fully repaired and rearmed after every match at no cost.
    * Trial mechs get the same rewards as normal mechs (even mech XP)
    * New Bonus called Cadet Bonus: this bonus is rewarded to new users for 25 games. The math is calculated by: log10(gamesremaining) * 300,000 CBills

        * This means you will receive 424,492 C-Bills after your first match, decreasing each game until you've played 25.
        * After 25 matches you will have received a total of 7,981,686 additional C-Bills.
        * If you have already played more than 25 matches, you will be given those 7,981,686 C-Bills as a lump sum (Happy Holidays!) If you've played under it, you'll be given the amount equal to the games you've played.

    * Removed Capture Win/Assist CBills Bonus
    * Spotting Assists will now only be given if spotted target takes damage from allies

     Assault Rewards:

    * Win/Loss/Tie = 25,000
    * Team Kill = -10,000 * how many teammates you have killed
    * Component Destroyed = 2,500 * how many components you have destroyed
    * Enemy Kill = 5,000 * how many enemies you have killed
    * Enemy Kill Assist =7,500 * how many kill assists you got in the match
    * Spotting Assist = 2,500 * how many spotting assists you got in the match
    * Damage Done = 25 * how much damage you did in the match
   
Conquest Rewards:

    * Win/Loss/Tie = 25,000
    * Team Kill = -10,000 * how many teammates you have killed
    * Component Destroyed = 1,250 * how many components you have destroyed
    * Enemy Kill = 2,500 * how many enemies you have killed
    * Enemy Kill Assist = 3,750 * how many assist you got in the game
    * Spotting Assist = 1,250 * how many spotting assist you got in the game
    * Damage Done = 25 * how much damage you did in the game
    * Resource Bonus = 25 * how many resources you have collected

MECHLAB IMPROVEMENTS

    * Heat sink entry in both new Mech detail panel and current Mech detail panel now shows Dbl Heat Sinks when double heat sinks are equipped
    * New BattleMech list now organized by class (Hero, Light, Medium, Heavy, Assault)
   
Jump Jets:

    * Removing Jump jet override (now using actual jump jet loadout restrictions)
    * Now enforcing and showing maximum number of jump jets as well as current number equipped on a Mech chassis.
    * Added Jump jet bar showing maximum jump distance for current configuration (if a Mech is capable of using jump jets)
    * What this all boils down to is that the number of Jump Jets on a Mech will now properly affect jump height/distance.
    * Players will notice a change in the overall jump trajectory. This will be tuned in future patches.
   
Modules:

    * Now showing how many modules the BattleMech is capable of in the new Mech detail panel
    * Now showing module slots available and currently equipped modules in the current Mech detail panel
    * Both of the above automatically adjust when Master status is achieved (extra slot is added)

GAMEPLAY


    * ECM will now fully counter only the closest enemy Mech.
    * Cockpit Camera shake intensity adjusted to be more realistic  (Shake = Damage * Impulse)
    * HUD will no longer flicker unnaturally when shot with machine gun fire and flamers beyond a certain damage threshold
    * Player can now control the brightness in the cockpit using (.) period.
    * There is now a 3 second delay at the end of the match before the End of Round Screen shows.

Weapons Tunning:

    AUTOCANNON UPDATE:

    * AC/20 projectile set to 900m/s (750m/s previous)
    * AC/10 projectile set to 1100m/s (850m/s previous)
    * UAC/5 projectile set to 1300m/s (900m/s previous)
    * AC/5 projectile set to 1300m/s (900m/s previous)
    * LBX/10 projectile set to 1100m/s (850m/s previous)

    NARC BEACON UPDATE:

    * NARC lifespan increased to 20 seconds (15 seconds previously)
   
    TAG UPDATE:

    * TAG range increased to 750m (450m previously)

    PPC UPDATE:

    * PPC projectile speed increased to 2000m/s (matches AC/2) (1200m/s previous)
    * ERPPC projectile speed matched to regular PPC (2000m/s) (1200m/s previous)
   
    ARTEMIS UPDATE:

    * Artemis now requires line of site to function.  In-direct fire will not benefit from Artemis.
   
PERFORMANCE FIXES

IMPORTANT: Please remember to update to the latest graphics drivers if you are having FPS issues and ensure that you are running low settings with V-Sync disabled and if that doesn't work try a fresh re-install.

    * 10% faster ray traces
    * Reduced number of client side ray traces Mechs require
    * Shadows disabled for low settings
    * Foliage swaying disabled for low and medium settings

BUG FIXES

    * Refresh MechTree Categories whenever mech ownership changes
    * Refresh PilotTalents when GXP Changes via MXP conversion
    * Weapon bay door toggle SFX will no longer play when a mech does not have weapon bay doors
    * Fixes most issues with penetrating LRM’s (projectiles in general) through static meshes
    * Jump Jet effects will no longer float around unattached
    * Weapon Bay doors will no longer float unattached
    * Mech damage effects will no longer float around unattached
    * Bullets will no longer tumble after grazing a static mesh
    * CPLT-A1 no longer says that it comes with 6 LRM 15s when purchasing it
    * 7.1 Audio issue fixed.
    * Visual improvements to ancillary props in River City (Solar panels, billboards, AC units, etc…)
    * Fixed minor collision bugs in Forest Colony and Frozen City
    * CTD (Crash to Desktop) fixes

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

A lot to like.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 18, 2012, 12:14:44 PM
Hindenburg with legs is how we used to call the Stalker in our tabletop gaming group! Had no idea it was... whatever. We kids thought we were so clever 20 years ago. Haha.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 18, 2012, 01:07:11 PM
I like the idea of Rumblings in the Periphery.


Title: Re: Mechwarrior Online
Post by: Segoris on December 18, 2012, 05:49:04 PM
Well, I'll pick up the New Year's items. Fuck the xmas items still, and bah at MC not being on sale anymore, I thought it would be on sale through today and didn't want to buy any without knowing the pricing of the new items.

Jump Jets are shitty now. I don't mind, and actually like, needing more than one, but they over-nerfed them as a whole which is apparent when equipping maximum JJ

Stalkers look like fun


Title: Re: Mechwarrior Online
Post by: Ironwood on December 19, 2012, 11:08:10 AM
First game in a long time.  God, it's much better.

Also, Haemish ignored me.  The Bastard.

In related news, social tools still suck my dads dick.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 19, 2012, 02:07:31 PM
First game in a long time.  God, it's much better.

Also, Haemish ignored me.  The Bastard.

In related news, social tools still suck my dads dick.


Was that why my social icon was blinking today? I clicked it, saw Sugo was in green but just figured that meant someone on my friends' list was online and clicked it off because I had a meeting to get to. Didn't mean to ignore you. Did you send me an invite or a tell or something?


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 19, 2012, 04:20:05 PM
If you double-click a name, it'll pop open a chat window to the person.


Title: Re: Mechwarrior Online
Post by: Segoris on December 19, 2012, 04:49:43 PM
When people on your friends list are complaining you ignored them, when you really just didn't know about the chat "feature," it's PGI's way of reminding you how shitty their UI is in case you forgot in the minute since you last had something piss you off about it.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 19, 2012, 04:57:44 PM
Mech 19 will be the Orion. (http://mwomercs.com/forums/topic/85520-battlemech-19-orion/)

(http://static.mwomercs.com/img/gallery/10FAD12682EAAC4BF9E71F7E2492F2AB.jpg)


Title: Re: Mechwarrior Online
Post by: satael on December 19, 2012, 10:36:28 PM
I actually paid "gold" to get my raven a paintjob (since they didn't have any hero mechs for light) :why_so_serious:

(http://i.imgur.com/HBV29.jpg)


Title: Re: Mechwarrior Online
Post by: Falconeer on December 19, 2012, 11:40:21 PM
Oh I am with you there, man. This is my Stalker. I call it Trotskij.

(https://dl.dropbox.com/u/3584773/Stalker.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on December 20, 2012, 01:17:50 AM
I really hope no one misunderstood my post.  The ignore bit was a joke, the 'social tools are just fucking useless' bit wasn't.

Gave my Cataphract a paintjob.  Just a C-Bill one, but turned it into the Iron Man Silver Guardian.  Awesome.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 20, 2012, 03:29:40 AM
That Orion is fucking awesome.


Title: Re: Mechwarrior Online
Post by: Merusk on December 20, 2012, 04:34:12 AM
I haven't patched (or really played) since they put ECM in.. but did they update the paint schemes?  I tried painting my mech a few weeks back and it had no real visual impact.  Looked more like a haze than a real paint job and certainly nothing like I'm seeing in those screen shots.  I also couldn't get more than one paint color per mech.  Has that changed then?


Title: Re: Mechwarrior Online
Post by: Ironwood on December 20, 2012, 04:53:42 AM
Yes.

I hadn't played for a while.  There's a LOT of changes there and I can't think of one that didn't make things better.


Title: Re: Mechwarrior Online
Post by: satael on December 20, 2012, 05:29:04 AM
Just don't try to paint your founder or heromechs since they can't be really changed  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Merusk on December 20, 2012, 05:37:55 AM
Ah that explains it then. I've got founder mechs.   :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Shannow on December 20, 2012, 05:59:01 AM
That Orion is fucking awesome.


agreed.


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 20, 2012, 06:26:07 AM
Mech 19 will be the Orion. (http://mwomercs.com/forums/topic/85520-battlemech-19-orion/)
<squee>

Adding lots of my favorites now.  Cataphract, Spider, Highlander, and now the Orion.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 20, 2012, 08:35:01 AM
daishi, bushwhacker, madcat mk. II, puma

yeaaaaah ill be waiting


Title: Re: Mechwarrior Online
Post by: Ironwood on December 20, 2012, 08:42:50 AM
Still no idea how they're going to manage The Clans.  Those guys are going to fuck everything on the board UP.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 20, 2012, 11:17:13 AM
Still no idea how they're going to manage The Clans.  Those guys are going to fuck everything on the board UP.

Some would argue that the clans never were managed in the first place. It represents an age-old problem: what are your balance options wherein one side is represented as being unambiguously superior at war and technology, and has the guns, gear, and capability to curbstomp anyone in a straight fight?

I know lore-wise they sort of la-la'd the issue away by providing the inner sphere with an inexplicably unlikely miracle in that the ilKhan got randomly blowed up just by flat fucking chance all arvel crynyd style when the clans were essentially weeks from victorious dominion over everything

But in an MMO, that shit don't fly. What on earth is the game going to put in as a disincentive for playing with clan tech?


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 20, 2012, 12:00:31 PM
They'll have to be massively outnumbered in any engagement.  Heat will have to mess screw them over (nice ERPPC, ERLL, ERetc you got there), and the range 'advantage' will have to continue being near worthless.

Make Clans anything but NPCs or special event battles will just be a headache.  I'm hoping there's even the option to select which tech you fight so I never have to see a Clanner in a normal match.


Title: Re: Mechwarrior Online
Post by: Merusk on December 20, 2012, 12:09:06 PM
Clan mechs count as 3 normal mechs in all engagements!  :awesome_for_real:

Clan mechs get 1/10th cbill rewards because *handwave about clans only selling inter-clan*



Title: Re: Mechwarrior Online
Post by: Samprimary on December 20, 2012, 12:25:37 PM
problem with the heat problem solution is ..  is that clan ppc's are worth their heat - same damage as a gauss, 2 slots, 6 tons. Heat problems? Try matching that up with twin clan gauss at 12 tons each, maybe a clan ultra AC in there too it's allll soooooo much betterrrrr


Title: Re: Mechwarrior Online
Post by: Fordel on December 20, 2012, 12:29:14 PM
Just force all Clan forces to follow their strict pre-battle bidding and rules of engagement!  :why_so_serious:


The I.S. won through numbers and understanding what total war actually means. Neither are things your going to translate into any player vs player game, since being outnumbered is horseshit and both sides will already use every single possible advantage they can get. E-Bushido is overrated and all that.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 20, 2012, 12:53:20 PM
Checking back on the old tabletop rules, the hellstar would be the most ungodly powerful mech - 60 damage direct fire alphas at any range with no heat problems, and no ammo.

In the ingame system, I'd do a 2 CERPPC 3 CGAUSS Daishi, slap an ECM on it because fuck you. 75 damage alphas. Only doesn't work if the pilot needs streaks/lasers to hit lights (possible, with present netcode). No deficiencies in armor or maneuverability to achieve this. Stabs molten holes in anything.


Title: Re: Mechwarrior Online
Post by: 5150 on December 20, 2012, 02:15:06 PM
Still no idea how they're going to manage The Clans.  Those guys are going to fuck everything on the board UP.


Probably a bit like LOTRO monster play. Random clan mech and no character advancement.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 20, 2012, 02:49:41 PM
That'd work.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 20, 2012, 03:08:58 PM
They wouldn't be able to sell hero clan mechs or paint jobs.


Title: Re: Mechwarrior Online
Post by: 5150 on December 21, 2012, 06:02:23 AM
They wouldn't be able to sell hero clan mechs or paint jobs.

I wasn't expecting them to tbh since they took out repair and rearm as that was really the only way you could bring some semblance of balance to IS pilots having clan mech (huge repair bills).

That said I fully expect repair and rearm to return as I think removing it was not needed and we are quickly returning to assault mech online (more so once knock down goes back in and lights stop being as useful) - it also hurts the heavier hero mech sales as I only bought the hero Cataphract to give me a heavier cash cow than my Wang but could now just use my founder Atlas (I won't be buying either hero Dragon despite the cool paint jobs).

Given that salvage is just c-bills you're not going to be looting Clan tech anyway and even if you could its not compatible with IS chassis so you'd need a clan chassis (which you'd have to loot.....). If you let people play a clanner rather than the current pilots then 'everyone' will be clan


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 21, 2012, 06:08:48 AM
There are plenty of IS die-hards.  As long as we have the option to drop against them or not, let people go Clan and fight amongst themselves.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 21, 2012, 06:10:54 AM
Plus I know we've all being saying this since last year and it's getting boring, but the game will change drastically, and it will become what it is supposed to be, the moment they will implement a weight/class/BR restrictions for all matches.

I can't help but considering it kind of early beta until that point, and serious stuff after that point (which cannot come soon enough).


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 21, 2012, 06:18:16 AM
I have no clue what they will do but the Clans being outnumbered is one option that makes sense to me.  I can't see them doing anything that would limit the income from Clan Wolf wannabes.

Garth Erlam replied to a piece on the latest patch here (http://www.reddit.com/r/mwo/comments/155vb6/mwo_december_18th_patch_news_the_mittani_dot_com/) (horrible site).

Quote
I don't mean this to be a 'well too bad, sucker, we don't care about you!' but I would much, much, much rather have thousands of new players not 'taxed' for losing than allow 'awesome, I did so well I barely need any repairs!' moments.
And that really is what the system of rearm and repair is - a tax on your earnings from the match. If you don't lose much, sure it's great. But imagine yourself as a newer player who loves missiles and ballistics, but not lasers. You're literally being punished for not liking a specific weapons type.
And hell, I laser boat everything, and some of my mechs, even when torn to shreds, had virtually no costs associated. Saying that though, I did totally understand why the change was made.
Weapon choice should be about what you prefer using, not what 'costs least' - does that make sense?

Which reads to me that player retention was a major factor in the repair/rearm decision.  

Trials get full cbills and exp now (even if they can't spend the mech exp without having an owned version), the 25 match new players cbill bonus is important for that too.  Assuming new players constantly joining/dropping out I could see trial IS mechs staying but maybe no clan trial mechs appearing, IS number advantage would work there too.

Lights are terrible in conquest mode anyway which is a nice change even without knockdown/netcode fixes.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 21, 2012, 06:25:09 AM
There is also this (http://mwomercs.com/forums/topic/73536-weapon-balancing/page__p__1639491#entry1639491).
Quote
After review, it seems that Large Lasers are working at a rate that is fairly well balanced. That being said, the Large PULSE Laser and ER-Large Lasers seem to be generating too much heat. I've found some new numbers that work fairly well and we'll be putting this into test after the holidays.

The PPC and ER-PPCs also seem to be generating a bit too much heat and like above, I've found new numbers that seem to work and have those going into test as well.

Because this is a very sensitive subject with you all, I am expecting these changes to appear early to mid January because I want to make sure that numerous Mech builds are thoroughly tested before releasing it to the Live servers.

I'll keep you updated as this progresses.

With improvements to machine guns/flamers in the pipeline plus above, it seems all weapons (excluding small pulse lasers and maybe lbx10) will be pretty useful useful in the next month or so which is a major improvement to weapon balance.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 21, 2012, 06:39:29 AM
I forgot to say that I really like the post-patch PPC. The travel time was unbearable. Now it finally feels like a weapon that hits hard and hits right.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 21, 2012, 06:56:04 AM
Yeah, surprised this patch went so well, plus the new Stalker mech is an absolute murder machine.  So many weapon points.


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 21, 2012, 07:45:07 AM
Glad to hear PPCs feel better, and that they're looking at their heat.  Hoping to get a chance to drop over the next four days and it'll be great to make builds which consider these weapons.


Title: Re: Mechwarrior Online
Post by: 5150 on December 21, 2012, 07:55:03 AM
I forgot to say that I really like the post-patch PPC. The travel time was unbearable. Now it finally feels like a weapon that hits hard and hits right.

Yeah, surprised this patch went so well, plus the new Stalker mech is an absolute murder machine.  So many weapon points.

Had a guy in a match last night with 6 ER PPC's on a Stalker, he shutdown every alpha strike (told him about chain fire but might have been intentional) but it did hit very very hard :-)


Title: Re: Mechwarrior Online
Post by: Ironwood on December 21, 2012, 07:57:52 AM
Which reminds me :  How do you set chain fire ?  My cataphract is all or nothing because I can't find the key...


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 21, 2012, 08:10:51 AM
Backspace.


Title: Re: Mechwarrior Online
Post by: Merusk on December 21, 2012, 08:14:21 AM
I forgot to tell you guys thanks for that when you last shared.  It's helped sooo much with heat on the Catapult I may buy a PPC chassis again. (They were always my favorite)


Title: Re: Mechwarrior Online
Post by: 5150 on December 21, 2012, 09:02:20 AM
I forgot to tell you guys thanks for that when you last shared.  It's helped sooo much with heat on the Catapult I may buy a PPC chassis again. (They were always my favorite)

Strangely I insisted on PPC mechs on the tabletop but haven't touched them yet in MWO as the minimum range thing is a deal breaker for me (yes I'll eventually get around to getting ER PPCs on something) because it was soo much easier (read: actually possible) to dictate range on the tabletop  :drill:

The Cat is too undergunned/armoured for my tastes once you put some big hitters on there, the Stalkers arrival finally gives me some options for PPC mounting (I dont like the 3 PPC Awesome for some reason and can never find the room on the large laser Awesome)

I just need them to add the Arrow IV now....... (which I suspect will never happen sadly)


Title: Re: Mechwarrior Online
Post by: Merusk on December 21, 2012, 11:39:55 AM
I get the hate for cats and PPCs in MWO. It's a brawler's paradise, particularly with the goddamn lights being so effective.  I still love them, though and dream of them being useful as more than LRM platorms someday.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 21, 2012, 11:40:30 AM
I'd avoid ER PPC's because of the crazy heat but for the standard PPC, the 90m minimum range damage drop off isn't immediate and total.  Or so I've heard, so you should still be doing half damage at 45m


Title: Re: Mechwarrior Online
Post by: Samprimary on December 21, 2012, 01:17:33 PM
I'm averaging 3 kills and 600 damage a game in my gaussapult, and I usually go for about 800-900 damage. The front line of brawlers has to be subverted or crushed entirely for me to get derailed on that front.

It works by sort of subverting the brawler mentality entirely, letting someone else go in and take the attention, and stick with an XL engine for maneuverability under the expectation you have no intention of brawling.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 21, 2012, 03:06:03 PM
The gaussapult fries brawlers, and the new PPC will contribute even more to that, especially when they'll add the EMP effect. The game is nowhere near where it should be, but seems to me they are slowly going there. It was obviously too much of a "melee" game, it's turning into something else, thanks to Conquest mode, larger map coming, and more viable long range weapons.

If anything, look at some 8vs8 clan games, there's a lot of tactical positioning and waiting for an opponent team's mistake more than just charging and gunning.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 21, 2012, 03:18:55 PM
It's strange just how different Conquest mode is to Assault.  LRM's with tag will mess people up in Conquest, lights don't survive long alone.  

Assault is the exact opposite, with people hugging cover, LRM's being near useless and most games decided by whichever team still has lights alive after the light battle.


Title: Re: Mechwarrior Online
Post by: Merusk on December 21, 2012, 04:32:35 PM
Holy shit is the Gaussapult OP. Two games, 6 kills.  Compared to my usual "well, I got a few assists" that's awesome.


Title: Re: Mechwarrior Online
Post by: calapine on December 21, 2012, 05:06:06 PM
It's strange just how different Conquest mode is to Assault.  LRM's with tag will mess people up in Conquest, lights don't survive long alone. 

Assault is the exact opposite, with people hugging cover, LRM's being near useless and most games decided by whichever team still has lights alive after the light battle.

That's mostly due to PUGs being stupid though. It's just a regular death-match as the resource collection is far too slow. So far all my matches were decided by either wiping out the entire team or 7 of 8 than capping all points.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 22, 2012, 05:37:48 AM
I've found not having a base and the desire to capture points in areas of the map you wouldn't normal visit leads to conquest matches unfolding very differently, even in 8 man teams.  But yeah most conquest wins are down to one team being wiped out at the moment, which I expect will change.

Holy shit is the Gaussapult OP. Two games, 6 kills.  Compared to my usual "well, I got a few assists" that's awesome.

In that case you'd probably like the Cataphract 4X, maybe the 3D too, also pretty much any Atlas with 2 Large lasers and a single Gauss might suit you.


Title: Re: Mechwarrior Online
Post by: Merusk on December 22, 2012, 12:01:00 PM
I was actually thinking about picking up a Cata.  I've run in to a few and gotten owned, but I didn't think they could fit 4x gauss.

So atlas with 1x gauss and 2 lasers hits as hard?  I hate heat management so I'm all about no heat or sustained damage w/ chainfire.

This game needs a fitting too to play with shit before you buy it, like Eve.

Also: I figured out it's whatever they're doing with the antialiasing that's destroying my video driver.  Turned it off and no more crashes.


Title: Re: Mechwarrior Online
Post by: ZenScrotum on December 22, 2012, 01:09:28 PM
Mechwarrior Online is a joke....

http://www.mechlivinglegends.net/ (http://www.mechlivinglegends.net/)   <---This is the best iteration of Mechwarrior/Battletech that has existed on PC.




Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 22, 2012, 02:10:21 PM
Merusk both the Cataphract 4X and 3D can run dual gauss, 4x in both arms compared to catapult torso mounts, 3D in right arm and right torso, though can have jump jets on that too.  Both also have the tonnage for extra weapons.  An Atlas could hit harder than dual gauss it's just getting used to the different fire rates/aiming.


ZenScrotum, I tried living legends and didn't like it.


Title: Re: Mechwarrior Online
Post by: Kitsune on December 23, 2012, 01:24:39 AM
I fired up the trial Stalker tonight just to see how it handled and if I liked the cockpit.  Wound up in my first conquest game, which I managed to lose, but only because I was too busy murdering the other team with my trial mech to bother with the capture points.  Racked up three kills, all on assaults and heavies, got assists on four more.  I've decided that I do like Stalkers, oh yes.  And despite the loss I still came out with more exp than anyone on the winning team, on account of having killed them all.  But I was none too pleased with the 120k in cash.  That's definitely a drop on my average match income from before this last patch, even after taking repairs into account.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 23, 2012, 02:36:18 AM
You sure?  I've not paid that much attention but it seems to work out about the same for me, once you factor in missing repair/rearm costs.

4 matchs shown with premium time ~ 230-250k for a decent win, post patch single match decent win shown ~190k (no repair/rearm cost).

Link for details. (http://i.imgur.com/X25zD.jpg)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 23, 2012, 03:11:21 AM
The Kerensky lance takes the trial Dragon out for a spin (http://www.youtube.com/watch?v=_WyEfmD7qhs&hd=1).

(http://i.imgur.com/t2Bww.jpg)


Title: Re: Mechwarrior Online
Post by: satael on December 23, 2012, 03:40:23 AM
Those dragons were pretty funny, but replace the Kerenskys with pugs and it would be just a horrible mess  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: 5150 on December 23, 2012, 03:52:38 AM
Just in case any of you don't know the custom camo paint jobs are not toggleable (like the free paint job given away by PC Gamer or the cockpit items) and they are a 'per mech, per fit' purchase :-(

I purchased Phranken for my Stalker last night and, thinking I could also put it on my other Mechs, changed the Stalker back to default to put it on another Mech. Not only was it not free on another Mech but I'll be charged again to put it back on my Stalker.

Shitty UI strikes again (needs a big warning) and inconsistent paint job behaviour (I've petitioned so we'll see what happens)


Title: Re: Mechwarrior Online
Post by: Ironwood on December 23, 2012, 04:46:18 AM
Yeah, one thing that really bugs me is that you have to pay for upgrades to try them out in the mech lab.  Tabbing shouldn't be a 'save' situation.

Also, Social Tools still Suck.


Title: Re: Mechwarrior Online
Post by: Zetleft on December 25, 2012, 11:56:26 AM
Well the game is finally playable again on my computer, the cbill giveaway was enough to get myself a new stalker.  Love it so far but the earned cbill nerf is huge and way overshadows the gain you get from not having to repair really bad decision there hope they look a little closer at that. 


Title: Re: Mechwarrior Online
Post by: HaemishM on December 25, 2012, 05:25:46 PM
Yeah, I think they need to up the cbill rates just a hair. Saving up for a mech or even an engine upgrade is going to be brutal.

Been trying out multiple configs of my Catapult. I didn't like the LRM/PPC/Med Laser/SRM6 version. Much prefer LgLaser/3 MedLaser/LRM15/SRM6 combo with AMS, Beagle, double heat sinks, and endosteel. Needs a better engine.


Title: Re: Mechwarrior Online
Post by: Slayerik on December 26, 2012, 09:51:19 AM
My latest creation...Hunchback LAZER BOAT...

Stuck a 255 normal engine that I raided from my Jenner in it, installed double heat sinks and endosteel structure (every crit slot filled), and 5 Medium Pulse and 1 medium laser. Took a while to tweak it to this level, and to figure out that I need to let the bigger brawlers go in first...but now that I got it down, I am flat out wrecking things. The plan is, I do about 80 kph...so I skirt around the outside of the map and flank them. Usually, the fight is taking place and I come in all gangbusters ... targeting anything that is damaged or showing that yummy rear armor. Or going way around and hammering LRM/PPC boats.

I just have to tell myself at the start..."I'm not a heavy..." over and over. I wish I woulda screenshotted the 7 kill game I got with it on night time River city. Right place at the right time in EVERY engagement...It was glorious.

My other recent build is a cataphract with Ultra Ac5, AC-5, AC-10, Medium laser and a slow ass 200 or 210 engine. Basically, fun. I took out the streaks because of fuckin ECM all day erry day.
And I still love my XL engined Gaussapult.


Title: Re: Mechwarrior Online
Post by: Segoris on December 26, 2012, 02:26:02 PM
My latest creation...Hunchback LAZER BOAT...

Stuck a 255 normal engine...installed double heat sinks and endosteel structure...5 Medium Pulse and 1 medium laser.
I just have to tell myself at the start..."I'm not a heavy..." over and over. I wish I woulda screenshotted the 7 kill game I got with it on night time River city. Right place at the right time in EVERY engagement...It was glorious.


I dig the 5 MPLas, never thought of using pulse as I always used 9MLAS (...fuck Caustic), double heat sink, endo, and an STD255. You can get up around 90kph (with speed tweak) and circle larger mechs pretty easily, and do really well if you let your larger mechs go first. Even though you can take more shots than you (and others) realize usually, just continue on with telling yourself you're not a heavy, pray for frozen city, and enjoy the endless ammo....as long as you have that right torso!

Edit - if you're still in the 80s with that engine, that means you don't have speed tweak. My best advice - skip the 4G if you're going for it. Fuck that was brutal using that thing compared to any other mech I've played so far.



Title: Re: Mechwarrior Online
Post by: Samprimary on December 27, 2012, 05:53:04 PM
Max modded out stalker with 4 large lasers and a small ice planet strapped to its back for cooling purposes: The Solution. It essentially does well in most every situation, because I'm good enough with it to swat lights and my aim is precise enough to core out all other mechs from a side torso, guaranteed everytime

Someone watched in video as I didn't miss a single microsecond of time with the lasers on an atlas's ballistic side torso. I got the side torso double component destruction (goodbye arm) before I had any heat troubles, then cored it through the side hole. The rest of its armor was barely even touched.


Title: Re: Mechwarrior Online
Post by: Der Helm on December 27, 2012, 08:16:27 PM
Max modded out stalker with 4 large lasers and a small ice planet strapped to its back for cooling purposes: The Solution.
Shopping for a new mech and this looks intriguing, can you be a bit more specific ?  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Samprimary on December 28, 2012, 02:30:49 PM
Stalker 3F (non-negotiable, it has better turning and torso radius)

Each arm: 56 armor, 2 large lasers, 2 DHS
Each side torso: 62/10 armor, 4 DHS
Center torso: 93/10 armor, 310 standard engine with 2 additional heat sinks
Each leg: 49 armor

Excepting the legs, max armor, and the equivalent of about 40 single heat sinks. The weapons are all on the arms but this has literally never been an issue (the side torso has never once not gone out well before the arm)

4LLAS has so far been the most satisfying way to play this game; the shots are not very subject to hinky netcode or guesswork in target leading; I simply pick a side torso and laser it clear through with surgical precision, 36 damage every time I fire.

Someone watched me take down an atlas this way; lasered the ballistic torso off, then kept lasering the dead side until it cored him. Not an inch of his armor anywhere else was even scratched.

This is simply just not going to happen with missiles or ballistics, it's got a very healthy range, and you can swat lights, too.

I'm still averaging about 600 damage a game, and my KDR is approaching 2.5. wow.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 28, 2012, 02:35:22 PM
Ah, i almost forgot to mention. If any mech with a TERRIBLE HEAD HITBOX like a catapult or a hunchback dares hold still near you? Cut your engines, line up a perfectly still shot, and instakill them. No head in the game can really survive 36 damage.


Title: Re: Mechwarrior Online
Post by: Merusk on December 28, 2012, 04:47:38 PM
Wow, brilliant build, sam.  I don't have the Cbills for the DHS yet but just the 4ers let me kill A catapult and a catapharact before I was overwhelmed by the rest of their team. (I was the last of 2 living. Hooray for teams with no ECM)


Title: Re: Mechwarrior Online
Post by: Der Helm on December 28, 2012, 05:02:59 PM
Thanks Sam.

WTF, is there no chat function outside of /team and /all ? Not even outside of a battle ?


Title: Re: Mechwarrior Online
Post by: HaemishM on December 28, 2012, 08:12:50 PM
Sam, that's motherfucking EVIL.  :grin:


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 29, 2012, 07:44:27 AM
You can do four large lasers in a Cataphract 3D build, too.  Spread between torsos and arms, but sometimes that's good.  I imagine there's an awesome chassis that'd allow it, too.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 29, 2012, 07:55:26 AM
Atlas RS can have 4 large lasers in arms.   Arms are a lot better than torso for Large lasers, standard engine so you live longer, a higher engine rating lets you turn faster.  Also it's worth remembering some that some mech variants have slight movement quirks like the 3F stalker which twists faster than the others I believe.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 29, 2012, 08:29:29 AM
Is there a list of the known quirks so far anywhere?


Title: Re: Mechwarrior Online
Post by: Merusk on December 29, 2012, 08:41:13 AM
You can do four large lasers in a Cataphract 3D build, too.  Spread between torsos and arms, but sometimes that's good.  I imagine there's an awesome chassis that'd allow it, too.
The fun part isn't the 4 large lasers.  It's the way it cools off so damn fast with all those DHS. Firing once puts you at 35% heat, but cools off an alpha shot in ~5 seconds.  You hit max tonnage and 7 leftover slots with Sam's build, so a Cata won't do it because it's 15 tons too light.  

I could see doing it in an Atlas, but I've always found their arms to be the first thing that goes.  The arms on the Stalker are tiny things that are hard to target.. I've only had them blown-off once in the 10 matches I've played using Sam's build.  They're slow as fuck, though, with a max engine of 310.  If a raven or a couple of lights target me and begin circle strafing and I have no support I'm just fucked.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 29, 2012, 09:30:53 AM
I used an Atlas RS with 4 LL back in closed beta a fair bit.  Recently it's the only mech I ever considered fitting single heat sinks on instead of doubles, but it's not quite worth it.  I seem to recall doubles let you fit a larger engine and heat dissipation is virtually identical.

I drop my arms to about 42 on an atlas, but not played any for quite a while, you must be good at damage twisting Merusk, I generally lose torso slots before arms when I'd rather lose arms first.

The group I'm with take the future community warfare aspects seriously so I'm a bit careful about discussing builds, unless they are already being discussed.  But I had to figure this out myself just now so, Falconeer if you copy Objects.pak &  GameData.pak from your install directory to a new location, you can rename them to .rar, then unzip with winrar.

Directory Objects\mechs\stalker then has stk-3f.mdf & stk-5m.mdf files which can be opened in notepad.

stk-3f
Quote
MaxTorsoAngleYaw="85"
      MaxTorsoAnglePitch="20"
      
      MaxArmRotationYaw="0"
      MaxArmRotationPitch="30"
stk-5m
Quote
MaxTorsoAngleYaw="60"
      MaxTorsoAnglePitch="20"
      
      MaxArmRotationYaw="0"
      MaxArmRotationPitch="30"

Hmm, might be movement range and not speed of the twist that makes the F better, I dunno.


Title: Re: Mechwarrior Online
Post by: Merusk on December 29, 2012, 10:27:38 AM
Damage twisting, no.  Staying the hell out of brawls and trying to keep around other players so I'm not flanked, yes.  WOT taught me the value of not trying to go solo against anything, which most of the PUG players still haven't learned.   Nowadays I'm only alone if everyone else has a larger engine and leaves me behind.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 30, 2012, 03:59:42 AM
Ok, I tried this Sam-Variant and it is pretty much a kill-bot.  I find that I like to get up close and personal, so lights give me grief with the relatively unprotected back, but it really does core through a lot of mechs.

Strangely, the mechlab fucked me at first by only putting on two large lasers and as a result I got laughed at and ignored;  due to that, I still managed 3 kills.  Life is strange.



Title: Re: Mechwarrior Online
Post by: Der Helm on December 30, 2012, 07:17:05 AM
Ok, I tried this Sam-Variant and it is pretty much a kill-bot.  I find that I like to get up close and personal, so lights give me grief with the relatively unprotected back, but it really does core through a lot of mechs.

Strangely, the mechlab fucked me at first by only putting on two large lasers and as a result I got laughed at and ignored;  due to that, I still managed 3 kills.  Life is strange.


I may have just sent you a friend invite.

edit: grammarz



Title: Re: Mechwarrior Online
Post by: Ironwood on December 30, 2012, 10:07:16 AM
Don't think you did.


Title: Re: Mechwarrior Online
Post by: Surlyboi on December 30, 2012, 10:21:07 AM
I played this for the first time yesterday. Was mostly useless with the trial mech but did manage to suicide gank an enemy mech for a kill. I then paired up with Slay and Silenus and got rocked a few more times, but still managed to kinda hold my own.


Title: Re: Mechwarrior Online
Post by: Merusk on December 30, 2012, 02:30:38 PM
Fuckers LOVE to run in front of you as you're coring someone out so they can score kills with their shitty ass latency and multi-ballistic rig.  I'm about to start fucking up teammates rather than come out of games with only 8-10k credits because of their idiocy.


Title: Re: Mechwarrior Online
Post by: Zetleft on December 30, 2012, 02:55:51 PM
Fitted my stalker with the 4 llasers and been racking up the kills.  I had endo structure already purchased so ended up running out of slots with 4 tons to spare after maxing out armor.  Maybe try upgrading two of those into lpulse lasers but haven't had much practice with those. 


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 30, 2012, 06:17:37 PM
Pulse is better for fast brawlers, or if you've got a shaky hand like I do.  Unfortunately I like all the shitty chassis, and I won't play a 'mech just to win.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 30, 2012, 09:43:45 PM
Enlighten me. What's the benefit of the pulse lasers over the regular variety? Yes, I know they pulse (DUH). I can't remember what the benefits were from the tabletop.


Title: Re: Mechwarrior Online
Post by: Evildrider on December 30, 2012, 09:57:15 PM
They gave a to-hit bonus if I remember right.  +2.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 31, 2012, 02:27:34 AM
Pulse is better for fast brawlers, or if you've got a shaky hand like I do.  Unfortunately I like all the shitty chassis, and I won't play a 'mech just to win.

While I won't play a 'Mech just to win, I'm quite ok with taking someone elses nice design to test and finding out it's an utter fuck beast.

To be honest, the only chassis thus far that really floats my boat is the Cataphract.  I am seriously looking forward to the Trebuchet as well.  Who doesn't love missiles for hands ??


Title: Re: Mechwarrior Online
Post by: Merusk on December 31, 2012, 06:20:17 AM
Enlighten me. What's the benefit of the pulse lasers over the regular variety? Yes, I know they pulse (DUH). I can't remember what the benefits were from the tabletop.

Yet another place where the horrible interface fails in MWO.  I haven't a clue what they do in THIS game - better damage? Less heat? No clue!  I recall from MW2 they produced less heat because they pulsed but that was the only difference. 


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 31, 2012, 06:45:16 AM
http://mwo.smurfy-net.de/

Pulse lasers are heavier than standard, run hotter, the mediums and large have less range but more damage by 1 point.

Duration, the actual time to output full damage, is 0.25 seconds shorter, which is the main positive, this helps recycle time (as recycle starts when duration is finished), also when both mechs are moving, 0.25 seconds less of a damage spread is a major plus.

It's incredibly more effective if you can shoot out one section of an enemy mech to kill them, rather than just sandpaper all their armour off and pulse lasers help with this a lot.  Quite often, it's worth holding fire until your shot is place correctly.

Due to the way double heat sinks work, you can't really constantly fire more than 4 medium pulse on a heavy/assault mech without overheating, 3 on a medium and 2 on a light mech.  So I find 4 medium pulse work well on an Atlas D, Catapult C1 etc with some srms or streaks for burst damage, maybe ballistic, but the range reduction from mediums 270m (full damage) to medium pulse 180m (full damge) means you need to position yourself well, which in turn leads to a larger engine size (standard for atlas, xl for catapults is ok as they have small side torsos).

Small pulse lasers are currently terrible and pretty much always have been (there was about a 2 week period when they were just "ok" due to a heat bug), I have yet to find a mech build with large pulses that I like, though some people like them.  Medium pulses are very good with above the limitations, mainly weight/heat/range.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 31, 2012, 09:26:03 AM
I tried the sam-bot as an atlas and found it lacking

ONE: the arms on an atlas have more components, so you lose room for two double heatsinks
TWO: the arms on an atlas shoot from a much lower position, whereas stalker arms are up near the top of the mech; you can peek over the top of a ridge and send out a laser alpha with very little of your body showing
THREE: stalker arms are teeny and not very vulnerable; atlas arms are big and easily shootable
FOUR: you lose out on the 3F's bizarrely high torso range and motion, which lets you swat lights


Title: Re: Mechwarrior Online
Post by: Threash on December 31, 2012, 11:27:59 AM
Why does this stupid game insist on going into windowed mode?


Title: Re: Mechwarrior Online
Post by: Slayerik on December 31, 2012, 12:51:46 PM
There is a checkbox in options for it, I think.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on December 31, 2012, 01:37:06 PM
I tried the sam-bot as an atlas and found it lacking

It's all down to preference for what you like.  Although it may look like it, I'm not arguing with that, just a couple of points I think are worth mentioning.

Quote
ONE: the arms on an atlas have more components, so you lose room for two double heatsinks

That's correct, however the Atlas can fit a standard 360 engine which has space for 4 DHS, the stalker engine can only fit 2, so you get those 2 back.  The components missing on the Stalker are the lower arm & hand actuators, which if you check in game means you have to turn your torso in the stalker to point the arms left or right, while the Atlas has almost (apart from the corners) full screen movement, including diagonal without torso twisting.  Atlas also has the tonnage and crit space for an AMS with ammo.

Quote
TWO: the arms on an atlas shoot from a much lower position, whereas stalker arms are up near the top of the mech; you can peek over the top of a ridge and send out a laser alpha with very little of your body showing

I tried your build just because you mentioned this, I like that a lot and it could be very handy sometimes.  I generally had the left arm on one mouse button and the right on another, just to shoot round corners, so being able to use ridge lines as well is pretty good.

Quote
THREE: stalker arms are teeny and not very vulnerable; atlas arms are big and easily shootable

That's back to what Merusk said, I personally would prefer someone doing 40 damage to my arms rather than my side/center torso even, as in this case, I'm using arm mounted weapons.

Quote
FOUR: you lose out on the 3F's bizarrely high torso range and motion, which lets you swat lights

I think the twist speed on a standard 360 engine Atlas is about the same as the Stalker, I'm comparing full unlocked elite Atlas skills against full unlocked Stalker and can't really see much different in twist speed.  I think it's 80 to 85 in the stalker's favour for torso twist range but as mentioned above, the extra arm movement on the Atlas means I think it would have a clear advantage here.

I was using Stalker 3F 65 kph (armour 448/526, 24 DHS) -  Atlas RS 64.2 kph (Armour 464/614, 24 DHS)

I'm really not saying I don't like yours, I only played one match with it and got 4 kills, the following match in the Atlas I lost as the enemy based rushed while I was checking out arm movement.  I just like that for non ecm mechs there are varied builds that work.  I'm a lot less keen on severely limited number of ecm enabled mechs.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 31, 2012, 04:41:28 PM
A Motherfucking Centurion just took down 6 of us.  Last man standing too.

Fuck me, I'd kill to know what he was driving, but he utterly, utterly wrecked shit up.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 31, 2012, 08:17:29 PM
I tried putting as many large lasers on my Catapult as I could. I tried builds with 3 large lasers and 2 types of SRM's but the heat was just too much. I finally settled on a decent compromise. Nothing but 3 large lasers and a anti-missle system (plus beagle active probe) and as many DHS as I could fit. I still overheat at times but I'm MUCH more effective than I was trying to fit LRM's or SRM's on there. I get the feeling lasers may need some kind of nerf because this shit can absolutely WRECK a location if targeted right.


Title: Re: Mechwarrior Online
Post by: Merusk on January 01, 2013, 06:20:14 AM
A Motherfucking Centurion just took down 6 of us.  Last man standing too.

Fuck me, I'd kill to know what he was driving, but he utterly, utterly wrecked shit up.


The Cents with what *sound* like dual ACs seem to regularly wreck shit.  Even the Yen-Lo variant does well.   I've tried running dual AC5s in my Hunch but I can't afford a fast enough engine so I get faceraped when I run in to things.  Dishes out decent damage until then because it fires so fast, though. 


Title: Re: Mechwarrior Online
Post by: 5150 on January 01, 2013, 11:35:54 AM
A Motherfucking Centurion just took down 6 of us.  Last man standing too.

Fuck me, I'd kill to know what he was driving, but he utterly, utterly wrecked shit up.


The Cents with what *sound* like dual ACs seem to regularly wreck shit.  Even the Yen-Lo variant does well.   I've tried running dual AC5s in my Hunch but I can't afford a fast enough engine so I get faceraped when I run in to things.  Dishes out decent damage until then because it fires so fast, though. 

Might be dual Ultra AC/5's. Watched a Cat pilot with 2 Ultras (paired as an alpha) a while back and he killed loads


Title: Re: Mechwarrior Online
Post by: Threash on January 01, 2013, 01:40:16 PM
Stalker 3F (non-negotiable, it has better turning and torso radius)

Each arm: 56 armor, 2 large lasers, 2 DHS
Each side torso: 62/10 armor, 4 DHS
Center torso: 93/10 armor, 310 standard engine with 2 additional heat sinks
Each leg: 49 armor

Excepting the legs, max armor, and the equivalent of about 40 single heat sinks. The weapons are all on the arms but this has literally never been an issue (the side torso has never once not gone out well before the arm)

4LLAS has so far been the most satisfying way to play this game; the shots are not very subject to hinky netcode or guesswork in target leading; I simply pick a side torso and laser it clear through with surgical precision, 36 damage every time I fire.

Someone watched me take down an atlas this way; lasered the ballistic torso off, then kept lasering the dead side until it cored him. Not an inch of his armor anywhere else was even scratched.

This is simply just not going to happen with missiles or ballistics, it's got a very healthy range, and you can swat lights, too.

I'm still averaging about 600 damage a game, and my KDR is approaching 2.5. wow.

Thanks for this, i just started and was getting wrecked with the free mechs.  One thing i don't get is how to put 2 regular heat sinks on the torso, once i upgraded to double heat sinks it removed the option to use regular ones and took out all the old ones i had.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 01, 2013, 01:50:58 PM
You can't mix sinks.  Double or single.


Title: Re: Mechwarrior Online
Post by: Threash on January 01, 2013, 02:05:00 PM
Then you can't put those two aditional heat sinks on the center torso, unless i screwed something up!


Title: Re: Mechwarrior Online
Post by: Der Helm on January 01, 2013, 02:22:13 PM
You can put them in the engine, though. (if your engine is 300 or larger you can put 2 heatsinks in)


Title: Re: Mechwarrior Online
Post by: Ironwood on January 01, 2013, 02:22:47 PM
Edit :  Yeah, that.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 01, 2013, 02:54:07 PM
You just drag them on top of the engine, not the two empty slots.  They actually disappear inside it.


Title: Re: Mechwarrior Online
Post by: Threash on January 01, 2013, 03:14:23 PM
Ohhh, thanks got it now.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 01, 2013, 04:02:03 PM
ECM's in a random is pretty much make or break at this stage.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 01, 2013, 04:49:21 PM
Assault matches seem to have more 4 man teams playing than Conquest and if you drop with a team in the game you are twice as likely to be on the wrong side.  I find the experienced team players are used to Assault and tend to stick with it when playing with team mates.

So I like to play Conquest matches when I'm pugging, one of my cheesy builds is the following for making cbills.

Stalker 3F

5 medium lasers, tag on one torso slot, 4 x LRM15 (no artemis), xl300 engine, 8 tons LRM ammo.
16 double heat sinks
Armour, head 18, CT 96/12, Side Torso 62/10, arms 32, legs 41

There's not much skill involved, just positioning yourself behind the main line and firing the LRMs all at once.  You have to fire them all at once because once someone sees 60 lrms coming they tend to go for cover very quickly.  Tag is pretty good now as you can break ecm bubbles from range if you keep someone tagged, target them, then LRM them and it's nice to kill Atlas D-DCs.

I have 3 weapon groups, 1 just for tag, 2 tag with lrms, 3 tag with 5 medium lasers.  Only use the lasers when someone is moving to cover, to save lrm ammo or when they get close as they run hot.  You have enough armour/medium lasers to stand a fair chance if someone gets close, unlike a dedicated LRM catapult.

60 LRMs is 108 damage if they all hit, it's spread out damage but a hunchback will generally die in two volleys, lights might die in one.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 04, 2013, 07:56:43 AM
Currently toodling about in a Cataphract.  Had 4 AC and a couple of smalls and an LRM 5 rack, but realised that I wasn't using the last 2.

So now it has FF, ES and 2 Ultras with 2 ACs.

It really is FUN to drive, especially when you core out an Atlas head.  Done that twice today, with much laughing along.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 04, 2013, 09:37:29 AM
Yeah, I love my Cata with
2 AC/5
2 Ultra AC 5
(ES, I think)

I kicked an Atlas' ass so bad the other day (jam gods were good to me) he asked WTF was that. It's great, but occasionally a conquest battle will go long enough to run me outta ammo. I am usually top 2 in damage with it, though.


Title: Re: Mechwarrior Online
Post by: satael on January 04, 2013, 11:39:54 AM
Yeah, I love my Cata with
2 AC/5
2 Ultra AC 5
(ES, I think)

I kicked an Atlas' ass so bad the other day (jam gods were good to me) he asked WTF was that. It's great, but occasionally a conquest battle will go long enough to run me outta ammo. I am usually top 2 in damage with it, though.


My luck with ultras is the opposite...most of the time they seem to be jammed (once had 2 ultras both jam on the first shots of the match  :ye_gods:)


Title: Re: Mechwarrior Online
Post by: Slayerik on January 04, 2013, 11:53:39 AM
That's where the two regular AC5's keep me at least hitting things when it happens...


Title: Re: Mechwarrior Online
Post by: Slayerik on January 04, 2013, 05:44:48 PM
Made an Awesome with 4 LLs....starting to dominate with it. AWS-8Q model I think... Endosteel and lots of heat sinks.


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 05, 2013, 10:45:26 AM
I'm very fond of the Cataphract chassis.

My current favorite build:

CTF-3D

2 Jumpjets
Endo Steel
XL 280 Engine
13 Double Heat Sinks

2 PPC
1 AC/10
1 Medium Laser
1 Medium Pulse Laser
1 AMS


A dual PPC / AC-10 salvo can be brutal ... I've taken a few people out at long range with one salvo.

Also enjoying the CTF-2X:

Endo Steel
Standard 280 Engine
17 Heat Sinks

1 Large Laser
2 Medium Laser
1 AC/5
2 LRM 5
1 AMS

Versatile, I don't run a lot of LRM builds so it's a nice change to have some onboard.

And of course, my Ilya Muromets: "Apocrypha"

Endo Steel
XL 280 Engine
11 Double Heat Sinks

2 Medium Laser
1 Small Laser
1 AC/10
2 Ultra AC/5
1 AMS

My love affair with the Cataphract started here when it was released, I bought the other variants just to level and I think I like them more.




Title: Re: Mechwarrior Online
Post by: Slayerik on January 06, 2013, 02:06:38 AM
Well, brother (Zal really is my brother), I'll see your dual PPC and AC10 and raise ya a 5 PPC Awesome! At first, I started running it as a joke. I had 6 PPCs, and every time I fired it shutdown. So I tweaked it some. And tweaked it some more. Then got good at hit and run sniper tactics. Then I got advanced zoom. Now I am usually near the top, if not the top, damage. Just had this game...every shot seemed to be on the money. One thing I like about the build, is even if you dont end up with a ton of damage, the damage you do is usually to center mass and effective. It's not LRM spray damage.

(http://i288.photobucket.com/albums/ll177/edog420420/5PPC_zpsb283385b.jpg)

Best part was headshotting that centurion from about 300. And this wasn't even a snow board!

So now I've added a 5 PPC boat that shuts down at least 5 times a match, and sometimes for a long while. But there is something extremely satisfying about one shotting a raven. Fuck you, and your ECM bitch.


Title: Re: Mechwarrior Online
Post by: Samprimary on January 06, 2013, 03:00:17 AM
I guess I get to preen my ego some

(http://i.imgur.com/iXICV.png)


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 06, 2013, 07:14:49 AM
Man, I suck in comparison.  Though I hate sniper builds.  Something about giant robots says I need to be in their face.

Probably also has to do with Commandos not getting a lot of kills.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 06, 2013, 07:20:45 AM
I guess I get to preen my ego some


Nicely done. Though now you gotta do it in a horrible build ;)


Title: Re: Mechwarrior Online
Post by: Samprimary on January 06, 2013, 11:19:45 AM
Man, I suck in comparison.  Though I hate sniper builds.  Something about giant robots says I need to be in their face.

Probably also has to do with Commandos not getting a lot of kills.

I don't like sniper builds either, cause right now it's pretty much a brawler's paradise.


Title: Re: Mechwarrior Online
Post by: Zetleft on January 07, 2013, 11:44:17 AM
Went back to playing with my Hunchies and have a very fun 4SP build.  79 max speed (about to get speed tweak) 5 Med L and 2 artemis srm 6s.  With ams in case I play on a pug with no ecm, which is all the time.  I love running on outskirts of battle to come behind lrm boats and disintegrate back torso armor in a few salvos.  Those srms are so nice on internals crits.   I don't get alot of kills but I do a great job of disrupting the enemy and giving my team time to do something.  Have a lousy 4P in storage just used to have a 3rd variant that I want to outfit with some LLasers or a PPC build just light on money to really upgrade it yet. 


Title: Re: Mechwarrior Online
Post by: Slayerik on January 07, 2013, 12:28:53 PM
Man, I just can't quite seem to get the 4SP to work for me. I never tried artemis, though. I like my 4J (which is basically the same thing), and I just do exactly the same thing as you do - but with 4 Medium Pulse and an SRM 6. I see you on quite a bit, both of us doing this would be insta gib on things.


Title: Re: Mechwarrior Online
Post by: Samprimary on January 07, 2013, 12:37:29 PM
I have always loathed the hunchback and I considered it the dirty generic pleb mech in every mw game so far. That said, right from the beginning, I realized MWO is allowing it to shine as the straightforward, well-rounded everymech that excels in its role and holds its own even in a heavy brawl. It is to be discounted at its own peril.



Yesterday I had a ridiculous game that topped my previous score and ended with me doing more damage than the rest of my team, or the entire enemy team, combined. I decided to noodle around with brawlery, put 6 SRM6's and 4 MLAS's on one of my stalkers, and went into a river city night match.

I came up behind an atlas in lower city. It was busy shooting at someone off in the distance. I touched my nose to its butt and fired everything. Then I walked over its corpse and towards the tunnel that goes underneath the higher starting zone. You know that thing? yeah. I was like "ugh lame I'm going to be in this tunnel while everyone gets the kills above me" Then a wounded stalker shows up in front of me, and I was like oh hey yeah okay! and i one-shot it. Then a completely unharmed stalker falls down into there with me and i'm like heck yeah bro! and we fight and i kill it and am now getting pretty wounded. Then ANOTHER stalker falls in and I'm like hmm uh oh. But it was okay because I was point blank to it and it had nothing but five PPC's, which it valiantly alphastriked into my face, chipping my paint before it shut down. So I blew it up too. Then I came out the other end and got into it with a legged hunchback, which I missiled into oblivion.

My mech build is COMPLETELY STUPID (seriously one of the SRM6's is in a narc tube) but it was just quintessentially perfect for atlas butts and point blank five PPC stalkers in a hallway so I got a completely stupid score as a result.


Title: Re: Mechwarrior Online
Post by: Zetleft on January 07, 2013, 12:40:53 PM
Should definitely try it out together, I've seen some brutal Hunchie rushes before that really worked well.   Now full raven squads are more standard. But yeah just 2 of us focusing on one boat would just be death.  4J is the only one I haven't messed with.  The thing about the 4SP that is different from the others is that all your weapons are spaced out.  2 lasers in each arm with backup laser in head that I only start using when I do lose one of the arms, otherwise too much overheating.  1 SRM in each torso so I'm pretty much always able to fight until I'm cored.   I think artemis helps out a bit with spread, I seem to land alot more hits with it now.  


Title: Re: Mechwarrior Online
Post by: Zetleft on January 07, 2013, 12:48:32 PM
Damn sam they just lined up for you to take out the trash, sounds like a lethal build.  I threw away srms before on my mechs but I'm slowly going back and seeing the benefit. 


Title: Re: Mechwarrior Online
Post by: Slayerik on January 07, 2013, 12:55:59 PM
Nice Sam, that sounds fun :) I have been deciding on my next mech, and I think it might be a Centurion. I just can't afford big shit.


Title: Re: Mechwarrior Online
Post by: Samprimary on January 07, 2013, 03:45:02 PM
I really still have no idea if my stalker missileboat is a good mech or not because it has yet to be in a match where inexplicably hapless enemies do not stumble in front of it, freak out, and melt down firing ppcs and lrm's at me.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 07, 2013, 03:57:26 PM
I think it stops being coincidence after a few times :)

Been messing around, theorycrafting a cicada with Dual Ultra AC5s. Why? Cause I'm a sucker for stupid builds.

My other thought was a centurion with 3 x SRM 6 and an LBX-10. Run right up on shit, thrust your junk at em.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 07, 2013, 04:46:02 PM
Speaking of shotguns, and stupid builds, what's the mech that can mount the maximum amount of LBX10, and how many? That's something I NEED to try.

EDIT: Bleh, the Cataphract 4X has 4 ballistic points but can't equip more than two due to space restrictions. Huge bummer. And undwerwhelming weapon is underwhelming.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 07, 2013, 05:26:29 PM
SRM-6s are devastating once you learn how to aim them.  I imagine more so with Artemis, though I haven't done a missile boat yet to try using them.

I've got a 'Phract 3D running dual LBX-10s, and it's great mop up.  Up close it can concentrate fire pretty well, but once something is missing armor it's positively brutal.


Title: Re: Mechwarrior Online
Post by: Zetleft on January 07, 2013, 05:39:09 PM
Been messing around, theorycrafting a cicada with Dual Ultra AC5s. Why? Cause I'm a sucker for stupid builds.
I used to have one of those before wipe.  The damage was awesome but so much running and gunning I'd always jamming so it just ruined it for me.  Is the same crappy system used to unjam those being used or did they change it. 


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 07, 2013, 05:40:08 PM
Jams automatically clear after three seconds.


Title: Re: Mechwarrior Online
Post by: Zetleft on January 07, 2013, 06:23:16 PM
Jams automatically clear after three seconds.

Not bad, huge improvement over what they used to have. 


Title: Re: Mechwarrior Online
Post by: Ironwood on January 08, 2013, 01:29:49 AM
SRM-6s are devastating once you learn how to aim them.  I imagine more so with Artemis, though I haven't done a missile boat yet to try using them.

I've got a 'Phract 3D running dual LBX-10s, and it's great mop up.  Up close it can concentrate fire pretty well, but once something is missing armor it's positively brutal.

Ran a group with some chap with dual shotguns and he really cleaned up also.  It really looked and sounded cool.


Title: Re: Mechwarrior Online
Post by: Kitsune on January 08, 2013, 01:43:12 AM
I used dual-LB10s on my Catapult, backed up with medium lasers.  I routinely ruined lights by simply aiming low and blowing their legs off with my giant shotguns.  I fit most of the Atlases I drove for brawls, AC-20 and twelve-ish SRMs and medium lasers.  It positively ruined other peoples' days; I often one-shotted lights with an alpha and blew a jump jetting Jenner out of the sky with the SRMs when he tried to run.  It takes some finesse to get the right amount of lead time to hit close fast targets with lag involved, but not really difficult to get the hang of it.

That sort of fit depends on having a decent team, though.  I relied on them to keep the enemy occupied while I slowly stomped over to smash; if they'd all just fucked off in different directions I'd've been an easy kill for snipers or most anyone who could stay out of my range.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 08, 2013, 08:56:15 AM
So I got a centurion and I'm kicking some ass with it. Seems like a tougher version of my hunchie, and I approve of that! I occasionally get my arms twisted up with it though...not sure why. I think hunchback has a wider turn radius or something. Either way, enjoying it so far. I'm starting to think I can just kick ass with whatever mech I hop in these days....I can't imagine an easy mode stalker ;)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 08, 2013, 11:08:38 AM
PATCH NOTES JANUARY 8TH, 2013 (http://mwomercs.com/game/patch-notes)

Quote
Open Beta Update #7

Upcoming Patch - Tuesday Jan. 08th @ 10AM – 1PM PDT

Change Log

________________________________________

Update

Greetings MechWarriors!

And… we’re back!  We hope everyone had a safe and fun holiday season full of BattleMech Combat. The content of this patch was work that was started shortly before the holiday break and there was a focus on getting some quality fixes and improvements. We wanted to start the New Year on the right - giant metallic stomping - foot so to speak!

Included in the patch are movement fixes, animation fixes, and some rewards for using equipment Like NARC, because everybody loves NARC right? There are more fixes in there as well so read on.

Most importantly we want you guys to know how excited we are.  We have been plotting out this year’s content and feature schedule and it’s going to be a big year.  Stick with us and you will be able to say “I remember when…”.   So strap in, initiate your start up sequence, and get ready to drop.

3050 is the year of MechWarrior Online.

 - Matt Newman


Conquest:

    - Changed it so you now get a resource every 1.7 seconds instead of 2 seconds.
    - Increased the reward for collected resources from 25 per resource to 50 per resource.

Performance:

    - More FPS improvements
      We have seen an increase in performance for the majority for all specs, however there maybe a handful of users that may notice a performance drop.  As always we are continuing to investigate and improve on the performance for all specs.

Gameplay:

    - XP and C-Bills Rewards for using TAG and NARC
      This reward is given to pilots that are TAG/NARC'ing a hostile and that hostile takes damage from other friendlies. Given once per hostile mech per match.  

Movement:

    - Reduced/improved snapping when jump jetting
    - Reduced/improved movement snapping in general
    - You should no longer need to fire ahead of where a mech powers down or shuts down in order to hit them
   - Partial 'lag shield' fix - it is now only affected by your ping, not your targets ping.
      NOTE: The "lag shield" problem is an acknowledged bug, and work on reduction/elimination of the lag shield is in progress


Numerous Front End bug fixes.

Various In Game bug fixes.

    - Bullets will no longer pass through things and explode twice
    - Cockpit light will no longer flicker at the lowest setting at low fps (<20)
    - Weapon Bay Door lights are back.
   
We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 08, 2013, 12:25:44 PM
Lag shield change didn't make the patch apparently, notes have been revised at source.


Title: Re: Mechwarrior Online
Post by: Segoris on January 08, 2013, 02:23:59 PM
At least the weapon bay doors light is back...until next patch :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Samprimary on January 08, 2013, 03:01:51 PM
Welp, more shooting in front of ravens.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 08, 2013, 03:10:10 PM
Very good write up on how good the currently available hero mechs are.

MWO: HERO MECHS (http://themittani.com/features/mwo-hero-mechs)


Title: Re: Mechwarrior Online
Post by: Der Helm on January 09, 2013, 08:51:07 AM
So, I was a bit more tired than I thought and accidently sold my mech.  :ye_gods:

Scrapped together enough credits for a Jenner JR7-F.

How the fuck do I build this thing ? it overheats all the time even with only 4 mlas.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 09, 2013, 09:23:25 AM
Try 4 smalls with a streak, upgrade to double heat sinks asap.


Title: Re: Mechwarrior Online
Post by: Der Helm on January 09, 2013, 10:22:13 AM
Try 4 smalls with a streak, upgrade to double heat sinks asap.
F only got 6 energy hard points. Have upgraded to double heat sinks now.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 09, 2013, 10:30:00 AM
Dang man, that sucks. You ripped up shit in that stalker. Did you not sell the items? You may have more cash available than you think.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 09, 2013, 10:34:51 AM
Had some fun games with Zetleft last night. Though the chat is so horrible that we never coordinated anything, and I was too lazy to get him the mumble (and I didn't wanna mess with my shitty headset). He runs a nasty stalker as well, and a hunchy that like to rip shit up.

Play this game, people...or..if you are playing, friend us. We some STONE COLD KILLAS


Title: Re: Mechwarrior Online
Post by: Der Helm on January 09, 2013, 10:38:10 AM
Dang man, that sucks. You ripped up shit in that stalker. Did you not sell the items? You may have more cash available than you think.
Nah. All gone, I think I was just trying to figure out how much I would get for selling it and accidently the whole thing.  :grin:

Anyone proficient in light mech tactics ? Other lights just rip me to shreds and I can't even hit them. What gives ?


Title: Re: Mechwarrior Online
Post by: Slayerik on January 09, 2013, 10:44:33 AM
I recommend buying some MC ;) I wasn't great at fighting lights with my Jenner. I just circle and aim a bit ahead of them. Do a torso swing if you can time it right, to absorb their bullshit. Also, streaks kick other lights asses. At least, they always did mine.


Title: Re: Mechwarrior Online
Post by: Der Helm on January 09, 2013, 11:04:37 AM
I recommend buying some MC ;) I wasn't great at fighting lights with my Jenner. I just circle and aim a bit ahead of them. Do a torso swing if you can time it right, to absorb their bullshit. Also, streaks kick other lights asses. At least, they always did mine.
I am not willing to shell out 15$ for a new heavy or assault mech.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 09, 2013, 11:10:32 AM
So, in a moment of boredom last night, I totally reworked my Founder Hunchback.

2 Large Laser
1 Medium Laser
3 MACHINE GUNS!

Not the most effective build, but hilarious. I can only imagine what the pilots I'm coming against are thinking: "What the hell is that noise? Is this douchebag in the Hunchback using MGs?!?!? What a moron."

I'm tempted to swap out all the lasers for flamers for increased silliness!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 09, 2013, 11:20:33 AM
Anyone proficient in light mech tactics ? Other lights just rip me to shreds and I can't even hit them. What gives ?

Sorry, I read your post as a jenner K not F.  Streaks are overpowered if it's missiles killing you, hitting lights is tough and just takes practice, you need to lead or get them heading in a straight line even with lasers.  Pay attention to the damage flashing on their rag doll rather than the laser impacts shown directly on their mech.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 09, 2013, 11:35:15 AM
I recommend buying some MC ;) I wasn't great at fighting lights with my Jenner. I just circle and aim a bit ahead of them. Do a torso swing if you can time it right, to absorb their bullshit. Also, streaks kick other lights asses. At least, they always did mine.
I am not willing to shell out 15$ for a new heavy or assault mech.  :awesome_for_real:

Well, buy 7 dollars worth...get some boosts and play your ass off then !


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 09, 2013, 11:37:55 AM
Anyone proficient in light mech tactics ? Other lights just rip me to shreds and I can't even hit them. What gives ?
Get the biggest engine you can and don't stop once engaged.  Speed is your armor.  If you're not scouting, hang back behind the bigger 'mechs, then come up on someone's backside.

If you're going with normal lasers, remember you want to hold your aim in the same spot for as long as possible.  Because of that I really like pulse lasers on fast 'mechs, however six MLs is a lot of concentrated damage, so you have to figure out which works best for you.

Streaks just suck as a light.  If another light with Streaks chooses my (non-ECM) Commando to focus on, I'm pretty much dead within four salvos.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 09, 2013, 11:41:40 AM
So, in a moment of boredom last night, I totally reworked my Founder Hunchback.

2 Large Laser
1 Medium Laser
3 MACHINE GUNS!

Not the most effective build, but hilarious. I can only imagine what the pilots I'm coming against are thinking: "What the hell is that noise? Is this douchebag in the Hunchback using MGs?!?!? What a moron."

I'm tempted to swap out all the lasers for flamers for increased silliness!


It showed you as in game all last night, I tried to get you in the group... But really, Go

AC 20
2 Machine Gun
3 Flamer

So I don't have to Core you as you run to the battle ;)

GET SOME



Title: Re: Mechwarrior Online
Post by: Zetleft on January 09, 2013, 01:54:54 PM
I toyed around with the idea of a 3 mg 2 ppc hunchie.   Didn't want to waste that money just yet.  Next we will def have to get chat.  At least tgen I can tell you when my computer starts screwing up.  Can mwo social tools be more useless.


Title: Re: Mechwarrior Online
Post by: HaemishM on January 09, 2013, 02:12:36 PM
How the fuck do you even chat with people outside the matches? I look at the social panel, right click does fuckall and there's nothing telling me I can do anything but add or block someone.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 09, 2013, 02:29:13 PM
If they are "friend"ed, you can double click their name, if they aren't in a match and are online, and there is an incredibly basic chat channel.  Not noticed it documented anywhere, we discovered it by accident ages ago.


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 09, 2013, 03:56:21 PM
It showed you as in game all last night, I tried to get you in the group... But really, Go

AC 20
2 Machine Gun
3 Flamer

So I don't have to Core you as you run to the battle ;)

GET SOME

With Endo Steel, I could only fit an AC/10. I have reconfigured. Please don't Core me BRO!


Title: Re: Mechwarrior Online
Post by: Segoris on January 09, 2013, 04:20:12 PM
For chatting and communication, a great way has already been posted previously by Calapine - there are some public TS servers (info in spoiler). Can even use the chat system there with groups, and if enough are interested a request can be made for a permanent F13 channel with F13 channel moderators and all. Probably the best option since the MWO UI is shitty.


Title: Re: Mechwarrior Online
Post by: Segoris on January 09, 2013, 04:49:56 PM
Play this game, people...or..if you are playing, friend us. We some STONE COLD KILLAS

List of people, been a while since it was updated though it seems

Updated list of f13 people and their screen names to populate your friend lists (although I don't think you can play with friends at all now all unless you gather 8 of them right?):

1 - Falconeer = Lefteye
2 - Slayerik
3 - Llyse = Eek
4 - Jherad
5 - Satael
6 - Merusk
7 - Goreschach = Cornjob
8 - Bann
9 - Pennilenko
10 - 5150 = Ashrid
11 - Lantyssa
12 - Evildrider = Harshaw
13 - Lightstalker = Dr Fang
14 - Cadaverine = Noitek
15 - Helm = Hlem
16 - Megrim
17 - Zetleft
18 - MahrinSkel = Abuse Magnet
19 - Ironwood = Sugo
20 - Ghambit
21 - Shannow = Galen Shannow
22 - HaemishM
23 - angry.bob = Kitty Gallore
24 - Calapine = Tressa
25 - Segoris
26 - schpain = ChiefTripodBear
27 - Arthur_Parker = Horrace
28 - Ragnoros
29 - Samprimary = GG Unit
30 - Zaljerem
31 - ? = Neaon Reaper
32 - ? = Abetterpilot
33 - ? = Fish Eye
34 - ? = Maltak


Title: Re: Mechwarrior Online
Post by: Threash on January 09, 2013, 04:53:11 PM
At this rate it will be several months before i can afford a new mech, at least the one i got is pretty newb friendly cause i suck at this.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 09, 2013, 11:52:26 PM
Which mech do you have?  It's not that complicated a game, practice does make you better and having a decent build helps a lot.

I have premium and MC from my founders account but here's my mech bay, (http://i.imgur.com/wg8VH.jpga jpg of) all mechs bought with cbills.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 10, 2013, 01:29:25 AM
I update it every time I  find new people but I am sure it's missing plenty. If anybody wants to be in the updated list, please let me know.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 10, 2013, 01:39:40 AM
Holy Shit Arthur.

 :ye_gods:


Title: Re: Mechwarrior Online
Post by: 5150 on January 10, 2013, 04:31:28 AM
At this rate it will be several months before i can afford a new mech, at least the one i got is pretty newb friendly cause i suck at this.

With the recent Cadet bonus you should be raking in cash (~400K to start with even if you lose, moreso if you have a founder or hero mech) at the start. If you already played your 25 matches before they added the cadet bonus you should have ~8 mil given to you

So, in a moment of boredom last night, I totally reworked my Founder Hunchback.

2 Large Laser
1 Medium Laser
3 MACHINE GUNS!

Not the most effective build, but hilarious. I can only imagine what the pilots I'm coming against are thinking: "What the hell is that noise? Is this douchebag in the Hunchback using MGs?!?!? What a moron."

I'm tempted to swap out all the lasers for flamers for increased silliness!


It showed you as in game all last night, I tried to get you in the group... But really, Go

AC 20
2 Machine Gun
3 Flamer

So I don't have to Core you as you run to the battle ;)

GET SOME



My founder hunch is

1 Gauss
3x medium lasers

I messed with 3x small laser and 2x Ultra AC5 last night but I'm terrible with twitch balistics and quickly ran out of ammo (2T worth). I've previously tried a couple/three small AC's (2's I think) with 3 medium lasers but it didn't have enough punch, next I'll look at 2x large (maybe ER) lasers, 1 small laser and whatever balistics will fit after that.

I'd try PPCs but I hate minimum range so they'd have to be ER's


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 10, 2013, 06:08:13 AM
For extra cbills sign up for the free day of premium time and use it whenever you have time for quite a few games to get the most out of it.

http://mwomercs.com/pennyarcade


Title: Re: Mechwarrior Online
Post by: Threash on January 10, 2013, 08:59:06 AM

With the recent Cadet bonus you should be raking in cash (~400K to start with even if you lose, moreso if you have a founder or hero mech) at the start. If you already played your 25 matches before they added the cadet bonus you should have ~8 mil given to you


I used the cadet bonus on my first mech, been about a week since then and I've made around 2 mil. 


Title: Re: Mechwarrior Online
Post by: Falconeer on January 10, 2013, 11:24:55 AM
Little derail (has to be done)... http://forums.f13.net/index.php?topic=22902.0


Title: Re: Mechwarrior Online
Post by: Samprimary on January 10, 2013, 03:14:57 PM
Be forewarned: ERPPC's are terrible.


Title: Re: Mechwarrior Online
Post by: 5150 on January 11, 2013, 04:49:41 AM
Be forewarned: ERPPC's are terrible.

In what respect?


Title: Re: Mechwarrior Online
Post by: Merusk on January 11, 2013, 05:57:39 AM
Not enough damage for the heat they generate.


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 11, 2013, 06:23:14 AM
Fun times last night with Samprimary, Slayerik, and Segoris. When you know going in that at least half your group isn't totally clueless, it helps ... :)


Title: Re: Mechwarrior Online
Post by: Slayerik on January 11, 2013, 07:41:09 AM
Yeah, we're halfway to a full 8 man (where we can get crushed properly)! ;) Was fun steamrolling a few matches, that's for sure. When we went over that ridge, our first match, I don't think I've ever completely obliterated a team so badly. I targeted the ECM Atlas and gave him some dual Ultra AC5, dual AC 5  love, and I don't think it jammed once.

Sam, if you are around tonight I'll PM ya the mumble info. Segoris was able to get on right when I was leaving to play TL2 with mah lady.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 11, 2013, 08:49:02 AM
Can you PM me the mumble info, too, please?  Maybe I'll get over my headset shyness long enough to get on once or twice.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 11, 2013, 10:29:05 AM
Sure thing! It basically ends up being me calling out targets that noone else but me can see, and then me switching targets to something else noone else can see but me. But it sure beats typing!


Title: Re: Mechwarrior Online
Post by: Der Helm on January 11, 2013, 11:54:01 AM
Ok, I am starting to like my little Jenner of Doom. I even managed to snag 3 Assault kills in a match. Big guys seem to underestimate the fire power of 6 medium lasers.  :drill:

Wondering what to get next. Been thinking of the 6 missile catapult. How are 6 LRM20s+Artemis for doing damage/making credits ?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 11, 2013, 12:30:57 PM
You can use "/" at the start of a match to open your missile bay doors, an indicator light turns green, this cuts the missile firing delay down on Catapults/Stalkers & Centurions.

Der Helm if you like mech building it's worth paying close attention to the weapon stats (http://mwo.smurfy-net.de/).

As an example, for LRM's.

A LRM 5 weighs 2 tons, generates 2 heat and uses 1 slot.

You'd expect a LRM20 to be 8 tons, 8 heat and 4 slots, but it's actually 10 tons, 6 heat, 5 slots.

A LRM 15 is 7 tons, 5 heat and 3 slots.

As tonnage/slots/mounts are your main limiting factors the best bang for buck is the LRM15, though on a Catapult A1 you can fit 6 x LRM5 and just constantly spit missiles out, but the enemy will close to <180m to kill you, as it's really annoying.

Edit, meant to reply and edited this one instead, I'll just leave it, erased first post by accident.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 11, 2013, 12:46:47 PM
Ok, I am starting to like my little Jenner of Doom. I even managed to snag 3 Assault kills in a match. Big guys seem to underestimate the fire power of 6 medium lasers.  :drill:

Wondering what to get next. Been thinking of the 6 missile catapult. How are 6 LRM20s+Artemis for doing damage/making credits ?

I like my 6 SRM cat...I literally ran up to a hunchback, and obliterated him in one salvo. It showed 6 component destroyed messages and the enemy destroyed one. That's happened twice now. It has taken some practice, though..and some maps are better than others.


Title: Re: Mechwarrior Online
Post by: Ragnoros on January 11, 2013, 02:31:03 PM
So as a total noob, I am now sitting on like 10 mil thanks to the noob bonus. If I want something big and stompy should I go with the Atlas D-DC for ECM or a Stalker (which seems quite popular around these parts)? For reference the trial stalker is not too bad having played it a bunch, but at like 45kph it is slow as all get out, so if I find myself out of position at all I am toast. I could see a heavy or medium being a nice middle of the road between firepower, speed, and survivability, but the Trial mechs have rather soured me on Mediums/Heavys as they were all so bad in one way or another.

I Bought a commando to try a fast mech, but it just seems to not really bring anything to the battle. I just run around in circles, shoot some Atlas in the butt for like 10 damage, and then die.



Title: Re: Mechwarrior Online
Post by: Segoris on January 11, 2013, 02:31:27 PM
Yeah, good times had by all last night. Easy cbills/xp

and some maps are better than others.

Winter City is  :heart: but Caustic...  :mob:

Ok, I am starting to like my little Jenner of Doom. I even managed to snag 3 Assault kills in a match. Big guys seem to underestimate the fire power of 6 medium lasers.  :drill:

Wondering what to get next. Been thinking of the 6 missile catapult. How are 6 LRM20s+Artemis for doing damage/making credits ?

With lights, yeah between lag shield and your speed being faster than they can even turn to hit you-  it's not about underestimating it's about you being able to kill them while not being seen a lot of times. Though, gj on the 3x assault kills.

If you're looking at Cats for your next mech set, it's fun. The pure LRM boat you were thinking about would be awful in pug play and an expensive and dead weight for anyone within 180m of you (I take my time killing LRM boats when I can afford to do so, just because they can't do a damn thing about it). Maybe better in premades, but the ones I run into are still toast as they're dead before their teammates can turn around at times. If going with some LRMs in a cat, I'd say go with a C4 or C1, 2x or 3x LRM15 (as AP pointed out they kind of are the best for heat/damage/weight/slots usually) and either a couple lasers with tag or one laser with tag. If you really want an A1 with LRM, that's fine but bring some srm4 or something like that for close quarters combat.

On Slay's point about 6xSRM6 cats - The SRM6 boats are cheesey as can be, but I do love mine. As far as these Cats go, the one I play runs really hot (since I run with a lot of ammo which I have gone through all of it before, and jump jets), but god damn can that thing tear it up at times. Learn where vulnerable areas are on mechs, get up close, and enjoy a 90dmg alpha. Don't make the mistake of not using jump jets though. While headshots to other Cats with the same build are pure bliss, this is even more true when you land it while using your jump jets as the target sits dumbfounded on the ground. Learning to use them can save your ass many times over in a tough match while you use your good armor side to take damage saving your weak sides as they assist your turning, or even by getting over buildings/ravines/whatever that others may have to go around for.

As for fun memories - best fight I've had was in the tunnel on Ice City and headshotting 2 6srm6 pals, then having their jenner (the original target I saw who ran behind 2 cats and an atlas) chase me out of the tunnel and blowing him up while both of us are mid-air heading off the ramp as the 4th enemy in the fight was too slow to keep up (killed 2 cats 1 jenner basically, their DDC atlas died later ;) ).


Title: Re: Mechwarrior Online
Post by: Segoris on January 11, 2013, 09:11:36 PM
So as a total noob, I am now sitting on like 10 mil thanks to the noob bonus. If I want something big and stompy should I go with the Atlas D-DC for ECM or a Stalker (which seems quite popular around these parts)? For reference the trial stalker is not too bad having played it a bunch, but at like 45kph it is slow as all get out, so if I find myself out of position at all I am toast. I could see a heavy or medium being a nice middle of the road between firepower, speed, and survivability, but the Trial mechs have rather soured me on Mediums/Heavys as they were all so bad in one way or another.

I Bought a commando to try a fast mech, but it just seems to not really bring anything to the battle. I just run around in circles, shoot some Atlas in the butt for like 10 damage, and then die.



Just getting to this - best choices currently (imo) if you want easy mode on a heavy or assault would be the Atlas DDC, Stalker 3F, Catapult A1 or K2, and ilya muromets or cataphract 3d/2x



Title: Re: Mechwarrior Online
Post by: Lantyssa on January 11, 2013, 09:20:27 PM
3D is super expensive, and I'm not sure the hardpoint options are conducive to a newbie.


Title: Re: Mechwarrior Online
Post by: Segoris on January 11, 2013, 09:23:55 PM
Eh, 2x gauss and jumpjets isn't too bad for a newbie and can do some damage once they learn to use ballistics


Title: Re: Mechwarrior Online
Post by: ezrast on January 12, 2013, 09:43:12 AM
If anyone is playing right now they should invite me to a thing and de-noobify me. I'm about to waste all my moneys on a hunchback! (edit: name is ezrast)


Title: Re: Mechwarrior Online
Post by: ezrast on January 13, 2013, 11:22:51 PM
Alright, I'm currently spending my time sniping from this Hunchback (http://mwo.smurfy-net.de/mechlab#i=1&l=9986fdce480185b5aad28c7de8512ef0c973ca11) I've stripped down to fit 3 AC/5s and nothing else. It puts out okay damage when I'm left alone (until I run out of ammunition) and the one-button nature of it is good for my noob self but it doesn't handle adversity well so I'm trying to figure out what to save up for now that my noob stipend has run out.

This buld (http://mwo.smurfy-net.de/mechlab#i=1&l=c68092a0b09d852a31678ae7f810d2094bba937b) drops an AC/5 for three medium lasers giving me more short-range viability, though I'm tempted to forgo the head laser for a faster engine or something since it will never be pointed in the same direction as the other two during a turn fight anyway.

Or I could (http://mwo.smurfy-net.de/mechlab#i=1&l=5316c6a766bd4c9cf3deb94c55aeb9d6cae1fa3b) swap out the AC/5s for AC/2s and pick up AMS so I could get wrecked less by LRM boats. I don't know how good AMS or AC/2 are though and I'm not sure whether heat would be sustainable. (edit: fixed the link)

What I'd really like is to use large lasers or PPC's in combination with long-range ballistics but I don't think there's a way to do that without turning the mech into slag. Advice please.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 14, 2013, 01:11:26 AM
The Hunchback 4G is a pretty bad mech in comparison to other hunchbacks, you have no missile hardpoints and only 3 energy.  Ballistics are borderline for weight at 50 tons.  You could run an ac20 and not much else, you'd be faster with a Gauss rifle and 3 medium lasers.  Other than that, it's a couple of ppc's or large lasers and you're trapped not doing much damage and not being very fast, so you have to stick to the back of the pack.

I think this is the only founders mech that's not fun to drive.  Your best bet is to unlock the basic skills, keep it for elite skills later and buy a hunchback 4P and/or 4SP which are so much better.

AMS is good to reduce missile damage, but not being shot with missiles at all strongly beats taking less damage from missiles, it's nice to have but sticking close to cover weighs nothing and stops damage a lot better.  AC2's do great damage but you can't move and the enemy can't either, you are also stuck facing one direction so can't torso twist to spread incoming damage out.  So really AC2's are pretty terrible.

Edit, if you want to jump into something else, raven 3l, Atlas DD-C both have ecm which will make you popular and better than average, I like both the stalker 3f & 5m at the moment.


Title: Re: Mechwarrior Online
Post by: 5150 on January 14, 2013, 03:58:50 AM
ECM Atlas will make you primary A LOT! :-(


Title: Re: Mechwarrior Online
Post by: Merusk on January 14, 2013, 05:49:39 AM
ECM Atlas will make you primary A LOT! :-(

If only the guys who drove them weren't so universally terrible.   It feels like guys picking-up the ECM variants are doing so because they got owned too often and are expecting it to make them a solopwnmobile.   4 matches with ECM yesterday, 2 of them Atlases.    Both atlases ran off on their own, just like the lights, and got assploded as they ran in to the enemy group who was sticking together.

In other news, I have incredible luck getting sided with the group that 1) doesn't have ECM or 2) has it and simply won't stick together.  7 games yesterday, 6 losses.  The one game I won we killed their sole raven before our Atlas ran off to get assploded.

PUGs are going to kill me in this game.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 14, 2013, 06:46:45 AM
Yes, some players are utterly dreadful.  Which is why I wish they'd put more love into the social tools so you could keep and retain a cadre of mates and good players.

It's the fucking shite you see after you've been killed and are back-seat driving these mechs.  Watching the fucking assclown who fires 6 banks of LRMs at range <100.  The chap who can't fucking shoot straight.  The guy who's having an epileptic fit while trying to pilot his mech under a bridge.  The chap who has ECM but doesn't have it on.  The weird builds.  The wrong builds.  The 18 PPC's attached to his head that overheats him and blows him up in one shoot.  The Pantomime player, so called because every other cunt is shouting 'HE'S BEHIND YOU' on chat.  Oh, no he isn't.  Oh, yes he is.

Seriously, get a laugh track and some Benny Hill music and you've got yourself a show.  Americas Stupidest Mech Drivers.


Title: Re: Mechwarrior Online
Post by: ezrast on January 14, 2013, 07:02:19 AM
Hey! We have feelings too!


Title: Re: Mechwarrior Online
Post by: Ironwood on January 14, 2013, 07:05:55 AM
I'm no l33t Mech Pilot myself, as anyone who's played with me knows, but seriously some of these chaps are just terribad.

Which is why I actually think a Newbie area or dividing 'learning' thing would be a good idea.  The mechanics of that are utterly beyond me, of course, but it would be a nice addition to the game.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 14, 2013, 07:51:43 AM
SO I bit the bullet and bought my first ECM boat, the Cicada (ouch, 7 mil+)! First thing I tried was an Ultra AC5 with like 4 small lasers. Didn't like it much, I'm just going to fucking fast to utilize the AC properly. I realized next match that I needed to purchase the Guardian ECM module...that sure helped! I proceeded to strip the ballistics off it completely, add Endosteel and FF armor, and run 4 x Medium Pulses. Yeah, it's pretty beastly now that I'm getting my twitch skills going.

For the record, I actually do circles around my team to stay in ECM range the entire way to the fight (while making sure in fights that I am decently close to my friends via the map). I find myself really worrying less about my damage score and more about survival and counter ECMing. The Cicada can really last a long time if you pump it's armor up. I'm pretty impressed.

Also, concerning the pulses, I love them on fast mechs. I find it too hard to keep the full duration of normal Mediums on the exact spot im trying for...the pulses I can really focus my damage nicely, and against any other laser lights/mediums I seem to dominate them.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 14, 2013, 09:12:11 AM
In other news, I have incredible luck getting sided with the group that 1) doesn't have ECM or 2) has it and simply won't stick together.  7 games yesterday, 6 losses.  The one game I won we killed their sole raven before our Atlas ran off to get assploded.
I really wish there was a "Only PUG" drop option.  I seem to have similar luck.

Sure I'm a little aggressive, but I can't be the sole reason my team loses match after match.  I try to stick with others, I try to focus.  I pick up AMS or ECM in all builds.  I keep an eye out for flankers.  But my Win/Loss and Kill/Death ratios are abysmal.  It's like the matchmaker purposeful puts me with the worst players possible again mini-pre-mades, that are themselves grouped.


Title: Re: Mechwarrior Online
Post by: Segoris on January 14, 2013, 10:30:05 AM

What I'd really like is to use large lasers or PPC's in combination with long-range ballistics but I don't think there's a way to do that without turning the mech into slag. Advice please.

If trying to use ballistics on a HBK4g, I'd either go Gauss or AC/20 with 2-3 med lasers (1 head, 1 left arm). Bring atleast a standard 245 engine, and as much armor as you can. Don't buy the armor upgrade for a hunchback, it's not worth it in almost any case, and avoid XL engines like the plague. If you're set on an ac/5 build I'd do it with only bringing 2 of them and 2tons of ammo, an std250 engine, 2mlas (head and left arm imo, as the right torso being blown off would remove it from the right arm as well, which is more normal than using aleft arm even when you're pretty good about using it as a "shield" piece), double heatsinks (1 in left torso), endo-steel, and 256 armor (put some in the arms or those will go REALLY quick, exposing your torso which is your livelihood on a 4g and 4p.

For large/ppc and ballistics together, it's too much weight for an HBK. However, 2 llas (one in each arm), 1 Mlas (head), ac/2 and 1ton of ammo in right torso, double heatsinks (1 in RT, LT, LA), std250 engine, and 256 armor again could be decent. Could always drop one heatsink for another ton of ac/2 ammo if you find that you're going through it too fast.

Though, I'm still not a fan of PPC for most mechs/builds, fwiw.

ECM Atlas will make you primary A LOT! :-(

If only the guys who drove them weren't so universally terrible. 

^This. I've been running a DDC atlas quite a bit over the weekend, never really had an issue even when I was solo and up against some premades. Smart driving prevails.



Title: Re: Mechwarrior Online
Post by: Samprimary on January 15, 2013, 12:33:35 AM
Not enough damage for the heat they generate.


Yah

there's no excuse given the current heat system; they're just way, way, way too hot and they reduce your sustainable damage output. A lot.

Right now the junk weapon list is, in order of uselessness:

flamer
machine gun
ER large laser
ERPPC
SRM 2
LRM 5
small pulse laser
AC2
LB10X



Title: Re: Mechwarrior Online
Post by: Samprimary on January 15, 2013, 12:36:04 AM
Yes, some players are utterly dreadful.  Which is why I wish they'd put more love into the social tools so you could keep and retain a cadre of mates and good players.

It's the fucking shite you see after you've been killed and are back-seat driving these mechs.  Watching the fucking assclown who fires 6 banks of LRMs at range <100.  The chap who can't fucking shoot straight.  The guy who's having an epileptic fit while trying to pilot his mech under a bridge.  The chap who has ECM but doesn't have it on.  The weird builds.  The wrong builds.  The 18 PPC's attached to his head that overheats him and blows him up in one shoot.  The Pantomime player, so called because every other cunt is shouting 'HE'S BEHIND YOU' on chat.  Oh, no he isn't.  Oh, yes he is.

Seriously, get a laugh track and some Benny Hill music and you've got yourself a show.  Americas Stupidest Mech Drivers.


This is the absolute most painful thing to have to watch ever in the history of gaming. You die due to puddingfist's malfeasance towards all teamplaykind and are transported bodily to watch behind his eyes, Being John Malkovich style, as he dutifully novas ppc's and lrm's at close range enemies while stumbling into rock faces.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 15, 2013, 02:28:12 AM
Yah

there's no excuse given the current heat system; they're just way, way, way too hot and they reduce your sustainable damage output. A lot.

Right now the junk weapon list is, in order of uselessness:

flamer
machine gun
ER large laser
ERPPC
SRM 2
LRM 5
small pulse laser
AC2
LB10X

I don't see much wrong with the SRM 2 & LRM 5, they weigh less and function the same, they aren't used much because of limited mount points.  The AC2 has longer range and faster cycle, it's just something that needs to stay on target and people move.

It's patch day so we might see some changes for the others.

PGI Quote (http://mwomercs.com/forums/topic/73536-weapon-balancing/page__p__1639491#entry1639491)

Quote
Large PULSE Laser and ER-Large Lasers seem to be generating too much heat. I've found some new numbers that work fairly well and we'll be putting this into test after the holidays.

The PPC and ER-PPCs also seem to be generating a bit too much heat and like above, I've found new numbers that seem to work and have those going into test as well.

Because this is a very sensitive subject with you all, I am expecting these changes to appear early to mid January because I want to make sure that numerous Mech builds are thoroughly tested before releasing it to the Live servers.

PGI Quote (http://mwomercs.com/forums/topic/73536-weapon-balancing/page__view__findpost__p__1736825)

Quote
Due to an ambitious programmer, the critical hit system has been addressed in terms of new functionality. This allows me to properly tune the effects of both the Machine Gun and the Flamer. Where does it currently sit? It's on my lap and I'm looking into it to see if it's working as intended.

Intended being:

IMPORTANT: Crits do not work like normal MMO type games.

The crit system in both BT and MWO take a percentage per shot of that shot hitting one of the items mounted on the component that has been targeted. There is also a percentage chance that that shot can crit 1,2 or 3 times the amount of damage the weapon deals normally.

For example, the current Machine Gun does 0.04 damage per bullet. IF the Machine Gun crits, it has the potential of doing 0.04, 0.08 or 0.12 damage to an internal item. Obviously that's not a lot of damage. Hence the new system implemented allows me to add a multiplier to this damage model.

What does that mean to you? After I've completed my first pass at multiplier numbers and after it goes through testing, you will notice that the Machine Gun will become a formidable weapon when used against a component that has no armor. Basically it will start to shred items that are mounted on the targeted component.

The same will go for the Flamer.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 15, 2013, 02:34:05 AM
Well, that's an interesting idea and change, but I still think given the hardpoint system, no-one's going to be running around sanding down half dead mechs with machine guns.

Though I did have a machine gun on both my Dragon and Centurion.  It helped me aim and made a nice noise.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 15, 2013, 02:48:10 AM
I agree but never underestimate people's desire to by really annoying and flamers and machine guns do that well.

MechWarrior Strange Fire (http://www.youtube.com/watch?v=eBlkGbsS_wQ&hd=1)


Title: Re: Mechwarrior Online
Post by: satael on January 15, 2013, 05:03:40 AM
Well, that's an interesting idea and change, but I still think given the hardpoint system, no-one's going to be running around sanding down half dead mechs with machine guns.

Though I did have a machine gun on both my Dragon and Centurion.  It helped me aim and made a nice noise.


Shrug, it might turn out to be the best way to earn exp/cbills if you grind down all the parts instead of just blasting the target to (big) pieces.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 15, 2013, 05:06:50 AM
I agree but never underestimate people's desire to by really annoying and flamers and machine guns do that well.

MechWarrior Strange Fire (http://www.youtube.com/watch?v=eBlkGbsS_wQ&hd=1)

Holy Shit, I can't stop laughing at that.


Title: Re: Mechwarrior Online
Post by: Merusk on January 15, 2013, 07:07:06 AM
So.. did that guy totally blow his own ass up or do flamers actually do some sort of damage? Because that's awesome.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 15, 2013, 07:25:38 AM
I believe flamers do a little damage but it's less than a small laser, rather than add heat directly I think they negate some of your own heatsinks.  Which means careful consideration of what weapons to use in response, while the flamer mech is busy overheating himself, is the way to go as overriding shutdown, or spiking your heat levels too high with weapon fire can cause your ammo to cook off, which is what seems to have happened to that guy.

A few months ago 8 of us took a flamer each and for a few games the last guy alive on the enemy team we flamed to death, it's a slow away to kill someone but they seemed to always panic fire and make it worse.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 15, 2013, 08:08:04 AM
One time a flamer was annoying to me, I think it was on Night River city. It just fucked with my aim, having the flame up in my face.

I frikkin' love my Cicada ECM. 4 x Medium Pulse makes baddies backs go BOOM. I plan on running Quad Machine guns and a Large Pulse on my next Cicada, just for shits. Hopefully they are buffed.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 15, 2013, 09:12:42 AM
PGI (http://mwomercs.com/forums/topic/77907-net-code-roadmap/page__view__findpost__p__1740750)
Quote
Another quick update on where we stand with the netcode roadmap. As outlined last time the first phase for the netcode was work to cleanup and solidify the basic movement code for Mechs. This work is complete and is already being phased into production, all initial work related to the movement code should be in by the end of January.

Internally work has already started on the next, harder, yet much anticipated phase which is to implement correct ‘State Re-winding’ for those not familiar with the term State Re-winding means that when you shoot at a Mech rather than check the shot against the Mechs current hit box location we rewind the Mechs state to the time in the past when the shot was fired and check the shot against the hit box position at that time.

We anticipate having this running in internal testing in a few weeks’ time, and then obviously it will be dependent on testing the time beyond that to get it onto production. We know that for some of you the lag shield issue can’t be resolved soon enough especially with the new Spider Mech hitting production today. We share your desire to see this issue resolved and wanted to re-assure the community that it remains one of our highest priorities and we’re excited to get this work wrapped up and available to the community.

Sounds promising.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 15, 2013, 09:47:44 AM
Well, that's an interesting idea and change, but I still think given the hardpoint system, no-one's going to be running around sanding down half dead mechs with machine guns.
I loved running around with three MGs on my DRG-5N during beta.  I'd love it if they became slightly more useful.

I really need to make some money for the Spider though.  It might beat out my use of Commandos.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 15, 2013, 10:03:09 AM
Is there a new patch or just a new mech?


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 15, 2013, 11:12:41 AM
Is there a new patch or just a new mech?

New patch, new mech, new hero mech.

As far as Machine Gun buff goes, bring it on. I just bought a Cataphract 4X, and put 4 Machine Guns, 2 MPLs, AMS, and an LRM 5. I'm not getting a lot of kills, but tons of assists, and that XP adds up. Component destructions too.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 15, 2013, 11:16:17 AM
http://mwomercs.com/game/patch-notes



Title: Re: Mechwarrior Online
Post by: Zaljerem on January 15, 2013, 11:20:43 AM
Ah, so no new hero mech quite yet ...


Title: Re: Mechwarrior Online
Post by: Falconeer on January 15, 2013, 11:25:42 AM
Death's Knell, hero Commando, next week apparently. Lant is gonna be so happy.


(http://i45.tinypic.com/j8mbm0.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on January 15, 2013, 01:35:46 PM
And still no new maps. Any news on the strategic front? I'm only half joking.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 15, 2013, 03:21:52 PM
Earliest for the two new larger maps, February & March (http://mwomercs.com/forums/topic/75704-content-roadmap-updated-december-18th-2012/).

They were meant to release more detail on what Community warfare will involve in December, but not seen anything as yet.

On a different topic, video of clan roleplayers meeting non-roleplayers below.

MWO: CLAN ROLEPLAYING GONE WRONG (http://themittani.com/media/mwo-clan-roleplaying-gone-wrong)


Title: Re: Mechwarrior Online
Post by: Pennilenko on January 15, 2013, 03:23:40 PM
SO I bit the bullet and bought my first ECM boat, the Cicada (ouch, 7 mil+)! First thing I tried was an Ultra AC5 with like 4 small lasers. Didn't like it much, I'm just going to fucking fast to utilize the AC properly. I realized next match that I needed to purchase the Guardian ECM module...that sure helped! I proceeded to strip the ballistics off it completely, add Endosteel and FF armor, and run 4 x Medium Pulses. Yeah, it's pretty beastly now that I'm getting my twitch skills going.

For the record, I actually do circles around my team to stay in ECM range the entire way to the fight (while making sure in fights that I am decently close to my friends via the map). I find myself really worrying less about my damage score and more about survival and counter ECMing. The Cicada can really last a long time if you pump it's armor up. I'm pretty impressed.

Also, concerning the pulses, I love them on fast mechs. I find it too hard to keep the full duration of normal Mediums on the exact spot im trying for...the pulses I can really focus my damage nicely, and against any other laser lights/mediums I seem to dominate them.

I can vouch for this man's skill at working his butt off for his team.


Title: Re: Mechwarrior Online
Post by: HaemishM on January 15, 2013, 07:39:09 PM
Is anyone else getting some seriously slow ass patching speed?


Title: Re: Mechwarrior Online
Post by: Segoris on January 15, 2013, 08:56:48 PM
I'm just now getting on, and it started slow for the first 15-20mb but has sped up nicely since then. Felt like it took less than 4-5mins for the patching, and it was 400+mb so that's not awful or anything.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 16, 2013, 04:04:29 AM

MWO: CLAN ROLEPLAYING GONE WRONG (http://themittani.com/media/mwo-clan-roleplaying-gone-wrong)

(http://i1.kym-cdn.com/photos/images/newsfeed/000/353/279/e31.jpg)


That turned into a massacre in short order.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 16, 2013, 05:01:17 AM
The question is: which Spider to buy? I am so not into lights.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 16, 2013, 05:04:01 AM
I really do want to like this game, so I'm currently patching up and preparing to give it another go.

Is there anything that I should be aiming to do as a newbie in a trial mech to make it less painful? Are any of the trial mechs less sucky than others? Can I usefully customise them in any way?

Are any of you playing in the EU? If so would you be willing to group with a noob and point me away from suckage?  :awesome_for_real:

Also are there any graphical settings in particular that are known to cause client crashes & lockups? Because I was having major problems with that the last time I tried it.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 16, 2013, 05:53:03 AM
The question is: which Spider to buy? I am so not into lights.

The Raven 3L, Spiders are fun for about 5 minutes, the 5D ecm one is the best and it's terrible.  The 5V can fit 12 jump jets so you can leap higher than anything else, take a nice screenshot and then break your legs.

Is there anything that I should be aiming to do as a newbie in a trial mech to make it less painful? Are any of the trial mechs less sucky than others? Can I usefully customise them in any way?

Sign up for the free day of premium time http://mwomercs.com/pennyarcade, there's a new bonus to the first 25 matches an account plays so you'll have some extra cash from that too (it's back dated), I also think it's double xp this weekend, not that xp means a lot except for modules which are nice to have but expensive and not a great advantage.

Then save for an Atlas D-DC or a Raven 3L, possibly a Cicada 3M but I'm sick of Cicadas at the minute as played them too much in 8 man drops.  You can't customise the trials but at least you get full cbills and xp from them now.  The stalker is probably the best trial mech at the moment, configure your weapon groups, right ctrl plus arrow keys, as it won't have enough heat sinks, basically ignore half your weapons.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 16, 2013, 06:13:46 AM
In a better world, the 4 ballistics Spider would be a fantastic bulletstorm devil from machine gun hell. When they'll give MGs the promised buff, I will get this simply to go around and plink people non-stop.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 16, 2013, 06:19:40 AM
Cheers Arthur. Not seeing the free day of premium option on the website anywhere though. I've already got an account though, does it only apply to new accounts?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 16, 2013, 06:28:51 AM
Oh it must have expired, there's normally a button to claim it, any account would have worked.

Edit there's an issue with it not applying correctly so they removed it for now. (http://mwomercs.com/forums/topic/90742-free-premium-time/page__view__findpost__p__1746760)


Title: Re: Mechwarrior Online
Post by: apocrypha on January 16, 2013, 09:17:59 AM
Ahh, shame. OK well I seem to be getting a better grasp of it this time than before. The lack of client lockups and crashes is helping  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Slayerik on January 16, 2013, 09:45:06 AM
I'm glad to roll with whoever...just add me 'Slayerik'

PM me, and I'll give ya the mumble that me and a few other f13ers hop on occasionally. I'm fine with just grouping and going, no voice required as well.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 16, 2013, 09:48:47 AM
I've friended up everyone on the list on the previous page, I'm Apocryphai.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 16, 2013, 12:33:40 PM
Wow... OK, so I thought I was doing OK, making something like 400k-500k per game in my trial mechs, getting the odd kill too, surviving some matches.

Then it got to 7-8pm and suddenly I'm getting raped over and over and over again, coming away with 200k -250k. No more kills, dead every match, not a single win. I'm guessing that's when all the grouped players turn up?


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 16, 2013, 12:38:59 PM
Probably.  That's why I want the PUG only drop option.  Then I can be the Queen scrub in a field of scrubs.


Title: Re: Mechwarrior Online
Post by: Threash on January 16, 2013, 01:05:10 PM
Wow... OK, so I thought I was doing OK, making something like 400k-500k per game in my trial mechs, getting the odd kill too, surviving some matches.

Then it got to 7-8pm and suddenly I'm getting raped over and over and over again, coming away with 200k -250k. No more kills, dead every match, not a single win. I'm guessing that's when all the grouped players turn up?

You are also probably running out of your newbie bonus cash.  On a good win i make slightly over 100k.


Title: Re: Mechwarrior Online
Post by: Merusk on January 16, 2013, 02:09:51 PM
Yeah, the same, plus an additional 20k or so for a Founder's mech.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 16, 2013, 11:58:47 PM
Nah, I was still getting my newbie bonus, I was just sucking a lot.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 17, 2013, 02:17:41 AM
PGI on ECM (http://mwomercs.com/forums/topic/91433-if-this-game-is-in-beta-why-are-they-ignoring-their-beta-testers/page__st__160__p__1750287#entry1750287)
Quote
This'll be my last post on the subject, as Paul mentioned what we're doing in regards to speaking to the changes.

ECM being used on all ECM-able Mechs does show that it is overly powerful. The reason no changes have been made is it takes time to figure out what, exactly, is making that the reason. Is it the lock prevention? The 'cloak'? The range it works at? The weight? Crit space? Variants that use it? That it makes LRMs incapable of lock? SSRMs?

So while total numbers used isn't an indicator it's fine, it does mean people won't just go to ECM because it makes you instantly win. In fact, many builds aren't affected by ECM at all (my Cicada, in particular, does not discriminate.)

So we use that, suggestions, feedback, numbers gathered, watching 8v8's, etc, and eventually we come up with ideas. Then we test them. Tweak them. Test them. Tweak them. etc.

So while I'd love to tell you what changes we've made, none are in stone and until I have something to tell you that won't be wrong as of 9am the next day, I will.

I hope you all understand, we don't do this to be cruel, we do it because there is, quite literally, nothing of use to tell you yet, beyond that we've gathered our data, your suggestions, and are going through testing them now.

ECM has added depth to the game while somewhat limiting the range of "optimal" mechs.  You can still say screw ECM and drive what you like, but 8 man league games are already restricted on numbers of each weight class each side brings and for those heavily ECM is pretty standard.   PGI doesn't appear to know what to do about it yet.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 17, 2013, 02:23:21 AM
Yeah, I said that a couple of posts back :  The ECM, when used properly, is an utter game changer.

There's nothing like a whole group of cloaked Atlases suddenly looming out at you.  Scary shit.


Title: Re: Mechwarrior Online
Post by: 5150 on January 17, 2013, 04:32:31 AM
Yeah, I said that a couple of posts back :  The ECM, when used properly, is an utter game changer.

There's nothing like a whole group of cloaked Atlases suddenly looming out at you.  Scary shit.


And the 'Atlas Online' is only going to get more common once knock down goes back in and lights become alot more vulnerable

At which point they'll have to put repair and rearm back in which was the only thing that stopped 'Atlas Online' during closed beta

Personally, at this point, I welcome the return of both


In other news:
Any stats on the hero commando and can anyone personally comfirm that you only need 3 mechs in the same weight class (no chassis) at Elite to unlock Master?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 17, 2013, 04:49:33 AM
Hero commando looks like it has 4 energy slots.  

Edit, to add.   If you want master module on a Cataphract 3D, you need to buy the 3D plus 2 different Cataphracts and spend mech exp for the 3 mechs to get Basic 8/8 and eilte to 4/4, then you can learn Master for the 3D.

Or you could unlock a single master slot for a different "Heavy" mech as in screenshot and just do 3 Cataphracts to basic 8/8 and your chosen mech to elite 4/4, in below I've unlocked master on 3D but not bothered to fully elite the other two Cataphracts.

(http://i.imgur.com/CrJWQ.jpg)
 


Title: Re: Mechwarrior Online
Post by: Merusk on January 17, 2013, 05:35:00 AM
They really ARE clueless about ECM aren't they?  The problem is "all of the above."

It weighs little, takes few slots, weighs too little and does too much in a single module.  One ECM unit on a team that sticks together vs. a team without ECM will do well.  Two units letting the ranged stay back and the brawlers engage will wipe the floor.

Public games boil-down to "who has the most ECM."  I haven't been on a team that's won without it yet, and if the other team has 3 units you may as well punch out and queue in a different mech.  The one game I stayed in where the other team had 4 ECM lights was an 8-1 loss.   That's broken game design.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 17, 2013, 05:51:38 AM
Well 4 ECM lights is probably a 4 man group having fun, I've been on pug teams that won without it but the cloak is a major advantage.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 17, 2013, 07:46:53 AM
I'm pretty much a pugger and ECM really doesn't bug me either way. Most teams have at least one a side. I've had a few matches where I notice our lack of ECM, and I really try to instill a plan upon the team. Does it work? Rarely. My standard talk at the start is "Target ECM then hunchies" "Stay together" and "stay in ECM range"

Overall, ECM needs a nerf. Make two ECMS on the same team counter themselves somehow, like lowering the range when two modules on the same team are in disrupt mode. IDK


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 17, 2013, 07:59:36 AM
They need to let Beagle cut through it to an extent.  Maybe not relay coordinates, but keep a lock for the 'mech using it.  Maybe with increased missile lock still.  ECM needs a counter that isn't another and more ECM, especially since lights tend to be zippy and hard enough to focus on.


Title: Re: Mechwarrior Online
Post by: 5150 on January 17, 2013, 08:03:53 AM
Per the canon, ECM should only be countering Beagle, Artemis (not Streak), Narc & C3 http://www.sarna.net/wiki/ECM_Suite

The main problem is that the mechs all act as if they equipped with C3 and they are going to have a problem when they get around to adding C3 (unless they invent new a new ability which will probably cause more issues)

-fake edit-

Actually taking out the shared targeting info (unless you have a C3 network) might actually reduce the problem since ECM would then 'work as intended', the flip side is all the players that have grown used to shared targeting info. Beagle and C3 then become a powerful pair on a scout.

As an aside, Beagle needs to be made more useful [if ECM stays as is] because I personally don't find the slightly extended sensor range compelling in the current ECM climate but Beagle countering ECM is against canon (yeah I know)


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 17, 2013, 10:50:00 AM
It is against cannon, but some of ECM is in spirit, if not function.  Beagle should be more than worthless.  They need to find a balance, and helping counteract ECM while not providing teammates a benefit would be a good start for a compromise.


Title: Re: Mechwarrior Online
Post by: HaemishM on January 17, 2013, 11:11:05 AM
Yeah, I said that a couple of posts back :  The ECM, when used properly, is an utter game changer.

There's nothing like a whole group of cloaked Atlases suddenly looming out at you.  Scary shit.


I can safely say: FUCK ECM RIGHT IN ITS EARHOLE.

I fucking hate ECM. Since it's only on certain mechs, in PUG games you can expect 3-5 ECM enabled mechs to be out there. And the fucking mech purchase screen doesn't even tell you in most cases whether or not a chassis can support or has ECM. It also is WAY too fucking powerful. It essentially makes long-distance fights obsolete. It forces you to close. From optimum range for my Catapult with 3 LRG Lasers (about 270M) I can see the target, but since I can't target it, I can't tell what parts have been damaged to see where I should be focusing my shots. He gets out of my visual range and he's GONE. I fucking hate their implementation of ECM.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 17, 2013, 12:07:14 PM
Double XP Weekend.

Quote
Join Us This Weekend For Double XP!!
US: This weekend we’re offering DOUBLE XP for all matches! Join the mayhem and maximise your XP from Jan 18th 10am PST until Jan 21st 10am PST.
 
YOU: Really?
 
US: That’s right, every match you play will reward you with TWICE what you’d normally earn – and that’s on top of any Premium Time bonus you already get. Use a Hero Mech to stack your XP even higher, plus Founder’s get ANOTHER boost on top! Here’s a handy-dandy graphic to highlight how to maximise your XP, starting Jan 18th 10am.

YOU: What does all that mean, though? XP for what?
 
US: I’m glad you asked!
XP is earned each game you complete for performing different actions in your Mech. These can be everything from spotting an enemy Mech for your team, to shooting off an enemy’s arm, to winning a match. These experience points are added to the Mech you used that game. In your Pilot Lab, you can spend these XP points to get upgrades like quicker turning, better acceleration or faster cooling! Once you’ve unlocked the eight Basic skills for three different variants of the same Mech, you can unlock Master skills which offer bonuses like quicker power up and down time and even faster max speed!



Also more info on the Hero Commando.

Quote
A New Hero Mech Approaches...
Next Tuesday we welcome our newest Hero Mech entry, The Death’s Knell! A new addition to the MechWarrior universe, this Commando clocks in at 113 KM/H and packs 176 points of armour, 30% C-Bill bonus and four medium lasers – two in each arm! This tiny Mech has a surprisingly big punch and with its speed and maneuverability will truly BE the Death’s knell to your opponents! So now that we know all that, let’s learn a little more about its original pilot, and where exactly this Mech started out:
 
Captain Bono Duganmare
Commander of a company of the 22nd Skye Rangers, Duganmare has the unenviable task of training inexperienced warriors. Quiet yet demanding in his silver Commando, The Death's Knell, the captain moves about the training field, cajoling his men to work harder. If that approach does not produce results, he resorts to a trainee 'Mech's backside instead.
 
Though concerned about his men's welfare in battle, Duganmare knows enough to let them do their jobs with great tactical expertise. Not a flashy hero with many kills to his name, he nevertheless has earned the respect of both his men and of his superiors, who treat him like a valuable resource. Some recent rumors suggest that he will head up the first Commonwealth Military Academy on Tharkad.

(https://dl.dropbox.com/u/3584773/stats.jpg)


Title: Re: Mechwarrior Online
Post by: Merusk on January 17, 2013, 12:14:58 PM
I continue to be nonplussed that you can't spend XP without owning the damn chassis.  (Or at least my interface won't let me.)  I don't WANT another Atlas, but I'd like something to spend its XP on.  Converting it to general Xp is nearly pointless as I'm almost maxed on all the mechs I own.


Title: Re: Mechwarrior Online
Post by: Segoris on January 17, 2013, 12:50:43 PM
Double XP Weekend.

Quote
Use a Hero Mech to stack your XP even higher, plus Founder’s get ANOTHER boost on top! Here’s a handy-dandy graphic to highlight how to maximise your XP, starting Jan 18th 10am.

 :why_so_serious:


What a crappy commando though. Sad, actually, as I really do like the look of it. There's no point in getting it though as there is nothing it can do better than a raven with it's 4x energy hardpoints and lower tonnage.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 18, 2013, 01:12:47 AM
So, now had 10+ games in a row that have been 8-0, 8-1, 8-2 losses. Newbie cash bonus has run out and I'm getting under 100k per game.

I try to stick with other people but the teams just scatter every single time and get taken apart one at a time by the enemy team, who always stay in a group. I don't understand, how is it possible to get put against organised teams every single time?

Not finding it fun unfortunately, I just don't stay alive long enough to actually do any damage to anyone, and at this rate it's going to take me weeks to get a different mech. Back to World of Tanks I think.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 18, 2013, 01:30:30 AM
Interesting, your expectations of cbill reward seem to have been raised due to the cadet bonus.  I'm so used to immediately clicking exit that I don't pay enough attention to the match result screen, but from a recent screenshot I seem to make about 180k from a fairly decent win, with 2-3 kills, but 60k of that is premium bonus.

As for the games themselves, well, trial mechs are terrible, the pug player base is worse.  10 losses at ~100k a match is about a third the price of a non-trial mech that can be customised and upgraded to double heat sinks, endo steel etc.  Which would normally make it so much better than trial mechs, but if you aren't having fun at all, then there's no point.


Title: Re: Mechwarrior Online
Post by: 5150 on January 18, 2013, 02:36:35 AM
So, now had 10+ games in a row that have been 8-0, 8-1, 8-2 losses. Newbie cash bonus has run out and I'm getting under 100k per game.

I try to stick with other people but the teams just scatter every single time and get taken apart one at a time by the enemy team, who always stay in a group. I don't understand, how is it possible to get put against organised teams every single time?

Not finding it fun unfortunately, I just don't stay alive long enough to actually do any damage to anyone, and at this rate it's going to take me weeks to get a different mech. Back to World of Tanks I think.

Unfortunately this I believe is intended to drive sales of premium time and hero mechs......


Title: Re: Mechwarrior Online
Post by: ezrast on January 18, 2013, 03:24:19 AM
If you're interested in playing with people, friend the people on the list from a couple pages back and let someone experienced boss you around. If you're not, I don't think there's any way the slog to a decent mech is worth it solo unless you're incredibly lucky and find something you like before running out of starter cash.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 18, 2013, 04:00:34 AM
From the cadet bonus update (http://mwomercs.com/forums/topic/84412-economy-update-december-18th-2012/).

Quote
We’ve added a new scaling reward bonus for the first 25 matches played. This new C-Bill reward system helps ease players into the game, allowing them to quickly buy their first BattleMech within 4-5 matches, regardless of match outcomes.

Light 4-5 matches
Medium 6-10 matches
Heavy 11-15 matches
Assault 16-25 matches

An average match takes 6 minutes.

By match 25 players can earn a minimum of 8.6 Million CB.

You can have more than one account and each separate account gets the cadet bonus, so if you didn't like what you spent your cbills on....

In my opinion with your starter cash you should consider :-

A hunchback 4P, 9 small lasers.
A hunchback 4SP, medlium lasers and srm's.

~3.6 million each + 1.5 million for double heat sink upgrade.

Or you could save your cash and go for one of the below

A Raven 3L 5.9 million
An Atlas D-DC 10.5 million

The desired engine for the Raven is an xl295 which costs 4.8 million (you can sell the standard engine at this point for about .5 million), so with double heat sink cost, plus Endo Steel  & Ferro Fibrious amour it's about 11 million for a fully kitted out Raven 3L, currently the best light mech in the game.

The Atlas D-DC is about 12 million, with double heat sinks, (probably not going to use Endo Steel upgrade and certainly won't use Ferro Fibrious), the current best Assault mech.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 18, 2013, 05:10:12 AM
MECHROMANCER: YET ANOTHER MECHLAB TOOL (http://mwomercs.com/forums/topic/90496-mechromancer-yet-another-mechlab-tool/)

Quote from: Hubis
So there are already a few MechLab tools floating around with various capabilities and features; however, I figured that since I put the work into mine I might as well share it with the community at large and see get a broader feedback base. So I give you...

The Mechromancer: http://mechromancer.wordoflowtax.com/

The interface should be pretty straightforward, but please let me know if you have any problems or suggestions, or find any bugs that I can fix in future revisions.

Thanks, and good hunting!

If you haven't seen this, it's pretty good for planning builds and saving them as links http://mechromancer.wordoflowtax.com/


Title: Re: Mechwarrior Online
Post by: Falconeer on January 18, 2013, 05:14:12 AM
It's by far better than anything PGI has come up with so far. Meh.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 18, 2013, 05:36:11 AM
Well I just snuck a couple of games in at lunchtime and it was much better, actually won a couple of matches and got a kill or two. I'm guessing groups dominate in the evenings, when everyone's home from school/work.

I've got about 8 mil now, and was saving for an Atlas from your list of good 1st mechs from the previous page Arthur :)  Now that the cash flow is lower cos I've exhausted the cadet bonus maybe I'll scale down my aims and go for one of the smaller/cheaper ones.

Ezrast, yeah, I'm definitely interested in grouping, I've added everyone from that list to my friends list, I'll shout if I see anyone online at the same time as me :)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 18, 2013, 07:36:39 AM
If you went for the Hunchback 4P

+ Mech 3.6 million
+ DHS 1.5 million
+ Best engine, standard 260 1.6 million
-600k sell standard engine 200 that comes with it.

Total 6.1 million Cbills

You'd have a decent mech but you'd only have 2 million cbills left, leaving you to play ~ 85 matchs in it to then buy the Atlas D-DC

Or you could play another ~25 games in trials and buy the Atlas D-DC first, it's playable with the default loadout, ac20, 2 mediums, LRM20, SRM6 on single heat sinks as the ranges are different, though you'll appreciate the DHS upgrade when you can afford it.  It comes with a command console in the head that doesn't do anything at the moment which can be sold for 500k to buy the ECM module.

I guess it depends how sick of trial mechs you are.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 18, 2013, 08:06:22 AM
What type of mech do you like best? Big beastly damage dealing and soaking assaults/larges?  Fast annoyingly deadly lights/mediums? All around solid mech, evenly offensive and defensive? Sniper?
 
Beastly has got to be Stalker or Atlas. I only have an Awesome 8Q, so I don't have much experience driving assaults but I have fought enough to know what kills. Recommendations here for stalkers and Atlases seem on the money.

For fast, I can't tell you how impressed I've been with the ECM Cicada, it's costly, though. I haven't played a lot of the lights lately, and the commando with the 3 Streak SRMs can really hold its own out there against other lights (damn streaks). It's cheap for an ECM boat.

For all-around, Centurions are pretty damn solid. I love them because there are times when I take an insane amount of damage, and all arms and side torsos blown away, and I'm still running around with a couple medium lasers fighting things. I really like hunchies too, but they are more offensive and get smoked pretty easily. You need to know when to show up to a fight.

As a long time favorite, for sniping...Gaussapult is still great. Hits hard, and hits far. Up close you are still very dangerous, and it taught me torso twisting to absorb damage (between firing cycles). 4 LL stalker is kind of a sniper...deadly at any range but really far.

For a lot of button spamming fun, 4 ballistic Cataphract is great.



Title: Re: Mechwarrior Online
Post by: apocrypha on January 18, 2013, 09:00:27 AM
Well, I know from WoT that I have very poor restraint. I find it really, really hard to stay back from fights, I'm not a natural camper or sniper, so I reckon I should utilise a bit of self-knowledge and go for something built like a brick shit-house because I'm gonna get in there and try smacking things in the face regardless of what I play  :awesome_for_real:

So, I'm leaning towards Stalker or Atlas. I think I'd prefer fewer different weapon types/groups to give my brain less to  :uhrr: about. I'm just uploading todays work so when that's finished I'll log on and have a browse of the mechlab.

Cheers for all the advice guys, it's much appreciated.  :heart:


Title: Re: Mechwarrior Online
Post by: Ragnoros on January 18, 2013, 03:49:47 PM
Random thoughts.

Love my Atlas D-DC. ECM is brokenly useful. However the lack of hardpoints hurts (I want more lasers damnit). But having upgraded to DHS I can now lob LRMs with impunity while cloaking my team, and then unload with Large Lasers and my AC-20 once anyone is dumb enough to pop out of cover. Lately I'm usually in the top 2-3 for damage with 400-600+. If you buy one ask about tactics for success. Playing Rambo is not a valid recommended option.

Don't have a stalker, but having played the trial one a bunch a 3F is probably the next mech on my list. As Falc (or someone) said, 3F is the mandatory frame for the extra torso rotation. The 6 Lasers and 4 Missile slots give you a punch like no other mech in the game.

Bought a Hunchie 4P for the fabled 9 lasers. Frankly, unimpressed. The alpha is nice, but once you press the button twice you are out of the fight with infinity heat. More problematically, you are not tanky at all and usually focused, so I rarely get many PEW's before all my lasers are blown off. I have not upgraded to the big engine, but I am not expecting the difference between 65 and 80km/h to turn my into a lag shielded brawler.

Commando 2D turns out to be great. Thought it sucked til I found the R key  :oh_i_see: and now I light stuff up with streaks for 200-300dmg a match. Want a bigger engine, but not sure how to fit one, so stuck at 100km/h atm. At 1.7 mil, plus ~600k for ECM and some streaks you get a lot of fun for the money. VS 7mil + for all the other ECM boats.

Now if only this game didn't run like absolute ass I might even throw the devs some money.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 18, 2013, 04:02:35 PM
The larger 260 engine and switching to small lasers with DHS helps a lot with the 4P but it's a different playstyle.  I found I had to hang back a bit, wait till someone is engaged then slip behind them, 9x3 for 27 damage to completely strips all back armour on anything, you don't really want to be facing them.

I must admit I'm not a great fan of mediums in general but thought the 4P was one of the best.  As Slayerik said Centurions last longer due to the thin torso, I often leg them at that point, but I think their arms come off too easy and something about them doesn't click for me.


Title: Re: Mechwarrior Online
Post by: Segoris on January 18, 2013, 04:17:54 PM
MECHROMANCER: YET ANOTHER MECHLAB TOOL (http://mwomercs.com/forums/topic/90496-mechromancer-yet-another-mechlab-tool/)

Quote from: Hubis
So there are already a few MechLab tools floating around with various capabilities and features; however, I figured that since I put the work into mine I might as well share it with the community at large and see get a broader feedback base. So I give you...

The Mechromancer: http://mechromancer.wordoflowtax.com/

The interface should be pretty straightforward, but please let me know if you have any problems or suggestions, or find any bugs that I can fix in future revisions.

Thanks, and good hunting!

If you haven't seen this, it's pretty good for planning builds and saving them as links http://mechromancer.wordoflowtax.com/

That thing is slick

For Apoc - look up people on the f13 list, ask Slayerik for Mumble, and look up the TS3 channel I've linked numerous times - it's worth it and speeds up your cbill income by quite a bit while making the game more fun


Title: Re: Mechwarrior Online
Post by: Segoris on January 18, 2013, 07:32:09 PM
Double XP weekend is good (not even my best match, but fuck that xp is nice on a fresh stalker) :grin:



Title: Re: Mechwarrior Online
Post by: apocrypha on January 18, 2013, 10:57:49 PM
Grouped briefly up with Lantyssa and someone else last night, fun was had, mechs were exploded. I actually did over 400 damage in one match, in my trial Stalker! Think that was the best I've ever done :)

Don't know if anyone else has posted this but here's another online mechlab tool - http://mwo.smurfy-net.de/mechlab - not as good as the lowtax one but it does give a Cbill cost for mechs.

Segoris, cheers, I've just found those TS3 details, and Slayerik has promised me the mumble details when he gets back from work :)


Edit: Got my first mech! I went for a Stalker 3F and did the Samprimary 4 LLas thing. Didn't think I'd have enough cash to fit it out but selling the things it came with that I didn't want gave me enough. Soooo much nicer than the trial Stalker!


Title: Re: Mechwarrior Online
Post by: Samprimary on January 19, 2013, 03:09:16 AM
I don't care

(http://i.imgur.com/xbXGwH5.png)

(I didn't care)

http://mechromancer.wordoflowtax.com/?mech=STK-5M&name=unnamed&build=CBA,2,12,7EC,0,0,0,0,0,38,407,3E9,3E9,BB9,BB9,0,0,0,0,0,0,0,3A,E,407,407,BB9,BB9,0,0,0,0,0,0,0,0,57,15,3E9,0,0,0,0,0,3A,E,407,BB9,BB9,BB9,0,0,0,0,0,0,0,0,38,407,3E9,3E9,BB9,BB9,0,0,0,0,0,0,0,38,7EC,7EC,3A,7EC,7EC,0,0,1,0

This is my new BFF and I <3 it but it is so much higher skill cap than the 4LLAS, both in terms of positioning as well as heat management as well as SRM target leading. You will always be direly tempted to get yourself in over your head and you will constantly overheat yourself until you really learn fire control but, well.

In a few games I was being backed up by apocrypha in the 4LLAS!


Title: Re: Mechwarrior Online
Post by: apocrypha on January 19, 2013, 03:21:06 AM
In a few games I was being backed up by apocrypha in the 4LLAS!

By "backed up" he means "was 500m away from, as he tried to catch up and land a few hits before everything died"  :why_so_serious:

Srsly though, loving the 4LLAS, and grouping up makes this a completely different game.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 19, 2013, 05:28:20 AM
http://mechromancer.wordoflowtax.com/?mech=STK-5M&name=unnamed&build=CBA,2,12,7EC,0,0,0,0,0,38,407,3E9,3E9,BB9,BB9,0,0,0,0,0,0,0,3A,E,407,407,BB9,BB9,0,0,0,0,0,0,0,0,57,15,3E9,0,0,0,0,0,3A,E,407,BB9,BB9,BB9,0,0,0,0,0,0,0,0,38,407,3E9,3E9,BB9,BB9,0,0,0,0,0,0,0,38,7EC,7EC,3A,7EC,7EC,0,0,1,0

This is my new BFF and I <3 it but it is so much higher skill cap than the 4LLAS, both in terms of positioning as well as heat management as well as SRM target leading. You will always be direly tempted to get yourself in over your head and you will constantly overheat yourself until you really learn fire control but, well.

In a few games I was being backed up by apocrypha in the 4LLAS!

You tried it with Artemis?  This is the 5M I run (http://mechromancer.wordoflowtax.com/?mech=STK-5M&name=unnamed&build=CBA,1,12,7EF,0,0,0,0,0,29,2B17,3E9,7EF,BB9,0,0,0,0,0,0,0,0,3A,E,2B17,2B17,BB9,BB9,0,0,0,0,0,0,0,0,59,13,3E9,7EF,0,0,0,0,3A,E,2B17,BB9,BB9,BB9,0,0,0,0,0,0,0,0,29,2B17,3E9,BB9,0,0,0,0,0,0,0,0,0,28,7EF,7EF,28,7EF,7EF,0,0,1,1).


Title: Re: Mechwarrior Online
Post by: Falconeer on January 19, 2013, 05:34:04 AM
And what's the flamer for on that one?


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 19, 2013, 06:04:40 AM
You fire it after demolishing shit, much like smoking a cigarette after sex.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 19, 2013, 07:37:17 AM
And what's the flamer for on that one?

 :headscratch:  There's no flamer mounted on either so I don't understand.


Title: Re: Mechwarrior Online
Post by: Der Helm on January 19, 2013, 10:34:02 AM
Srsly though, loving the 4LLAS, and grouping up makes this a completely different game.
The game became REALLY fun once I started using the Comstar relay. (Free to use TS3 lobby)

Linky. (http://mwomercs.com/forums/topic/60477-unofficial-community-run-voice-chat-servers/page__view__findpost__p__1215853)

People on there are surprisingly friendly and sometimes surprisingly capable.

I'd love to see something like this for LoL. The raging would be hilarious.  :heart: :awesome_for_real: :heart:


Title: Re: Mechwarrior Online
Post by: Merusk on January 19, 2013, 04:08:42 PM
I started running a Cata C4 with 4x SRM6,  2 Med pulse and an XL315 engine today.   Soooo many kills.  That thing is just vicious if I play it right.  Took me a few matches to learn I'm not front lines, but when I flank someone they go BOOM pdq.

This will be my 3rd cata and I've only got one skill left to unlock.  Hooray for double xp weekend.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 19, 2013, 04:21:57 PM
PGI (http://mwomercs.com/forums/topic/91804-i-love-battletechmechwarrior-and-thats-why/page__st__20__p__1758896#entry1758896)

Quote
First, your English is better than mine, so drop the false modesty
Secondly, design took that giant list, remember the email I sent them? They took that, and in it, were dozens of ways to shift balance to make each variant of a chassis roughly equal.

I can't get into details other than to say: Changes to chassis and variants will come in pieces, over time, but there will be changes made to quite literally every variant of every chassis in the game - these will take time though.

Thank you for your well written post, though

That's in response to a long post that contains the line below that I think is accurate.

Quote
Picking non-ECM mech NOW is a SUICIDE if you are going to play it as a light, not sticking with heavies for protection.

So hopefully things are going to get shaken up a bit in the ECM/streaks area.


Title: Re: Mechwarrior Online
Post by: Segoris on January 19, 2013, 04:44:32 PM
Yeah, was some good matches last night with Apoc, Sam's roommate, Sam and his laughing guy in the background

I don't care
(I didn't care)

Oh snap, bringing it to the forum eh?

With that said -



Title: Re: Mechwarrior Online
Post by: Samprimary on January 20, 2013, 04:15:39 PM
uh oh. that is definitely a lot of damage. I feel myself ... caring


n .... no


Title: Re: Mechwarrior Online
Post by: apocrypha on January 21, 2013, 01:48:25 AM
Away from home for a couple of days. Neither of the mechlab webpages work very well on a tablet, so if someone could knock up an Android mechlab app in the next 30 mins it'd be great.  :grin:


Title: Re: Mechwarrior Online
Post by: Slayerik on January 21, 2013, 07:34:08 AM
SO, after my friend was ragging on the Awesome chassis and its huge center torso I decided to play it most of Sunday. Despite his claims that it is horrible, I was able to consistantly kill shit and lay down solid damage. With my 8Q maxed, I purchased a 8V, threw on double heatsinks and went to work. With an awesome, you HAVE TO BE ABLE TO TWIST TO ABSORB DAMAGE. Your arms/shoulders are giant shields. Use them. I was running a 3 PPC / 3 Streak / 1 Medium laser build that was surprisingly effective...but I decided it was time to shoot a Large Pulse. I threw 3 on in place of the PPCs....Underwhelming. Streaks were nice, about 1/3 of the time due to ecm madness.

New plan, brawl with SRMs / medium pulses / LLs. That, or try to run a lot of LRMS with tag.

Favorite 8Q build: 3 PPC / 4 medium lasers (290 standard engine) > 4-5 LLs > 5-6 PPC
Something about the 3 PPC followed immediately by 4 mediums makes things go BOOM. Very nasty in that 90-270m range.


Title: Re: Mechwarrior Online
Post by: Merusk on January 21, 2013, 10:00:30 AM
It's taking me a bit to learn how far to lead the SRMs since they have a travel time, unlike lasers. 

I'm also learning I'm just fucking terrible at mech circle-strafing.  Even in a zippy 73kph Cata with maxed basic skills I wind up with goddamn Cents eating my ass armor away with Ultra AC5s.  Fuck you YenLoWang!


Title: Re: Mechwarrior Online
Post by: Segoris on January 21, 2013, 01:20:34 PM
in case you aren't already doing this -
1) Open your missile bay doors as that will help SRMs launch faster from you. This is at the expense of increased damage to arms by a couple percent. I've noticed the lower delay in the missiles coming out to be well worth the trade off without question.
2) Use your jump jets for turning


Title: Re: Mechwarrior Online
Post by: Merusk on January 21, 2013, 01:29:09 PM
Yeah I'll fire once or twice then remember, "oh right.. open the bay doors, dur."

Jump jets.. yeah guess I should put those back on.    :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: HaemishM on January 21, 2013, 01:45:30 PM
Uhhhh.... what? There's a key for opening Missile bay doors?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 21, 2013, 02:12:52 PM
It's "/" on catapults, cents and stalkers, not needed on anything else I don't think, it opens automatically when you fire but adds to firing delay, it also shuts again if you aren't constantly firing missiles.


Title: Re: Mechwarrior Online
Post by: Segoris on January 21, 2013, 02:21:54 PM
I've never had it close again. I just press it once at the beginning of the match and leave it alone. That is on both catapults and stalkers


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 21, 2013, 03:07:32 PM
If you don't open it via the key, it opens and closes again automatically.  I thought HaemishM might have been wondering how he was firing missiles with the doors shut.


Title: Re: Mechwarrior Online
Post by: Segoris on January 21, 2013, 03:55:55 PM
Oh duh, yeah. Completely misread what you wrote and took it as "if you open the doors and don't fire for a while then they will close."


Title: Re: Mechwarrior Online
Post by: HaemishM on January 22, 2013, 07:27:34 AM
If you don't open it via the key, it opens and closes again automatically.  I thought HaemishM might have been wondering how he was firing missiles with the doors shut.

Well, no I figured out when I saw the missile trails and the 'splosions that yes, my missile doors opened and closed automatically. I just didn't realize nor had anything in the documentation (ROFL) told me that that was even affecting anything I did. It's like having landing gear on a flight sim which doesn't require you to land - if the game doesn't tell you about it, you wouldn't know to turn it on.

Can I reiterate just how badly designed the UI on the client is that doesn't tell you ANY of this shit?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 22, 2013, 08:42:49 AM
It's in the key bindings in options, there's also a indicator light on the relevant mechs to indicate door status that they are going to tweak to make brighter.  The mech lab UI isn't great, which I believe they have a new version incoming for, they do need some kind of tutorial area but the weapon/piloting UI has come a long way in the past few months. 

The weapon rows change colour depending on range to crosshair which is nice, but without a tutorial a lot of people are going to miss that type of thing.


Title: Re: Mechwarrior Online
Post by: Shannow on January 22, 2013, 08:51:35 AM
They need a new UI programmer is what they need.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 22, 2013, 09:25:42 AM
So, I've graduated to Awesome-9M

For my own sake, I'm linking these here. Feel free to comment on the builds if you would.

AWS-9M - 6 X Medium Pulse , SRM 6 (XL 385)  (http://mwo.smurfy-net.de/mechlab#i=32&l=43f80c0041e1c788b805fb7507122cc4f1cd1286)

AWS-9M - 3 Medium, 3 Large, LRM 10 (XL 385) (http://mwo.smurfy-net.de/mechlab#i=32&l=cc63249ac7a9d4bceb59e1d65dd44907e515f855)

AWS-9M - 4 Large Laser, SRM 4 (XL 385) (http://mwo.smurfy-net.de/mechlab#i=32&l=e4c7c1e071ddfc6bbf3283ffb99131b4ff8d0c9b)

You may notice leg armor strippage. I do this on a LOT of my mechs. I just don't get legged enough to warrant 2-3 tons of extra leg armor ;)  Sometimes I'll even trim a few off the head armor, cause I can't remember the last time that was even in yellow or red.


Title: Re: Mechwarrior Online
Post by: Merusk on January 22, 2013, 10:11:00 AM
I can see stripping the legs as nobody shoots you there on purpose.

Head armor is entirely dependent on the chassis and the guy on the other end.  I've gotten at least 3 kills I shouldn't have in my Stalker and Catapharact frames because I got off a good alphastrike headshot.   The kills were a Cata, Atlas and Centurion which are "hey here's where the pilot sits, shoot HERE" mechs, though.    I've tried to pull the same on a stalker dumb enough to go toe to toe with me and a hunchback that stood still, but it didn't work.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 22, 2013, 11:00:45 AM
So, does structure  = Max armor for that location?

So lets say my Awesome has 40/66 armor in the legs, does that mean they have to shoot through 40 , then 66 points of structure ?

EDIT: Structure is half the amount of maximum armor a mech can carry on the specific location. So in the example above, it would have 33 points of damage after the armor goes away.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 22, 2013, 01:37:26 PM
From the latest Q&A (http://mwomercs.com/forums/topic/92940-ask-the-devs-30-answers/page__pid__1776920#entry1776920), seems like Community Warfare is still alive, and actually a priority (mentioned somewhere else in that thread).

Quote
Q: [insert question about Community Wafare]

A: Community Warfare is coming in stages over the course of 2013. The first phases will include the concepts of Factions – Player run Merc Corps, and non-player run Houses. The second phase will include the territory conquest aspects, including the ability to fight for and control border worlds within the InnerSphere.


Title: Re: Mechwarrior Online
Post by: Shannow on January 22, 2013, 01:48:31 PM
From the latest Q&A (http://mwomercs.com/forums/topic/92940-ask-the-devs-30-answers/page__pid__1776920#entry1776920), seems like Community Warfare is still alive, and actually a priority (mentioned somewhere else in that thread).

Quote
Q: [insert question about Community Wafare]

A: Community Warfare is coming in stages over the course of 2013. The first phases will include the concepts of Factions – Player run Merc Corps, and non-player run Houses. The second phase will include the territory conquest aspects, including the ability to fight for and control border worlds within the InnerSphere.

How come I get the feeling it will be some shitty concept like Clan Wars in World of TAnks?


Title: Re: Mechwarrior Online
Post by: Merusk on January 22, 2013, 02:53:10 PM
So, does structure  = Max armor for that location?

So lets say my Awesome has 40/66 armor in the legs, does that mean they have to shoot through 40 , then 66 points of structure ?

EDIT: Structure is half the amount of maximum armor a mech can carry on the specific location. So in the example above, it would have 33 points of damage after the armor goes away.

You're getting in to details I just don't know at that point.  I'm not one of the guys combing forums and devblogs for info, I just know "Shit he's all full armor... Wait now he's dead after I shot him once" = pilot went boom.   


Title: Re: Mechwarrior Online
Post by: Evildrider on January 22, 2013, 03:01:38 PM
Once you get past armor you basically get free crits on everything in that area.  Once the structure is gone you lose that area totally.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 22, 2013, 03:46:41 PM
He edited his own post to add the correct information.  Structure is half the max armour total.


Title: Re: Mechwarrior Online
Post by: Samprimary on January 22, 2013, 06:27:22 PM
i designed a mech based off of my playstyle and preferences.

(http://i.imgur.com/WCNX9bQ.png)

Screw assault, this is the battery class.


Title: Re: Mechwarrior Online
Post by: Samprimary on January 22, 2013, 07:37:14 PM
HEY SEG

(http://i.imgur.com/1cpFOec.png)


Title: Re: Mechwarrior Online
Post by: Segoris on January 22, 2013, 09:00:43 PM
So, I've graduated to Awesome-9M

For my own sake, I'm linking these here. Feel free to comment on the builds if you would.

AWS-9M - 6 X Medium Pulse , SRM 6 (XL 385)  (http://mwo.smurfy-net.de/mechlab#i=32&l=43f80c0041e1c788b805fb7507122cc4f1cd1286)

AWS-9M - 3 Medium, 3 Large, LRM 10 (XL 385) (http://mwo.smurfy-net.de/mechlab#i=32&l=cc63249ac7a9d4bceb59e1d65dd44907e515f855)

AWS-9M - 4 Large Laser, SRM 4 (XL 385) (http://mwo.smurfy-net.de/mechlab#i=32&l=e4c7c1e071ddfc6bbf3283ffb99131b4ff8d0c9b)

You may notice leg armor strippage. I do this on a LOT of my mechs. I just don't get legged enough to warrant 2-3 tons of extra leg armor ;)  Sometimes I'll even trim a few off the head armor, cause I can't remember the last time that was even in yellow or red.

Dropping those engines down to 375 keeps 5 heatsink in the engine while only losing 2kph with speed burst included. Doing that saves enough weight to (almost) max out armor (build depending), and/or increase some weaponry, ammo, and/or add AMS if wanted. For 2kph that seems like a pretty solid tradeoff imo

And yeah, I don't know why but I almost never get to headshot awesomes.


Title: Re: Mechwarrior Online
Post by: Segoris on January 22, 2013, 09:02:56 PM
HEY SEG

(http://i.imgur.com/1cpFOec.png)

Mother fucker.... :oh_i_see:


/care on


Title: Re: Mechwarrior Online
Post by: Slayerik on January 22, 2013, 10:11:18 PM
I'm starting to care.
Good advice Seg, too bad I already got the 385 and the fucker cost me like 7 mil. So looks like its 2 mph gain!

Funny that our 4 man and Sam's 4 man got teamed up. Sam went off and got 1000 damage as usual...with his lrm spam I'm sure. ;)


Title: Re: Mechwarrior Online
Post by: apocrypha on January 22, 2013, 10:59:51 PM
i designed a mech based off of my playstyle and preferences.

(http://i.imgur.com/WCNX9bQ.png)

Screw assault, this is the battery class.

And what's the flamer for on that one?

 :grin:


Title: Re: Mechwarrior Online
Post by: Samprimary on January 23, 2013, 02:40:33 AM
you put it in the head slot and key it to your push to talk button


Title: Re: Mechwarrior Online
Post by: apocrypha on January 23, 2013, 04:42:06 AM
Lol :)

Thinking about my 2nd mech, want to try a fast light. How's this look for a Commando build?

http://mwo.smurfy-net.de/mechlab#i=5&l=250e850d90ff90caea9121915ef6fac0d677cb96 (using that one cos it does costs)

3 x SSRM2
1 x ML
ECM
XL210 engine


Title: Re: Mechwarrior Online
Post by: 5150 on January 23, 2013, 04:57:29 AM
I tried commando's before ECM arrived and I had trouble keeping other lights under the reticle long enough to get a streak lock so I switched to beams.

YMMV as I may just be terrible with lights (indeed I hate my founder Jenner because its too twitch)


Title: Re: Mechwarrior Online
Post by: Merusk on January 23, 2013, 05:44:34 AM
Sometimes I feel the Xp handout is sort of fucked-up.   Sam's scorecard has a guy who did a total of 4 damage and got more XP than the loser with 4 assists and 310 damage.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 23, 2013, 06:29:36 AM
Because he was a loser.  Donuts are for closers.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 23, 2013, 07:11:26 AM
Donuts are for closers.

Coffee is for closers!  :heart:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 23, 2013, 08:39:10 AM
Sometimes I feel the Xp handout is sort of fucked-up.   Sam's scorecard has a guy who did a total of 4 damage and got more XP than the loser with 4 assists and 310 damage.

His team won though.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 23, 2013, 08:40:41 AM
Ok, so why not do some 8 man talk.... Who is in? 1 or 2 nights a week (list preferred times), lets get chewed up!  List your favorite mechs. I'm all about theorycrafting.

Slayerik
Weeknights or weekends - 7-8pm EST , 10:30pm - 1:00am  EST

1. ECM Cicada - XL 320, 4 pulse
2. Awesome 9M - XL 385, many builds
3. Cataphract 4 - Stand 210 - 2 x AC-5, 2 x Ultra AC-5
4. Gaussapult - Xl 225, 2 Gauss, 2 ML
5. Hunchy - Fast with lasers!




Title: Re: Mechwarrior Online
Post by: Lantyssa on January 23, 2013, 08:48:43 AM
Thinking about my 2nd mech, want to try a fast light. How's this look for a Commando build?

http://mwo.smurfy-net.de/mechlab#i=5&l=250e850d90ff90caea9121915ef6fac0d677cb96 (using that one cos it does costs)
You're lacking a HS.

I prefer SRMs and MPL due to the speed I'm going and that I'm often fighting other ECM lights.  I'm not sure either is better, and a Commando versus a Raven will lose the SSRM battle once ECM counter happens.  Their armor is just too flimsy to survive guaranteed hits.

Doing strafing runs against larger targets though, an SRM-6 is easy enough to land.

Lan's COM-2D (http://mwo.smurfy-net.de/mechlab#i=5&l=40a6a3eae29d68fe66124ec4761d36d977cdc407)


Title: Re: Mechwarrior Online
Post by: apocrypha on January 23, 2013, 08:49:05 AM
I would most definitely be up for that, but my times won't overlap most of anyone else's at all. I'd be about 1-3am and 3-5pm EST. If I was online any time you were grouping I'd leap in happily though :)


Title: Re: Mechwarrior Online
Post by: apocrypha on January 23, 2013, 08:52:36 AM
You're lacking a HS.

I prefer SRMs and MPL due to the speed I'm going and that I'm often fighting other ECM lights.  I'm not sure either is better, and a Commando versus a Raven will lose the SSRM battle once ECM counter happens.  Their armor is just too flimsy to survive guaranteed hits.

Doing strafing runs against larger targets though, an SRM-6 is easy enough to land.

Lan's COM-2D (http://mwo.smurfy-net.de/mechlab#i=5&l=40a6a3eae29d68fe66124ec4761d36d977cdc407)

Cheers Lantyssa. Not sure where my heat sink went, I'm sure it was there to begin with  :awesome_for_real:

On your build you've got loads of free slots, is it worth going Ferro Fibrous? What does that do exactly? More armour per ton?


Title: Re: Mechwarrior Online
Post by: satael on January 23, 2013, 08:56:15 AM
As a european my times also do not really overlap with that (3-5pm est on the other hand is more or less doable for me)


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 23, 2013, 10:59:43 AM
On your build you've got loads of free slots, is it worth going Ferro Fibrous? What does that do exactly? More armour per ton?
More armor per ton, limited by the 'mech's maximum points.  On a Commando it saves you about 0.5 tons.

If you're willing to strip off armor then you can make it a full ton and do something with it, but I like max armor.  You could reduce the SRM-6 to a 4-rack and add AMS, but AMS+ECM is a waste on such a small 'mech.  Maybe strip armor and add Artemis.  It gives you some options, but nothing that's so overwhelmingly awesome that it's a must-do.

The engine is already maxed out, so only if you downgrade can you recover tonnage there.  If you downgrade much, then I highly recommend going with a standard engine.  The half a ton would be useful to off-set a little of that weight gain, but not much.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 23, 2013, 11:16:32 AM
Today's patch notes.

Quote
Open Beta Update #9

Upcoming Patch - Wednesday Jan. 23rd @ 10AM – 1PM PDT

Patch Number:

Change Log

________________________________________

UPDATE

Greetings MechWarriors.


Death's Knell is here! With a 30% C-Bill boost that lets you make money while dancing around Atlai burning their armour off with four medium pulse lasers. You know you will look good because this BattleMech has possibly the coolest Hero skin yet!

All Systems are… Nominal? (we're getting there!) Finally! the Bitching Betty start up sequence is in game! If this doesn’t give you warm nostalgic feelings, then you my friend, are dead inside. There are also some additional animations and functionality for overheat and shutdown.

Some nice bug fixes round out the rest of this patch. Thanks for your help in tracking down and squashing them!

See you on the Battlefield,

Matt Newman


GENERAL

“The Death’s Knell” COM-TDK

- Base Mech: Commando
- Tonnage: 25
- Top Speed: 113.4 kph
- Armor: 176
- Weapons & Equipment:
- Left Arm: 2 Medium Lasers
- Right Arm: 2 Medium Lasers

- Hardpoints:
- Left Arm: 2 Energy
- Right Torso: 1 AMS
- Right Arm: 2 Energy

- Internal Structure: Standard
- Heat Sinks: 11 Double
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
- 30% C-Bill Bonus

New Trial Mechs:

- Spider SDR-5V
- Hunchback HBK-4SP
- Cataphract CTF-3D
- Awesome AWS-8V

Gameplay:

- Start-up animation at the beginning of the match.
- Normal power on/offs during gameplay now have animations.
- Now able to manually shutdown during an override

Power System: (Powering on and off the Mech):

- There has been a significant change in how the power system works in regards to powering on and off your Mech and when overheating.

- Pressing the ‘P’ key will always turn on / off your Mech even if your Mech is shutdown from overheating.
- Pressing the ‘O’ key will temporarily prevent the shutdown of your Mech due to overheat.

What does this mean exactly?

Pressing the "O" key just prior to overheating will temporarily disable the overheat Mechanic for the next 5 seconds. If you do not overheat in those 5 seconds, the override is cancelled and will need to be toggled the next time you wish to engage it.

If your Mech DOES overheat within that 5 second buffer, your Mech will continue to operate but will cause you to start taking damage to your internals.

Pressing the "P" key now powers your Mech on/off no matter what state you are in. Hence, if you press the "P" key while you are overheated, your Mech will power up but you will start to take damage to your internals until you have cooled off sufficiently.

Performance:

- Anti Aliasing is Disabled by default for low specs.
- VSync off by default.
- Optimized visibility checks.

Bug Fixes:

- Fixed some issues with CryEngine.
- Fixed a few memory leaks.
- More fixes done to the FE.
- NARC/TAG reward now shows up in the EoR screen.
- Fixed texture LOD issue with the cockpit items.
- Additional movement code bug fixes and improvements

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 23, 2013, 11:47:14 AM
Today's patch notes.

Quote

- Additional movement code bug fixes and improvements

- Additional movement code bug fixes and improvements

- Additional movement code bug fixes and improvements

I really want to read this as "netcode is fixed!", but that's too optimistic, even for me ...


Title: Re: Mechwarrior Online
Post by: Falconeer on January 23, 2013, 12:00:56 PM
Startup sequence is  :heart:


Title: Re: Mechwarrior Online
Post by: apocrypha on January 23, 2013, 12:07:42 PM
More armor per ton, limited by the 'mech's maximum points.  On a Commando it saves you about 0.5 tons.

If you're willing to strip off armor then you can make it a full ton and do something with it, but I like max armor.  You could reduce the SRM-6 to a 4-rack and add AMS, but AMS+ECM is a waste on such a small 'mech.  Maybe strip armor and add Artemis.  It gives you some options, but nothing that's so overwhelmingly awesome that it's a must-do.

The engine is already maxed out, so only if you downgrade can you recover tonnage there.  If you downgrade much, then I highly recommend going with a standard engine.  The half a ton would be useful to off-set a little of that weight gain, but not much.

Gotcha. I spent half an hour browsing one of the wikis this afternoon to get a better feel for what some of these things mean. Having only ever played the TT once, and that 20 years ago (at a guess), my memory is somewhat hazy on many details.

Anyway, now I'm considering a Circada as my next mech. I'm like this in restaurants too, I don't decide what I'm going to have until the waiter/ress is looking at me expectantly, pen in hand.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 23, 2013, 12:20:09 PM
Also, hero Commando (http://www.youtube.com/watch?v=OBxm7xzSUtY)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on January 23, 2013, 12:30:13 PM
Sometimes I feel the Xp handout is sort of fucked-up.   Sam's scorecard has a guy who did a total of 4 damage and got more XP than the loser with 4 assists and 310 damage.

His team won though.

Through absolutely no contribution on his part.  Therefore, if I want to max XP per hour, I should run in, shoot something once, blow up, and drop to start another match ASAP.   I've got a 50/50 shot of a win/ loss on any given game so it doesn't benefit me to actually play.

If credits work the same way, it's an even bigger incentive to run max matches/ hour vs actually playing.

See the problem there?


Title: Re: Mechwarrior Online
Post by: Ragnoros on January 23, 2013, 01:09:08 PM
Looks like this is my new addiction. Me and Slay played last night. Bragging inc.



Title: Re: Mechwarrior Online
Post by: Slayerik on January 23, 2013, 01:32:22 PM
Hahaha, I knew that was coming :) Was fun rolling with ya. That stalker setup is nasty, my friend.


Title: Re: Mechwarrior Online
Post by: Segoris on January 23, 2013, 10:13:53 PM

Caring - you're doing it wrong :why_so_serious:
Thinking about my 2nd mech, want to try a fast light. How's this look for a Commando build?

http://mwo.smurfy-net.de/mechlab#i=5&l=250e850d90ff90caea9121915ef6fac0d677cb96 (using that one cos it does costs)
You're lacking a HS.

I prefer SRMs and MPL due to the speed I'm going and that I'm often fighting other ECM lights.  I'm not sure either is better, and a Commando versus a Raven will lose the SSRM battle once ECM counter happens.  Their armor is just too flimsy to survive guaranteed hits.

Doing strafing runs against larger targets though, an SRM-6 is easy enough to land.

Lan's COM-2D (http://mwo.smurfy-net.de/mechlab#i=5&l=40a6a3eae29d68fe66124ec4761d36d977cdc407)

I'm an srm6 fanboy, so I'll give Lan's 2d a try. It does seem like a build I'll find lacking in ammo though, similar to how I am with 3x ssrm2 and 1 ton of ammo (same ammo used per shot, same max ammo).

For Apoc - Not because it's a better mech, but I'd suggest buying the Raven 3L before the Commando if you want an xl210 engine (the stock engine for the 3L). That way, you get both a new light mech and the top engine for a commando if you wanted. That basically makes it 7.6 million cbills for 2 mechs with an XL engine to share, opposed to buying the commando and XL for 5.3mil when eventually you'll want the 3L anyways (most likely).

Personally for 2D, I'm going to be switching down to an xl200 so I can grab an extra ton of ammo. I run with a [suicidal] 128 armor and still usually run out of ammo long before dying, which is capping how much damage I can do on a 2d. I will say - running out of ammo just makes me wonder why I bother with the 2d when there's a 3L in my mechbay, which is sad because I much prefer the commando style, or I would if I could see my mech!







Title: Re: Mechwarrior Online
Post by: apocrypha on January 24, 2013, 12:06:10 AM
For Apoc - Not because it's a better mech, but I'd suggest buying the Raven 3L before the Commando if you want an xl210 engine (the stock engine for the 3L). That way, you get both a new light mech and the top engine for a commando if you wanted. That basically makes it 7.6 million cbills for 2 mechs with an XL engine to share, opposed to buying the commando and XL for 5.3mil when eventually you'll want the 3L anyways (most likely).

Nice idea, I forget that the components are so expensive when I'm looking in the mech shop window.

I won a match last night: ended up me vs 3 enemies, final kill was a Death's Knell who was so sure I didn't have a chance that he was taunting me in chat...and then I legged him. Many lols were had. I didn't care. :grin:


Title: Re: Mechwarrior Online
Post by: 5150 on January 24, 2013, 04:52:41 AM
The downsides from the patch appear to be mechs skidding across terrain instead of moving.

I've also powered up after overheat without a HUD a few times (not sure I like how the override works now)


Title: Re: Mechwarrior Online
Post by: Slayerik on January 24, 2013, 07:45:52 AM
I do believe there were some decent lag shield/netcode fixes...I have been taking down lights like they should be going down.


Title: Re: Mechwarrior Online
Post by: Ironwood on January 24, 2013, 08:04:49 AM
Ain't that a kick in the ass.  You buy a nice new Death Knell Commando for the Lag Shield and they go and fix it.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 24, 2013, 08:16:47 AM
I'm an srm6 fanboy, so I'll give Lan's 2d a try. It does seem like a build I'll find lacking in ammo though, similar to how I am with 3x ssrm2 and 1 ton of ammo (same ammo used per shot, same max ammo).
I'm a laser jock.  The SRM is for some oomph.  You could knock the MPL down to a ML and gain a ton for ammo that way.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 24, 2013, 08:22:20 AM
Watched someone in a 4-PPC Atlas blow people up with wanton abandon earlier. He shutdown every 2nd volley, but it looked like a lot of fun :)


Title: Re: Mechwarrior Online
Post by: Merusk on January 24, 2013, 08:56:10 AM
Any of these mechlab sites have head dissipation as a graph?  I went to Mechromancer and it only gives DPS, no "you gain this much heat per fire, and lose this much per weapon cycle" chart, which is one of the most useful ones to have.   I'd love to see how efficient that PPC-Atlas could be made.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 24, 2013, 09:14:56 AM
This - AS7-RS (http://mwo.smurfy-net.de/mechlab#i=18&l=8b9fccc29646025c373252199a1914c3629d0ab9) - is the maximum heat efficiency I can work out with it. Going single heat sinks gives this - AS7-RS (http://mwo.smurfy-net.de/mechlab#i=18&l=5a6b6e906caa11f536cf866061f11d96cffe3b2e) - but at the expense of nearly all the armour.  :uhrr:

Either way I think it's mostly gonna be a comedy value mech, which at 18m Cbills is expensive comedy.


Title: Re: Mechwarrior Online
Post by: Segoris on January 24, 2013, 04:34:11 PM
I'm an srm6 fanboy, so I'll give Lan's 2d a try. It does seem like a build I'll find lacking in ammo though, similar to how I am with 3x ssrm2 and 1 ton of ammo (same ammo used per shot, same max ammo).
I'm a laser jock.  The SRM is for some oomph.  You could knock the MPL down to a ML and gain a ton for ammo that way.

Yeah, that was the first thing I did. Both because I needed the weight and also because I tend to do just as well with pulse as I do with non-pulse, only I save on heat and weight. Still, 200ammo just isn't enough for me whether I'm using 1xSrm6 or 3xSSrm2 even with really low armor. Oh well  :heartbreak:





Title: Re: Mechwarrior Online
Post by: Chinchilla on January 24, 2013, 08:51:50 PM
I've always been a huge Mechwarrior fan.  I have been debating trying this, but been so paranoid to try it because I could never get into the later versions of Mechwarrior like I could the older ones.

I am going to give this a shot because all of you guys yapping is making me curious!


Title: Re: Mechwarrior Online
Post by: Zetleft on January 24, 2013, 09:33:29 PM
Don't give up if you get killed alot at first.  Best idea is friend everyone on here and get on a teamspeak server or mumble.  Grouping and communication makes ALL the difference. 

When I'm lazy I just PUG.  Just had a banner bad one myself, I was the only one on my team with a kill... hell I was the only one on my team to have triple digits in damage done.  Group, communicate, and coordinate your fire when you can. 


Title: Re: Mechwarrior Online
Post by: Ragnoros on January 24, 2013, 11:15:17 PM
So I broke the game.

As a troll comp we ran in a four man drop of all Commando-2D's.

We won 19 out of 20 games.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 24, 2013, 11:18:48 PM
Don't give up if you get killed alot at first.  Best idea is friend everyone on here and get on a teamspeak server or mumble.  Grouping and communication makes ALL the difference. 

This is very good advice :)

I'm hooked. Decided to give the devs some money and got a Marmoset. I'm trying the 3 UAC/5, 3 ML build. It's fun, but requires my skill level to improve drastically to get the most out of it I think. I also got a Cicada 3M and have fitted it with ECM and 4 MPL's. Again, we require more skillz! Also much fun although I might drop one of the pulses for now because of heat issues.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 25, 2013, 07:53:05 AM
As a troll comp we ran in a four man drop of all Commando-2D's.

We won 19 out of 20 games.
We ran into one of these a few days ago.  I was, sadly, in my Spider instead of my Commando, but I loved watching them go.  I felt like a proud mama.


Title: Re: Mechwarrior Online
Post by: Segoris on January 25, 2013, 09:20:14 AM
So I broke the game.

As a troll comp we ran in a four man drop of all Commando-2D's.

We won 19 out of 20 games.

Run 4ECM lights (not spiders), 4 splat-cats, or 4 DDCs and you'll likely roll over most other teams.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 25, 2013, 12:27:43 PM
So far, my biggest MW regret is buying the XL 385, and not the XL 380. Kids, do your research before dropping 6+mil cbills on an engine. That ton and a half would make a world of a difference in the Centurion I'm theorycrafting....


Title: Re: Mechwarrior Online
Post by: Chinchilla on January 25, 2013, 07:55:56 PM
Downloading.  I'll post my name once I get in.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 26, 2013, 01:46:33 AM
So if a mech jump jets upwards and a 2nd mech walks underneath him, the 1st mech is now standing on top of the 2nd.  If the 2nd mech moves the 1st mech moves with him (avoiding narrow openings and hills is a good idea though).

If the 2nd mech has jump jets, he can jump upwards and a third mech can walk underneath him. etc etc

SA post about it (http://forums.somethingawful.com/showthread.php?threadid=3514818&pagenumber=206&perpage=40#post411902315).

(http://i.imgur.com/oMsPPdU.jpg)


Title: Re: Mechwarrior Online
Post by: apocrypha on January 26, 2013, 04:28:52 AM
Lol that's brilliant. How funny would it be to turn up at the enemy base to find all 8 of them stacked up like some kind of surreal totem pole  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 26, 2013, 06:51:20 AM
The Turret o' Doom!


Title: Re: Mechwarrior Online
Post by: Segoris on January 26, 2013, 08:39:34 AM
(avoiding narrow openings and hills is a good idea though).

This is incredibly key to remember. Basically, if it would hurt a light's legs it can potentially ruin the tower. I did use a different method of getting on top of others though. Basically, I'd walk on top of a box and have the bottom mech standing with its back against the back and walk on top of them. This resulted in the result of the faster you go the harder it is to hit and be hit. About every 2-4 seconds (while traveling 130kph and higher anyways) you teleport on top of the faster mech who is the base, so using non-locking missiles, lasers, or ballistics does not work well due to your shot going in random directions while you teleport to your base mech.

That said, streakcats can be viable in this world of ECM. I created a StreaCada or CiCat (Streak Catapult A1 on top of a Cicada 3m with ECM), which is devastating to anyone. Basically it is a streakcat with that moves at 140kph while teleporting on top of the cicada every couple of seconds making it invulnerable, with a couple of lasers coming out of its legs :grin:
Many tears and cries were consumed by my Catapult with it's Cicada module



Title: Re: Mechwarrior Online
Post by: bhodi on January 26, 2013, 03:22:02 PM
Mecha shiva! Mecha shiva! Mecha shiva!


Title: Re: Mechwarrior Online
Post by: Threash on January 26, 2013, 03:55:40 PM
Voltron online!


Title: Re: Mechwarrior Online
Post by: Zetleft on January 26, 2013, 08:33:05 PM
I love it when people run commandos now, without lag shield all it takes is one shot with 4 racks of srm6's and its bye bye. 



Title: Re: Mechwarrior Online
Post by: Slayerik on January 26, 2013, 09:20:40 PM
Ouch. Sold my XL 385, and spent another 3 million and got a....XL 380.

Having fun with a 123 kph centurion and my 9M awesome is pretty damn strong.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 26, 2013, 11:57:56 PM
Anyone got a good Cataphract build they'd care to share? I'm enjoying the Muromets quite a lot and want to skill up past the basics.

Lack of time is making grouping difficult - I only seem to have 30 mins free at a time, so I often just go solo rather than be all in-out etc. ECM Circada is great for pugging, at least that way I'm never in a group with no ECM  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 27, 2013, 04:56:51 AM
Having fun with a 123 kph centurion and my 9M awesome is pretty damn strong.
"Everyone stay together!"  <Watches Slayerik take off at 80 kmph and laughs>


Title: Re: Mechwarrior Online
Post by: Segoris on January 27, 2013, 01:21:01 PM
F13 id list again for those just joining up



Title: Re: Mechwarrior Online
Post by: Raknor on January 27, 2013, 04:57:43 PM
If one was to purchase a Dragon, anyone have any recommendations on which one and a decent build? 

I'm stupidly new to this.

And thanks for the Stalker build a few pages back. That one is a blast!

Screen name: Cidem


Title: Re: Mechwarrior Online
Post by: apocrypha on January 27, 2013, 11:07:54 PM
Quick tip for any Nvidia graphics card users - don't upgrade to the latest drivers.

I was getting 50-30 fps most of the time and I installed the 310.x drivers and dropped to a maximum of 25, and dipping under 10 as soon as I saw another mech. Became completely unplayable. Reverted to 306.x and it's back to where it was.


Title: Re: Mechwarrior Online
Post by: Segoris on January 28, 2013, 12:18:26 AM
I'm beginning to think Assault class may be the best way to break 1400-1500 damage and 2k xp :oh_i_see: I keep getting upper 1300s, 6-7 kills (one round the 8th kill was literally at my feet as someone stole it), and 1,500-1,800 xp (without tag and low spotting assists).

Quick tip for any Nvidia graphics card users - don't upgrade to the latest drivers.

I was getting 50-30 fps most of the time and I installed the 310.x drivers and dropped to a maximum of 25, and dipping under 10 as soon as I saw another mech. Became completely unplayable. Reverted to 306.x and it's back to where it was.

Thanks, ignoring this one then

If one was to purchase a Dragon, anyone have any recommendations on which one and a decent build? 

Since you said you're new, I'll say this - don't use MC to buy mechs which can be purchased with cbills, if buying anything with MC then get an Ilya Muromets (unless you have tons of cash to blow, if you do then send me some hookers and blow)

That said, if I was stuck on a Dragon - my theory would be using the 1c - 2x srm4 and 2t ammo or 2x ssrm2 or 1x srm6, 1x ac5 (will be a U/ac5 if you don't get 2x srm4 as that weighs one more ton) and 2ton ammo, 2x med pulse laser with an xl350, endo, 14x dhs. Basically, dropping to the xl350 from the top end xl360 saves 1.5 tons but keeps the same number of heatsinks while also only dropping <3kph (pre-speed tweek). just dropping legs to something like 31-33 armor

Bit slower 1c version would be XL300, Gauss and 3-4tons of ammo, 1srm6 or 2x srm4 1-2x ammo, 12-14 dhs, endo, dropping some leg armor





Title: Re: Mechwarrior Online
Post by: apocrypha on January 28, 2013, 05:54:47 AM
Pugs.  :oh_i_see:

(https://dl.dropbox.com/u/31210803/mwo06.jpg)


Title: Re: Mechwarrior Online
Post by: Slayerik on January 28, 2013, 06:50:32 AM
Anyone got a good Cataphract build they'd care to share? I'm enjoying the Muromets quite a lot and want to skill up past the basics.

Lack of time is making grouping difficult - I only seem to have 30 mins free at a time, so I often just go solo rather than be all in-out etc. ECM Circada is great for pugging, at least that way I'm never in a group with no ECM  :awesome_for_real:

On my 4x, I run two AC-5  and two ultra AC5. I run endosteel and a 210 engine I think. It's an asskicker.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 28, 2013, 06:52:17 AM
Having fun with a 123 kph centurion and my 9M awesome is pretty damn strong.
"Everyone stay together!"  <Watches Slayerik take off at 80 kmph and laughs>

Hey, I usually circle back to everyone once I've shown them just how cool I am ;)


Title: Re: Mechwarrior Online
Post by: Slayerik on January 28, 2013, 06:56:52 AM
Stalkers are just stupid with firepower and armor. I'd like to know, from all you giant penis pilots, if you were to call out a weakness to this mech...what would it be? I sure can't go toe to toe with them, ever. They seem to be able to turn fast enough to deal with my quick mechs. Should I just bugger off and hide? :)

Edit: Flamers maybe?? lol


Title: Re: Mechwarrior Online
Post by: apocrypha on January 28, 2013, 07:11:13 AM
Light mechs are a bit of a pain, plus I find being outnumbered 4-1 sucks hard in my Stalker....  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on January 28, 2013, 07:15:30 AM
What he said.

If I get my ass handed to me in the stalker it's usually because I had 2 or 3 guys focusing me with ballistics.  The thing is a monster.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 28, 2013, 07:56:54 AM
Over and over again I am watching teams go up to the ridge line in Frozen City and go over one at a time. And die. And then the next one does it. And the next. Same in Caustic Valley. One at a fucking time. The enemy team doesn't even need to be premade to be able to focus fire these chucklefucks down.

I say at the start "Don't go over one at a time!" and "Stay together!" but no, those concepts are too advanced for these mouth breathers.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 28, 2013, 09:12:15 AM
You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?


Title: Re: Mechwarrior Online
Post by: Merusk on January 28, 2013, 09:27:34 AM
Over and over again I am watching teams go up to the ridge line in Frozen City and go over one at a time. And die. And then the next one does it. And the next. Same in Caustic Valley. One at a fucking time. The enemy team doesn't even need to be premade to be able to focus fire these chucklefucks down.

I say at the start "Don't go over one at a time!" and "Stay together!" but no, those concepts are too advanced for these mouth breathers.

You see the same thing in World of Tanks and in any MMO-PVP scenario ever.   Hell, it's worse in WOW because the dipshit can actually see the group of 4-5 people his stupid ass just ran in to like he's John Motherfucking Rambo.

People are dumb motherfuckers convinced they are either invulnerable or their skills are greater than any situation they're up against.  I wonder if that's the reason you have to beat obedience and esprit de corps in to soldiers so damn hard during training.


Title: Re: Mechwarrior Online
Post by: Fordel on January 28, 2013, 09:29:40 AM
They have no fucks to give is all.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 28, 2013, 09:50:11 AM
You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?

I'm so with you on this. Maybe we're just in denial that we suck. I always think to myself 'man, that was a bad round for me...and somehow my 300 damage is twice as much as anyone on the team.The Atlas guy that got 50 damage and the usual light mech that is scouting right that inevitably never returns sure helps the other team win. Again and again and again.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 28, 2013, 09:52:08 AM
They have no fucks to give is all.

You are correct I think.

We all just take this shit too seriously.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on January 28, 2013, 09:55:59 AM
Possibly, but why play a MP game if not for the competition.   If I want to derp shit up and be a moron I have SP games.


Title: Re: Mechwarrior Online
Post by: Raknor on January 28, 2013, 10:02:56 AM
Alright, odd question for you. Slight history since i'm not sure if it matters.
I bought the founders pack long time ago. Last time I played prior to this weekend was October.

Friday, the first time I've logged in, I was using only the founders mechs (just the stock builds) so I wasn't horribly successful. But I was earning 500k-650k cp every match. I rode that gravy train for a sizable bank roll. This was also with premium turned off. The next day I log in, I'm barely earning 200k on my best matches even with premium turned on  

Was there some bonus CP going on last week or what am I missing?

Up front, it did seem a bit odd to be earning so much.


Title: Re: Mechwarrior Online
Post by: Merusk on January 28, 2013, 10:10:33 AM
No bonus CP last weekend, just XP.  Maybe you got flagged as a noob under the new system so you were getting the credit bonus.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 28, 2013, 11:09:24 AM
Possibly, but why play a MP game if not for the competition.   If I want to derp shit up and be a moron I have SP games.

I know, I was being facetious. I do think Fordel's right though, most of the herpderps simply don't care, either because they're kids or they're stoned or they just play games differently to us.

Anyway, I just bought an STK-5M, stripped it down and the discovered I hadn't left myself enough CBills to buy the engine I wanted. Herpderp indeed!


Title: Re: Mechwarrior Online
Post by: Fordel on January 28, 2013, 12:09:47 PM
You can also play MP for the variety and unpredictability.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 28, 2013, 12:32:18 PM
every match. I rode that gravy train for a sizable bank roll. This was also with premium turned off. The next day I log in, I'm barely earning 200k on my best matches even with premium turned on  
Your first 25 matches, since Open Beta started, now get a credit bonus.  It's highest for your first few matches.  It's to help people buy their first 'mech.


Title: Re: Mechwarrior Online
Post by: Segoris on January 28, 2013, 01:12:53 PM
Stalkers are just stupid with firepower and armor. I'd like to know, from all you giant penis pilots, if you were to call out a weakness to this mech...what would it be? I sure can't go toe to toe with them, ever. They seem to be able to turn fast enough to deal with my quick mechs. Should I just bugger off and hide? :)

Edit: Flamers maybe?? lol

Loadouts with multiple Gauss or AC/20 aiming for the same area, srm6  boats who are good with positioning, light/medium pilots who are good with positioning, other stalker/atlas pilots who do better than them, LRMS if they are too far out in the open, them being dumb and using an XL engine, legging them as some will drop their leg armor by a good amount to put on more weapons (though for some reason no one aims for the legs on these things when they're gigantic).


Over and over again I am watching teams go up to the ridge line in Frozen City
As a tunnel whore, I love when everyone goes mid. Them dying is of no concern as long as they can distract people long enough for me to come up from behind :grin:

You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?
It makes more sense when you do not think of them as teammates, but start to think of this game as a single player game with cannon fodder who may or may not disconnect upon mission launch.

Was there some bonus CP going on last week or what am I missing?

I'm with Merusk and Lant on this one. If you played less than 25 matches when you first joined you will have a large bonus each round until you hit 25 matches, then you come back to reality of shitty cbills per match

Possibly, but why play a MP game if not for the competition.   If I want to derp shit up and be a moron I have SP games.
I know, I was being facetious. I do think Fordel's right though, most of the herpderps simply don't care, either because they're kids or they're stoned or they just play games differently to us.

Or you can play to herpderp along in an effort to get people to wonder and discuss on forums why you are even playing multiplayer if your plan is to run in and die first while handicapping your team :why_so_serious:


Title: Re: Mechwarrior Online
Post by: apocrypha on January 29, 2013, 12:36:46 AM
Or you can play to herpderp along in an effort to get people to wonder and discuss on forums why you are even playing multiplayer if your plan is to run in and die first while handicapping your team :why_so_serious:

That's far too meta for me to cope with.  :awesome_for_real:

Gathered up enough cash to put the engine in my Stalker 5M with 4xMLas, 5xSSRM. What a marvelous melter of mechs! Not much use without ECM support though, might have to learn to use SRMs.


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 29, 2013, 06:13:44 AM
This game needs another two to four maps, and a few more game variants, like yesterday.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 29, 2013, 08:08:58 AM
(Beautiful) Propaganda. (http://www.youtube.com/watch?feature=player_embedded&v=sgbq5u7uLRU)

About Zaljerem's last post. Absolutely yes. That's what everyone is waiting for. Unfortunately, small company is small and no matter how cool things are, the new stuff never comes fast enough.

Yesterday I had a productive night and I couldn't help but thinking they have a beautiful game in their hands. And if it is this addictive with the little content we had so far, then I see a bright future ahead given that more maps, and game modes and community warfare are, sooner or later, gonna happen.


Title: Re: Mechwarrior Online
Post by: Segoris on January 29, 2013, 10:26:27 AM
For the maps, here's a link (http://mwomercs.com/forums/topic/75704-content-roadmap-updated-january-24th-2013/) to the roadmap/planned content. With the disclaimer not everything is set in stone for obvious development reasons, if implemented as planned then a new map in 3 weeks (Alpine Peaks) and another on March 19th (desert)

Then there are some new mechs incoming soon (Trebuchet and Jaegermech), with what looks to be an Awesome varient for the new Hero Mech -named  "Pretty Baby" - that will be released on Feb 5th.

I would like another game varient (anyone hear of anything yet?), and removal of caustic, because fuck caustic, but otherwise they're doing pretty well. Now let's hope with those new planned cockpit items they learned a good and profitable lesson with New Year's


Title: Re: Mechwarrior Online
Post by: Falconeer on January 29, 2013, 12:58:29 PM
Update on incoming PPC changes. This affects ECM too.

Quote
Concerning the Large Laser, ER Large Laser, Large Pulse Laser, PPC and ERPPCs:

The Large Laser was pretty much on point where we wanted it in terms of heat generation. A proper scaling has been done to the rest of the mentioned weapons (i.e. they have all been reduced in terms of heat generated).

You will see these changes in the next patch on Feb 5th and the exact numbers will be in the patch notes.

The PPC/ERPPC vs ECM
Hitting an ECM enabled Mech with a PPC/ERPPC will disable the ECM functionality for 5 seconds.
After 5 seconds, full ECM functionality returns.
If an ECM is disabled and the ECM enabled Mech is hit with a PPC/ERPPC again, the 5 second counter resets to 5. It will be possible for a very skilled PPC/ERPPC shooter to disable ECM on a Mech for as long as they can keep chain hitting the ECM Mech.
This will be going live on Feb 19th.
The modules "Sensor Range" and "Advanced Sensor Range"
Will now affect ECM by increasing the detectable/targetable range of an ECM equipped Mech.
"Sensor Range", the first tier, will allow players to detect/target an ECM equipped Mech 15% further away than normal (200m > 230m)
"Advance Sensor Range", the second tier, will allow players to detect/target an ECM equipped Mech 25% further away than normal (200m > 250m)

How this affects gameplay:
Normally an ECM equipped Mech can only be detected/targeted between 180m-200m. I.e. there was a 20m buffer where SSRMs/LRMs could lock and fire.
With Sensor Range, that buffer is now 180-230m. A total of 50m buffer.
With Advanced Sensor Range, that buffer becomes 180-250. A total of 70m buffer.
Players will have an additional 50m of space to target and fire guided munitions on ECM enabled Mechs.
This too will be going live on Feb 19th.


In other news:

The crit system is taking a while to test and implement properly. We not only have to set crit chances, but we need to also adjust the health of every item equipped to a Mech. It is now at a state where we will be looking at how durable each weapon should be. Since this takes a lot of reiterative testing, this is a time consuming undertaking and will be a while before we can drop it on to the live servers. Again, I'll update you when we know more.


Title: Re: Mechwarrior Online
Post by: HaemishM on January 29, 2013, 02:17:00 PM
You know, FUCK ECM. Fuck it in its earhole. So fucking sick of it. Got in a game at lunch with my Cat, which I have now loaded with 2 ML's, 1 LL and 2 Streak SRM2's. Get in the middle of a firefight and get hosed because the Cat I'm fighting against is in the ECM shield of something and suddenly I'm down 2 fucking weapons while he just hammers away at me with ballistic shit. It really is too goddamn effective.


Title: Re: Mechwarrior Online
Post by: Merusk on January 29, 2013, 02:23:07 PM
The notion of destroying it with PPC kind of makes me happy. Too bad lights are so goddamn quick that you'll still never hit the fuckers without an alpha spread.

This will totally kill the ECM atlas, though, and put a hurting on the Hunches.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 29, 2013, 02:28:33 PM
You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?

Exactly my feelings. And I have evidence of what I am talking about. These are my stats since the last wipe:

(https://dl.dropbox.com/u/3584773/MW%20stats.png)

I mean, sure, this might be evidence of how badly I suck and that I am the deciding factor in all of my side's losses. Or, that goddammit, for some reason I am 15% (math?) more times in the randomly-losing-team than in the randomly-winning-team.


Title: Re: Mechwarrior Online
Post by: Segoris on January 29, 2013, 02:30:10 PM
Hmm, I really do like the notes. I do think 5seconds is a bit much if the timer can be kept up [damn sharp knees of the patch imo]. I'm reading this as saying DDCs are kind of screwed a bit, and only bad light pilots or really good PPC users being able to mess with a light's ECM (pending lag shield-type issues)

Eh, screw it, I'll jokingly play around with something similar to stk-3f, 2x LRM15 (5t ammo, probably go up to 6 and drop the slas), 2x ERPPC, 2x SLas, BAP, Tag, std380, 16 dhs, endo(maybe, might drop this an the engine size for more missiles!), and targeting modules.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on January 29, 2013, 02:52:53 PM
You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?

Exactly my feelings. And I have evidence of what I am talking about. These are my stats since the last wipe:

(https://dl.dropbox.com/u/3584773/MW%20stats.png)

I mean, sure, this might be evidence of how badly I suck and that I am the deciding factor in all of my side's losses. Or, that goddammit, for some reason I am 15% (math?) more times in the randomly-losing-team than in the randomly-winning-team.

I honestly believe the MM is broken in some way and pairing more full PUGs vs 3 & 4 man teams + PUGs than it should.  That it's not working for a balance on the team supply, just picking the list of X names and "oh this one was 4 people, skip to the next single person to fill out the rosters."

I.e.   Queud: Group of 3-a; group of 3-b; single-c; group of 4-d; single-e; single-f; single-g; single-h; single-i;

Results in:  Team 1:  a, b, c, e,   Team 2; D, f, g, h, i

One of these is stronger than the other.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 29, 2013, 02:58:45 PM
Everyone, I'd love your opinion on this HBK-4SP (http://mwo.smurfy-net.de/mechlab#i=22&l=40cc0ade79fa6f99c2f95d5c70ed64c7851e58e2) I am running with mild success.

It moves and turns decently fast (81-89KPH) and it packs a 50 damage alpha thanks to 4ML and 2 SRM6, which is nice when you get in the right place to unleash it (they all share the same optimal range, 270m), without terribly unbearable heat issues. 320 armor, and no big shoulder that draws fire like all the other Hunchbacks. "Only" 7.2 million MC. Would you use it?

(https://dl.dropbox.com/u/3584773/MW%20Hunch4sp.png)


Title: Re: Mechwarrior Online
Post by: ezrast on January 29, 2013, 03:13:19 PM
Dropping Endo-Steel lets you drop in an XL 260, fit an additional heat sink, double your SRM ammo, and set you back a much more respectably hefty 9.4 million. No other downsides, unless Endo provides some benefits I am not aware of.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 29, 2013, 03:24:23 PM
No other benefits from Endo other than to relief on weight I am not getting from an XL engine, which I am strongly against on Hunchbacks due to their very vulnerable shoulders. Those things are death-traps. But thanks for the feedback, really appreciated.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 29, 2013, 04:06:25 PM
Everyone, I'd love your opinion on this HBK-4SP (http://mwo.smurfy-net.de/mechlab#i=22&l=40cc0ade79fa6f99c2f95d5c70ed64c7851e58e2) I am running with mild success.
That's roughly what I'm going to run once I get one.

I don't do XL unless it's either a super-fast 'mech, a sniper, or both.


Title: Re: Mechwarrior Online
Post by: Segoris on January 29, 2013, 05:12:45 PM
That 4sp build is a pretty standard build that works really well. You are right to avoid XL in any and every hunchback. It does not matter what model you are in, people aim for the shoulders and having 4ton of srm ammo for 2x srm6 is over kill anyways for most matches

As for is it worth it - I think so. The hunchbacks are my favorite medium that play like a medium (I consider the Cicada more of a light playstyle)


Title: Re: Mechwarrior Online
Post by: ezrast on January 29, 2013, 07:48:03 PM
Ah, I'd never thought of that. So with XL engines you're vulnerable to being rendered immobile as soon as any of your torso sections lose armor, instead of just the center?


Title: Re: Mechwarrior Online
Post by: Segoris on January 29, 2013, 07:50:43 PM
If my "immobile" you mean "fucking dead, kaboom! when you lose a side torso" then yes :why_so_serious:


Title: Re: Mechwarrior Online
Post by: apocrypha on January 29, 2013, 11:49:07 PM
You know, FUCK ECM. Fuck it in its earhole. So fucking sick of it. Got in a game at lunch with my Cat, which I have now loaded with 2 ML's, 1 LL and 2 Streak SRM2's. Get in the middle of a firefight and get hosed because the Cat I'm fighting against is in the ECM shield of something and suddenly I'm down 2 fucking weapons while he just hammers away at me with ballistic shit. It really is too goddamn effective.

I feel your pain. I took my SSRM Stalker of Doom out yesterday, headed for the tunnel on Frozen City, said in team chat "could one of the 3 ecm lights give me some cover in the tunnel please?", got completely ignored. Ran into a Cent and an ECM DDC in there. Could do nothing except tickle them with my laser light show while they obliterated me :(

Haemish if I see you online I'll chuck you a group invite, I've got an ECM Circada I can run with you.


Title: Re: Mechwarrior Online
Post by: Segoris on January 30, 2013, 12:22:57 AM
What lasers are you running where you would drop down from srm6 to ssrm, or do you just prefer the streaks?


Pugs.  :oh_i_see:

Was sorting some shit and came across a couple of screenshots that will make you appreciate that group (plenty more but these stood out the most)

Three teammates over 100 damage (only one of those three were over 200 damage)

And the hits keep on rolling when only one other teammate over 100 damage...


Title: Re: Mechwarrior Online
Post by: Falconeer on January 30, 2013, 01:10:26 AM
Any chance to make a decent SSRM boat equipped with ECM disrupter?


Title: Re: Mechwarrior Online
Post by: Falconeer on January 30, 2013, 01:16:30 AM
Honestly Segoris, I don't understand how can you score that much damage to begin with. But it gets even harder to understand considering how mediocre the rest of your group seemed to be. Seriously, without solid help from your team (which usually means they steal some out of your record-breaking damage) how can you not die before you get the chance to dish out that much punishment? I'd love to see those matches. Still using a Stalkert?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on January 30, 2013, 01:41:30 AM
It's srm's or lrm's, so stalker seems likely.  Might be a streakapult but that's very dependent on how much ecm you face.


Title: Re: Mechwarrior Online
Post by: apocrypha on January 30, 2013, 04:58:48 AM
What lasers are you running where you would drop down from srm6 to ssrm, or do you just prefer the streaks?

I'm running this: STK-5M (http://mwo.smurfy-net.de/mechlab#i=46&l=f235571a0caa3350cd22ce106eb7532dc57c3e84)
I put streaks on because I'm terrible at aiming and thought I'd have an easier time. I'll have a play around later and see if I can come up with a decent non-streak version. If nothing else it'll give me a chance to get used to SRMs! There's lots of weapons I've not used yet - PPCs, Gauss Rifles, SRMs, any ACs other than UAC5, LB10x. I am still a newb! :awesome_for_real:

Those screenshots, I get games like that often, except I'm more often at 600-800 damage done instead of 1200. I broke 1000 once, with the streak Stalker, but the team was good :)


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 30, 2013, 06:48:28 AM
Streaks are good for hunting light 'mechs, if you have ECM so you can counter theirs.

You're better off learning to aim regular SRMs though, as you'll see your damage spike once you do.  If you need a compromise, add Artemis for the tighter grouping, which runs the risk of being ruined by ECM.  Half a dozen matches and you should get their aim and spread down.

(If you think "I can't do it", well, you manage to get locks with SSRMs, so you can hold your reticle steady.  Now you just have to learn by how much to lead.)


Title: Re: Mechwarrior Online
Post by: Merusk on January 30, 2013, 06:50:26 AM
Holding for lock.. yeah there's another game mechanic that's never made sense to me but I'm willing to overlook it.


Title: Re: Mechwarrior Online
Post by: Slayerik on January 30, 2013, 07:30:18 AM
Falc...

I think that's a solid build. Another option would be to pull an SRM 6 and an ammo for 4 Medium Pulse instead of Mediums. The DPS numbers drop, but I find the effective damage I do much better. They really focus the damage where you aim, instead of the long beam wandering off to arms/legs. I find the DPS numbers with SRMs to be scewed, and are made more realistic with artemis (because the missiles actually focus on the area you are aiming).

Come in just after the fight starts, unleash hell with your Pulses (could even run 3 m pulse, 2 medium - with the head slot). And get out after a minute.Try to stay in the sweet spot 80-200 range (or preferably behind something).

But I'm just a huge noob that needs pulses to hit where I'm aiming ;)

220 Engine build - 4 Medium Pulse, 1 Medium , 2 x SRM6 (2 tons ammo) - http://mwo.smurfy-net.de/mechlab#i=22&l=74447360b5ec9fa1f9afc614089cbe34cd561345 - lose 10 kph, gain 9 Alpha, basically. Wump wump wump


Title: Re: Mechwarrior Online
Post by: Segoris on January 30, 2013, 10:35:52 AM
Any chance to make a decent SSRM boat equipped with ECM disrupter?

Not really due to ECM mechs with missile slots not exactly being missile boat worthy (Com and Atl max at 3 hard points, Raven with 2, spider/cicada with 0). DDC (http://mwo.smurfy-net.de/mechlab#i=17&l=64d712efaab652548dd1b84c8c257d0723eda658), Com2D (http://mwo.smurfy-net.de/mechlab#i=5&l=992001f036ef4e39e31c9a1f7c1667deaae95e45), Rvn-3L (http://mwo.smurfy-net.de/mechlab#i=33&l=597c7eef38eaaf3c9f2bba863a67b476b111cbcb).

For your other question - usually an SRM6 Cat, Stalker is more for grouping for me and messing around with others. Though I have done similar in a stalker a number of times (almost winning 1v5, similar damage with similar team results, and so forth - but it is pug play) and even a couple of times in an hbk4p which had some funny reactions from people :why_so_serious:

What lasers are you running where you would drop down from srm6 to ssrm, or do you just prefer the streaks?

I'm running this: STK-5M (http://mwo.smurfy-net.de/mechlab#i=46&l=f235571a0caa3350cd22ce106eb7532dc57c3e84)
I put streaks on because I'm terrible at aiming and thought I'd have an easier time. I'll have a play around later and see if I can come up with a decent non-streak version. If nothing else it'll give me a chance to get used to SRMs! There's lots of weapons I've not used yet - PPCs, Gauss Rifles, SRMs, any ACs other than UAC5, LB10x. I am still a newb! :awesome_for_real:


What Lant very wisely and nobly (which is how every post of her's will sound in my head with the updated avatar!) is something I agree with - get used to SRM over streaks. While aiming is more difficult at first it is better in the long run. Beyond the extra damage of SRMs, this is also due to ECM (current and proposed future state). Basically, I would not run streaks on anything without ECM itself or unless I'm in a group where I trust the ECM to counter (usually not worth the trouble anyways). Even after the PPC changes effecting ECM, I'll most likely still think this way because I don't think much will change for facing lights with ECM.


 
Falc...

I think that's a solid build. Another option would be to pull an SRM 6 and an ammo for 4 Medium Pulse instead of Mediums. The DPS numbers drop, but I find the effective damage I do much better. They really focus the damage where you aim, instead of the long beam wandering off to arms/legs. I find the DPS numbers with SRMs to be scewed, and are made more realistic with artemis (because the missiles actually focus on the area you are aiming).

Come in just after the fight starts, unleash hell with your Pulses (could even run 3 m pulse, 2 medium - with the head slot). And get out after a minute.Try to stay in the sweet spot 80-200 range (or preferably behind something).

But I'm just a huge noob that needs pulses to hit where I'm aiming ;)

220 Engine build - 4 Medium Pulse, 1 Medium , 2 x SRM6 (2 tons ammo) - http://mwo.smurfy-net.de/mechlab#i=22&l=74447360b5ec9fa1f9afc614089cbe34cd561345 - lose 10 kph, gain 9 Alpha, basically. Wump wump wump

While you and I go back and forth on to pulse or not to pulse (which sounds like it should be a new weekly webcast by Slay and Seg! or SegSlay!) I will say this is a pretty good idea.
std250 build (http://mwo.smurfy-net.de/mechlab#i=22&l=97337f33165be5c9db1f44da14fab14f22bbec6a) 1srm6, 4mpls, 1mlas. Basically, lower alpha, 11kph faster, higher sustained, better heat management
std220 build (http://mwo.smurfy-net.de/mechlab#i=22&l=235895ca73abfc037e1f0fc9136cd2f79c23b5de) 2srm6, 5mpls. Basically, higher alpha (respectable 60 which is solid for an HBK), 11kph slower, lower sustained, worse heat management


Title: Re: Mechwarrior Online
Post by: apocrypha on January 30, 2013, 11:04:11 AM
OK, how's this look?

STK-5M (http://mwo.smurfy-net.de/mechlab#i=46&l=27bb0b7273bf5eb2874e29ce4812fcde278f1b5a)

4 x SRM6 w. Artremis & 4t ammo
4 x MPlas

I've stuck an AMS in there cos I'm finding them very handy - a combination of cover, dodging and AMS often reduces missile damage to zero.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 30, 2013, 11:07:18 AM
Thanks everyone for the feedback on the Hunch. I hate the idea of going slower than 85 in it, makes me feel like a sitting duck, but I'll give your suggestions a try.


Title: Re: Mechwarrior Online
Post by: Segoris on January 30, 2013, 02:08:58 PM
OK, how's this look?

STK-5M (http://mwo.smurfy-net.de/mechlab#i=46&l=27bb0b7273bf5eb2874e29ce4812fcde278f1b5a)

4 x SRM6 w. Artremis & 4t ammo
4 x MPlas

I've stuck an AMS in there cos I'm finding them very handy - a combination of cover, dodging and AMS often reduces missile damage to zero.

That could work, and could be used in a 3F with the same loadout but with increased torso twist range (the only reason for the 5M, imo, is that extra missile slot)
I'm not a fan of artemis for SRMs, and while they do work better with SRMs in the STK then any other mech that I have seen I just don't find the expense and tradeoff worth the system. I've spoilered a couple of builds if you want to see how minor adjustmends add up quickly at the expense of 20% tighter missile grouping within a 270m max range. Differences being engine size, armor, number of heatsinks, number of weapons, ams. Btw, it does get easier (by a lot) to live without AMS after a little while. I don't remember the last build I had with it actually, barely even miss it when on teams without ECM due to experience causing me to play smarter with using terrain.



Title: Re: Mechwarrior Online
Post by: apocrypha on January 30, 2013, 10:31:48 PM
Nice one, cheers Segoris. I'll have a tweak of my setup and try one of them later.

The real reason for using a 5M instead of a 3F is that I want XP on 3 different variants to unlock the next tier of abilities!  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: apocrypha on January 31, 2013, 10:59:02 PM
5xSrm6/5xMLas/no ams (http://mwo.smurfy-net.de/mechlab#i=46&l=dc26580b1a0d83ad1257ffac9ea2c7e2688cdfda) (Sam's build iirc)
100dmg alpha, 496 armor, 57.2/62.9 kph, sustained dmg of 8.75
separating the weapons: 5mlas 25alpha, 4.44 sustained and the 5xSRM6 75alpha, sustained 13.31

Took that version out for a spin last night. 3 matches of ~800 damage each! Runs hotter than the sun. I do love a mech that actually makes people run away after they get the first salvo in the face  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Slayerik on February 01, 2013, 09:34:01 AM
So, I finished out my speed tweak on my Centurion CN9-D. Currently have a XL380 in it, with 2 medium pulse and SRM6 and SRM4 with Artemis.  It's something to this effect: http://mwo.smurfy-net.de/mechlab#i=29&l=4e7dd27254c609b32c07c390be889282f2db90b4

Most rounds I'm 350-600 damage, but that's mostly center torso/front or rear. I absolutely decimate non-streak lights/mediums, and can one on one streak raven as long as I land my SRMs...usually they try to run...and I'm usually as fast or faster than them. Heavies and assaults I just manuever around and attack them from behind. Doesn't take many salvos to rip em up ,and I'm fast enough to beat their twist speed. Another expensive Slay creation, but I share my XL380 with my 9M Awesome so it helps. I think my favorite part is always running around armless for most of the match.

 Anyone have a skirmishy/brawler Centurion build they like? I have all three models and a lot of XL engines, some dbl heatsinks on a couple of em, so no price tag is too high ;)

EDIT!

My own bad ones! CN9-AL: http://mwo.smurfy-net.de/mechlab#i=28&l=58956ce7ac635be479b633ddc1bf307c5809f504 
It's like my Awesome, but with one less laser, less armor, and less cooling! Might be fun, though.

Here's my 'I wish I was fast so I could run up to you and alpha strike you' CN9-A build: http://mwo.smurfy-net.de/mechlab#i=7&l=f0903ab141befae495ca6f80b0183c89376e5f85 I could probably look at plopping an XL in it, but I think it's too slow to lose the survivability. 



Title: Re: Mechwarrior Online
Post by: Segoris on February 01, 2013, 10:44:50 AM
Took that version out for a spin last night. 3 matches of ~800 damage each! Runs hotter than the sun. I do love a mech that actually makes people run away after they get the first salvo in the face  :awesome_for_real:

Yeah, that is a really solid build Sam shared. Good job on the success. Of the builds in that post with the alteration - I was able to get about 4-5 matches in on Wed night, switching one of those srm6 for an srm4 was a noticeable decrease in damage and killing ability for me, and I did not like having two different cooldowns on my missiles

So, I finished out my speed tweak on my Centurion CN9-D. Currently have a XL380 in it, with 2 medium pulse and SRM6 and SRM4 with Artemis.  It's something to this effect: http://mwo.smurfy-net.de/mechlab#i=29&l=4e7dd27254c609b32c07c390be889282f2db90b4


Here's my 'I wish I was fast so I could run up to you and alpha strike you' CN9-A build: http://mwo.smurfy-net.de/mechlab#i=7&l=f0903ab141befae495ca6f80b0183c89376e5f85 I could probably look at plopping an XL in it, but I think it's too slow to lose the survivability. 

Did not like the laser one at all, but these two I mostly like and find them good on paper. That is coming from someone who kind of laughs at Cents usually, so good job on these if they're your originals :)

When I get some cbills I may alter them a bit for personal taste:
CN9-D (http://mwo.smurfy-net.de/mechlab#i=29&l=9e039b6d9dc15458cf9e60cfafefa3267cc52c77)
changed pulse to regular, dropped SRM4 for an SRM6, increased armor close to 20% (notably maxing the torsos and improving the arms), alpha by 3, heat by 6%, sustained by ~.8dps. Could even drop a heatsink for more ammo

CN9-A (http://mwo.smurfy-net.de/mechlab#i=7&l=9f133641b2c62f458acd4224a2930078b62afc78)
Dropped the Std200 and 1 DHS for an XL255 (speed is up to ~91 with the same number of DHS now, same weight as an XL250), switched SRM4 for a third SRM6, moved SRM ammo out of torso and into the free leg slot. Could keep the SRM4 and either improve armor to 288 (including a better "shield" with the left arm)


Title: Re: Mechwarrior Online
Post by: Slayerik on February 01, 2013, 11:50:05 AM
TAKE MPLs AWAY? For 2 missiles!??! Shame on you, sir! ;) The extra ammo might be handy, though...but losing a HS is almost suicide. You have to be running and gunning all day in this bitch! At the 137 kph they really HAVE to be pulses, IMO (but, you know my opinion on that ;). You should try them sometime on a speedy mech!

Yeah, they are originals...The laser one is just bad and can be done so much better by so many other mechs. Throw me a decent AL build if you are bored. Original only!








Title: Re: Mechwarrior Online
Post by: Slayerik on February 01, 2013, 12:03:10 PM
double....


Title: Re: Mechwarrior Online
Post by: Segoris on February 01, 2013, 12:40:44 PM
TAKE MPLs AWAY? For 2 missiles!??! Shame on you, sir! ;) The extra ammo might be handy, though...but losing a HS is almost suicide. You have to be running and gunning all day in this bitch! At the 137 kph they really HAVE to be pulses, IMO (but, you know my opinion on that ;). You should try them sometime on a speedy mech!

Even at fast speeds on lights I've been fine with regular, and remember that dropping pulses for regulars means lower heat gen - thus losing a DHS is not as big of an issue [edit: hmm the link I put up is not the complete build, I'll mess with it in a bit as the armor and DHS aren't all there]

Quote
Yeah, they are originals...The laser one is just bad and can be done so much better by so many other mechs. Throw me a decent AL build if you are bored. Original only!

With that chasis, that is a pretty big challenge for me, but I gave it five minutes of effort and here's what I have (no idea if original, never really care to research Cents for personal use so don't know if these are current builds or anything).

For your love of MPlas (http://mwo.smurfy-net.de/mechlab#i=28&l=6c300615a12a57478f668b2617941b31172e9faf). XL255, no-endo, 17 DHS, 2xSRM6, 2t ammo (3t if you drop a DHS), and 4x MPLas. It will run a bit hot if a pilot is spamming the whole time instead of being opportunistic with their alphas.

LLas/MLas/SRM (http://mwo.smurfy-net.de/mechlab#i=28&l=8d0d3dc255cce169dc34f40c35ff7a7738416742). loses 2DHS, adds endo, switches the pulses out for 2x LLas and 2x MLas, brings it up to 320/338 armor, gains 4dmg on their alpha bringing it to 58, loses .30 sustained, and loses 3% heat efficiency. The major boost, imo, is the longer range before dealing with falloff from pulses. Another option is ditching 1mlas, which will make it superior in heat efficiency by .03, but with lower alpha by 1dmg and lower sustained by .03.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 04, 2013, 03:32:24 PM
What's happening in February. Developer's update. (http://mwomercs.com/news/2013/02/601-2013-february-developer-updatel)

LOTS of great stuff. New map. New Mech. New death screen that tells you why you died. New matchmaking. New mechs' quirks. New mechlab UI and item details. And 12v12 coming in April.

Quote
2013 FEBRUARY DEVELOPER UPDATE
by Bryan Ekman in [ Announcements ] on, Feb 4, 2013 5:26 PM PST

February is upon us and we have a full slate of new content, features, bug fixes, and performance improvements ready to go live! First off, MechWarrior Online will be moving to a semi-monthly patch schedule. Now that we have achieved a minimum quality level in both performance and balance, our goal moving forward is to maintain the current integrity of the product and not regress. In order to facilitate success, PGI and IGP felt it best to reduce the frequency of patches, but not the amount of content. Instead of smaller weekly patches, players will enjoy the same amount of content presented in two major patches.

Now onto the good stuff.

Mech of the Month – Trebuchet
Hero Mech of the Month – Pretty Baby
New patterns, including the Tiger Pattern for all BattleMechs.
New cockpit items, including some limited time Year of the Snake (Monkey) content.
Alpine Peaks
Players will be able to employ a variety of new strategies due to the large scale. Scouts and fast mechs will have an advantage, being able to cross terrain quickly. Long range builds will also enjoy the ability to hang back and launch barrages from a safe distance. Teamwork will take on a new meaning, with balanced lances dominating the field of battle. This massive map will take advantage of the upcoming 12 v 12 player support, expected to arrive sometime in April.

In-Game Screen Overhaul
Pre-Round Screen, Scoreboard, Death Screen, and The End of Round Summary have all been completely overhauled. Each screen now contains more information about your team, the state of the game, why you died, and match statistics.

Matchmaking Phase 3
Phase 3 goes live behind the scenes on February 5th. Players will not see any difference in matchmaking immediately during this first deployment. We are running a series of final tests, along with pre-seeding player’s ELO scores. If everything goes well, and no technical issues are uncovered, we plan to switch the current matchmaking system over on February 19th. Once online, the new matchmaker will undergo several tuning passes as we collect data.

Changes to MechLab UI
The most notable change coming in the February 19th patch – merging of the Upgrades Tab into Loadout. Players will now be able to see the full impact of swapping in Double Heat Sink, Artemis, and Ferro Fiberous Armor upgrades before committing to a purchase. Along with the merger, we have added item details (finally!).

Camo Spec Phase 2
On February 5th, players will have the ability to permanently unlock patterns for MC, and permanently unlock colours for C-Bills or MC! This planned update offers more value and additional options for players, especially those collectors out there. We will be processing a refund of all MC purchased on Colours and Patterns since Camo Spec came online in November! Enjoy! All player BattleMechs will also be reset to the default pattern and basic green colour.

Performance
With the February 5th patch, many players will see a significant increase in performance, especially on the lower end of system specs.

Tuning
Lots of tuning is going into both February patches, here are some of the more notable items:

Heat adjustments have been made to ER/Large Pulse Lasers and PPCs.
BattleMechs will start to receive quirks, starting with the Awesome. These quirks come in the form small adjustments to rotation, movement, and other mech stats. Each variant will now feel a little different.
Jump jets received a slight overhaul to improve trajectories.
March is set to be a great month for new users. That's it for now. Until next month!

Bryan Ekman

Creative Director


Title: Re: Mechwarrior Online
Post by: Segoris on February 04, 2013, 05:04:48 PM
More details on camo/paint (http://mwomercs.com/forums/topic/95728-camo-spec-phase-2/). Colors are permanently unlocked, patterns can be permanently unlocked or one-time use for much cheaper. Any purchased previously will be refunded. Though, for the MC costs, it's almost like they learned nothing from Christmas and New Year's imo (prices in spoiler)


The Mechlab looks really well done though (http://mwomercs.com/forums/topic/95744-mechlab-ui-update-february/). sadly no loadouts but this is a big step in the right direction imo. Info can be found The only thing I would like in addition to this, aside from loadouts, would be available crit slots remaining, and more info on min/max range (such as lasers will still travel X distance, but their damage is lower)


Title: Re: Mechwarrior Online
Post by: apocrypha on February 04, 2013, 10:28:18 PM
Nice list of changes, particularly good to see a new map coming.

One thing I would really like to see with the Mechlab is for a fullscreen option, or at least some scaling. Currently it renders in a tiny window in the middle of my huge monitor and there's no way to make it bigger. Very annoying.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 05, 2013, 12:22:02 AM
More details on camo/paint (http://mwomercs.com/forums/topic/95728-camo-spec-phase-2/). Colors are permanently unlocked, patterns can be permanently unlocked or one-time use for much cheaper. Any purchased previously will be refunded. Though, for the MC costs, it's almost like they learned nothing from Christmas and New Year's imo (prices in spoiler)

I paid mc to paint one mech before deciding not to do it anymore, now you can permanently unlock colours and patterns I expect I'll be spending an awful lot more MC on this and I doubt I'll be alone.


Title: Re: Mechwarrior Online
Post by: apocrypha on February 05, 2013, 12:30:55 AM
Yeah I've held off on buying any camo because of the things you guys said about it in this thread. If they make it more sensible I'll be having a mech decorating spree  :awesome_for_real:

One thing I'd love to see though is a way to specify different camo patterns for different maps. Dropping into Caustic in snow-camo.... grr. Same in World of Tanks actually, I'd love to see a system that adjusted vehicle camo for different maps.


Title: Re: Mechwarrior Online
Post by: Merusk on February 05, 2013, 03:52:05 AM
Wot does that.  You have to have bought a cameo for that map type, though.


Title: Re: Mechwarrior Online
Post by: apocrypha on February 05, 2013, 05:36:52 AM
Oh really? Well that's awesome, I may just have to go and buy some tank camo!  :heart:


Title: Re: Mechwarrior Online
Post by: Merusk on February 05, 2013, 05:45:56 AM
It's 600g for all (3) of Spring, Summer and Winter.  I keep wondering if they're going to add city to that list.

Most amusing is seeing all the kids complain that 600g is too much. It's $3.34, I spend more on that for beverages in a day.   Ah, the shifting perception of income & expense.


Title: Re: Mechwarrior Online
Post by: 5150 on February 05, 2013, 07:37:43 AM
Do we know if the perm camo locks are across all mechs/varients or just a single mech/varient?

If its across the board I'm not hugely offended by the 250MC price hike


Title: Re: Mechwarrior Online
Post by: Segoris on February 05, 2013, 08:12:33 AM
I paid mc to paint one mech before deciding not to do it anymore, now you can permanently unlock colours and patterns I expect I'll be spending an awful lot more MC on this and I doubt I'll be alone.

I'm with you on colors, I think those are perfectly fine since they unlock for all mechs. I don't plan on buying any premium at that cost, but might consider a standard color if it goes on sale at some point.

It's the patterns being per mech type I am having an issue with at that price point. I'm not asking for it to be per class as that would be a bit unrealistic (especially if it counted towards all future mechs installed in a class), but $4.20 to $7 per mech type just doesn't seem right to me. I'd go for it at $1 per mech model or $1.50 for premium per mech model. So it is slightly lower, tempting me to buy quite a few more, but I can have more variety in exchange. Especially since some mech types vary a good amount in looks


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 05, 2013, 08:25:58 AM
They'll have a half price mc sale or something when/if they stop calling it a beta.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 05, 2013, 10:51:04 AM
PATCH NOTES FEBURARY 5TH, 2013 (http://mwomercs.com/game/patch-notes)

Quote
Open Beta Update #10

Upcoming Patch - Tuesday Feb. 05th @ 10AM – 1PM PDT

PATCH: 1.2.182

Change Log

UPDATE

Greetings MechWarriors.

I am going to keep this intro short and sweet because you should really be playing the game.  If you are currently at work, I would start acting sick, because you should really be at home downloading this patch with BIG FPS IMPROVEMENTS! Now repeat after me “I don’t feel so good… Cough, Cough”.

Pretty Baby is Awesome, Literally.  This lore based Hero Mech strikes fear with a paint job that screams ”I’m going to destroy you”. Read on in the patch notes for the hard points and start dreaming of OP builds to make your enemy QQ.

Visual Customization, was revamped, reset and refunded.   We have updated the camo/paint job purchase system so you can now choose to permanently unlock skins. We also have over 100 unlockable colors. To celebrate we're having a sale so get the colors while they are hot. See this post here for more details. http://mwomercs.com/forums/topic/95728-camo-spec-phase-2/

All New In Game Screens! More information, More Chat, More Screens! I have never been more excited to die and see the super informative death screen.  You now have time to chat at the end of a game and say GG!

Are you still reading? I was trying to keep this short so I am just going to rush through the rest of this list.

Tiger Camo Pattern! Year of the Snake Cockpit items! Weapon Tuning! Jump Jet tuning! Awesome Variant Tweaks!

NOTE: For the Camo Spec Revamp, all your Camo's have been reset to the default pattern and default colors and all users have been given back any MC or CBills they have spent buying patters and colors.

See you on the Battlefield.

Matt Newman



Content

“Pretty Baby” AWS-PB

    - Base Mech:  Awesome
    - Tonnage:  80
    - Engine:  340 XL
    - Max Engine Rating: 400
    - Top Speed:  68.9 kph
    - Torso Twist:  100 degrees to each side
    - Armor:  494
    - Weapons & Equipment:
        - Head:  Medium Laser
        - Left Arm:  SRM 4
        - Left Torso:  Large Laser
        - Right Torso:  LRM 15
        - Right Arm:  PPC
    - Hardpoints:
        - Head:  1 Energy
        - Left Arm:  2 Missile
        - Left Torso:  1 Energy
        - Right Torso:  1 Missile, 1 AMS
        - Right Arm:  1 Energy
    - Internal Structure:  Standard
    - Heat Sinks:  19 Double
    - Jump Jets:  n/a
    - ECM Capable?:  No
    - Module Slots:  2
    - 30% C-Bill Bonus

Tiger Pattern

    - New Tiger Pattern available for all variants except Hero and Founder BattleMechs.
   
New Colors

    - Over a 100 unlockable colors to choose from.
        - Basic colors prices increased from 312,500 CB to 1,250,000 CB.
        - Basic Green changed from 312,500 CB to 0 CB.
        - Over a 100 Premium colors to unlock.

Year of the Snake Cockpit Items available February 5th to March 5th  -LIMITED TIME ONLY-

    - Snake Statue
    - Chinese Lanterns

New Trial Mechs:

    - Jenner JR7-F
    - Cicada CDA-2A
    - Catapult CPLT-K2
    - Atlas AS7-D
   
Gameplay

Heat Tuning on Large Lasers and PPCs

    - Large Laser stays at 7.0.
    - Large Pulse Laser reduced from 9.0 to 7.3.
    - Extended Range Large Laser reduced from 10.0 to 9.5.
    - PPC reduced from 9.0 to 8.0.
    - Extended Range PPC reduced from 13.0 to 11.0.

Jump Jet Tuning

    - Jump Jet trajectories have been adjusted to give a quick lift off the ground.
    - Jump Jet fuel has been reduced for all Mechs (from 5 seconds to 3.25 seconds).
   
Mech Tuning

    - The AWS-8Q, AWS-8R, AWS-8T, and AWS-8V had their max engine rating increased from 290 to 300
    - All variants of the Awesome had their torso twist angles increased from 90 to 100 degrees
    - All variants of the Awesome had the speed of their torso movements (both vertical and horizontal) increased by 10%
    - All variants of the Awesome except for Pretty Baby had their turning rate decreased by 5%
    - Pretty Baby had its turning rate increased by 5%
    - Pretty Baby’s deceleration rate was decreased by 1/3 (it takes longer to slow down)

"Override Engaged" Visual + Audio + Gameplay Tuning

    - When engaging override shutdown, a visual will flash on the screen “OVERRIDE ENGAGED”
    - Betty will also alert you when override has been engaged
    - If you manually power down while over 100% heat, you will remain powered down until you manually power up
    - While in the middle of a power up/down sequence, you can press P to queue up the command to perform the opposite sequence
    - It's also worth reviewing how the override and automatic shutdown system works, including the most recent changes:
        - At any time you can press P to power your Mech on/off
        - Each time you press P, there is a 0.75 sec cooldown before any additional presses of P are recognized; this is to help prevent people who constantly spam the P key from continually powering up and down
        - If you press P while in the process of powering on or off, you will queue up a command to perform the opposite sequence once the current sequence is complete
        - If your heat level reaches 100%, your Mech will automatically power down; it will automatically power back up again when your heat level drops below 100%
            - Your Mech can be manually powered up again after an automatic shutdown by pressing P
        - If you press O, you will command your Mech to override the automatic shutdown
            - When O is pressed, Betty will alert you that override has been activated, an override warning will flash on your HUD, and it starts a 5 second timer during which, if your heat reaches 100%, the automatic shutdown is ignored. (Note: Even after the 5 seconds have passed, your Mech will not automatically shutdown if you are over 100% heat.)
            - Each time you press O, you reset the 5 second timer
            - You can manually power down after overriding the automatic shutdown by pressing P, however you will not automatically power back up when your heat drops below 100% (though you will know this has happened when your screen stops flashing red)
        - If you remain powered up while over 100% heat, you will take damage to your internal structure
      
New IFF (Identification Friend or Foe) Colors

    - The hue of the IFF colors have been changed slightly.  Enemies still = RED, Allies still = BLUE

Item Tuning

    - Set Beagle Active Probe and Command Console health to 10
    - Set ECM health to 3

UI

Pre-Round Screen

    - Shows more player information( even more friendly team information )
    - Show aligned faction
    - Chat enabled
    - Game mode information
    - Map information

Scoreboard

    - Shows more player information( even more friendly team information )
    - Show aligned faction
      
Death Screen

    - Show mech status at time of death( paperdoll )
    - Combat log, shows last 8 combat events ( damage, loss of component / equipment )
    - Show cause of death + what/whom killed you ( player / overheating / falling )
    - Chat enabled
      
End of Round Screen

    - Chat enabled
    - Tabbed screens showing players information and players results ( kills, cbills + exp )
    - Match score will be displayed for all players:
        - Match Score is an early ranking system for the End of Round screen only.  This number will be later worked into or made part of Combat Score which will be your global ranking.  For now it's just a handy way to rank players in a match.  It is subject to tuning in the near future.
      
Camo Spec Phase 2

    - Patterns can now be unlocked permanently or applied once.
        - Each pattern unlock is valid of only one mech type.
          - Example: You can unlock the Dazzle pattern for the Atlas and all it's variants.
    - Once a pattern is unlocked, you can no longer purchase/apply a single use version of that pattern, for the mech type you bought it for..
    - Colors are now unlocked permanently when purchased.
    - Special patterns such as Phranken will automatically apply appropriate colors and add the cost to your purchase price. You can chose not to buy the colors by going to the color tab and resetting the colors to a default green, or unlocked color.

Performance:

    - Optimization to Mech Animations.
    - Optimization to the HUD.
   
Bug Fixes:

    - Fixed issues with mech power system ( Powering up/down a mech during overheating ) .
    - Fixed assessment of multi-rank pilot efficiencies
    - Various Front-end related aesthetics issues
    - TAG/NARC CBills and XP bonus will no longer be incorrectly given with friendly fire
    - Laser( Traceweapons ) impact decals now correctly align to terrain
    - Projectiles now impact the collision mesh exactly as they do on the server. On clients they used to pass through the collision mesh if they did not come into contact with the render mesh.
    - Camera shake will now correctly occur when taking damage from laser and ballistic weapons at the same time
    - Advanced zoom will automatically turn off on death
    - Sound distortion caused by high number of missile trails going off at the same time has been fixed.
    - Fixed some stuck bugs around and on barge in Forest Colony & Forest Colony snow.
    - Fixed issue where Beagle Active Probe, ECM, and Command Console were not taking critical hit damage
    - Updated environment cube maps for all levels.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Mechwarrior Online
Post by: Shannow on February 05, 2013, 11:06:07 AM
Thought there was supposed to be a new map?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 05, 2013, 11:08:27 AM
Two weeks I think for that.

If the heat values are correct:-

Large Pulse Laser is now good.

PPC was good and is now very good.

ER Larger Laser is still terrible, ERPPC improves to become just terrible.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 05, 2013, 11:13:18 AM
Agreed with all you said there. Also, the Pretty Baby hardpoints......no thanks.

I will be running some large pulses. Bummer I sold a bunch cause they were fuckin' awful.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 05, 2013, 04:05:35 PM
The new hero 'mech is about 27 dollars? Holy shit.


Title: Re: Mechwarrior Online
Post by: Segoris on February 05, 2013, 06:05:54 PM
Just saw that :facepalm:


Title: Re: Mechwarrior Online
Post by: Merusk on February 05, 2013, 06:10:56 PM
Still cheap compared to some of WOT's tanks.

Though in fairness those tanks also give access to higher tiers and instant Free-XP.  What do you get here other than a custom paint job?


Title: Re: Mechwarrior Online
Post by: Segoris on February 05, 2013, 06:14:44 PM
Basically 30% cbill bonus, some extra turning mobility compared to other of the same type (for this specific model), and a big paint job that makes you stand out as the "hey guys I paid almost $30 so I could earn cbills faster on a mech that isn't really any better!"


Title: Re: Mechwarrior Online
Post by: Merusk on February 05, 2013, 06:18:05 PM
Yeah that's what I thought.   Not that the WOT premiums are PWNMACHIENS but they do have some advantages over the standard vehicles. (And some weaknesses)  It's a choice that makes a little more sense to me than "Meh, I didn't want to spend MC on a stock mech so I bought one 5x more expensive."

Oh and I forgot the WOT premiums give you the cash bonus, too.


Title: Re: Mechwarrior Online
Post by: Segoris on February 05, 2013, 06:19:51 PM
The Ilya is about the only one close to that for MWO. Triple UAC/5 is pretty brutal. The rest of the hero mechs I'm not fond of and see absolutely no point to them.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 06, 2013, 12:26:57 AM
Anyway, I got the Pretty Baby because I have lots of unspent MC from the Founder thing and while this 'mech is probably not worth 6000 I like Awesomes and I felt like spending. It's not effective, yeah, but I like the extra mobility a lot. With some weapon tweaking I am confident it can be a good truck 'mech.


Title: Re: Mechwarrior Online
Post by: 5150 on February 06, 2013, 01:32:36 AM
The new MC prices for camo are stupidly high

Phraken has gone from 750MC for 4250MC for permanent. It's shown as 1250 (which I'd have accepted) but once selected you will also get charged for 3 colours @ 1000MC per colour!


Title: Re: Mechwarrior Online
Post by: Zetleft on February 06, 2013, 03:28:18 AM
I had a free Phraken camo to apply to any mech from some promo, maybe pcgamer and now it seems to be gone with the decal wipe... so much for that. 


Title: Re: Mechwarrior Online
Post by: Ironwood on February 06, 2013, 03:53:47 AM
I've lost my Guardian Armor look and white seems to be gone.

I guess a lot of people were making white mechs for the snow map.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: 5150 on February 06, 2013, 05:57:17 AM
I had a free Phraken camo to apply to any mech from some promo, maybe pcgamer and now it seems to be gone with the decal wipe... so much for that. 

The PC Gamer one wasn't Phranken. It's called PC Gamer and listed under 'Special'

To check if you've still got it you're better off checking against one of the original 4 mechs (Jenner, Hunch, Cat, Atlas - non founder versions) as it's not available on all chassis [yet].

They have slightly broken/changed it now though, the black element has been replaced by a bone-like white


Title: Re: Mechwarrior Online
Post by: Falconeer on February 06, 2013, 07:03:42 AM
I really like the new brilliant colours. The whole thing was definitely too brown.

I also like the post game screen. Love to see what that guy who scored 1200 damage was piloting. And I find the Match Score value an interesting addition, even though it seems to be a redundancy of damage done at the moment.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 06, 2013, 07:26:30 AM
Almost broke 1k on my Awesome-9M last night on Caustic...I can't seem to break that barrier. I feel good about my scores in general, though. Maybe I might have to just bite the bullet and boat a cheese stalker  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 06, 2013, 08:15:56 AM
They have slightly broken/changed it now though, the black element has been replaced by a bone-like white
That's the grey.  Which was originally that color, but when they added patterns became the much darker grey.

People complained about it a lot with the first change, but I found the grey more to my taste.  Maybe I'll make an all-white for snow maps though.


Title: Re: Mechwarrior Online
Post by: HaemishM on February 06, 2013, 08:55:48 AM
I really like the new brilliant colours. The whole thing was definitely too brown.

I also like the post game screen. Love to see what that guy who scored 1200 damage was piloting. And I find the Match Score value an interesting addition, even though it seems to be a redundancy of damage done at the moment.

This. All of this. The colors being more vibrant was instantly noticeable and a welcome change. The game was so "real is brown, Y0!" it hurt. Of course, making one goddamn color be about 1/3 the cost of an engine upgrade is a bit  :uhrr:


Title: Re: Mechwarrior Online
Post by: Falconeer on February 06, 2013, 10:18:45 AM
The problem I have with colours is that, if I am not mistaken, they go for about 6$ each. One colour. No pattern, just one (unlimited) bucket of paint. Damn.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 06, 2013, 10:20:29 AM
Yeah, it's still far too expensive.


Title: Re: Mechwarrior Online
Post by: HaemishM on February 06, 2013, 10:42:17 AM
Most things in this game are too expensive when talking about real life money. Even the cbills costs are excessive, IMO.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 06, 2013, 10:58:56 AM
I don't think c-bill stuff is too out of whack. Maybe a 10-15% cut across the board. I don't mind working a bit to get my AC20 or engine upgrade. Sometimes, I sell shit to speed it up. Then regret it later.


Title: Re: Mechwarrior Online
Post by: Merusk on February 06, 2013, 11:01:38 AM
Only thing I've ever sold and regretted was the Cata K2 chasis.  However, my garage was full and fuck giving over real cash for more space right now.   I haven't been back since the ECM changes but that's because the ECM thing finally just had me fed up to the point of remembering "it's beta" and not worth my time.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on February 06, 2013, 12:16:01 PM
Anyone else having texture issues ?

Every match out of about 5, I lose the mech textures.  Makes aiming for the cockpit easier, but doesn't look good otherwise.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 06, 2013, 12:18:10 PM
Deleting the cache folder under user/shaders might help.


Title: Re: Mechwarrior Online
Post by: Segoris on February 06, 2013, 02:25:26 PM
Only thing I've ever sold and regretted was the Cata K2 chasis.  However, my garage was full and fuck giving over real cash for more space right now.   I haven't been back since the ECM changes but that's because the ECM thing finally just had me fed up to the point of remembering "it's beta" and not worth my time.   :why_so_serious:

I got some rounds in last night - ECM was no where near as overused due to PPC buffs. Was even a couple of sniper matches that lasted 5-9mins...but hey! ECM wasn't an issue :uhrr:


Title: Re: Mechwarrior Online
Post by: Samprimary on February 06, 2013, 09:07:07 PM
i tried livestreaming a match on a lark today, got this out of it

http://www.twitch.tv/samprimary/c/1903926

i find myself demanding charges of my team even more so now that i'm high on oxy, is this a thing


Title: Re: Mechwarrior Online
Post by: apocrypha on February 06, 2013, 11:50:15 PM
Almost broke 1k on my Awesome-9M last night on Caustic...I can't seem to break that barrier. I feel good about my scores in general, though. Maybe I might have to just bite the bullet and boat a cheese stalker  :awesome_for_real:

Dude, if *I* can break 1k in a Stalker you'll probably pull 2k.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 07, 2013, 12:08:53 AM
I managed 6 kills, 880 damage in a spider during a single game the other day, while playing in a small window, with no sound while watching castle on the left part of the screen.   Pug groups are just terrible sometimes and you get lucky so I wouldn't read too much into any single match.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 07, 2013, 05:36:58 AM
Played a lot yesterday and just kept getting put in groups that got utterly owned.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 07, 2013, 07:21:00 AM
Well, some Comstar groups aren't much better. Joined up with three very friendly guys in one, but turns out some old guys my age are pretty horrible at robots. Felt pretty good 'carrying' the team, but I'd rather team up with people that can consistantly break 3 digits damage  :uhrr:

Ironwood, when do you play? You either aren't on my friends list....or you play way different times than me.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 07, 2013, 07:26:20 AM
I'm Sugo and I'm an Alcoholic.

No wait, Filthy Euro.  It's possible we miss each other or I just don't see the fucking flashing social sign, which is usually shit, shit shit.



Title: Re: Mechwarrior Online
Post by: Merusk on February 07, 2013, 07:30:27 AM
I tried playing last night and found I can't anymore.  :heartbreak:

My graphics card was confirmed to have totally shit the bed and is being RMA'd (expected to take 3-4 weeks)  The cheapass replacement I bought can't handle tanks or mechs at better than 15fps even with everything turned down to nothing.  

(Though it handles Skyrim fine at 25-35. I don't get it.)

Tried one game last night and when aiming I'd be 4-5m to the left or right or I'd stutter right past a mech entirely.  I did a whopping 85 damage and decided, "No.. no more playing on this card."

I may try the motherboard card out of desperation.


Title: Re: Mechwarrior Online
Post by: HaemishM on February 07, 2013, 08:22:26 AM
The cheapass replacement I bought can't handle tanks or mechs at better than 15fps even with everything turned down to nothing.

The Cryengine doesn't scale down for shit.


Title: Re: Mechwarrior Online
Post by: 5150 on February 07, 2013, 08:22:57 AM
I tried playing last night and found I can't anymore.  :heartbreak:

My graphics card was confirmed to have totally shit the bed and is being RMA'd (expected to take 3-4 weeks)  The cheapass replacement I bought can't handle tanks or mechs at better than 15fps even with everything turned down to nothing.  

(Though it handles Skyrim fine at 25-35. I don't get it.)

Tried one game last night and when aiming I'd be 4-5m to the left or right or I'd stutter right past a mech entirely.  I did a whopping 85 damage and decided, "No.. no more playing on this card."

I may try the motherboard card out of desperation.

I regularly play Mech at ~12/14fps because I'm a cheapskate :-)

I'm sooo going to be lethal when I get a better card :-)


Title: Re: Mechwarrior Online
Post by: Typhon on February 10, 2013, 11:41:21 AM
Very late in getting into this game, finally talked my brother into playing.  Got POUNDED the fist five (ok, 15) games I played.  I now have 6.8M credits, at what point (credit-wise) should I start thinking about buying a mech of my own?


Title: Re: Mechwarrior Online
Post by: Falconeer on February 10, 2013, 11:45:02 AM
As soon as you can get the 'mech you want to drive. Seriously, you might want to read around and see what 'mech supposedly fits your preferred playstyle. Once you have an idea, just go and get it. No reason to wait, especially since whatever you are driving now isn't producing any extra money. The extra money were part of the noob experience, which lasts for 25 matches regardless of what you are driving.

So, just get on a 'mech you like and start working on it with upgrades here and based on one of the many effective builds posted everywhere. 7M is a nice sum, I think the sooner you get to play with the mechlab the better.


Title: Re: Mechwarrior Online
Post by: Typhon on February 10, 2013, 12:12:27 PM
Thanks!  Been following this thread since it started, but playing so many other games just never took the plunge.  I like the heavies, don't like missiles.  I'm thinking Cataphract CTF-X1 for a start.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 10, 2013, 01:28:27 PM
Watching a Raven come over the hill and KILL two assault mechs before nipping back around as the missiles started flying was shocking today.

Then seeing the damage done by my team, which barely made double digits was also shocking.  Seems premades with a couple of good light pilots and ECM just fucking dismembering pugs is rather shocking.

But not terribly fun.


Title: Re: Mechwarrior Online
Post by: Pennilenko on February 10, 2013, 03:23:16 PM
Hey does anyone here think that hero light is worth picking up? The one with four lasers?

I'm mostly a heavy/assault brawler, and am looking to get into the light game, so i need to choose my first light with the knowledge that I am probably going to wade into some fights that I don't belong in before I change some of my bad tactical habits.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 10, 2013, 03:33:03 PM
The only hero that's worth it is the Ilya.  With the way streaks are at the minute, the raven 3l eats everything else, a commando 2d can maybe kill a raven 3l but won't look healthy after it.  The death's knell is terrible as it doesn't have any streaks, I hate streaks, lights are so boring right now.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 10, 2013, 03:43:12 PM
Honestly I like the 3D just fine.  It fits 3 MPL.  You could have the Death Knell in a similar configuration, or go with 4 ML, but heat and aim is going to be a problem if you put a 210 XL engine in it.  The only benefit over the 3D is the c-bill bonus.

You're probably better off with a 2D and ECM though.  You've got to be damn good to survive in a 3D or Death Knell for long, and with streaks, even that is unlikely.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 10, 2013, 03:57:49 PM
It's just different tastes.  

I've unlocked master module on 3 ravens, 3 spiders, 3 jenners and am currently finishing off the commandos now.  You can have fun in any mech but a raven 3l is by far the most versatile light, it's a lot tougher than a 2d and doesn't run out of ammo.  I'd really like to like the commando but honestly I even think the spiders are better and they can't even fit streaks.

I still don't like the raven movement though, the jenner is so smooth, the raven has that step walk that used to bug the hell out of me till I got used to it.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 11, 2013, 08:16:43 AM
So, after playing a dozen games now with Samprimary I have come to the realization that he's a beast in a stalker. One time I came within 2 damage points of him :) I'm not used to being second, Sam, so I applaud thee! I was messing around with some 5M builds last night, and came up with a horrible fire support build 2 LRM 20s, 3 Large Laser I think it was. Night river city fight ensued. Both sides lose 6 in the big scrap, I was able to get to some cover after taking a massive pounding. Every part of me was in structure. 2 Large lasers destroyed. I decided to slow down, dictate my range, and engage the last two. LRMs late in a match sure clean up shit well. My random Comstar TS group was pleased! :)

I am straight up HOOKED on this game. And Sam, we gotta get you in another ship. Please. I want a chance to outscore ya ;) My stalker is leveled now, but don't really feel like copying your splat-a-stalk build...even as nasty as it!


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 11, 2013, 08:49:30 AM
Ilya is probably the best of the Hero 'mechs, but don't discount Flame. I've a build (Slayerik-designed) with an SRM 6 and 4 Medium Pulse Lasers ... maxed XL engine has me going 97 before speed tweak, Double heat sinks keep it pretty cool. Speed and Heavy 'mech survivability? Don't mind if I do.


Title: Re: Mechwarrior Online
Post by: Segoris on February 11, 2013, 08:59:19 AM
Weird night Sat with actually having extra playtime. Tried something new with a buddy who invited me to it and Ragnoros and a couple others I'm familiar with joined in (couldn't get Slay or Sam to join though sadly), it's a scramble drop which I have since summed up as speed dating for MWO. 30-50 people in a TS3 channel with one person saying when to queue with all following the following rules

-Select conquest map (easier to get matched against the other people doing this and most matches don't go for points)
-No grouping, queue solo to prevent true premades and just have some fun change of pace
-Pick any mech you want, because it's random but mostly with people who are pretty decent which kept things fun
-Once dropped, someone on a team says what channel they're team is going to and that team moves to their respective channel
-After the match simply return to the "lobby" and queue again when everyone is back.

The result was that the same cluster of people end up against each other in randomized groups and the game begins. The better majority of games had 2 people alive on the winning team, some came down to the last person, and the definite minority of games had 5+ alive on the winning side. I think I saw one or two matches all night end with caps, teams were usually pretty balanced overall. There was one round I noticed with a lopsided ECM + Splatcat ratio, besides that there was a good mix of assaults (lots of AWS actually), hunchbacks were the "lights" for the evening, a good number of all sorts of heavy mechs. It felt like more balanced pugging, or hopefully what ELO will do for the pug scene in terms of competitiveness .

Most people seemed to have made a couple of new buddies that night, which is kind of why I compared it to speed dating. Cbills moved relatively quickly considering the time inbetween matches, but it was entertaining with a good number of people enjoying some drinks and destroying some mechs. I learned that just because you hear a cackling witch's laugh does not mean that someone has kidnapped a witch and has her in the background, sometimes it may actually be someone's wife in the background (awkward :oh_i_see:).


Title: Re: Mechwarrior Online
Post by: Slayerik on February 11, 2013, 09:25:03 AM
Yeah, I was having (still am) some mic problems...but the concept seems pretty cool. I usually try to find you on Comstar, Seg. Met some good dudes on there. I'm very surprised that more people here don't want to even have an f13 night... I would like to start doing 8 mans. These are the active guys I roll with during US evenings....

Samprimary
Segoris
Ragnoros
Zetleft
Zaljerem
apoc (been a while)

Can always grab my RL buddy or someone elses.... So seriously, who is game? If I left you out, sound off. Then it gives me reason to theorycraft 8 man stuff.

Also, Zal helped me score the PC gamer skin/colors. It's still available.



Title: Re: Mechwarrior Online
Post by: Zetleft on February 11, 2013, 12:08:11 PM
Some 8 man groups would be fun I think.  Seg that sounds pretty cool gonna have to try it that out sometime too.  I just realized about 2 days ago that I do have the pcgamer skin... it's just not available on the mechs that I used the most so never saw it.  Plus had no idea I have the 3 free colors, never scrolled the color bar all the way to the right ir dum. 


Title: Re: Mechwarrior Online
Post by: Segoris on February 11, 2013, 02:33:11 PM
I usually try to find you on Comstar, Seg.

School started so my playtime has been chopped to almost nothing (full time work while I'm still employed and then 16 credit hours :oh_i_see:)

Even without a working mic though, it's fine as long as you are not taking the lead. Some people there didn't talk and that works just fine.



Title: Re: Mechwarrior Online
Post by: apocrypha on February 11, 2013, 02:52:12 PM
I would most definitely be up for this if it ever happened at a time that worked for both sides of the Atlantic! Been kinda hooked on Path of Exile this last week which is why I've not been around :)

Failing that I'd be up for a Euro group too - me, Arthur & Ironwood would be an Englishman, an Irishman and a Scotsman. It'd be like some kind of joke...


Title: Re: Mechwarrior Online
Post by: Falconeer on February 11, 2013, 03:44:32 PM
I'd be up for any Eurogroup at any given time. I haven't stepped up for Slayerik group so far cause I know I can't provide any presence in US times. But European timezones? Count me in.


Title: Re: Mechwarrior Online
Post by: satael on February 11, 2013, 04:30:11 PM
I'd be up for any Eurogroup at any given time. I haven't stepped up for Slayerik group so far cause I know I can't provide any presence in US times. But European timezones? Count me in.
+1  :grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on February 12, 2013, 07:32:13 AM
+1


Title: Re: Mechwarrior Online
Post by: apocrypha on February 12, 2013, 11:28:32 AM
Very well gentlemen, synchronise your watches.

What kind of time suits people? 9-11pm (GMT) is generally good for me, but I'm fairly flexible.


Title: Re: Mechwarrior Online
Post by: satael on February 12, 2013, 11:55:01 AM
8-12pm (gmt+2) but flexible on the ending time as long as it doesn't turn into a too frequent habit.


Title: Re: Mechwarrior Online
Post by: apocrypha on February 12, 2013, 10:59:21 PM
Alright, 9pm GMT Thursday, any Euros (or insomniac Ammurricans) wanna group up I'll be on Teamspeak Comstar EU.


Title: Re: Mechwarrior Online
Post by: satael on February 13, 2013, 12:55:10 AM
Alright, 9pm GMT Thursday, any Euros (or insomniac Ammurricans) wanna group up I'll be on Teamspeak Comstar EU.

I'll be on (unless something unexpected happens)


Title: Re: Mechwarrior Online
Post by: Falconeer on February 13, 2013, 01:00:27 AM
I forgot to mention I am leaving for the US tomorrow. I'll be available starting March 1st  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Rishathra on February 13, 2013, 05:49:51 AM
I forgot to mention I am leaving for the US tomorrow. I'll be available starting March 1st  :oh_i_see:

Remember to avoid the porn this time.


Title: Re: Mechwarrior Online
Post by: Merusk on February 13, 2013, 06:00:16 AM
Public nudity, not porn.

Yes, even boobs.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 13, 2013, 06:11:20 AM
Miami this time. I am gonna go "hotline" on it. Videogames told me to.


(By the way, about 8 months later the Michigan thing, the memory cards had been given back to the photographer. Some of the shots were pretty good and there's a chance some of you might have stumbled on a few of them, around, somewhere...)


Title: Re: Mechwarrior Online
Post by: Rishathra on February 13, 2013, 06:14:48 AM
Public nudity, not porn.

Yes, even boobs.

I know, I was just teasing him about how Americans look at everything body-related as porn.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 13, 2013, 07:02:42 AM
More importantly, make sure to share with us instead of saying we might stumble across it.  :-P


Title: Re: Mechwarrior Online
Post by: Slayerik on February 13, 2013, 07:35:23 AM
More importantly, make sure to share with us instead of saying we might stumble across it.  :-P


Title: Re: Mechwarrior Online
Post by: Falconeer on February 13, 2013, 07:50:56 AM
*NSFW*


*NSFW* (And feel free to den this).

This could have some from that shoot. Not sure, I don't remember, I wasn't there, it wasn't me, you must be mistaking me with someone else.


Title: Re: Mechwarrior Online
Post by: Raknor on February 13, 2013, 10:36:36 AM
Was fun seeing you in a match last night Slayerik.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 13, 2013, 12:34:58 PM
Was fun seeing you in a match last night Slayerik.

I wasn't thrilled you saw me in my 6 PPC Awesome I was tooling around in, but at least I pulled off a kill before you guys steamrolled us :)


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 13, 2013, 01:19:31 PM
I've only had a few drops in the last week, but the matches seem much better overall.  I'm seeing more variety and only a handful of ECM 'mechs.  Atlai have been almost non-existent.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 13, 2013, 04:31:37 PM
lets all drop tonight. LETS DO THIS


Title: Re: Mechwarrior Online
Post by: Samprimary on February 13, 2013, 04:36:04 PM


DISCLAIMER: I did some postgame study of my video streams and figured that, for the most part, I rarely last much longer or do that much good after i've had a side torso blown off, so an XL engine is really not much of an issue in terms of survivability. I can use this to enhance the amount of heat reduction I have on me in sum, go faster, and have this as a weapons loadout ..

(http://i.imgur.com/nPg9raw.png)

which means I can ridge-snipe with the whole team if the enemy team is doing a standoff or otherwise not allowing me the opportunity to close to range to a target.

or swat lights.

or flat-out murder anything that comes within 200m.

And if something absolutely, absolutely has to die now, I can press the big red button and do 110 damage all at once to a single panel.


Title: Re: Mechwarrior Online
Post by: Segoris on February 13, 2013, 07:12:04 PM
I dig it, say how that works out for you as I have not really found it necessary to put in the XL engine yet. Though, I have had some similar builds earlier trying to make a PPC brawler but kept trying to drop the MLas:
1) Option A -  (http://mwo.smurfy-net.de/mechlab#i=46&l=328746fe8207fe80d68ea9243e57bb1db01484d9) add 3x LLas and some DHS instead of the MLas and PPC.
2) Option B - (http://mwo.smurfy-net.de/mechlab#i=46&l=d9a77e2d8f7e4dafb6e4b4cca7fce765fa907382)drop the MLas for a tag in the CT (cbill & xp) and flamers on the arms - everyone needs flames for when an alpha strike kills something in one or two shots. :grin:


Title: Re: Mechwarrior Online
Post by: Segoris on February 13, 2013, 11:25:45 PM
Meh, wasn't liking the XL engines in a stalker, noticeable loss of survivability. Switched back to a standard engine, still wanting some range, so rebuilt Sam's old 4xLLas build to include 2x LRM15
STK-3F: 4xLLAS, 2xLRM15 (http://mwo.smurfy-net.de/mechlab#i=47&l=e858fab778749f6d168ef7ca5aa0ec22c131fd13)

It's just slow as shit, but it works really well besides that
Edit: pretty hit or miss. Against a lot of ECM out of range of tag = crap damage and slow, besides that it does well.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 14, 2013, 01:14:40 AM
Building anything that can be diddled by ECM at this stage is an utter waste of time.


Title: Re: Mechwarrior Online
Post by: 5150 on February 14, 2013, 04:27:32 AM
I've only had a few drops in the last week, but the matches seem much better overall.  I'm seeing more variety and only a handful of ECM 'mechs.  Atlai have been almost non-existent.

Really? I had a match last night where we had 5 on our team (not all were ECM)


Title: Re: Mechwarrior Online
Post by: Merusk on February 14, 2013, 05:10:54 AM
I think she meant just the ECM variant.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 14, 2013, 07:20:31 AM
I've been noticing a lot less ECM, and a lot more weight in matches. It's not uncommon to see teams with no mechs lighter than 65.

Had some good matches last night with Seg (and a couple with Sam). You both are quite beastly. Though, I would like to see ole Sam in anything besides a STK :) I know how it goes though, why use the rest when you are good at the best! I love having about 6 mechs I really enjoy. Anyway, hope to catch you guys this weekend (won't be on too much tonight with Valentines day and all). And I would still like to try some 8 man drops.

Also, Sam/Seg/Zet/Zal/Rag...try to have one of these available for gimmicky stuff:

Fast mech (100 kph min)
LRM wagon
Assault PPC madness (3 minimum), or Gausses
Heavy Brawler (AC madness?)
SRM splatter (Cat/Stalker)


Title: Re: Mechwarrior Online
Post by: Segoris on February 14, 2013, 08:33:12 AM
Building anything that can be diddled by ECM at this stage is an utter waste of time.


What Slay said - ECM hasn't been so bad lately. It's still noticeable, but no longer over abundant as it was. I think we went about 5-7 rounds last night with no ECM on our team, or one ECM on a light who quickly went and died within seconds. Though the number of losses were few still (even when I was soloing a couple of rounds, so it wasn't just because we were queing with 2-3)

I will say, if I'm going LRMs again, I'm sticking with that stalker build because it can dish out some damage up close when needed which is usually a really weak side of LRM builds. It's a good hybrid for range and brawling, and I usually don't like hybrids....especially Priuses, fuck those things as they make me rage at the thought and/or sight of them :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on February 14, 2013, 08:49:43 AM
You guys are having differing experiences from me.

ECM still silly on all my games.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 14, 2013, 08:56:35 AM
My standard Stalker 5M build runs - 2 x LRM 20 , LRM 15, 4 Medium Laser, 1 Tag, Beagle A.P.

The 5 medium, 5 SRM is straight gangbusters....but for some reason I got bored with it quickly. I'm surprised how fun the LRM version can be (and can really rip shit up like last night). You just have to be smart about your salvos. People won't just sit there and eat 55 LRMS.

And yeah, fuck Priuses.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 14, 2013, 08:56:57 AM
You guys are having differing experiences from me.

ECM still silly on all my games.

I only got one explanation....

Dirty Euros.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 14, 2013, 09:10:51 AM
It's as plausible as anything else.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 14, 2013, 09:59:23 AM
If it's present, it's still really powerful.  It just seems a lot less common now.  You'll only have one or two 'mechs on a side with it instead of half the team.


Title: Re: Mechwarrior Online
Post by: apocrypha on February 14, 2013, 12:00:17 PM
Aha, forgot it was Valentine's tonight, I may not make it for a Euro drop...


Title: Re: Mechwarrior Online
Post by: Ironwood on February 14, 2013, 12:41:20 PM
Just been playing.  3 games :

2 ECM on Atlases.
4 ECM, 2 Atlas, 2 Raven.
1 ECM Atlas.

Seriously, maybe it is a Euro thing, even though we're not divided yet.


Title: Re: Mechwarrior Online
Post by: satael on February 14, 2013, 01:03:56 PM
Aha, forgot it was Valentine's tonight, I may not make it for a Euro drop...
Well, it doesn't seem like there's a huge turnout (just me) so better luck next time  :wink:


Title: Re: Mechwarrior Online
Post by: Ironwood on February 14, 2013, 01:39:56 PM
I too have been grabbed for some 'couple time'.

This is not as much fun as you might think.


Title: Re: Mechwarrior Online
Post by: Segoris on February 14, 2013, 02:10:37 PM
For IW's ECM numbers - compared to two weeks ago those are incredibly low to what I remember seeing. No one is saying it's non-existant, only that ECM usage is lower


Title: Re: Mechwarrior Online
Post by: Merusk on February 14, 2013, 02:33:41 PM
I too have been grabbed for some 'couple time'.

This is not as much fun as you might think.

Of course its not, you're Scottish.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 15, 2013, 02:55:17 AM
For IW's ECM numbers - compared to two weeks ago those are incredibly low to what I remember seeing. No one is saying it's non-existant, only that ECM usage is lower

Fair enough for what you're seeing.  I'm saying that these are the kinds of numbers I've always been seeing, so the whole 'it's lower' argument didn't wash with me due to personal experience.

It's still utterly fucking game changing and only really needs to be put on ONE competent pilot to do so.


Title: Re: Mechwarrior Online
Post by: apocrypha on February 15, 2013, 04:09:28 AM
I'm with Ironwood, I've not noticed any drop in ecm numbers, although it always feels like the other team has more and better ecm players than my side...


Title: Re: Mechwarrior Online
Post by: Ironwood on February 15, 2013, 04:54:41 AM
Strangely, last nights games seem to go in my favour.  It was US that had the ECM's and even when the enemy had them, we seemed to stay tight and win.

I'm still quite impressed with the Good Raven Pilots out there.  It seems to be a real nimble little killer when used properly.  I almost bought the farm to one fucking around my Stalker last night until I got lucky with 4 Large lasers to his privates.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 15, 2013, 06:10:34 AM
There's still something wacky with hitboxes or ping, couple of days ago I was in a game with a raven who got 7 kills.  He was pretty good but more for target priority than movement, he circled a guy 4-5 times with me standing still outside the circle, even with him being totally predictable, having 2 srm6's and 4 medium's, I was barely scratching him, and that was firing straight through where he's been and where he's going to, in a direct line, no way that should miss.  Yet most of time hit detection is a lot better, so much so that you can target a single leg.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 15, 2013, 06:25:04 AM
I wish I knew what it was like to be on a winning team.  I've started settling for being the last one alive.  (3/4 matches.  woo.)


Title: Re: Mechwarrior Online
Post by: Slayerik on February 15, 2013, 08:06:49 AM
Ravens seem to eat the least damage out of any mech.... (fires up mechlab)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 15, 2013, 12:03:47 PM
Free day of premium time (http://mwomercs.com/valentine) but you have to claim it before the 19th.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 15, 2013, 02:42:34 PM
Apparently I just had a couple of nights of luck.  Still hardly any Atlases.

It was all Ravens today, though.  The damn things are just untouchable, and when they roam in packs, you might as well just give up.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 15, 2013, 04:44:19 PM
Make the bird killer...Stalker 5m with streaks !


Title: Re: Mechwarrior Online
Post by: Samprimary on February 15, 2013, 05:27:40 PM
as a pretty accomplished land pig, I have an almost supernatural capacity to deal with lights. I've gotten really good at scootching turn reversal to make sure they WILL get time in my crosshairs, and that time is usually accompanied with lasers. I am also crazy and missile them if I can line up a strafe at 100m or less. Regardless, they don't fare well against me in the rhino.

So many weapons are near useless against lights, though.


Title: Re: Mechwarrior Online
Post by: Raknor on February 17, 2013, 09:01:08 AM
Anyone have recommendations on the first thing or two to get in the Pilot tech tree?  A lot of them seem underwhelming. I've gotten both the ADV. Sensor already.


Title: Re: Mechwarrior Online
Post by: Zetleft on February 17, 2013, 10:55:44 AM
I was mildly interested in that targeting zoom because I thought it would be implemented like it was in MW2.  Sadly it just takes up too much room in the middle of the screen imo, but I have only ever seen one person use it while I was dead so hard to pass judgement with so little time looking at it. 


Title: Re: Mechwarrior Online
Post by: Segoris on February 17, 2013, 12:58:37 PM
as a pretty accomplished land pig, I have an almost supernatural capacity to deal with lights. I've gotten really good at scootching turn reversal to make sure they WILL get time in my crosshairs, and that time is usually accompanied with lasers. I am also crazy and missile them if I can line up a strafe at 100m or less. Regardless, they don't fare well against me in the rhino.

So many weapons are near useless against lights, though.

Yeah, regardless of the mech I'm in (if it goes less than 90 or just has poor turning) the backwards direction change works great against lights that circle

Anyone have recommendations on the first thing or two to get in the Pilot tech tree?  A lot of them seem underwhelming. I've gotten both the ADV. Sensor already.


I have found 360 targeting somewhat useless, though I hear people enjoy it on lights/scouts. I think the best ones are Adv Sensor, Target Info, then Adv Target Decay. I could not give two craps about Capping speed, Advanced zoom is awful unless you like 8-bit graphics (heat vision works better for targeting at distance anyways imo)


Title: Re: Mechwarrior Online
Post by: apocrypha on February 17, 2013, 02:40:01 PM
Anyone else getting black screens mid-game? The last few days about 50% of my games end after a minute or two when I get a black screen, sound continues for ~10 secs, then starts getting laggy and then the client just locks up completely and I have to Task Manager kill it.

Very annoying :/


Title: Re: Mechwarrior Online
Post by: Pennilenko on February 17, 2013, 03:28:34 PM
I love this game, however, because of my limited time to invest into it, I cannot get stable with any group of people. The constant pug stomping that I am experiencing is not fun even a little bit. I am often in the top quarter of damage dealers for my team in pug matches, it doesn't seem to make a difference though.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 17, 2013, 07:11:12 PM
I love this game, however, because of my limited time to invest into it, I cannot get stable with any group of people. The constant pug stomping that I am experiencing is not fun even a little bit. I am often in the top quarter of damage dealers for my team in pug matches, it doesn't seem to make a difference though.

Get on the Comstar NA TS3 server. Very easy to find a group.

http://mwomercs.com/forums/topic/60477-unofficial-community-run-voice-chat-servers/


Title: Re: Mechwarrior Online
Post by: Samprimary on February 18, 2013, 03:21:17 AM
as a pretty accomplished land pig, I have an almost supernatural capacity to deal with lights.

I figure these made nice demos

http://www.twitch.tv/samprimary/c/1938783
http://www.twitch.tv/samprimary/c/1938650
http://www.twitch.tv/samprimary/c/1938615


Title: Re: Mechwarrior Online
Post by: Samprimary on February 18, 2013, 07:30:14 PM
i'm playing this all night!


Title: Re: Mechwarrior Online
Post by: Ironwood on February 19, 2013, 10:41:18 AM
TREBUCHET !!  TREBUCHET !!  TREBUCHET !!  TREBUCHET !!  TREBUCHET !!  TREBUCHET !!  TREBUCHET !!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 19, 2013, 11:08:42 AM
https://mwomercs.com/game/patch-notes

Quote
Open Beta Update #11

Upcoming Patch - Tuesday Feb. 19th @ 10AM – 1PM PDT

Change Log

UPDATE


Greetings MechWarriors,

We have another great patch ready for you today.  It’s packed full of content, improvements, tuning and fixes so let’s dig in.

The Trebuchet is now available in the MechLab.  We have been having some serious fun with this BattleMech in our play tests.  It’s great to have a new medium `Mech on the battlefield, not to mention it has jump jets!   Those jump jets are going to come in handy too, on our new map Alpine Peaks.

What is Alpine Peaks you ask? It’s a huge map.  H U G E.  Bring your scouts, stick together, and load up some long range weapons because you’re going to have to change up your tactics for this snow-capped map.

If you liked our New Year’s holographic cockpit items, you are in luck because, we have just released the Faction Logos in the same style.  Pick one up and show your allegiance.

On top of all this there are a lot of cool new improved features to play with. Personally I can’t wait to disable someone’s ECM with a PPC. Now I just have to put a PPC on one of my `Mechs.

See you on the battlefield

Matt N


* Content

NEW BATTLEMECHS

Trebuchet TBT-7M

    - Tonnage:  50
    - Engine:  250 XL
        - Max Engine Rating: 325
    - Top Speed:  81 kph
    - Torso Movement:
        - 90 degrees to each side
        - 25 degrees up and down
    - Arm Movement:
        - 15 degrees to each side
        - 40 degrees up and down
    - Armor:  240 (Standard)
    - Weapons & Equipment:
        - Left Arm:  Medium Laser, LRM 15
        - Left Torso:  Narc Beacon, CASE
        - Right Torso:  LRM 15, CASE
        - Right Arm:  Medium Laser x 2
    - Hardpoints:
        - Left Arm:  1 Energy, 1 Missile
        - Left Torso:  1 Missile
        - Right Torso:  1 Missile, 1 AMS
        - Right Arm:  2 Energy
    - Internal Structure:  Endo Steel
    - Heat Sinks:  10 Double
    - Jump Jets:  5
    - ECM Capable?:  No
    - Module Slots:  2
   
Trebuchet TBT-3C

    - Tonnage:  50
    - Engine:  300 XL
        - Max Engine Rating: 390
    - Top Speed:  97.2 kph
    - Torso Movement:
        - 90 degrees to each side
        - 25 degrees up and down
    - Arm Movement:
        - 15 degrees to each side
        - 40 degrees up and down
    - Armor:  224 (Standard)
    - Weapons & Equipment:
        - Left Arm:  Medium Laser, LRM 15 w/ Artemis IV FCS
        - Left Torso:  CASE
        - Center Torso:  Medium Laser
        - Right Torso:  LRM 15 w/ Artemis IV FCS, CASE
        - Right Arm:  Medium Laser x 2
    - Hardpoints:
        - Left Arm:  1 Energy, 1 Missile
        - Center Torso:  1 Energy
        - Right Torso:  1 Missile, 1 AMS
        - Right Arm:  2 Energy
    - Internal Structure:  Endo Steel
    - Heat Sinks:  10 Double
    - Jump Jets:  n/a
    - ECM Capable?:  No
    - Module Slots:  2

Trebuchet TBT-5J

    - Tonnage:  50
    - Engine:  250 Standard
        - Max Engine Rating: 325
    - Top Speed:  81 kph
    - Torso Movement:
        - 90 degrees to each side
        - 25 degrees up and down
    - Arm Movement:
        - 15 degrees to each side
        - 40 degrees up and down
    - Armor:  256 (Standard)
    - Weapons & Equipment:
        - Left Arm:  Medium Laser
        - Right Torso:  LRM 15
        - Right Arm:  Medium Laser x 2
    - Hardpoints:
        - Left Arm:  2 Energy
        - Right Torso:  1 Missile, 1 AMS
        - Right Arm:  3 Energy
    - Internal Structure:  Standard
    - Heat Sinks:  15 Single
    - Jump Jets:  5
    - ECM Capable?:  No
    - Module Slots:  2
   
Trebuchet TBT-5N

    - Tonnage:  50
    - Engine:  250 Standard
        - Max Engine Rating: 325
    - Top Speed:  81 kph
    - Torso Movement:
        - 115 degrees to each side
        - 25 degrees up and down
    - Arm Movement:
        - 15 degrees to each side
        - 40 degrees up and down
    - Armor:  240 (Standard)
    - Weapons & Equipment:
        - Left Arm:  Medium Laser, LRM 15
        - Right Torso:  LRM 15
        - Right Arm:  Medium Laser x 2
    - Hardpoints:
        - Left Arm:  1 Energy, 1 Missile
        - Right Torso:  1 Missile, 1 AMS
        - Right Arm:  3 Energy
    - Internal Structure:  Standard
    - Heat Sinks:  10 Single
    - Jump Jets:  n/a
    - ECM Capable?:  No
    - Module Slots:  2

Trebuchet TBT-7K

    - Tonnage:  50
    - Engine:  250 Standard
        - Max Engine Rating: 325
    - Top Speed:  81 kph
    - Torso Movement:
        - 115 degrees to each side
        - 25 degrees up and down
    - Arm Movement:
        - 15 degrees to each side
        - 40 degrees up and down
    - Armor:  240 (Standard)
    - Weapons & Equipment:
        - Left Torso:  AC/5
        - Right Torso:  PPC
        - Right Arm:  SRM 2
    - Hardpoints:
        - Left Torso:  2 Ballistic
        - Right Torso:  2 Energy, 1 AMS
        - Right Arm:  2 Missile
    - Internal Structure:  Standard
    - Heat Sinks:  11 Single
    - Jump Jets:  n/a
    - ECM Capable?:  No
    - Module Slots:  2

NEW MAP

ALPINE PEAKS

Huge sightlines, sporadic cover, mountainous terrain, massive communication towers atop hills, huge fields of snow to cruise through, and amazing sights of the sun behind the mountains, Alpine Peaks offers all of these sights, sounds and more! Come see the planet MercMagazine called 'Cold as hell, but pretty, and damn is it huge!' Stretch your Mech limbs before you make the trek from one side to the other, as there are many possible fantastic attack points both to your left, right, above, and below. High vantage points can be used to facilitate long range engagements, and defensive lines can be set up in a wide variety of pleasant-looking areas. All of this - and more! - is waiting for you... in Alpine Peaks!

Alpine peaks is by far our largest map, with kilometres of distance between each base. Rising mountains and hills scatter the landscape, giving a vertical as well as horizontal fight. In addition to that, several corridors of hundreds of meters in length dot the level, allowing ranged weapons to really shine; but be careful, as many of the tall hills can be climbed, and the large size of the map means encirclement is a real possibility. Fighting often happens down long corridors, and cover is sporadic, but very high. Combat takes place at all levels, with enemies able to appear above, below, and to the sides of you. What seems like an advantage will suddenly be turned around if you get flanked, so it is important to cover your sides, and move together as a team.

Players will find that the short sightlines and narrow corridors of older maps are a thing of the past, as wide sweeping valleys and massive rocky mountains dominate the scene. Securing the high ground is of absolute importance, and enemies can appear and disappear over the mountaintops in the blink of an eye. Stray too far from your base and you risk being flanked, as slower Mechs will find they will have quite the trek to get across the battlefield. Be sure to bring your ranged weapons, small lasers won't cut it here!

NEW COCKPIT ITEMS

    - House Kurita Hologram Statue.
    - House Liao Hologram Statue.
    - House Marik Hologram Statue.
    - House Steiner Hologram Statue.
    - House Free Rasaihague Hologram Statue.
    - House Davion Hologram Statue.
   
Gameplay

MatchMaking Phase 3

    - When players or groups press the launch button, the match maker will attempt to form the best balanced match in terms of both the skills (ELO) and mech classes of all the players involved.
    - The longer the search takes, up to approximately 2-3 minutes, the less balanced the match could be since there just simply isn't a balanced mix of players and selected mechs looking for a match.
    - The more matches people play, the more accurate matching will become.

Centurion Variant Quirks.

    - Increased CN9-A and CN9-AL max engine to 275 (from 260).
    - Increased CN9-YLW max engine to 300 (from 280).
    - Increased CN9-A and CN9-AL torso twist angle to 100 (from 90).
    - Decreased CN9-A, CN9-AL, and CN9-D max horizontal arm angle to 35 (from 40).
    - Increased CN9-A and CN9-AL turning rate by 10%.
    - Increased CN9-YLW turning rate by 5%.
    - Decreased acceleration rate of all Centurions by 10%.
    - Increased the deceleration rate of the CN9-A, CN9-AL, and CN9-D by 10%.

Narc Beacon Improvements:

    - Narc now makes a `Mech targetable to everyone on the opposing team.
        - When an ECM "turns off" the other effects of a Narc beacon, it turns off this one as well.

    - When a `Mech has been hit by a Narc beacon, the effects of the Narc beacon automatically end if the `Mech takes a cumulative 35 damage from the time the Narc beacon hit.
        - Each time a `Mech is hit with an enemy Narc beacon, the damage counter resets.

EMP Property added to PPCs and ERPPCs:

    - When a PPC or ERPPC projectile hits an ECM carrying `Mech, the ECM is disabled for 4 seconds.
    - The ECM disabled time does not accumulate with successive shots.
    - If a `Mech is hit with a PPC or ERPPC while their ECM is already disabled, the disabled timer returns to 4 seconds.

Machine Guns/Flamers/LB10-X

    - The Flamer has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
        - When the Flamer crits, it will deal 1.1x the amount of normal damage to an internal item.
        - Flamer crit damage is 0.4 x 1.1 = 0.44 per crit.  Max crit of 3 times = 1.32.
        - The low damage mulitplier is due to the fact that the Flamer already has it's head increase ability.
    - The LB10-X has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
        - When the LB10-X crits, it will deal 2.0x the amount of normal damage from 1 'pellet' to an internal item.
        - The LB10-X crit damage is 1.0 x 2.0 = 2.0 per crit.  Max crit of 3 times = 6.0.
    - The Machine Gun has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
        - When the Machine Gun crits, it will deal 12.5x the amount of normal damage per bullet to an internal item.
        - The Machine Gun crit damage is 12.5 x 0.04 = 0.5 per crit.  Max crit of 3 times = 1.5.
        - Due to the rate of fire, the Machine Gun is now a heavy crit seeker and will be VERY effective vs. items on non-armoured locations.

Item Health Adjustment

    - AC/20 now has 18 health, up from 10.

Sensor Modules Tunings:

    - Standard Sensors (0% boost):
        - A Non-ECM Mech can be detected at 800m.
        - An ECM cloaked Mech can be detected at 200m. It disrupts signal at 180m.
    - With Advanced Sensor Range (at rank 2, 25% boost):
        - A non-ECM mech can be detected at 1000m.
        - An ECM cloaked Mech can be detected at 250m. It disrupts signal at 180m.

Incoming missile warning on targets:

    - When an enemy is actively the target of incoming missiles, an indicator appears on their targeting box.

Front End

MechLab Improvements

    - Moved UPGRADES tab to be a sub-tab of LOADOUT (upgrades are now drag and drop to slots).
    - Rearranged the Buy Mech details panel to make better use of the space.
    - Revamped the Item Details panel to show details specific to each item type.
    - Added Description tab in Item Details panel.
    - Revamped the look of the Hardpoint Slot list.
    - Added ability to sell multiple items of the same type in the item list rather than selecting and selling individual items.
    - Bug Fixes
   
Mech Efficiencies:

    - Basic `Mech Efficiencies are now correctly doubled when Elite status is obtained.  (NOTE: Elite status requires you to have all 4 Elite talents purchased for that variant).
    - Fixed an issue where purchasing ‘Arm Reflex’ was actually granting ‘Twist Speed’ efficiency and vice versa.
    - Fixed an issue where purchasing ‘Fast Fire’ (weapon cooldown) was actually granting ‘Pin Point’ (Weapon convergence) efficiency and vice versa.
    - Fixed the ‘Fast Fire’ efficiency:  This efficiency was previously working backwards.  Having this efficiency previously was increasing the cooldown of weapons.  Now it is properly decreasing cooldown.

Pilot Lab:

    - Fix mis-matched ordering of `Mech Efficiencies (see above).
    - Disable option to convert XP if insufficient XP available.
    - Show max convertible XP.
    - Display state of Efficiencies for mechs that have been sold.
    - Correctly refresh module info.
    - Correctly update number unlocked efficiencies.

MechLab:

    - Fixed issue where item quantity is not displayed in the "Inventory" line in Specifications when selected from Hardpoint Slots.
    - Fixed issue where equipped items are displayed as not equipped when selected in Weapons Systems/Ammo sidebar.
    - Fixed issue where the tonnage and repair status are displayed for modules in Specs section.
    - Fixed issue where buying the Ferro Fibrous armor causes two exact same "Are you sure you want to buy selected items" prompts to appear.
    - Fixed issue where sometimes the client will crash when modifying a `Mech and applying an upgrade immediately.
    - Fixed issue where the upgrade window only displays one of the two missing prerequisites.
    - Fixed issue where user is unable to sell modules from the modules tab.
    - Fixed issue where after logging off and then logging back in the user is able to access an empty MechLab before the loading screen appears.
    - Fixed issue where after selling items from the inventory, the balance is updated but the user is still unable to purchase items even with sufficient C-Bills.
    - Fixed issue where sometimes if the user select two `Mechs in a row from the quicklist will ready the first one.

Social:   

    - Fixed chat input retention in Front-End (chat will no longer 'reset' while you type).
    - Fixed Incoming message pulse.
    - Fixed migrating pulse issue.

Fall Damage Tuning:

    - Fixed excessive fall damage while moving across bumpy surfaces and falling from short heights.

Weapons:

    - Fixed bugs within the damage transfer system:
        - When destroyed components were hit from the back with explosive weapons,  the damage transfer to front and central components would only be a fraction of what it was supposed to be.
    - Fixed LRMs sometimes taking a sharp path after launching.

Dedicated Server:

    - BattleMechs will now unlock faster at the end of a match.

Known Issues

    - Damage textures are intentionally disabled until some additional re-work can be done.
    - Users may experience some popping/flickering textures in our new Alpine Peaks map.  We will try to address these graphical issues next patch.
    - Users may experience a stats tab in the MechLab with undefined strings, this will be addressed next patch.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Mechwarrior Online
Post by: Falconeer on February 19, 2013, 11:16:31 AM
Fuck me, they boosted Flamers and Machine Guns...


Title: Re: Mechwarrior Online
Post by: Merusk on February 19, 2013, 11:52:42 AM
My Vidcard's been RMA'd and shipped back to me. It should arrive Thursday and I'm quite happy I'll get to check out these changes.


Title: Re: Mechwarrior Online
Post by: satael on February 19, 2013, 12:10:07 PM
They just broke the MM for me, 1 succesful match and 20 failed "finding matches" (at 2mins each)  :uhrr:


Title: Re: Mechwarrior Online
Post by: Gets on February 19, 2013, 12:23:04 PM
My team had 2 assault mechs while the enemy had 4.

They were all LRM Atlases  :uhrr:


Title: Re: Mechwarrior Online
Post by: HaemishM on February 19, 2013, 12:45:44 PM
Prior to this patch, I was seeing a disturbing trend. Either I'd be on a good team, or I'd be against a good team. The good team I opposed would be 3 or 4 guys with ECM's all sitting back waiting for our team to come into them piecemeal trying to find the goddamn bastards. Once one guy popped up on their rader, they were shit upon from a great height by scores of LRM's and other long-range nastiness. And I say once again, FUCK ECM. It is entirely too goddamn powerful in PUG matches, especially for something that is only available on a limited number of mechs, all of which are a good deal more expensive than other chassis. It is potentially game-breaking since the only counter for it is other mechs with ECM and it can invalidate entire classes of weapons on the other team with no counter. Even the PPC changes aren't going to be enough to fix it.


Title: Re: Mechwarrior Online
Post by: apocrypha on February 19, 2013, 01:12:53 PM
Grr, I tried!

(https://dl.dropbox.com/u/31210803/screenshots/mwo08.jpg)


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 19, 2013, 01:46:57 PM
I can't wait to be in the scrub league.  Maybe my scores will finally improve... taking me out of the scrub league... where I'll get stomped on...  Oh no, I'm doomed forever!


Title: Re: Mechwarrior Online
Post by: Typhon on February 19, 2013, 03:16:37 PM
I can't get past the MM.   :cry:


Title: Re: Mechwarrior Online
Post by: Ironwood on February 19, 2013, 03:41:03 PM
Ditto.  Not a single game.  What the fuck.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 19, 2013, 03:56:09 PM
Try setting it to assault only, I've only had 3 fails so far.  New mech CT hitbox is too big, pity.


Title: Re: Mechwarrior Online
Post by: Typhon on February 19, 2013, 04:03:55 PM
Seemed better in a 2-man group (got 2 games pretty quick), right up until everything they have online ceased to be online.

WANTING 2 PLAY!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 19, 2013, 04:08:37 PM
linky (http://mwomercs.com/forums/topic/66079-matchmaking/page__view__findpost__p__1922353)
Quote
Servers will be coming down momentarily while we push an update to the match making service. This is to attempt to reduce the queue times for lone wolf players.

We will monitor it over the next few hours should the lone wolf queue times not come down we will temporarily turn off MatchMaking Phase 3 while we analyze the data and look at how to correctly reduce the lone wolf queue times.

So servers coming down momentarily, few hours with the new change to see if it helps, if not we roll back to the old system temporarily.

Thanks

Also solo players are being matched against 8 man teams apparently.


Title: Re: Mechwarrior Online
Post by: Typhon on February 19, 2013, 04:34:40 PM
They are back online, MM is getting me in games, but it takes a little bit (versus 'immediately or not at all' that I previously experienced)


Title: Re: Mechwarrior Online
Post by: Ironwood on February 20, 2013, 01:11:23 AM
Had a wee play with the Trenchbucket last night unmodded and it was fun as hell.

I will now Mod it to be an Angel of Destruction.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 20, 2013, 04:13:24 AM
This is going to sound like pissing or whining but it's really just a straight assessment of the patch I have so far:

- LBX10, Machine Gun, and Flamer buffs: Do not use any of these weapons, they are still very bad.
- Trebuchet: Skimpy armor, horrible hitboxes, and unsatisfying loadout. I am really enjoying fighting them because they go down in a couple of volleys and their offensive output isn't really that terrifying at all. Don't invest in this chassis yet.
- All Quiet on the Alpine Peaks: this map is an interesting change but it rightfully annoys the crap out of tons of players. Long dead stretches, grueling poking in no-mans-lands, and agony for your assaults. Would be fine if you could assign a mech choice specific to this map, or pick it specifically, or exclude it from rotation. Also, with only 8 players, conquest mode is pretty much always concluded by hitting the resource cap. Order people to split up and scoot around the edges of the map to the cap points. Anyone who finds the main group (god help them if they stayed together) is only there to slow them down while you take every other point on the map. Then have someone sneak off to the mountains and shut down. Thrilling!
- My screen turns black and i'm kicked to the lobby this sucks


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 20, 2013, 04:50:56 AM
Not getting the black screen but the rest is similar to how I'd put it, the new map is fun with a sniper build but tough on brawlers, lot more ppcs out there, lrm's too, I don't play conquest at the moment but not surprised the new map would cause issues there.


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 20, 2013, 06:22:43 AM
Alpine Peaks .... I'm still reserving judgement. We had one awesome match (luckily I was in my LRM boat), where there was actually a huge run-and-gun longer range battle with the other team (Assault match, still finished by capture). The other was Conquest and it was rather boring. A way to specify 'mechs for maps would be very useful.

Trenchbucket - ugliest mech I've ever seen, maybe. :)

Withholding judgement on LBX10/MG/Flamer changes; haven't run with or seen them in action enough. The few matches I did see them in, MGs seemed a little more effective but it's hard to say.

Client stability - I haven't had any problems in the last few patches (except for the occasional mechlab crash, rarely) ... of course I am running a rock-solid ASUS/Intel/nVidia system  (16 GB of RAM, a slightly older nVidia 260 vid card) ... I have a sneaking suspicion people with ATI cards and, strangely enough, newer nVidia cards are having more problems (with my statistical universe of maybe, 3 people? lol)


Title: Re: Mechwarrior Online
Post by: Merusk on February 20, 2013, 07:21:44 AM
I tried even with the shitty vid card just to see the new map.  I got in 2 matches on it and I've got to say it Sucks on conquest - Flat out - and needs a little tweaking, particularly when combined with the needs of the other maps in the rotation.

Problems:
* Assaults have no place on this map other than defending nodes.  It takes far too long to go from one node to the other.  Your team doesn't have more than 1 or 2 fast lights/ meds?  You're SOL and will lose to resources.
* Conquest: The north team is within easy striking distance of 3 nodes.  In both matches North spawn was able to cap 3 while South was still working on the 2nd node. They need to be spread-out more, making the west part of the map have an actual point in existing.
* Current small-maps favor close range, heavily armored mechs.  If you equip for this map you're going to get DESTROYED in the other matches because your loadout will be ineffective.
 

This last point is a problem in general with the MM concept.  You should be allowed to pick a loadout at team build, not forced to just go with whatever. If you were a "real" mechwarrior you wouldn't take a wholly energy-based load to a high-ambient-heat planet, or LRMs in to a city.

It works in WoT because a tank is a tank and there's no alt loadouts to them.  You have an engine, treads and a gun.  Maybe a choice between a derp or a  Imagine a LoL  game where you picked a champ and THEN were matched with a team and a play mode - that's the situation we have in this game.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 20, 2013, 08:03:07 AM
In MW fiction the 'mech you had was what you got to run with.  A unit with enough people would try to assign people where they'd be most useful, but mismatches were common amongst anything that wasn't a garrison or elite unit.  It was rare to have spare 'mechs without a pilot.

Not that it makes for good game play.


Title: Re: Mechwarrior Online
Post by: Ghambit on February 20, 2013, 08:24:56 AM
Hai guys.  Just popped in to see if there's Community Warfare yet.  So... like, is there?


Title: Re: Mechwarrior Online
Post by: Slayerik on February 20, 2013, 08:28:07 AM
So, I'm kinda in love with the spider. I thought it a stupid mech, and stupid mechs in general I try to become awesome at. I'm just weird like that.

So I took out my brand new, horrible SDR-5V ...equipped with like 10 JJs and the only weapon a Large Pulse laser. We went into the match short a guy, and the rest of our team went down, leaving me vrs. an Atlas, PPC cat of some sort, and a Cataphract. The mobility of the spider is so fucking sexy. I was hopping on to the sides of building, mid air strafing runs, circle chewing, just general badassry.  One guy made a comment making fun of my 1 large pulse laser, and even the other team defended me saying that dead men shouldn't talk crap. I managed to take down the cat and eventually got side torsoed. Pretty cool when just about everyone says you put on a helluva show :) But show was basically all it was, doing only 250ish damage for a whole match! This mech, on it's own, has made me respect jump jets a lot more.

If only the hardpoints of the mech weren't BOTH center. The mech might actually be usable. I -could- run dual medium pulses as it is, but heat and range issues become more of a factor.  Large pulse was pretty fun, cause I'd be quite far away in mid air wump wump wumping guys.


Title: Re: Mechwarrior Online
Post by: Merusk on February 20, 2013, 08:31:00 AM
In MW fiction the 'mech you had was what you got to run with.  A unit with enough people would try to assign people where they'd be most useful, but mismatches were common amongst anything that wasn't a garrison or elite unit.  It was rare to have spare 'mechs without a pilot.

Not that it makes for good game play.

Both those situations are functionally  :uhrr:  Sure you've got the mech chassis but the load out can't be changed because...?  It's like saying "Well, that F14 only has AMRAAMS installed.  Too bad he can't carry a few bombs on this air-to-ground mission we're sending him on!"

I'm glad I wasn't in to MW as a kid.  It would have bothered me greatly.


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 20, 2013, 10:26:36 AM
In MW fiction the 'mech you had was what you got to run with.  A unit with enough people would try to assign people where they'd be most useful, but mismatches were common amongst anything that wasn't a garrison or elite unit.  It was rare to have spare 'mechs without a pilot.

Not that it makes for good game play.

Both those situations are functionally  :uhrr:  Sure you've got the mech chassis but the load out can't be changed because...?  It's like saying "Well, that F14 only has AMRAAMS installed.  Too bad he can't carry a few bombs on this air-to-ground mission we're sending him on!"

I'm glad I wasn't in to MW as a kid.  It would have bothered me greatly.

The loadout could be changed ... but it would be an expensive, time-consuming effort that would need to be done at a Mech bay facility rather than in the field. The systems aren't modular enough. That was one of the big advantages of the Clan Omnimech concept.

So it would be: "That F14 has AMRAAMS installed; I would love to put some bombs on it, but there are no hardpoints or fire control systems that can handle bombs on this F14 variant, and it would take a serious overhaul or some questionable jury-rigging to make it work."

While the Clans just go: "Caustic Valley? Swap out the Laser pods for ballistic pods and missle pods."

Yeah, a bit  :uhrr: ... but hey, that's BattleTech for you.





Title: Re: Mechwarrior Online
Post by: Gets on February 20, 2013, 10:35:18 AM
Hai guys.  Just popped in to see if there's Community Warfare yet.  So... like, is there?

Come back in half a year. Maybe they've remembered where they hid all those preorder profits by then.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 20, 2013, 10:40:39 AM
Pretty much as Zaljerem says.  Pre-Clan was a dark time for the IS.  They could barely hold their 'mechs together.  In the time period of this game the Houses are starting to get their shit together, but it'd have taken a lot longer without the inevitable invasion forcing them to.

If only the hardpoints of the mech weren't BOTH center. The mech might actually be usable. I -could- run dual medium pulses as it is, but heat and range issues become more of a factor.  Large pulse was pretty fun, cause I'd be quite far away in mid air wump wump wumping guys.
2 MPL and 3 DHS should have it running pretty cool in comparison to a LPL.  Only range is an issue then, but it's not like the LPL has a lot.

Still, 250 for a Spider or Commando is an excellent match.  They're more about making the other team waste shots on you and scouting than damage output.  Kind of a shame given the scoring system, but I've (mostly) made my peace with it.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 20, 2013, 11:08:38 AM
Times hit would be a neat stat. So many glancing blows on the fast mechs!



So the real decision is range over a slight DPS and mobility boost....

I want to run the XL 245. I currently have a XL 225, and its plenty, but I want to take it to ludicrous speed (esp with speed tweak).

I've had a 500 spider run before. Was the ECM one, 3 MPL



Title: Re: Mechwarrior Online
Post by: Merusk on February 20, 2013, 11:24:38 AM
In MW fiction the 'mech you had was what you got to run with.  A unit with enough people would try to assign people where they'd be most useful, but mismatches were common amongst anything that wasn't a garrison or elite unit.  It was rare to have spare 'mechs without a pilot.

Not that it makes for good game play.

Both those situations are functionally  :uhrr:  Sure you've got the mech chassis but the load out can't be changed because...?  It's like saying "Well, that F14 only has AMRAAMS installed.  Too bad he can't carry a few bombs on this air-to-ground mission we're sending him on!"

I'm glad I wasn't in to MW as a kid.  It would have bothered me greatly.

The loadout could be changed ... but it would be an expensive, time-consuming effort that would need to be done at a Mech bay facility rather than in the field. The systems aren't modular enough. That was one of the big advantages of the Clan Omnimech concept.

So it would be: "That F14 has AMRAAMS installed; I would love to put some bombs on it, but there are no hardpoints or fire control systems that can handle bombs on this F14 variant, and it would take a serious overhaul or some questionable jury-rigging to make it work."

While the Clans just go: "Caustic Valley? Swap out the Laser pods for ballistic pods and missle pods."

Yeah, a bit  :uhrr: ... but hey, that's BattleTech for you.

This is begging for a WUA-level dissection of just how wrong it is (not on your part, but on the 'lore creators').. but I don't care enough.  And I could be mistaken that the F-14 mission variants (and other fighter/bombers) didn't have the same weapon systems installed and was a simple armament swap.  Wiki seems to imply I'm not wrong there, though. 

/geekery


Title: Re: Mechwarrior Online
Post by: Slayerik on February 20, 2013, 11:38:48 AM
You know you want to. Zal and lantyssa can't keep this up all by themselves!


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 20, 2013, 12:22:26 PM
Well they are meant to be different planets, planets it takes weeks to get to.  It doesn't make sense to me to fuck people off by giving them options for snow camouflage and then dropping them in a desert.  

But nevermind that, I hate river city night, with all the queue tinkering they are doing you'd think they'd at least consider letting you have a single drop down option for "I never want to play - river city night" and "I really like playing - caustic valley", so you get no chance of the first and double chance at the second.


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 20, 2013, 12:40:55 PM
This is begging for a WUA-level dissection of just how wrong it is (not on your part, but on the 'lore creators').. but I don't care enough.  And I could be mistaken that the F-14 mission variants (and other fighter/bombers) didn't have the same weapon systems installed and was a simple armament swap.  Wiki seems to imply I'm not wrong there, though. 

/geekery

Yeah, I just used the F14 as a fictional example to display the rationale used in the BattleTech universe ... not in any real world way.  :-)

I've studied the lore quite a bit over the years, always dreaming of getting the old crew to agree to a BattleTech RPG session; but now the old crew is pretty much grown-up, married with children, with little-to-no time for dice-rolling and roleplaying. Alas.

I don't care enough either, though. The lore is what it is, the tabletop ruleset is what it is, the Mechwarrior series of PC games is what it is (awesome), and I'm having a great time with MWO, all things considered!



Title: Re: Mechwarrior Online
Post by: Ironwood on February 20, 2013, 12:48:55 PM
Well they are meant to be different planets, planets it takes weeks to get to.  It doesn't make sense to me to fuck people off by giving them options for snow camouflage and then dropping them in a desert.  

But nevermind that, I hate river city night, with all the queue tinkering they are doing you'd think they'd at least consider letting you have a single drop down option for "I never want to play - river city night" and "I really like playing - caustic valley", so you get no chance of the first and double chance at the second.

Who'd play CV ??


Title: Re: Mechwarrior Online
Post by: HaemishM on February 20, 2013, 12:51:49 PM
The matchmaking system needs a serious kick in the gonads because especially in pub matches, it just puts you in situations you have no fucking business being in. It may be lore, but well... LOLLORE.

I got in one assault game of Alpine Peaks and it's too soon to tell but I don't think it'll be a popular map. It may actually just be too goddamn big. My favorite map is still Forest Colony, followed by a River City a close second (and fuck River City Night in its earhole). Frozen Valley can fuck right off, day or night as can Caustic.


Title: Re: Mechwarrior Online
Post by: Merusk on February 20, 2013, 12:53:39 PM
I find River City: Night and River City: Day look the same when I play.

But I probably use heat vision way too much.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 20, 2013, 02:32:06 PM
Who'd play CV ??

Best map by far.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 20, 2013, 02:48:25 PM
I enjoy it also, but only because I don't use excessive heat.

But you can see people who switch maps off switch off the one that raises the bar for any mech out there, especially when the sheep all go and it's just wolves.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 20, 2013, 03:03:07 PM
If they only let you switch off one, I don't think CV will have a population problem, but river city bloody night, might.


Title: Re: Mechwarrior Online
Post by: Typhon on February 20, 2013, 07:56:37 PM
When I first started I hated river city night because I sucked horribly on that map.  Now that I suck less, I hate river city night because my team sucks horribly.  I'd dodge it if I could.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 20, 2013, 08:56:12 PM
River City Night is functionally the same to me as regular River City, and that's because thermal vision is flat-out superior to ever being in regular vision, ever, so I'm always in it.

which sucks, btw


Title: Re: Mechwarrior Online
Post by: Slayerik on February 20, 2013, 10:39:48 PM
I disagree. In close-up fights, when things get a little nuts it can screw ya up. Well, it screws me up anyway.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on February 21, 2013, 12:22:53 AM
1) The IS was well into a rennaisance right before the Clans, both Lostech recovery and some genuine new development, with new chassis being developed for the first time in over a century and actual new factories being built.

2) Fuck the lore, it's bad gameplay to be stuck in a mech completely unsuited to the map.

--Dave


Title: Re: Mechwarrior Online
Post by: Ironwood on February 21, 2013, 05:41:33 AM
I like River City.  If you're doing it properly, you get some awesome scraps in the alleys.

...

No, that's not a euphamism.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 21, 2013, 07:05:17 AM
I disagree. In close-up fights, when things get a little nuts it can screw ya up. Well, it screws me up anyway.

Not for me; in brawls, thermal cuts right through the sparks and smoke and keeps me on target no matter what i'm being hit with.

The smoke is such a big deal (as is the graphical dynamic exposure that darkens everything in a firefight) that i never go without unless i'm trying to take video.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 21, 2013, 07:12:37 AM
I like it looking pretty, heat vision may give an advantage once you are used to it, but at the moment it's so ugly I rarely choose to use it.


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 21, 2013, 07:23:50 AM
2) Fuck the lore, it's bad gameplay to be stuck in a mech completely unsuited to the map.

Funny, I rarely if ever think "man, I'm stuck in a mech that is completely unsuited to this map" ... less efficient, maybe.

I can see where someone boating SRMs might feel that way on a larger map, or a PPC boater might feel that way on a hotter map ... but I generally don't boat. I prefer more balanced loadouts, even if they aren't as min/maxed as they could be.

If I'm in a build that is less efficient in a particular map, I try to alter my playstyle to compensate.

Until Community Warfare hits, I don't imagine we're going to see any change in the "random map" methodology. I wouldn't mind seeing an option for choosing some camo presets of your own creation before a match. Maybe they'll provide some functionality where you can choose from your 4 selected 'mechs before a match starts.


Title: Re: Mechwarrior Online
Post by: Segoris on February 21, 2013, 07:46:53 AM
Yeah, there are only  two times I do not run heatvision. The first is when walking around the outskirts of Frozen City. I've fallen off of the ledge and down into the valley area since heat vision can mess with my depth perception. The second is when I'm coming up ona larger brawl and the red/blue indicators are kind of mixed while mechs strafe each other, I'll turn it off to identify each mech more easily and turn heat vision back on immediately.

As for maps, I personally think that we need more like Frozen City and Forest Colony. Both have brawling and ranged areas, a couple of ambush spots, and enough room to maneuver. RC has enough room to maneuver and buildings to duck out of LOS, which also makes brawling more fun knowong with smart movements you can dodge a lot of fire, but I would not mind if a few buildings were removed to balance it out a little more between ranged and brawlers. CV just needs a bit more cover, but not too much. Maybe replicate a half-sized version of the northern base in two other areas, with one or two taller buildings/water silos similar to the current base, while leaving the rest of the map open. Also, maybe give RC a couple more quadrants to spread it out a bit. I haven't played since the patch (logged in for a few mins to check out the mechlab UI, was about it) so I can't comment on Alpine.

If I'm in a build that is less efficient in a particular map, I try to alter my playstyle to compensate.

Blasphemy! Adaption is not allowed in this game, don't you read the MWO forums? Devs are supposed to cater to everyone's playstyle at all times :why_so_serious:

I do agree though, the only thing which slows me down on a brawler is CV, and that is not by much. It just means I stay with the group more than I normally would on the other maps (maps be damned if they don't have a tunnel for me to brawl in!). Even the heat can be adjusted for on energy/srm builds.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 21, 2013, 07:48:24 AM
It would be better if some of the buildings in RC actually fell down.


Title: Re: Mechwarrior Online
Post by: Segoris on February 21, 2013, 07:55:22 AM
That it would, hmm - BF2/BF3 with Mechs? :grin:


Title: Re: Mechwarrior Online
Post by: Merusk on February 21, 2013, 08:47:41 AM
2) Fuck the lore, it's bad gameplay to be stuck in a mech completely unsuited to the map.

Funny, I rarely if ever think "man, I'm stuck in a mech that is completely unsuited to this map" ... less efficient, maybe.

I think that all the time in my LRM Catapult on the River City map. (Adaptation here means "go stand alone elsewhere and be light bait.") Or, as mentioned above, my slow-as-fuck stalker on the new one.

Those are the only two instances I can think of, though. Otherwise, yes, you're pretty able to adapt.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 21, 2013, 10:00:22 AM
River City Night is functionally the same to me as regular River City, and that's because thermal vision is flat-out superior to ever being in regular vision, ever, so I'm always in it.
If I were a sniper I'd agree.  As I'm normally piloting a fast 'mech I really prefer normal vision, which is useless on River City Night.  I don't even want to think about my Commandos there once collision gets turned back on.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 21, 2013, 10:05:12 AM
I'll also note that right now I have my monitor on maximum temperature, brightness, and contrast, and it's tilted down towards me a bit. This turns thermal vision into this super predator mode where I have no trouble discerning my surroundings at all, and enemies stand out extremely clearly in it for me to shoot.

I set up some friends with it and in the process we discovered that some monitors just don't have the capacity to give you this super predator vision, and I tried playing on them and wouldn't find thermal nearly as useful and would eschew it as often as possible.

As it is, though, i'm the predator.


Title: Re: Mechwarrior Online
Post by: Segoris on February 21, 2013, 10:15:12 AM
*rubs mud on mech*

Sup now, predator? :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Slayerik on February 21, 2013, 11:11:29 AM
Stalker showdown 2013. Seg vrs Sam. GOOOOOOOOO! For E-honour!!!!!


Title: Re: Mechwarrior Online
Post by: Gets on February 21, 2013, 11:35:54 AM
Powering down between two buildings on River City Night and wondering if those robot footsteps approaching are friendly or not did make me feel giddy for a bit, but I don't know if that sort of gameplay concept is viable currently.

I can understand not having other vehicles besides mechs in the game, but coolant flushing and ejection seats seem like simple ideas they could put in to spice up the gameplay a bit. Yet reading the forums I've sensed that players have this half-shooter approach to MWO. When Alpine came out people started complaining about wide ranges and lack of cover. You're in a 60 foot tall mech!


Title: Re: Mechwarrior Online
Post by: Ironwood on February 21, 2013, 11:46:41 AM
Just had an awesome Trebuchet game where I came first.  Did about 800 damage compared to everyone else who was shit.

It was awesome.

Still got that intermittent texture issue tho. Major pain in the titties.

Where is everyone.  :(


Title: Re: Mechwarrior Online
Post by: Segoris on February 21, 2013, 12:20:16 PM
Stalker showdown 2013. Seg vrs Sam. GOOOOOOOOO! For E-honour!!!!!

I would get involved, but that might show me as giving a fuck 8-)

Powering down between two buildings on River City Night and wondering if those robot footsteps approaching are friendly or not did make me feel giddy for a bit, but I don't know if that sort of gameplay concept is viable currently.

I can understand not having other vehicles besides mechs in the game, but coolant flushing and ejection seats seem like simple ideas they could put in to spice up the gameplay a bit. Yet reading the forums I've sensed that players have this half-shooter approach to MWO. When Alpine came out people started complaining about wide ranges and lack of cover. You're in a 60 foot tall mech!

Powering down and waiting between buildings can be good at times. I've used that next to a dead mech knowing I was being chased but it doesn't always work (....fucking BAP and it's one use!). I usually use it to try to break missile lock, especially if I have some heat built up and have the time to do so.

As for desire for more cover and shooter approach - for me it is less about being more shooter-like and more about having balanced maps for all builds. I'm fine with maps favoring one type (RC for brawler and CV for long range/direct fire), but not without at least throwing a bone to another type (RC does better with this than CV imo). I've adapted to maps with each type of build, but still would not mind seeing a couple adjustments.
While I would like an ejection seat mechanic for cosmetics, what purpose would ejection seats be? I know I have thought about something along the lines of providing a bonus if a pilot ejects within 3 seconds before their mech blows up, or the killer getting a bonus if the opposite mech does not eject.
And coolant flushing would make this more MMORPG cooldown blowing than anything. Coolant flushing with SRM, PPC, Large Pulse Laser boats....yes please. Though, would the incoming tears from being destroyed due to this mechanic refill the coolant flush by chance? :grin:


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 21, 2013, 01:19:29 PM
Where is everyone.  :(

This guy's at work. :(


Title: Re: Mechwarrior Online
Post by: Ironwood on February 21, 2013, 03:16:51 PM
Well, I had fun tonight and YOU MISSED IT.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Samprimary on February 22, 2013, 02:27:36 AM
so here's what I do while i'm leveling up my three catapults.

I sneak around into their base ASAP. I step on it and give the star colonel batchall speech from the terrible mechwarrior cartoon. A FULL TRINARY STANDS ASSEMBLED TO TAKE YOUR BASE. WHAT FORCES DARE OPPOSE ME? YOU DARE REFUSE MY BATCHALL? (http://www.youtube.com/watch?feature=player_detailpage&v=YqzEssjkMeU#t=13s)

http://www.twitch.tv/samprimary/c/1952213


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 22, 2013, 03:05:47 AM
Ok, that was funny.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 22, 2013, 03:52:47 AM
Just uninstall Bad Atlas was funny.

Damn, I am having real trouble getting cash.  What's the situation with Repair and Rearm these days ?


Title: Re: Mechwarrior Online
Post by: satael on February 22, 2013, 03:53:46 AM
That atlas at the end was really the finishing touch  :grin:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 22, 2013, 04:01:34 AM
There's no rearm and repair and I believe they said they weren't going to bring it back as it's just a tax that doesn't hit energy builds as hard.

Past few weeks I've been grinding cash/mech xp by playing lots of matches with the sound off, in a small window while watching films/tv shows on the rest of the screen.  Making cbills is purely down to more matches played with premium time and or hero/founders mech giving a bonus.

I'd almost considered it as sad as saying something like "cbills/per hour" only the game is good enough that I keep having to rewind whatever I was watching as I get caught up in the game.

I'm trying to master all the mechs (40) I own before premium runs out.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 22, 2013, 04:05:59 AM
Right.  I guess I just suck balls then.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on February 22, 2013, 04:10:12 AM
You probably just tinker with loadouts and without premium you likely only make 90k or something for a decent win.  Don't sell weapons, only sell engines if you have more than 1 of it, completely strip any mech you aren't playing.  Captures are poor money rewards too which doesn't help, and 1.5 million for double heat sinks on a new mech doesn't help.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 22, 2013, 04:33:33 AM
With a grand total of 3 mechs to my name, you wouldn't believe how often I don't tinker with loadouts.

No, I just suck balls.  Good advice though.


Title: Re: Mechwarrior Online
Post by: Merusk on February 22, 2013, 05:26:23 AM
Work out a time to meet-up with Sam, Slay or Zil this weekend and make some cash.  Goes much better if you're teamed.  When I was running with Zil I made far more than I am solo.  If you don't have a primo mech, get one.  The cash difference is pretty significant over time, particularly since you only have 3 mechs.

I was on for an hour and a half last night now that the Vid card has been repaired and returned. No glitches, hitches or crashes, hooray.   I'm studying for the ARE this weekend, though, so I can't sit down and burn through some matches with you.


Title: Re: Mechwarrior Online
Post by: satael on February 22, 2013, 05:31:37 AM
There's a tournament this weekend:http://mwomercs.com/tournaments (http://mwomercs.com/tournaments)


Title: Re: Mechwarrior Online
Post by: Merusk on February 22, 2013, 05:59:32 AM
There's a tournament this weekend:http://mwomercs.com/tournaments (http://mwomercs.com/tournaments)

Online tourneys of this sort fail to excite me anymore.   I'm too old to have the time to sit there for an entire weekend grinding match after match to even attempt this.  Much less delude myself in to believing that I'm good enough to compete for the TOP 3 SCORES IN AN MMO.  :oh_i_see:



Title: Re: Mechwarrior Online
Post by: Lantyssa on February 22, 2013, 06:47:07 AM
Meh.  I'm not a Raven 3L pilot, so no point in me even trying.


Title: Re: Mechwarrior Online
Post by: Segoris on February 22, 2013, 06:54:38 AM
That's kind of cool though, and at least they're having people queue solo (who knows if it is something which actually works and discounts group stats though :why_so_serious:).
Edit: Also, great stress test for the ELO system. And first match in Alpine - fuck that place, way too huge. The cover isn't completely awful (I went lone-wolf on a Stalker brawler) with smart use of the mountains. The map being so large that, unless you're going 80kph+ or both teams just so happen to go right to each other, it takes more time to reach the enemy than it does to kill them is pretty ridiculous.
Edit2: though, when you get a different map, having people in full on long range builds makes being a brawler even better sometimes thanks to their minimum range :grin:


Title: Re: Mechwarrior Online
Post by: Merusk on February 22, 2013, 08:26:27 AM
So did I miss a LRM nerf at some point?  My founder's cat with Artemis was doing shit damage yesterday, even on Alpine Ridge with folks in open cover.   The Apline Ridge game I emptied my entire rack (800 missiles) on targets I was able to hit at 500m with TAG and only had around 150-200 damage.

Thinking of dropping it down to just SRMs and lasers because it was so terrible.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 22, 2013, 08:27:53 AM
Maybe ran into a group with a lot of AMS's? I haven't noticed any significant change...but I've been spidering lately.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 22, 2013, 09:21:31 AM
if there's something i have learned simultaneously via you guys, or my irl friends, or the goons, it's Drop As A Group. period.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 22, 2013, 09:28:29 AM
A lot of people are grouping due to ECM and I find that AMS is having the desired effect on LRMs.  If they actually get a lock (doubtful) the AMS chew up the incoming.

This is why I switched from my stock Trenchbucket to a 4 laser 2 srm6 brawler.  And he's fucking awesome.


Title: Re: Mechwarrior Online
Post by: satael on February 23, 2013, 02:38:02 AM
It's about 14½ hours (I think) into the "Be a hero" challenge and the top players in each of the "weight" classes is at 120+ games already (and I think the challenge still has something like 48 hours to go).  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on February 23, 2013, 06:19:37 AM
Exactly what I was getting at in my post above.   When I started seeing WOT players with 2month old accounts that had 3x as many games as me, I realized I was too old and had too many responsibilities for these Internet "contests."


Title: Re: Mechwarrior Online
Post by: Samprimary on February 23, 2013, 09:40:47 AM
the contest was literally not even to be considered as winnable by anyone who was not running an account 24/7 by multiple people and had duplicate copies of a supreme build so that they could immediately leave any battle they died in, jump in the exact same mech, and requeue immediately.


Title: Re: Mechwarrior Online
Post by: satael on February 23, 2013, 11:53:47 AM
I thought the scoring would have been something more in the line of score from 10 best games (modfied slightly by the amount of games played)
Just 26 hours in the top score in heavy has 117 wins and 106 losses (if it's just 6 minutes per game that's well over 20 hours of playtime...)


Title: Re: Mechwarrior Online
Post by: Merusk on February 23, 2013, 12:06:01 PM
Nope.
Quote
For the Light, Medium, Heavy, and Assault Champion challenges we are using an aggregate score that weighs Win/Loss Ratio, Kills, Kill Assists, Capture Assists, Spotting Assists, and Games Played.

All players within striking distance have over 100 games played and the top 3 for each class have 100+ wins. Most have 50-70 losses.  Since it's aggregate, more games played = better chances. 

Now think on this.  If you're averaging 7 mins a match, then the lowest # of games played in the top 3 right now (144)  will have been in game 16.8 hours.  That doesn't count eating/ pissing/ queue time.


Title: Re: Mechwarrior Online
Post by: Fordel on February 23, 2013, 12:12:33 PM
so here's what I do while i'm leveling up my three catapults.

I sneak around into their base ASAP. I step on it and give the star colonel batchall speech from the terrible mechwarrior cartoon. A FULL TRINARY STANDS ASSEMBLED TO TAKE YOUR BASE. WHAT FORCES DARE OPPOSE ME? YOU DARE REFUSE MY BATCHALL? (http://www.youtube.com/watch?feature=player_detailpage&v=YqzEssjkMeU#t=13s)

http://www.twitch.tv/samprimary/c/1952213



I'm glade MWO is keeping the grand tradition of previous Mechwarrior games, by having great graphics that you never see due to the enhanced imaging.   :grin:


Title: Re: Mechwarrior Online
Post by: Samprimary on February 23, 2013, 11:28:43 PM
that's totally not true, you saw me turn it off for a second just to make sure my missile doors were open

anyway, the prize for the tournament should be a poopsock you can hang in your mech because good goddamn


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 24, 2013, 10:17:17 AM
anyway, the prize for the tournament should be a poopsock you can hang in your mech because good goddamn

I didn't even bother to opt-in, you'd need a ridiculous amount of time free and in the cockpit to compete. As a young teen, I might have dedicated the weekend to nothing else. Nowadays, not so much.


Title: Re: Mechwarrior Online
Post by: Raknor on February 24, 2013, 11:01:07 AM
Anyone have a recommendation on a 3rd stalker?  I really want to move into the Elite tech tree.

I have the 3F (4LL build), 5M (3LL, 5xSRM6)

I was thinking a STK-5S (http://mwo.smurfy-net.de/mechlab#i=50&l=e12e96811eb7720f6f599eb471ea6e2024460773)

Or maybe a LRM version?  I really love the 3F.  The 5M is, not quite what the 3F is.


Title: Re: Mechwarrior Online
Post by: satael on February 24, 2013, 11:06:07 AM
anyway, the prize for the tournament should be a poopsock you can hang in your mech because good goddamn

I didn't even bother to opt-in, you'd need a ridiculous amount of time free and in the cockpit to compete. As a young teen, I might have dedicated the weekend to nothing else. Nowadays, not so much.

I doubt a young teen has played over 400 games (like the current leader in the heavy leaderboard). The tournament is about 48 hours in and 400 games (at 6 minutes/game) means 40 hours of playtime in 2 days. Any parent that allows a kid to do that should really consider some lessons in (decent) parenting  :grin:


Title: Re: Mechwarrior Online
Post by: Samprimary on February 24, 2013, 12:57:44 PM
just grab any leftover stalker chassis and boat it to elite. 3F is the only one you need ex post facto.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 24, 2013, 01:23:42 PM
SRM Artemis ?  Yay or Nay ?


Title: Re: Mechwarrior Online
Post by: Slayerik on February 24, 2013, 01:34:01 PM
I like it in my fast centurion.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 24, 2013, 01:47:26 PM
That just sounds awfully rude.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 24, 2013, 06:07:56 PM
I'm messing around with my different 'Phracts since I got my 2X all the basic certs.  Took my 3D with a Guass/ER PPC for a spin and ended up on Alpine.  Three kills, which compared to some of you is nothing, but the kill of the night was an LRM Catapult who peaked out while my back was turned.  I spun around, brought my guns to bear... and headshotted a pristine 'mech.  Kinda sucked for him, but it made for fun on my end.

The match before I killed a Jenner by shaving the head of a friendly Atlas.  Only a few pixels of clearance.


Title: Re: Mechwarrior Online
Post by: Segoris on February 24, 2013, 07:42:37 PM
SRM Artemis ?  Yay or Nay ?

I don't like them that much for SRM6. SRM2/4 I can see, but not 6 if you have enough ammo. I think if I was to advise anyone when to use Artemis on SRMs, it would be if you have 1-2 SRM6 that is fine (though I still choose not to), 3 SRM6 would go either way, and 4+ it is not worth it. My thoughts are at that point the extra ammo outweighs any benefit from Artemis when you can solve greater spread of the missiles with more missiles. Then there is the secondary part of (off the top of my head) any mech which holds 4+ SRM6 anyways is probably going to need the crit slots or they'd suffer in that area too with low ammo.

I'm messing around with my different 'Phracts since I got my 2X all the basic certs.  Took my 3D with a Guass/ER PPC for a spin and ended up on Alpine.  Three kills, which compared to some of you is nothing, but the kill of the night was an LRM Catapult who peaked out while my back was turned.  I spun around, brought my guns to bear... and headshotted a pristine 'mech.  Kinda sucked for him, but it made for fun on my end.

The match before I killed a Jenner by shaving the head of a friendly Atlas.  Only a few pixels of clearance.

Regardless of how well someone does, those are still great moments imo. I still get excited over headshots, more so when I have consecutive headshots.


Title: Re: Mechwarrior Online
Post by: Goreschach on February 24, 2013, 11:17:21 PM
So is there anywhere that lists the full patch changes since the end of real beta? I haven't been on since then, and I've no idea what's what.


Title: Re: Mechwarrior Online
Post by: satael on February 24, 2013, 11:50:40 PM
The "Be a hero"-challenge is over and the winner of the heavy leaderboard had 370 wins and 155 losses (2nd place had 275 wins and 279 losses) which means (at 6 minutes/game) that they played in the 62 hours the challenge ran (10am pst friday- 11.59pm pst sunday) 52-55 hours  :uhrr:
Hopefully the top player accounts were actually being played by multitude of players or you gained (positive) points by just logging into a match and "idling" it out (which would mean that the scoring wasn't really well thought out)


Title: Re: Mechwarrior Online
Post by: Ironwood on February 25, 2013, 06:07:41 AM
Behold the FARTY TRENCHBUCKET (http://mwo.smurfy-net.de/mechlab#i=59&l=9f5e2f70079a1da2cb8201f1d9d5a478f42846cd).



Title: Re: Mechwarrior Online
Post by: Merusk on February 25, 2013, 06:22:42 AM
The "Be a hero"-challenge is over and the winner of the heavy leaderboard had 370 wins and 155 losses (2nd place had 275 wins and 279 losses) which means (at 6 minutes/game) that they played in the 62 hours the challenge ran (10am pst friday- 11.59pm pst sunday) 52-55 hours  :uhrr:
Hopefully the top player accounts were actually being played by multitude of players or you gained (positive) points by just logging into a match and "idling" it out (which would mean that the scoring wasn't really well thought out)

At least one of them was not.  The guy who got #2 in mediums - ciller - was in one of the matches I got into while taking a break on Sunday morning.   Someone on the other team recognized him as the #1 at that time, congratulated him and asked how it was going.  He said he'd been online for the past 16 hours and was starting to 'feel funny.'   He then proceeded to get 2 kills, die and pop out to another match.

I'd wager that # of matches played a far greater portion of the stats than it should have.  It was probably matches, kills, win % in that order.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 25, 2013, 08:05:09 AM
Behold the FARTY TRENCHBUCKET (http://mwo.smurfy-net.de/mechlab#i=59&l=9f5e2f70079a1da2cb8201f1d9d5a478f42846cd).



I'd dump the AMS + ammo, as well as down to 40 armor in each leg and 2 off the head for engine/JJ upgrade. Mobility is good. Sure, AMSs can be nice, but mobility is always good.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 25, 2013, 08:06:00 AM
Holy crap, I'm almost done with the spider grind. Painful. The shit I put myself through for speed tweak.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 25, 2013, 09:05:18 AM
Behold the FARTY TRENCHBUCKET (http://mwo.smurfy-net.de/mechlab#i=59&l=9f5e2f70079a1da2cb8201f1d9d5a478f42846cd).



I'd dump the AMS + ammo, as well as down to 40 armor in each leg and 2 off the head for engine/JJ upgrade. Mobility is good. Sure, AMSs can be nice, but mobility is always good.

Possibly calling it the Farty Trenchbucket confused you with my seriousness.  But, yeah, I'm only dicking about at this stage. 


Title: Re: Mechwarrior Online
Post by: Slayerik on February 25, 2013, 09:32:12 AM
Behold the FARTY TRENCHBUCKET (http://mwo.smurfy-net.de/mechlab#i=59&l=9f5e2f70079a1da2cb8201f1d9d5a478f42846cd).



I'd dump the AMS + ammo, as well as down to 40 armor in each leg and 2 off the head for engine/JJ upgrade. Mobility is good. Sure, AMSs can be nice, but mobility is always good.

Possibly calling it the Farty Trenchbucket confused you with my seriousness.  But, yeah, I'm only dicking about at this stage. 

Well, I'm just an AMS hater. Nothing wrong with that build at all, in fact, it looks pretty deadly to me.


Title: Re: Mechwarrior Online
Post by: Segoris on February 25, 2013, 09:44:48 AM
The "Be a hero"-challenge is over and the winner of the heavy leaderboard had 370 wins and 155 losses (2nd place had 275 wins and 279 losses) which means (at 6 minutes/game) that they played in the 62 hours the challenge ran (10am pst friday- 11.59pm pst sunday) 52-55 hours  :uhrr:
Hopefully the top player accounts were actually being played by multitude of players or you gained (positive) points by just logging into a match and "idling" it out (which would mean that the scoring wasn't really well thought out)

Not likely for many of them. I talked to, and played against, quite a few of the ones on the leader boards and they would talk about how they're tired from being awake. Or I would see some on TS3 even. This is not exactly uncommon for catassery of such magnitude, it is just normally reserved for major game releases. Also, remember that if they rush in and get 1-4 kills (while making sure to hit every enemy once for the kill assist points) and die early, they just leave the match and hop in a new mech so time per match is also overlapping. Granted, a lot of the "top" players are not really that great (some truly are though while they also had a lot of time to play).

So is there anywhere that lists the full patch changes since the end of real beta? I haven't been on since then, and I've no idea what's what.
No, but just go to the patch notes forum on their official forum

Behold the FARTY TRENCHBUCKET (http://mwo.smurfy-net.de/mechlab#i=59&l=9f5e2f70079a1da2cb8201f1d9d5a478f42846cd).



I'd dump the AMS + ammo, as well as down to 40 armor in each leg and 2 off the head for engine/JJ upgrade. Mobility is good. Sure, AMSs can be nice, but mobility is always good.

Possibly calling it the Farty Trenchbucket confused you with my seriousness.  But, yeah, I'm only dicking about at this stage. 

Well, I'm just an AMS hater. Nothing wrong with that build at all, in fact, it looks pretty deadly to me.

Even as someone who doesn't use AMS, if I had a medium mech going this slow I would use AMS. I do like the build and think it is a good one overall (even with all of IW's seriousness!). It is honestly just an engine (XL300) switch away from being a Farty Trenchbucket to a really great build.

Switching to an XL300 allows for 4/5 JJ, leg armor at 39/48, and either an additional DHS, an additional 1t of SRM ammo, or [basically] max armor and JJ while also increasing speed from 71.3/78.4 to 97.2/106.9. The Treb is okay with an XL (except the 7k when using heavy ballistics), and the increased mobility is huge comparatively. Of course moving the ammo around would also help. TBT-7M (http://mwo.smurfy-net.de/mechlab#i=59&l=fef5d0495b360bd975fbe589b5d8c9d409be7927)


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 25, 2013, 09:53:26 AM
Well, I'm just an AMS hater. Nothing wrong with that build at all, in fact, it looks pretty deadly to me.
Funny, because I love AMS.  I put it on every 'mech unless it has ECM, and I think my Spider has both.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 25, 2013, 10:25:35 AM
Well, I'm just an AMS hater. Nothing wrong with that build at all, in fact, it looks pretty deadly to me.
Funny, because I love AMS.  I put it on every 'mech unless it has ECM, and I think my Spider has both.

Tonnage is way too valuable on the lights to be using AMS. Speed is your AMS, hell in a spider jumping through the air seems to mess up LRMs from really hurting you at all.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 25, 2013, 11:15:26 AM
I curled up tight behind a 2 AMS Stalker on that new shitty LRM map last night and rode him all the way to the enemy.  Our 3 AMS combined let pretty much nothing through and when we got to them, shit was tore up.  They cried for mommy.

I like AMS, though like any ammo dependant weapon it suffers from the tonnage that ammo requires and the fact that sometimes, STILL, the mechlab leaves you without ammo for the next match.

But seeing the swathe I can carve with a 2 SRM Trenchbucket, I'm really, really wanting to try it with 3.


Yes.  Yes, I see. (http://mwo.smurfy-net.de/mechlab#i=59&l=f36df9c40eff421e3f166ea93e5c9da528ee2f29)


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 25, 2013, 01:39:18 PM
Tonnage is way too valuable on the lights to be using AMS. Speed is your AMS, hell in a spider jumping through the air seems to mess up LRMs from really hurting you at all.
Usually my 'mech is already so stuffed to the gills that the survivability I get for the 1.5 tons is more than the benefit from anything else.  I can't fit more weapons and my heat is balanced for what I do have.  Despite doing 150 km/h, I still eat a ton of missiles if I don't take AMS, and it helps my team as much as me.  Commandos don't get JJ, so no evasion that way.  (JJ are 0.5 per ton on a light anyways, so there's your weight savings right there.)

That said, I'm a big fan of my 'phracts after this weekend.  I was just crushing stuff.  Except those first few matches with Ironwood.  Yikes.  Performance anxiety I guess.  At least we ended by obliterating the opposition.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 25, 2013, 01:43:44 PM
I have that effect on women.

The last game was fucking awesome though.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 26, 2013, 01:12:11 AM
Good call on the advice Arthur, best I've had in ages.  Was rocking some nice games and sweet cash last night.


Title: Re: Mechwarrior Online
Post by: Slayerik on February 28, 2013, 09:54:00 AM
If I'm targeted by a Raven-3L I just run to my team now, like the scared and traumatized lil bitch that I am. Commando-2Ds have the same effect.

I have been watching my 11 year old daughter own with the raven, and my 9 year old son with the commando. And they are bad. That's why I had them buy those mechs. "Kids, Hit R, get a lock, and keep shooting! If you lose a lock, hit j and relock. Just keep circling!"


Title: Re: Mechwarrior Online
Post by: Zaljerem on February 28, 2013, 10:23:43 AM
The Cicada has grown on me, possibly due to our regular "CICADA MADNESS!" 4-man runs. The tears of the butthurt fall down like rain.

Looks like we have a Cicada Hero mech incoming!

I have been watching my 11 year old daughter own with the raven, and my 9 year old son with the commando. And they are bad. That's why I had them buy those mechs. "Kids, Hit R, get a lock, and keep shooting! If you lose a lock, hit j and relock. Just keep circling!"

To own is in their blood.  :grin:



Title: Re: Mechwarrior Online
Post by: Typhon on March 02, 2013, 07:14:58 AM
SRMs seem like they are too good.  Or, I've magically gotten awesome at this game (I'm sure that's it!).

CN9-A
2 Med Pulse Lasers
3 SRM6
1 AMS

XL 275 (89.1 KPH)

Should I really be doing 500+ points of damage most games?  I can't in my CTF-3D (2 LPL, 2MPL, jump jets, 74 khp) - average 200-500 damage.  And the assaults are hit or miss (but that makes sense to me, assaults are very dependent upon team support).

Maybe it's the centurion hitbox adding to the mix, I have a hard time hitting them (sometimes more so than the Jenners or Ravens).


Title: Re: Mechwarrior Online
Post by: Pennilenko on March 02, 2013, 07:35:18 AM
I am not having any fun. I tried lights, and I hate them. Right now it's play light or go home. For an average player that can't seem to get the hang of the light class the balance right now is torturous.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 02, 2013, 07:36:48 AM
SRMs seem like they are too good.  Or, I've magically gotten awesome at this game (I'm sure that's it!).

CN9-A
2 Med Pulse Lasers
3 SRM6
1 AMS

XL 275 (89.1 KPH)

Should I really be doing 500+ points of damage most games?  I can't in my CTF-3D (2 LPL, 2MPL, jump jets, 74 khp) - average 200-500 damage.  And the assaults are hit or miss (but that makes sense to me, assaults are very dependent upon team support).

Maybe it's the centurion hitbox adding to the mix, I have a hard time hitting them (sometimes more so than the Jenners or Ravens).

Try dropping the AMS, switching the mpl for ml and swapping the xl for a standard.  As you play more you get better, so 500 damage is pretty easy, also make sure you open the missile doors.

I am not having any fun. I tried lights, and I hate them. Right now it's play light or go home. For an average player that can't seem to get the hang of the light class the balance right now is torturous.

Cent D with max xl engine is fun for killing lights with 2 ml, srm 4 and 6, it's very expensive though.


Title: Re: Mechwarrior Online
Post by: Typhon on March 02, 2013, 08:39:28 AM
Try dropping the AMS, switching the mpl for ml and swapping the xl for a standard.  As you play more you get better, so 500 damage is pretty easy, also make sure you open the missile doors.

Ran with no AMS for awhile, just popped it in on a whim when I had spare tonnage and felt like I did better against lights with missles (could be fooling myself here, but it's not like I ever run out of SR missles, so it's not hurting anything).

I don't have heat issues, and my attack pattern with this mech is to stick and move, stick and move - pulse lasers do one more point of damage in a quarter of a second less time which helps me put more damage on target than the mediums.

Maybe it's just my ELO bracket then, because most folks seems to struggle to put out more than 200 damage (and I'm one of them when I run my DN9-D LRM10, AC10, 2xMPL).

I'm guessing that where you are going with ML versus MPL and no AMS is - add more armor, which is a part of the game that I'm completely clueless about.  So, ok, say I make the switch back and free up 3.5 tons... what am I doing with those 3.5 tons?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 02, 2013, 08:49:21 AM
XL to standard engine change means you need more weight free.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 02, 2013, 10:20:42 AM
I find centurions need the non-XL engine (except for my CN-9D, which runs an XL 380 with 2 MPL and 2 SRM6 - BEASTLY 135kph with tweak). The beauty of a cent is running around with no side torsos, still laying down damage and making the other SOB say JUST DIE ALREADY.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 02, 2013, 11:18:04 AM
This game is really rather good.


Title: Re: Mechwarrior Online
Post by: ezrast on March 02, 2013, 10:59:41 PM
I keep wanting to play it, then remembering the staggering amount of grind I'd have to go through just to try out one other playstyle and doing something else instead. Is the newbie bonus still the last thing they did to update that?


Title: Re: Mechwarrior Online
Post by: Samprimary on March 03, 2013, 12:36:20 PM
the grind is generally fucknuts.

my last remaining grind (right now I'm finishing up ravens) is the venerable atlas. After that I will stock up 50m, and wait for the clans.


Title: Re: Mechwarrior Online
Post by: Merusk on March 03, 2013, 02:44:28 PM
I was going to ask wtf grind you were talking about, then I remembered I used A founder's mech w/ 1 day of premium during the 'founders bonus' last weekend and only made 3mil credits.  Oh, THAT grind.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 04, 2013, 09:04:02 AM
Really loving my Cataphract 2X.  The AC/20 followed by 10 SRMs just ruins people's day.

Sorry I missed you, Sam.  Got called away AFK and had to log by the time I came back way later.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 04, 2013, 09:41:32 AM
It's not grind when you are enjoying the shit out of it.

Money comes quick when you are premium and winning. I just bought the 'Farty Trenchbucket' cause I had too much money and no real plans for it. It's fun so far.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 04, 2013, 09:42:43 AM
Really loving my Cataphract 2X.  The AC/20 followed by 10 SRMs just ruins people's day.

Sorry I missed you, Sam.  Got called away AFK and had to log by the time I came back way later.

Love the 2X as well.  AC/20 , 3 medium lasers, 2 SRM6s for the face. It's just a solid brawler.


Title: Re: Mechwarrior Online
Post by: Merusk on March 04, 2013, 10:16:45 AM
I need to team up more.  I was studying for my first section of the ARE for the last 2 weeks and really could only do an hour or so when I took breaks.  Now that it's done and I don't take another section for a few weeks, I should group up this weekend.   

My patience for random groupings is quickly deteriorating.. it's getting worse than WoW battlegrounds with people doing dumb shit.  "Oh.. you're faster than me, I should totally walk in front of you in this narrow gap AND block when you try and go around.  Also, I'm going to get right up on top of this enemy mech and stand there, blocking fire from the rest of the team!"  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 04, 2013, 11:15:45 AM
Lay the Smackdown With MechWarrior Online's Cicada Hero Mech (http://uk.ign.com/articles/2013/03/04/lay-the-smackdown-with-mechwarrior-onlines-cicada-hero-mech)

Quote
The free-to-play MechWarrior Online is getting another major update tomorrow, Tuesday March 5th. The patch includes several minor bug fixes, as well as the newest addition to the MechWarrior battle mech lineup: The X-5 Cicada. The Cicada comes in at a relatively light 40 tons, and can get going as fast as 133.7 kph.

The patch also includes an oft-requested feature in the new Testing Grounds. This will allow new pilots to pilot mechs in a non-competitive environment, learning the layout of maps as well as the finer points of operating a gigantic death machine before hopping into online battles.

If you've been playing MechWarrior Online since the Beta began, then you'll likely be happy to hear developer Piranha Games is adding new bonuses for specific types of kills. With the launch of the patch you'll get a Savior Kill bonus if you down an opponent who was attacking a teammate with a critical component at less than 50% health and a Defensive Kill bonus if you kill or attacked a killed enemy mech that was attempting to capture your base. Both of these bonuses net you 7,500 CBills (the in-game currency) and 150 experience.

The other major addition that the patch adds is a number of new statistics. From the number of matches played to the weapons being used to the total damage you've done, the goal is to provide you with a wealth of information.

If you want to learn more about the new X-5 Cicada hero mech, check below for a full feature list:

Base Mech:  Cicada
Tonnage:  40
Engine:  330 XL
Max Engine Rating: 340
Top Speed:  133.7 kph
Torso Twist:  125 degrees to each side
Armor:  268 points Ferro-Fibrous
Weapons & Equipment:
Left Arm:  Medium Laser
Left Torso:  Medium Laser, SRM 2
Right Torso:  Medium Laser, SRM 2
Right Arm:  Medium Laser
Hardpoints:
Left Arm:  1 Energy
Left Torso:  1 Energy, 1 Missile
Right Torso:  1 Energy, 1 Missile
Right Arm:  1 Energy
Internal Structure:  Endo-Steel
Heat Sinks:  13 Double
Jump Jets:  n/a
ECM Capable?:  No
Module Slots:  2
30% C-Bill Bonus


Title: Re: Mechwarrior Online
Post by: Falconeer on March 04, 2013, 11:32:51 AM
Quote
The patch also includes an oft-requested feature in the new Testing Grounds.

 :drillf:


Title: Re: Mechwarrior Online
Post by: Kitsune on March 04, 2013, 12:23:22 PM
Cicada.   :-)
No ECM.   :sad:

Pass.

Doesn't matter what guns they put on it, I'm not piloting any scout mech that doesn't have ECM cover, even if it's a 45-ton scout mech.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 04, 2013, 12:47:39 PM
I do better in my Commando 3D and 1B than my 2D for what it's worth.  The 2D just brings more to my team since my damage will never be stellar in a Commando, and not having to worry about missile locks is less stressful.


Title: Re: Mechwarrior Online
Post by: Kitsune on March 04, 2013, 01:40:49 PM
My issue with non-ECM scouts is that I'd run ahead to find the enemy team, round a corner, and see two hundred or so LRMs heading my way.  People would just go fucking crazy trying to kill my Jenner.  Made it hard to do things like scout when I was constantly having to haul ass to try to dodge missile barrages.  Even with ECM you have to keep your head down and stay mobile so snipers can't take you out, but you can be a bit more leisurely about it and concentrate more on gathering intel.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 04, 2013, 01:55:20 PM
2013 MARCH CREATIVE DIRECTOR UPDATE (http://mwomercs.com/news/2013/03/618-2013-march-creative-director-update)

Quote
2013 MARCH CREATIVE DIRECTOR UPDATE
by Bryan Ekman in [ Announcements ] on, Mar 4, 2013 3:00 AM PST

March is here, and with it a host of new features for MechWarrior Online.  Our focus this month is improving the new user experience by adding a suite of tips, better details, testing grounds, and user friendly control options.  Experienced MechWarriors will also be able to enjoy content designed specifically for them, including a brand new system of consumables, expanded statistics, and a new map!

New Content:

`Mech of the Month – JagerMech (19th)
Hero `Mech of the Month – The X-5 (5th)
New Patterns – Mountain Line (5th) and Vagabond (19th)
New Cockpit Items – Dynamic hanging items make their debut, Fuzzy Dice anyone? (5th and 19th)
Testing Grounds
This offline game mode allows player to launch into a random map and test out there currently selected BattleMechs.  Each Testing Grounds match has 8 non-interactive `Mech targets for players to shoot and test damage, heat, movement and other strategies.  This is just the beginning of a large set of training options for new and experienced players coming online in the next few months.

Consumables
An extension to the module system is being introduced on March 19th.  Players will now be able to equip a variety of consumable module items.   Upon release players will have access to Coolant Flush, Air Strikes, and Artillery Strikes.  These new items will be available for C-Bill and MC purchase.  Details will be forthcoming in an upcoming Command Chair post here www.mwomercs.com/forums/forum/102-command-chair/.

Tourmaline Desert
MechWarrior Online’s largest map yet!  This hostile alien world will test the skills of the best MechWarrior pilots.  Like Alpine Peaks, players will need to change their overall strategies, focusing on offense and defense, along with bringing in a balanced BattleMech build.

Expanded User Statistics
Players will now be able to see a much more robust set of player stats when visiting their personal www.mwomercs.com/profile/stats page.  Detailed information about Mechs, Weapons, Maps, and Modes will give players a deeper understanding of how well they are doing.  For now, these stats are only viewable by individual players.  In future updates players will be able to see other player’s stats and leaderboards.

New User Controls and Joystick Improvements
Players will now have more options with regards to how they pilot their BattleMechs.  Several new control systems and improvement have been added including Throttle Decay (gas pedal vs set throttle), Arm Lock to torso, Set Point Throttle (10-100% throttle values in 10% increments), Face Torso, and Joystick Analog turning.  Player will also be able to customize their key bindings via the Pause Menu during matches.

MechLab UI Improvements
Further refinements to buying and selling `Mechs, readying `Mechs, and a visualization of hardpoints, weapons, and critical space directly on the `Mech itself, will make their appearance March 5th.  These additions make a huge improvement to understanding the state of your BattleMech, along with helping understand the differences between variants when making a purchasing decision.

Community Events
After a hugely successful Be A Hero Challenge weekend, we’ve decided to add more events to our March schedule.  Expect to see a variety of different challenges inspired by the community’s feedback!  Also coming in March, Design a Trial Mech challenge.  Players will be able to design a Heavy Trial Mech build based off one of the existing heavy `Mech chassis.  The wining loadout, will be made available for uses as a Trial Mech throughout the month of April.

Performance
On March 5th Host State Rewind (HSR) goes live.  This new system allows players with high latency pings to fire and hit more reliably using Lasers, Machine Guns, and Flamers.  Often referred to as the lag shield effect, HSR will significantly improve the reliability and accuracy of weapon hit detection, making certain BattleMechs much easier to hit.  We anticipate overall damage will increase, resulting in some possible upcoming weapon balancing changes if needed.


Title: Re: Mechwarrior Online
Post by: Merusk on March 04, 2013, 02:02:34 PM
Face torso.. my god it's about time.  I don't know why they implemented center torso first.

Checked my stats today.  Improving steadily since I stopped running mechs I dislike just for xp/ pilot skills.  Now at 1.11 after being at 1.10 last week and .99 when they were implemented. Rawr.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 04, 2013, 03:45:56 PM
Quote
including a brand new system of consumables

 :ye_gods:


Title: Re: Mechwarrior Online
Post by: Falconeer on March 04, 2013, 03:49:09 PM
Well, here's the post about consumables (http://mwomercs.com/forums/topic/102610-consumables/).

Quoted text doesn't have pictures, so you should probably click the above link.

Quote
Consumables
Consumables are in-game, usable items that are exhausted after use. These items come in a variety of tactical applications while on the battlefield. Players will now have the opportunity to use these purchased items at their discretion when the appropriate scenario arises.
Consumables come in tiered levels of the core function that the item provides. C-Bill purchased items will have 2 stages. MC purchased items will have 1 stage. The amount of effectiveness between the two forms of purchase are identical at the top tier.

Examples of planned consumables:
Coolant Flush
Coolant Flush will come in two forms; C-bill purchased and MC purchased. The following shows how the two versions are balanced:
C-Bill Purchased Coolant Flush:
The amount of cooling provided by a coolant flush is determined by the number of Heat Sinks in your BattleMech. The following assumes a Mech with 10 Heat Sinks:
Small Coolant Flush will instantly reduce a BattleMech's current heat by 15%.
Medium Coolant Flush will instantly reduce a BattleMech's current heat by 20%.
Coolant Flush 1 and 2 are stackable.
Each Coolant Flush will take up 1 module slot.
The C-Bill Purchased Coolant Flush will allow a player to trigger a coolant flush twice during a match.
Upon using a Coolant Flush, the player will have to re-purchase the used Coolant Flush module after the match if they wish to use it again.
MC Purchased Coolant Flush:
The amount of cooling provided by a coolant flush is determined by the number of Heat Sinks in your BattleMech. The following assumes a Mech with 10 Heat Sinks:
Large Coolant Flush will instantly reduce a BattleMech's current heat by 35%.
Large Coolant Flush is not stackable with any other Coolant Flush module including itself.
Large Coolant Flush takes up 1 module slot.
The MC Purchased Large Coolant Flush allows a player to trigger a coolant flush once during a match.
Upon using a Large Coolant Flush, the player will have to re-purchase the used Large Coolant Flush module after the match if they wish to use it again.
C-Bill Coolant Flush and MC Coolant Flush are not stackable. That is, they are mutually exclusive meaning that you cannot equip the MC purchased coolant flush with either of the C-Bill coolant flushes.


Summary:
The C-Bill and MC purchased coolant flushes with both max out at 35%.
The C-Bill version of coolant flushes will allow 2 uses during a match. (One cools 15%, the other cools 20%).
The C-Bill version of coolant flushes will required 2 module slots to cool 35%, whereas the MC version will only require 1 module slot.
Both C-Bill and MC versions of coolant flush must be repurchased between rounds if used in a match.
Note: The values above are subject to tuning pending further gameplay testing.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 04, 2013, 05:16:47 PM
Cicada.   :-)
No ECM.   :sad:

Pass.

Doesn't matter what guns they put on it, I'm not piloting any scout mech that doesn't have ECM cover, even if it's a 45-ton scout mech.

Cicada with SRMs sounds pretty sexy, though.


Title: Re: Mechwarrior Online
Post by: Pennilenko on March 04, 2013, 05:21:12 PM
Well, here's the post about consumables (http://mwomercs.com/forums/topic/102610-consumables/).

Well, that decides that for me, looks like I need to wait for  another mech game to play.


Title: Re: Mechwarrior Online
Post by: satael on March 05, 2013, 12:27:16 AM
Well, here's the post about consumables (http://mwomercs.com/forums/topic/102610-consumables/).

Well, that decides that for me, looks like I need to wait for  another mech game to play.
MC-bought (superior) air/artillery strikes... I really doubt this will turn out fair & balanced  :uhrr:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 01:25:03 AM
I wouldn't worry about it as yet, as they want to make money the sensible thing to do is to position this type of thing so there is a tiny advantage, enough to generate income but low enough so it doesn't piss other players off when they see it used in game.  

The danger from the second is a lot higher than the benefit from the first, especially considering all the non game effecting trinkets/paint jobs they already have in place.  There's going to be a lot of moaning though.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 05, 2013, 01:39:08 AM
Yes. If anything, the psychological repercussions of this are going to be massively bad for the game in my opinion. Maybe not in the long run, but this will be an open wound forever. Especially because, well, it's just a fact: paid consumables are just better. "How much better" is almost irrelevant.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 03:45:58 AM
They are devs though, so it's possible they will go full on p2win stupid.

At the moment I think the risk is low and the player moaning actually serves a purpose in this instance, it should help keep them somewhat honest.  Kinda like if at every press event there's a "is mwo a p2win game?" question, make them sick of the whole subject, bit like training a dog not to shit on carpet by using a loud whistle.


Title: Re: Mechwarrior Online
Post by: Gets on March 05, 2013, 05:10:00 AM
Why would they need to be honest when they already got all the money they needed and then some from pre-orders? Nothing is stopping them from trying to siphon whatever is left in the pockets of robot grognards.

I mean I'm sure Piranha means well, but it's out of the hands of the mechstomping community now. Don't forget this company made Transformers: The Game and Bass Pro Shops®: The Strike (http://piranhagames.com/BassProShops_TheStrike.html).


Title: Re: Mechwarrior Online
Post by: Shannow on March 05, 2013, 06:17:23 AM
Nevermind I saw it. Fucking. Stupid.

The survey post in the general forum reflects pretty well how the players feel about this....80% don't like it.

Coolant flush, maybe special ammo types would be alright....airstrikes and artillery? That's just going to piss people off.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 05, 2013, 06:20:06 AM
It makes sense to assume airstrikes and artillery will work under the same premises since they are going to be consumables too.

Quote
Consumables
An extension to the module system is being introduced on March 19th.  Players will now be able to equip a variety of consumable module items.   Upon release players will have access to Coolant Flush, Air Strikes, and Artillery Strikes.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 05, 2013, 06:48:54 AM
It depends how much consumables change the game.  Artillery strikes will be great for getting campers to move a bit.  Hopefully they're mostly worthless against people that aren't doing so.

Checked my stats today.  Improving steadily since I stopped running mechs I dislike just for xp/ pilot skills.  Now at 1.11 after being at 1.10 last week and .99 when they were implemented. Rawr.
Heh.  I'm up to 0.59 from 0.49 a few weeks ago...  with a 0.73 Win/Loss ratio.

Sadly, Commandos just don't add that much to a team right now.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 07:06:53 AM
Why would they need to be honest when they already got all the money they needed and then some from pre-orders? Nothing is stopping them from trying to siphon whatever is left in the pockets of robot grognards.

I mean I'm sure Piranha means well, but it's out of the hands of the mechstomping community now. Don't forget this company made Transformers: The Game and Bass Pro Shops®: The Strike (http://piranhagames.com/BassProShops_TheStrike.html).

I've never met anyone who thought they had enough money, when/if they ever reach that point the lead names will move on.

But I don't even see the logic in it, the game hasn't even been officially released yet and it's improving at a steady rate, why would you risk that just trying to get a few extra bucks out of the current players.  Anything is possible but sure seems like a stupid move.


Title: Re: Mechwarrior Online
Post by: satael on March 05, 2013, 07:08:58 AM
It depends how much consumables change the game.  Artillery strikes will be great for getting campers to move a bit.  Hopefully they're mostly worthless against people that aren't doing so.

Checked my stats today.  Improving steadily since I stopped running mechs I dislike just for xp/ pilot skills.  Now at 1.11 after being at 1.10 last week and .99 when they were implemented. Rawr.
Heh.  I'm up to 0.59 from 0.49 a few weeks ago...  with a 0.73 Win/Loss ratio.

Sadly, Commandos just don't add that much to a team right now.
Campers like people trying to hold a capture point?


Title: Re: Mechwarrior Online
Post by: Shannow on March 05, 2013, 07:19:32 AM
the game hasn't even been officially released yet

Does anyone think they ever will?


Title: Re: Mechwarrior Online
Post by: Falconeer on March 05, 2013, 07:49:31 AM
Not to mention that consumables could play a role where and when it will really matter, meaning when Community Warfare and interplanetary conquest will get in. At that point you will have a hooked community which would use any possible mean to win a match, so you can be assured they would dump all they have into consumables, C-bills, MCs, everything.

But now? All I can think of is that they need a money sink, afraid people would pile up too many c-bills once they have the 'mechs they want with all the needed equipment, not having anything to spend it on. But that still doesn't justify the difference in performance between fakemoney and realmoney consumables. I mean, the way it is now, it's safe to assume that you will be able to equip a large coolant flush AND another consumable (airstike) in 2 module slots. With c-bills coolants, you will use 2 slots and have no room for the airstrike (or one gimped coolant flush + the airstrike). It's a big difference.

It's one of those decisions that just make your customers hate you, even if they are addicted and will keep playing the game.


Title: Re: Mechwarrior Online
Post by: satael on March 05, 2013, 08:09:50 AM
The biggest problem I have with "damage skills" like artillery- and airstrike is that they are are either completely useless or you will be severely handicapped by not using them. Especially if used in premades to stack the strikes on one target(area).


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 05, 2013, 08:12:49 AM
Campers like people trying to hold a capture point?
Sure.  It encourages me to get a faster capture module.

Now I hope there is some kind of warning about an incoming strike, so I can choose to get out of the way, but I don't have a problem with it in theory.  That's not to say they can't mess this up, but I'm not opposed to it in principle as they provide ways to control the battlefield and play at a level beyond robots annihilating one another.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 08:14:58 AM
the game hasn't even been officially released yet

Does anyone think they ever will?


I do, that's a great marketing opportunity.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 08:19:50 AM
The biggest problem I have with "damage skills" like artillery- and airstrike is that they are are either completely useless or you will be severely handicapped by not using them. Especially if used in premades to stack the strikes on one target(area).

Module information on artillery and airstrikes have been buried in the game files for at least 4 months I believe, I don't have an opinion on those myself really, as it all depends. but the MC only options I see as a different issue.


Title: Re: Mechwarrior Online
Post by: TheWall on March 05, 2013, 09:06:33 AM
For me, the motion on this game necessitates a vomit sock. I think I had bed spins it was so bad.


Title: Re: Mechwarrior Online
Post by: Merusk on March 05, 2013, 09:38:22 AM
Arty and air strikes will be nice for those "base is being captured.." moments when you're in an Assault Mech 1/2 the map away with all your lights dead and there isn't a damn thing you can do about it.

Of course, as someone else mentioned they'll be thrown about by organized lances to wipe out massed PUGs.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 11:18:25 AM
PATCH NOTES MARCH 5TH, 2013 (https://mwomercs.com/game/patch-notes)



Title: Re: Mechwarrior Online
Post by: Goreschach on March 05, 2013, 11:26:16 AM
Quote
Open Beta Update #12

March is going to be a big month for us and we are starting things off with a guaranteed new favourite hero Mech, the Cicada X-5. No, those aren't head headlights. They are in fact missile tubes, you know for shooting missiles and stuff. With superb piloting skills this thing is going to pwn. Just check out those hardpoints and start your scheming. A Hero Mech so good I didn't feel the need to mention the 30% C-bill boost? WOW


 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on March 05, 2013, 11:32:00 AM
Quote
    - Host state rewinding is now implemented for instant fire weapons (i.e. lasers, machine guns, flamers); meaning you should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms.

Was this already hotfixed or is this new, because.. very nice.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 05, 2013, 11:57:17 AM
They were going to put it in a while back but it needed further testing, it's live now with this patch.

Some undocumented changes too, like heat vision on caustic now works.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 05, 2013, 12:34:32 PM
Quote
You are not being silenced. (http://mwomercs.com/forums/topic/102908-merging-threads-discourages-and-effectively-silences-discussion-this-is-not-about-coolant-flush/)
:grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on March 05, 2013, 01:27:10 PM
God, that made me laugh.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 05, 2013, 02:16:48 PM
Campers like people trying to hold a capture point?

You just got your ass kicked.

 :heart: :awesome_for_real: :heart:


Title: Re: Mechwarrior Online
Post by: Typhon on March 05, 2013, 04:00:12 PM
Did they turn off matchmaking?  Played 10 games in a row and all but one were very lopsided.


Title: Re: Mechwarrior Online
Post by: Segoris on March 05, 2013, 08:54:58 PM
With the new camo pattern, I can finally create my dream team. That said -

Now accepting applications for Team Bomb Pop!



(http://i.imgur.com/oj8dcRL.jpg)(http://www.bluebunny.com/foodservice/Content/CMS/Products/204x154/Original_Bomb_Pop_Jr.s3v1.png)


Title: Re: Mechwarrior Online
Post by: Ironwood on March 06, 2013, 02:05:17 AM
That reminds me :  There was a page I stumbled on where people were showing off Mech art that they had done.  I was quite surprised at the complexity of designs that some people were managing to pull off.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 06, 2013, 06:39:29 AM
Did they turn off matchmaking?  Played 10 games in a row and all but one were very lopsided.
I was seeing that, too.  Only one match was 8v8.

The funny moment of the night is my surviving a furball with no armor anywhere.  Ambling towards the last guy in a cave, my teammate had a misfire and killed me.  Only death of the match on our side, ten seconds before it was over.


Title: Re: Mechwarrior Online
Post by: HaemishM on March 06, 2013, 08:55:22 AM
I actually had the opposite last night - a PUG match that was seriously competitive right to the end. Myself and a teammate survived while two of the enemy survived. We both avoided each other and tried to cap points, but they had the resource advantage on us when we started so they eked out the win by about 20 resource points. Real nailbiter. In other news, my Catapult (nicknamed Madcat because FUCK YOU CATAPULT) has gotten to be quite fun to play. 2 ML, 2 LL, 2 Streak SRM2's can lay some damage on a mech. Ran up to a Dragon and blasted both his arms off in 2 volleys.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 06, 2013, 08:57:27 AM
Currently running my Trenchie and my Marmoset and enjoying the hell out of both.  The income boost from running a marmoset is really opening up other areas of fun also.

Tonight I shall be running about in my first ECM Enabled Atlas DC.


Title: Re: Mechwarrior Online
Post by: Segoris on March 06, 2013, 10:48:14 AM
Grats on your DDC, they're a good bit of fun.

After a couple matches late last night, a couple impressions (spoilered for those who don't care to read this babbling:



Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 06, 2013, 03:26:49 PM
Mechwarrior Online - Afterchill (http://www.youtube.com/watch?v=tnwZzP_PdSw&hd=1)


Title: Re: Mechwarrior Online
Post by: Segoris on March 07, 2013, 08:17:22 AM
Changes to consumables (http://mwomercs.com/forums/topic/103677-consumables-back-to-the-drawing-board/) due to feedback complaints. Big part is more details on the consumables and the tier 2 cbill module is upgradeable to be equal to the MC purchased one.
tier 1 cbill: 10k cbill, cools 6 heat
tier 2 cbill: 40k cbill, cools 9 heat
tier 2 upgrade: 15,000 GXP, does not require additional module slot, just perma upgrade to purchased tier 2 modules as this is a pilot tree option
upgraded tier 2 module: 40k cbill, cools 18 heat

tier 3 MC: 15MC,  cools 18 heat


Tier 1 can be combined with tier 2 or tier 3. Tier 2 and tier 3 cannot combine with themselves or each other



How this will reduce your heat -
Quote
Every BattleMech has a default cooling dissipation of 40. This is a base of 30 + 10 (from each of your minimum required heat sinks.)

 In the case of the CF-100 module, you get 6 points of cooling. This equates to 6/40 or 15% heat reduction on your Mech’s heat meter.

 Let’s now say you have 15 single heat sinks on your BattleMech. Your cooling dissipation is now 45. The CF-100 module now does 6/45 or 13% heat reduction on your Mech’s heat meter.

 My personal CPLT-K2 has 19 single heat sinks on it. The cooling amounts are as follows:

 CF-100 = 6/49 = 12%
 CF-110 = 9/49 = 18%
 CF-100 + CF-110 = 15/49 = 31%
 CF-110U or CF-200 = 18/49 = 36%
 CF-100+CF110U or CF-200 = 24/49 = 49%

 If you have Double Heat Sinks, you will change your heat dissipation to 2 for each engine heat sink and 1.4 for each external DHS on your Mech.

So yeah, at a cost of 50k cbills while making 90-200k without using premium, hero, or founders - this looks good to me :grin:

There is info on artillery strikes - the run down is 6 missiles doing 10 dmg + splash damage with an 8second "cast time" and 15 second cooldown for basic cbill purchse, upgraded in a similar fashion as coolant flush is to be equal to the MC purchased one. The mc/upgraded cbill one is 10 missiles at 10 damage with a 6.5 second "cast time" and 13.5 second cooldown. The cooldown is the time which prevents teammates from calling their own strikes, to prevent spam a bit


Title: Re: Mechwarrior Online
Post by: Shannow on March 07, 2013, 08:53:53 AM
Does the other team know when an arty strike is coming in?


Title: Re: Mechwarrior Online
Post by: HaemishM on March 07, 2013, 09:11:38 AM
They will eventually.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Segoris on March 07, 2013, 09:17:32 PM
They will eventually.  :why_so_serious:
:grin:

Does the other team know when an arty strike is coming in?

Yeah, it was explained in the link. Basically, from the moment it is called to the point the strike arrives and starts bombing, there is a smoke signal at the point where the strike was called to
Quote
When a player targets a location for artillery, a smoke canister appears at the location and continues to smoke for the duration of the barrage.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 08, 2013, 04:31:47 AM
I really hate the way Ferro-Fibrous doesn't round up.

 :argh:


Title: Re: Mechwarrior Online
Post by: Hoax on March 09, 2013, 10:47:55 AM
Five games in thoughts:
-Feels like the whole game revolves around who notices/tracks enemy movement better. I will like but for now I wish I could just tell where people were shooting from.
-ECM has got to be the biggest boon to premades in any game ever. All it takes is 2 let alone 3 or 4 people working together under the ECM aegis to just fucking shitstomp everyone else. See point one.
-Man this game can't be fun for people who don't like giant robots. Half the times an enemy pops up its surprising, the other half your dead. Torso twisting takes getting used to like always.
-Good fucking god this game needs built in voice comms. Dota 2 has completely spoiled me I literally am gnashing my teeth playing a game with pubs that I can't talk to. I desperately need someone telling me what to do so I don't feel like I'm just picking a random direction and walking there.
-The HUD is not helping enough. I'll adjust but right now it feels like its actively telling me as little as possible about what is going on. Combine that with a targeting system that feels insanely awkward..

*bonus thought* For real, what the fuck is with the targeting? I have two buttons I think. One of them just deselects the current target and is useless though I believe it thinks its going to pick up another target for me but it never seems to. The other targets something that I have my mouse close to (so an enemy I'm aware of already and looking at) so that I can achieve missile lock and see their damage and whatnot. Something feels wrong with all this. I'll play more and get used to other shit but I can tell there is an "aha" moment waiting for me with regards to how to assess and locate targets.

*double bonus thought*
What grind? It seems like I'm making over 250k per match and more in the realm of 500k which from looking over chasis costs seems pretty generous. What am I missing?


Oh I see now, what a stupid thing this cadet bonus is. Get me used to one rate of c-bill gain then take it away? That seems very. Poor.


Title: Re: Mechwarrior Online
Post by: ezrast on March 09, 2013, 11:19:37 AM
That's the newbie bonus. It only lasts for your first 20 matches and then you'll start making about 1/5 of what you are now. Whenever I design a loadout it usually costs around 10 million. I wouldn't mind it if I had a loadout I liked a lot to start with, but I'm not quite willing to play 100+ matches with a mech I only kind of like before I get to the really good stuff. There needs to be a first win bonus; I could stomach playing a couple games a day for good rewards.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 09, 2013, 11:25:53 AM
Practice area is awesome.  You just go in and clobber people who aren't moving.  It's like being part of a pre-made.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 09, 2013, 12:56:16 PM
Hoax think about the first mech you buy very very carefully, as it will likely sink or swim you on this game.


Title: Re: Mechwarrior Online
Post by: Hoax on March 09, 2013, 01:27:03 PM
Doubtful, I'm a long time BT nerd, but I get your point.

Just top-4'd in a newb Stalker, which I thought was pretty cool considering that thing is a tub and every other match with it I was in 6-8th.  *edit to add* Managed to top-4 the 4N Stalker 3/5 next attempts. But the two where I didn't were just sad. Its just too easy to get stuck in a bad situation and have no hope of maneuvering out and it has zero chance dealing with speed if caught and isolated.

I got first finally. It all comes down to having the competent team versus idiots but still felt good to finally get #1 slot and 50 more damage than anyone else on team in the 7M Treb.

*last edit for the night*
ended the day w/ 11.3mil but only 800exp, the cadet bonus has been gone for a bit. I've found uses for the Stalker and the Treb but I use the Treb mainly about 2/3rds of the time. Not touching that Commando or Dragon. If I remember to I play the Stalker only one the 2 base game type because otherwise idiot team will leave me behind running around dying instead of fighting tactically because omfg the points! Even though I've seen maybe 10% probably less of those games go to points instead of a team being wiped out. I did manage to get 550 damage in the 4N, whose heat is becoming that much more manageable with practice.

Please tell me you can look up pilot stats somewhere?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 10, 2013, 01:41:50 AM
http://mwomercs.com/profile/stats


Title: Re: Mechwarrior Online
Post by: Hoax on March 10, 2013, 01:59:24 AM
Thanks Arthur! So I ended the day at 23-20 with a pretty poor .63 KD ratio 19 kills and 30 deaths.

200 damage avg with the Treb and 270 damage avg on the Stalker.

My laser accuracy is 86% on both large and med after a ton of shots but I'm using missiles wrong or something? I'm seeing 2X% hits with LRM's and 40% with SRM's is that really low or does it calculate missile hits strangely?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 10, 2013, 03:48:49 AM
No idea, stats generation for things like that have only been in a few days, also trial mechs are shit so very difficult to factor them into anything.  If you're hitting things and getting the odd kill in a trial mech, you're doing well.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 10, 2013, 07:11:18 AM
Great stats for a newbie.  They're better than mine.  (I'll cut myself a little slack due to my preferred 'mechs, but still, with practice you'll do much better.)


Title: Re: Mechwarrior Online
Post by: Merusk on March 10, 2013, 08:01:53 AM
Missiles seem to count hits for each individual missile.  My SRM6's are at 40% as well, and I know that I get at least one hit with each volley because I get in so close.   So LRM volleys should be really low, because I don't think more than 2-3 missiles out of a 15-missile volley ever hit.   

That's one of the reasons I gave up on them.  Lots of weight, heat and delay for almost no actual damage.   They feel more like a suppression weapon so your brawlers can get in and rip them apart with ballistics.  Which absolutely destroy shit.


Title: Re: Mechwarrior Online
Post by: satael on March 10, 2013, 08:09:58 AM
My lrm (with artemis) stats are:
LRM20    26.95% (717 hits out of 2,660 fired)
LRM10    27.51% (476 hits out of 1,730 fired)

but even funnier is the machine gun: 16.89% (62 hits out of 367 fired for the grand total of 2 damage!)


Title: Re: Mechwarrior Online
Post by: Falconeer on March 10, 2013, 08:34:56 AM
I wish we could see the stats in the game client. I also wish we could see our ELO rating. I also wish we could see ELO ranks of some sort so you can have an idea not only of where you stand in the grand scheme of things, but a chance to compare yourself with friends (and enemies).

I also wish they would completely ripoff the Star conflict UI, the shipyard screen, the achievements, the contracts and the loot fake-minigame.

Damn. I love this game so much it hurts to see everything except actual combat so blatantly underdeveloped.


Title: Re: Mechwarrior Online
Post by: satael on March 10, 2013, 08:37:31 AM
I wish we could see the stats in the game client. I also wish we could see our ELO rating. I also wish we could see ELO ranks of some sort so you can have an idea not only of where you stand in the grand scheme of things, but a chance to compare yourself with friends (and enemies).

I also wish they would completely ripoff the Star conflict UI, the shipyard screen, the achievements, the contracts and the loot fake-minigame.

Damn. I love this game so much it hurts to see everything except actual combat so blatantly underdeveloped.
I'll settle for decent community warfare  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ghambit on March 10, 2013, 09:44:57 AM
Personally, I'm not coming back until Community Warfare is implemented.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 10, 2013, 10:48:02 AM
Why ?  What's that going to change for you ?


Title: Re: Mechwarrior Online
Post by: Hoax on March 10, 2013, 11:13:11 AM
Why ?  What's that going to change for you ?

I'll answer. You get to know your team and you get to know your enemy. Units will be formed to help win planets or whatever and if you are good enough you get recruited which is an entirely different guild environment than joining some yahoo guild that spams general channels taking on everyone with a pulse who will join. So now you are playing with a goal (capturing xyz, kicking the shit out of xyz opponents that you know are skilled from past encounters) with other people of similar skills and on voice.

That's only 10,000 times more fun than random TDM matches with faceless randoms who are on your team one match and against you the next.


Title: Re: Mechwarrior Online
Post by: Segoris on March 10, 2013, 11:47:17 AM
Yes, for missiles it is counted per missile fired, but between proper terrain usage and AMS, LRMs will definitely be much lower accuracy.


My laser accuracy is 86% on both large and med after a ton of shots but I'm using missiles wrong or something? I'm seeing 2X% hits with LRM's and 40% with SRM's is that really low or does it calculate missile hits strangely?

Just a heads up - laser accuracy is not a completely useful stat right now. Yes, it tells you how many times you fired and actually hit something with the duration of that laser shot, but not how much of the laser worked since it does not reflect Time on Target as lasers are channeled.

Here is the calculation they need to add to these stats to see how well you are really doing with lasers  (hit*weapon damage)/total damage

Weapon damage for lasers are
Large pulse: 10
Large and ER Large: 9
Medium Pulse: 6
Medium: 5
Small and Small pulse: 3

 


Title: Re: Mechwarrior Online
Post by: Hoax on March 10, 2013, 12:24:15 PM
Ok so for LLAS I'm hitting 89.5% of the time and doing 72% damage I think and MLAS I'm hitting 85.5% of the time but for 67% damage which sounds about right since most LLAS shots are dead on at range while there are a lot more raking/glancing MLAS takes.

I have 12mil, not sure I feel the need to spend it. I'd get the 2xPPC Awesome but it'll be ass until I can actually zoom. I'm not buying a Raven though they are clearly imba as fuck. I don't need a Jenner because Ravens are just better..

Which Cataphract is the best? I was liking some of the loadouts I've seen on the 2X. Same question for Centurion was liking the 9-A loadouts.

I find myself wishing I could get more xp. My real problem is not having some of the pilot xp perks.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 10, 2013, 03:31:45 PM
I'll answer. You get to know your team and you get to know your enemy.

Wut ?

Units will be formed to help win planets or whatever and if you are good enough you get recruited.

Wut ?

So now you are playing with a goal (capturing xyz, kicking the shit out of xyz opponents that you know are skilled from past encounters) with other people of similar skills and on voice.

Wut ?

That's only 10,000 times more fun than random TDM matches with faceless randoms who are on your team one match and against you the next.

Wut ?  It is ?

You just made all that shit up.  Entirely.  From your own head.

I'll tell you what will actually happen.  Community Warfare won't be ANYTHING like is in your or Ghambit's imagination and you still won't play because of that fact.

If you really wanted, you could be in a nice group right now, pretending to do all that shit you're currently wishing for.  I honestly believe that what's coming in community warfare not only won't do it for you, but will be miles shorter in terms of what everyone wants that they can deliver.  Because these chaps innovate and we've seen that already.  Community Warfare is going to release exactly the same as the game is just now, except you get to pick planets and say 'Assault' or 'Capture The Flag'.  It won't change shit at first.  And actually having any type of 'planet taking' that the Goons won't SHIT ALL OVER AND WRECK YOUR AMBITION ?

Well, you can fucking forget that.

But hey, I log in and shoot big robots.  It's enough for now.  I feel bad for you chaps for whom it isn't enough.  Mostly because I don't think it'll ever be quite what you want.

Hey ho.  We live and learn.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 10, 2013, 03:54:53 PM
The vast majority of people playing are complete idiots.  

I suspect Community Warfare is going to be crap, which is a pity as I really like the game.  Either they make high end territory control a numbers game, in which case it's slanted towards large groups, or they limit it to the outcome of a set number of matches.

If it's limited match results, then you'll need organised teams, which is fine for better gameplay but is more likely to make you burn out, presumably there will have to be a set time to play and it limits your mech choice to the flavour of the moment.

A combination of the two is unlikely, like two set scheduled matches with a tie breaker match randomly spawning if needed.  That way the decider match gives the more numerous side an advantage with the number imbalance offset with pugs.

It's not a good sign that the events so far have been grinds but maybe they'll do something more interesting, it's going to be low tech though, clans are meant to launch this year I believe.  It's possible their 1 mech a month schedule has secretly been two, with the clan one held back, but I'm not counting on it.


Title: Re: Mechwarrior Online
Post by: Segoris on March 10, 2013, 04:42:20 PM
Ok so for LLAS I'm hitting 89.5% of the time and doing 72% damage I think and MLAS I'm hitting 85.5% of the time but for 67% damage which sounds about right since most LLAS shots are dead on at range while there are a lot more raking/glancing MLAS takes.

I have 12mil, not sure I feel the need to spend it. I'd get the 2xPPC Awesome but it'll be ass until I can actually zoom. I'm not buying a Raven though they are clearly imba as fuck. I don't need a Jenner because Ravens are just better..

Which Cataphract is the best? I was liking some of the loadouts I've seen on the 2X. Same question for Centurion was liking the 9-A loadouts.

I find myself wishing I could get more xp. My real problem is not having some of the pilot xp perks.

I notice the same thing, situationally Large lasers are just easier to land more damage with for that exact reason. As for the 2xPPC and zoom...zoom module is shit. Just use heat vision and 3.0x zoom
http://www.youtube.com/watch?v=0d0ObwvqYto

For the Cataphract, it depends what weapons you want to use but it is tough to go wrong with them. The 2X is the most versatile, and would have a tough time choosing between that and the 3D or 4x. You will probably want them all anyways to be able to unlock the higher pilot crap so just go with the one you think you'll enjoy the most first. My process for buying mechs has been to eliminate the one I dislike the most and not buy it. In this case, the one I would rank last would be the 1x since an extra energy hardpoint is not worth loss of jump jets compared to the 3D and does not really have any other value imo.
Centurions are okay, but I would just get a trenchie over them for similar build-outs being available, as well as jumpjets on some models and faster speeds being possible. Or even a hunchback, which I still enjoy more than the CN9, but think the trebuchet may be the best medium out of the cent/hunch/treb. If you're still set on a CN9-A, maybe something like AC5, 3xSRM6, 2xMlaser, XL250-260

XP will come, it's tougher solo though, and based on your complaints about group/solo I'm wondering if you did not check earlier posts for this TS3 server (http://mwomercs.com/forums/topic/60477-unofficial-community-run-voice-chat-servers/). Yes, it is still randoms, but lots of good people who are cool with newer players and generally improves the MWO experience.


Title: Re: Mechwarrior Online
Post by: Merusk on March 10, 2013, 05:43:13 PM
Community warfare isn't going to be anything but large-group centric.  MAYBE you'll be house vs. house but that'll be it.  Which means Goons and whatever very-large guilds form will roflstomp.  Woo, awesome.


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 11, 2013, 06:33:35 AM
As it stands, I'm having an excellent time playing this alone and regularly with 2-3 friends. I've purchased every Hero mech, as well as many others with C-bills, I regularly pay for premium time and sometimes even purchase camo/colors.

I would really like several more gametypes (how is there NOT King of the Hill yet? It's Assault with one base!) and a few more maps.

I'm sure Community Warfare will never live up to everyone's expectations, but as I have no expectations, I'm doing fine.

Am I one of the "complete idiots" that Arthur speaks of?  :uhrr:



Title: Re: Mechwarrior Online
Post by: Goreschach on March 11, 2013, 07:09:06 AM

Am I one of the "complete idiots" that Arthur speaks of?  :uhrr:



Well, you did purchase a Yen Lo Wang.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Merusk on March 11, 2013, 07:22:55 AM

Am I one of the "complete idiots" that Arthur speaks of?  :uhrr:



No, you're just having fun wrong because you're playing to kill time and enjoy yourself instead of proving your leet skillz in a game that "matters."   Or some other such snarky nonsense.

Never give up playing just to have fun.  If it's fun, continue enjoying and forget about the rest.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 11, 2013, 07:30:26 AM
While I'm sure that's correct, the way I define 'complete idiots' in MWO are the chaps who continually fire LRM's under 200m.

I had a good old fight in my Marmoset at the weekend versus 3 Trenchbuckets.  Yes, 3.  They'd held off  in Alpine awaiting targeting to smash folks with what were considerable LRM.  By using the hills, I was able to get in range and started the Dakka with the triple UAC.  At this point ALL THREE OF THEM decided that unloading the LRM's was the tactic of choice.  1 then unloaded the lasers, missed and shutdown.  So one headshot later, I'm looking at 2 Trenchies who STILL try unloading the LRMS.

It was a fucking slaughter, made even better by my utter inability to stop giggling.  My kills was 4 with 2 assists on that game.


Moral of the Story :  Don't fire LRM's under 200 meters.  And yet there are an absolute TON of people you'll see doing this.  Even after you tell them to stop it.




Title: Re: Mechwarrior Online
Post by: Merusk on March 11, 2013, 07:39:07 AM
I'd be willing to bet that LRMs are all they had on the mech.  I made that mistake with a Cata in the Founder's beta.  I thought, "oh sweet, LRM 20s!"  then got my ass handed to me by something similar to what you just described.  Why? Because I was used to MW3, etc where you wrecked shit before it ever got to you.   Learning experience, there.


Title: Re: Mechwarrior Online
Post by: Segoris on March 11, 2013, 07:40:48 AM

Am I one of the "complete idiots" that Arthur speaks of?  :uhrr:



Well, you did purchase a Yen Lo Wang.  :oh_i_see:

Oh shit, burrrrrrn! :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on March 11, 2013, 08:23:19 AM
The LRM spammers are obviously new players. The kind that doesn't have a grasp of weapon grouping yet, so their LRMs are on the same key with everything else. They maybe know they are useless, but they don't really feel like reorganizing the weapon groups afraid of getting lost in a world that has more than 1 "fire" button. They will learn eventually. They are only slightly different from the the ones with nothing but PPCs who head straight into the scrum and shoot point blank literally everything that moves, then go complain on the forum that PPC is useless.


Title: Re: Mechwarrior Online
Post by: satael on March 11, 2013, 08:55:19 AM
While I'm sure that's correct, the way I define 'complete idiots' in MWO are the chaps who continually fire LRM's under 200m.

I had a good old fight in my Marmoset at the weekend versus 3 Trenchbuckets.  Yes, 3.  They'd held off  in Alpine awaiting targeting to smash folks with what were considerable LRM.  By using the hills, I was able to get in range and started the Dakka with the triple UAC.  At this point ALL THREE OF THEM decided that unloading the LRM's was the tactic of choice.  1 then unloaded the lasers, missed and shutdown.  So one headshot later, I'm looking at 2 Trenchies who STILL try unloading the LRMS.

It was a fucking slaughter, made even better by my utter inability to stop giggling.  My kills was 4 with 2 assists on that game.


Moral of the Story :  Don't fire LRM's under 200 meters.  And yet there are an absolute TON of people you'll see doing this.  Even after you tell them to stop it.




Usually it's worth it to mention to your team at the start of the match if you are a pure lrm-boat (someone might actually stick close and help take care of any enemies coming into brawling range)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 11, 2013, 09:15:17 AM

Am I one of the "complete idiots" that Arthur speaks of?  :uhrr:



No, you're just having fun wrong because you're playing to kill time and enjoy yourself instead of proving your leet skillz in a game that "matters."   Or some other such snarky nonsense.

Never give up playing just to have fun.  If it's fun, continue enjoying and forget about the rest.

The chat is just full of people complaining about how you're playing the game wrong or something is OP or whatever.  I'm not sure why you're having a pop at me unless it was to demonstrate the type of behaviour involved, I wasn't referring to anyone here.  The throw away line at the start of my post was just a reminder of what you have to deal with in community warfare so any system will be gamed, complained about etc.


Title: Re: Mechwarrior Online
Post by: Merusk on March 11, 2013, 09:51:33 AM
Wasn't a pop at you.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 11, 2013, 09:57:41 AM
ah, sorry I got wrong idea then.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 11, 2013, 10:12:48 AM
I'd be willing to bet that LRMs are all they had on the mech.  I made that mistake with a Cata in the Founder's beta.  I thought, "oh sweet, LRM 20s!"  then got my ass handed to me by something similar to what you just described.  Why? Because I was used to MW3, etc where you wrecked shit before it ever got to you.   Learning experience, there.

Which is fair enough, but if you have the speed advantage, RUN.  Get some fucking range instead of closing in on me and making me giggle with the sheer amount of wee missiles that are bouncing off my windscreen.

(Seriously, laughing like a demon.)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 11, 2013, 12:24:22 PM
ASK THE DEVS 33 - ANSWERED! (http://mwomercs.com/forums/topic/104210-ask-the-devs-33-answered/)
Quote
A: We’re looking at several game modes that will take advantage of 12 v 12. Scenarios are generally more of a single player concept which is something we’re not following up with at the moment.

Brawler1986: Are there plans for giving players the ability to choose the type of map they want to play ?

A: Not outright. We plan to allow matched players the ability to vote on the next map.

FireBerretta: Are there any plans for adding Repair Bays/Facilities on the Maps like the makers of Inner Sphere Wars and even MW3 did?

A: No plans at this time.
...
Thedrelle: Will we see the ability to import and export Mech loadouts at any time?

A: We have discussed it. No ETA or designs yet.

Markoxford: When can we have custom clan prefix tags, i.e. [XXX] ? Love to drop 8 and scare the PUGS..

A: In the next few months.

NightFallsOnU: Will we (i am hoping with CW or Clans) get to see anything close to an auction house like most MMOs have? I.E. maybe open up the "Blackmarket" for player based selling of mechs and equip?

A: No auction house is planned. We do not intend to support Player to Player transactions.

...
ObsidianSpectre: Has PGI started production on any clan related assets yet?

A: Can’t answer that, sorry.

Alvor: Any chance of engine explosions with splash damage?

A: No at this time.
...

knight templar: Have you thought of other "information warfare" type features, such as a piece of equipment that could spawn fake tracks to the enemy? Or is ECM it?

A: We have more IW items coming. This is something we’re looking into for a Command Console feature.
...

Beeman: It's been a long time since your original posts about community warfare so can you give any new details about what it'll be like to be a mercenary group or a lone wolf?

A: We’ll make an announcement with the full details when we are close to going live with CW.

vettie: When CW comes about, will we be restricted to "Lore" names such as Gray Death Legion or we be able to use our own Team names?

A: Merc Corps can create their own non-canon names.

It's not a no plans answer, it's a firm "We do not intend to support Player to Player transactions" which kinda should tell everyone they have no long term design for an Eve warfare type game.  Owned territory is for fluff and bragging rights, not an economic/warfare production base.


Title: Re: Mechwarrior Online
Post by: Shannow on March 11, 2013, 12:36:36 PM
I want some sort of CW because I like the result of the battle has some effect on the game. Sorry if that makes me an asshat or something.
Deep down what I truely want is them to spin off a single player game where I can take a merc company from scratch and take contracts and build them up to being awesome and then save the IS From the evil clans. And not some weakass CoD type campaign but more of a inner sphere sandbox where I can pick what contracts to take, battles are somewhat randomized...you can salvage mechs and repair them or sell them (ie your battle success determines what units you have/can get vs some sort of arbitary 'shop').....

.

..

Well nevermind, resume your normal programming.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 11, 2013, 12:56:30 PM
I think Eve is a great game to read about but terrible to play, whereas I love playing MWO.  Ideally I'd want a combination of both but it's unreasonable to expect PGI to be able to deliver that.  Maybe they'll see the potential in the future but I wouldn't really blame them for not risking it.   I've had more fun with MWO than anything else, possibly ever.


Title: Re: Mechwarrior Online
Post by: Merusk on March 11, 2013, 01:18:06 PM
Here's why I always have a problem with the, "I want it to matter" crowd.

It will NEVER matter.  It matters less than the pick-up game of Horse at your local gym.  Yet people cry, plead and whine as if it had some true effect on the world around them, and drag what used to be fun down in to a cesspool of suck.

Until there are broadcast e-sports and people cheering you on, it will continue to matter less than nothing.  Even if there were such a crowd, it would matter as much as professional sports do in the grand scheme of things.  Begging for "it to matter" always makes me feel as if those doing the begging are missing something in life and looking to fill it with a video game.

Yes, I'm a judgmental asshole.  The span of time and experience have lead me to this, however.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 11, 2013, 01:40:16 PM
Of course none of it matters.  The reason "some" pvp types will push for harsher death/loot penalties is exactly because none of it matters, those elements just add slightly more weight to the story as it's well known that such systems will exclude those who think they do matter.  I was going to use the term hardcore instead of "some" but even the term hardcore is stupid, all you really need is time and kids have it to burn.  I'd say the "I want it to matter" crowd are more like roleplayers than anyone else and that's why those two camps used to clash so much.


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 11, 2013, 03:57:47 PM
Deep down what I truely want is them to spin off a single player game where I can take a merc company from scratch and take contracts and build them up to being awesome and then save the IS From the evil clans. And not some weakass CoD type campaign but more of a inner sphere sandbox where I can pick what contracts to take, battles are somewhat randomized...you can salvage mechs and repair them or sell them (ie your battle success determines what units you have/can get vs some sort of arbitary 'shop').....

I'd buy this immediately. Basically, we need a remake of Mechwarrior 2: Mercenaries.

I just replayed MW2Merc before I started in on MWO. If you've never played it, you'd probably enjoy it. It can still be played on modern machines with a fix or two. See mech2.org.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 11, 2013, 04:14:24 PM
To summarise my feelings on these weighty matters :

Pew Pew Pew, Pew Pew Pew, pew pew pew pewpewpewp

pew


Title: Re: Mechwarrior Online
Post by: Sheepherder on March 12, 2013, 12:04:00 AM
This is begging for a WUA-level dissection of just how wrong it is (not on your part, but on the 'lore creators').. but I don't care enough.  And I could be mistaken that the F-14 mission variants (and other fighter/bombers) didn't have the same weapon systems installed and was a simple armament swap.  Wiki seems to imply I'm not wrong there, though.  
1
/geekery

You're wrong. (http://en.wikipedia.org/wiki/Hardpoint)

Quote
Hardpoints on aircraft are numbered from left to right. For example, the Boeing F/A-18A/B/C/D family has nine weapons stations:

    1 & 9, at the wingtips, have a single rail launcher for an AIM-9 type store.
    2, 3, 7, & 8, located under the left and right wings, have mounting points for SUU-63A or SUU-63A/A pylons. The pylons in turn support a BRU-32/A ejector rack, to which various stores or launchers are attached. These stations may have a bomb loaded directly upon them, or have a multiple-ejector rack with several stores, or various rail-type launchers for air-to-air and air-to-ground missiles:

    A LAU-115 rail-type launcher for an AIM-7;
    A LAU-115 with two LAU-7 or LAU-127 launchers, one bolted to either side, for two AIM-9 or AIM-120s;
    A LAU-117 for an AGM-65 Maverick;
    A LAU-118 for an AGM-88 HARM

    4 & 6, which are located on the sides of the fuselage, are LAU-116 ejector-type launchers for AIM-7 and AIM-120 missiles. Station 4 can also support a Forward-Looking Infrared (FLIR) pod for detecting and marking targets.
    5, which is on the centerline underneath the fuselage, mounts a smaller SUU-62/A pylon and a BRU-32 rack, and many of the same stores as the wing pylons. The exception is anything rocket-powered, to avoid endangering the nose landing gear.
    3, 5, & 7, are 'wet' feed fuel to and from external fuel tanks.

If you get into vehicles with heavier weaponry like autocannons and howitzers, shit changes drastically because you need to fuck with mechanisms that traverse or reload the weapon.

Of course, aiming systems and data connections in older frames always fuck things up.  The process of learning how to aim a Maverick using the targeting pod in DCS: A-10c must be fucking hilarious from the perspective of veterans, because the Mavericks and TGP aren't on speaking terms.  "Well see, first you need to set the TGP to SOI, then designate a SPI, then switch to the Maverick view in the MFCD, then set it as SOI, then slave the Maverick to the SPI you set with the TGP, then lock on.  Simple, right?"

Basically, once you're past dude-operated machine guns things start to suffer from odd idiosyncrasies as technology advances get kludged in.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 12, 2013, 11:06:41 AM
The trenchbuckets are kinda fun. What's next, anyway?


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 12, 2013, 11:19:54 AM
The trenchbuckets are kinda fun. What's next, anyway?

Jagermech (http://www.sarna.net/wiki/Jagermech) is next on the hit parade. 

Followed by Flea (http://www.sarna.net/wiki/Flea), Highlander (http://www.sarna.net/wiki/Highlander),Blackjack (http://www.sarna.net/wiki/Blackjack_(BattleMech)), and Orion (http://www.sarna.net/wiki/Orion).


Title: Re: Mechwarrior Online
Post by: Falconeer on March 12, 2013, 11:44:33 AM
Oh, the fucking Flea...


Title: Re: Mechwarrior Online
Post by: Ironwood on March 13, 2013, 02:17:00 PM
I thought the flea was a joke ?


Speaking of which, if you're ever tempted to buy a HBK-4SP....Don't.  Just.... Don't.

I have buyers regret.


Title: Re: Mechwarrior Online
Post by: Merusk on March 13, 2013, 02:30:59 PM
Whyzzat?

What about this? (http://mechromancer.wordoflowtax.com/?mech=HBK-4SP&name=unnamed&build=v01-CB0,0,12,3F3,0,0,0,0,0,20,3F3,3F3,0,0,0,0,0,0,0,0,0,0,28,8,BB9,BB9,BB9,0,0,0,0,0,0,0,0,0,34,C,0,0,0,0,0,0,28,8,BB9,BB9,BB9,0,0,0,0,0,0,0,0,0,20,3F3,3F3,0,0,0,0,0,0,0,0,0,0,28,0,0,28,0,0,0,0,1,0,0,0,0,0)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 13, 2013, 03:57:34 PM
I love that mech, my favourite medium, I forget what I had on it though, something along these lines (http://mechromancer.wordoflowtax.com/?mech=HBK-4SP&name=unnamed&build=v01-CB2,0,12,7EC,0,0,0,0,0,20,3E9,3E9,0,0,0,0,0,0,0,0,0,0,28,8,407,BB9,BB9,0,0,0,0,0,0,0,0,0,36,A,7EC,7EC,0,0,0,0,28,8,407,BB9,BB9,0,0,0,0,0,0,0,0,0,20,3E9,3E9,0,0,0,0,0,0,0,0,0,0,27,7EC,0,27,0,0,1,0,1,0,0,0,0,0).

It's best with speed tweak though, hit twice and head to cover, repeat, crazy alpha damage for a medium.


Title: Re: Mechwarrior Online
Post by: Segoris on March 13, 2013, 04:49:12 PM
Yeah, the 4sp was the best medium until the Trench 7M imo. It's still solid, and the 2nd best medium, but no reason for it anymore if you can go faster, have jumpjets, and more damage.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 14, 2013, 03:59:58 AM
My builds are not a million miles away from the suggestions and it just gets creamed every.fucking.time.

It has speed, but not enough, it has armor, but not enough, it can hit ok, but never enough.  I even set it up with some ssrm for light hunting and it just couldn't compete.

Maybe I'm just spoiled with my Trenchie, which is, as discussed, an absolute fuckbeast.


Title: Re: Mechwarrior Online
Post by: Merusk on March 14, 2013, 06:11:42 AM
Probably the case.  I've never been a fan of the Hunch because I had all the same problems with it you just listed.  My Founder's hunch has sat there uselessly staring at me for a while now, like my founder's Jenner.

Get yourself a Stalker. They eat mechs.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 14, 2013, 06:18:44 AM
Yeah, I have a stalker and an Atlas DC.  Both of which rock.  I also have a Marmoset which destroys.

In other news, I have a Cataphract 4x which is just utter, utter shit.  Annoyingly, I've spent quite a bit upgrading it and it's still shit.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 14, 2013, 06:27:48 AM
Have you tried running 4 ac/2? I'd imagine that chain firing that on someone would just be annoying as all fuck.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 14, 2013, 07:34:20 AM
Yeah, but once you're used to doing the same trick on a triple UAC/5 Marmoset, it just comes off as lame.

It's like tickling the chap.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 14, 2013, 07:57:58 AM
I'm mixing up my 4X and 3D, but one I run with dual LBX-10s and the other as an ERPPC/Gauss sniper.  Neither is as fun as my 2X brawler, but they're both pretty solid.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 14, 2013, 08:10:17 AM
Best build I had for my 4X was 2 UAC5, 2 AC5. Was solid, but I like my 2X better these days when I feel like running a Cata.


Title: Re: Mechwarrior Online
Post by: Merusk on March 14, 2013, 09:56:00 AM
Heh, next you're going to say that you can't stand the Awesome, either, Ironwood.

You're aligning with my own complaints about some of the chassis.   I've got a Cata 4x too and agree its just "meh."   Tried the AC loadout and I'm happier with 2x Gauss on it but it still is a terrible mech to me.

Plus I get headshot so goddamn often in it that I refuse to brawl anymore. 


Title: Re: Mechwarrior Online
Post by: Hoax on March 14, 2013, 10:33:59 AM
4SP looks like a pretty no frills mech, not sure why would you get it if you already have and enjoy the Treb variant(s) which basically mount the same stuff (SRM/MLAS mixes). The 4X doesn't seem to be highly regarded or widely used compared to the D and the 2X which is the one that has caught my eye the most in opponent's hands.

Personally I'm finding the Treb 5J (3 ppc kong build) pretty frustrating, I can't believe how often the arm mounted PPC's are finding strange ways to miss, they love to hit intervening buildings or cover that I don't expect them to hit. That little delay is a bitch to adjust to though I'm getting better. Sniping in this game is basically the worst thing ever because the draw distance is completely fucked somehow and the zoom is bad and annoying to use. I mean its going ok but its clearly not the variant for me. I was really looking forward to using gauss but I've found extreme range combat in MWO to be the only thing that makes me hate the fucking game.


Title: Re: Mechwarrior Online
Post by: Merusk on March 14, 2013, 11:00:53 AM
Draw and Ping variants combined with most mechs doing 65-75kph and slow-ass travel times for projectiles are what make long-ranged combat non-viable.  You can only hit people foolish enough to stand still.

I use the Gauss rifles at 450m or less, so basically mid to brawl range.  Beyond that and I'm going to miss every shot, and I'm usually running a 35-45 ping.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 14, 2013, 11:01:06 AM
There's nothing better than legging a moving raven with gauss at 800m, not even blowing a commando into tiny pieces with dual gauss.

Edit, Not saying I do it often, but when it connects, they always say something in chat.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 14, 2013, 11:23:03 AM
So, been putting some time into the Treb 3C. On paper, it seemed to be my centurion CN9-D build on steroids. The CN9-D is simply 2 MPLs, and 2 SRM6, with XL 380. The build rocks and I smoke things, with constant top damage. The Treb 3C seems to like the 300 damage mark. And maybe a kill. I'm not sure why, really. Maybe it's the arms being blown off. Maybe a larger hitbox then the Cent....I can't quite nail it down. So, I theory-crafted some...came up with a XL 340 build with 2 ML, 2 MPL, 2 SRM 6, and like 4 bonus DBL HS's. Sounds great, does 121 with my tweak....I should really be wrecking some back armor with this bitch! IDK why, but it just doesn't work how I'd expect it. Maybe I have just had a bad couple nights, but I feel like I was way more deadly in my cent :( Bummer, cause I been leveling the Trebs for like a week. At least the 7M is fun.

Now I'm kinda bummed about my 5.5 million XL 340 buy, but I guess it fits in other stuff too.....



Title: Re: Mechwarrior Online
Post by: Ironwood on March 14, 2013, 01:13:47 PM
Experience maybe ?  You got all the things you had in the Cent ?


Title: Re: Mechwarrior Online
Post by: Segoris on March 14, 2013, 02:07:26 PM
I would suspect the hardpoint locations for comparing the CN9 vs a TBT. The TBT can drop down to an energy and missile hard point while still being alive after it loses arms. The CN9 is still running at full power in your build without arms. Hardpoint locations also allow for more or less focused damage. CN9 has missiles and lasers coming out of the exact same spot as each other, whereas the TBT has them coming from a torso and an arm, meaning not all missiles and/or lasers are hitting the same area as tightly. Plus, experience with being used to aiming with your torso instead of torso+arms combo can change things a bit, though I figure you're used to that just through normal playing experience with other mechs.

Did you reduce armor on the arms in your TBT in order to fit all that shit in (plus ammo) with that size engine similar to how some reduce arms on the CN9 since they are just shields? [edit yes this is the equal to "is your PC plugged in" but some people get in the habit of lowering armor in the exact same spots while the hitboxes and reasons for lowering armor in areas change from mech to mech].


Title: Re: Mechwarrior Online
Post by: Typhon on March 14, 2013, 04:00:10 PM
I think it's mostly what Segoris said (CN has 0 reduction in offensive power with no arms in that configuration), but I also think the CN hitboxes are odd (in a slightly-smallish way).  I feel more resilient in the Cent then the Cataphrac, which just seems wrong.

I run with a XL 300, LPL, 2 SRM6.  I actually like my CN9-A better (at least until they make the number of SRMs coming out in a volley match the number of tubes) - 2ML, 3SRM6, 89.1 KPH (standard 275 engine).


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 14, 2013, 06:32:40 PM
'Phracts have massive center torsos.  I get cored in mine all the time, and there's not much I can do about it.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 14, 2013, 08:41:58 PM
New 4x build, good so far... 4 x AC/5 , 2 x ML , XL 250 engine, DHS, 5 AC5 ammos


Title: Re: Mechwarrior Online
Post by: Ironwood on March 15, 2013, 03:14:54 AM
'Phracts have massive center torsos.  I get cored in mine all the time, and there's not much I can do about it.

Turning doesn't help much either.  A Phract with an XL is just begging for trouble.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 15, 2013, 05:26:51 AM
'Phracts have massive center torsos.  I get cored in mine all the time, and there's not much I can do about it.

Turning doesn't help much either.  A Phract with an XL is just begging for trouble.


I find when I die in my phract, it's almost always center torso. Having an XL really shouldn't hurt that bad.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 15, 2013, 06:25:55 AM
Maybe it's just me lining up that nice third off center auto-cannon that does it.  Fair do's.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 15, 2013, 06:45:26 AM
Even thought a good deal of my deaths are to CT, having an XL does decrease my survivability a noticeable amount just due to armor stripping and crits.  But then most of my 'Phracts are designed as brawlers, so I get beat up a lot.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 15, 2013, 07:20:45 AM
Ditto.  I don't even own a long range mech anymore.  I just like to get up and nut them, like a true Scot.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 15, 2013, 02:27:59 PM
Ok, seriously, I used to like my CTX-4X. Now, with 4 - AC/5 and 2 ML....it's just a beast, at a lot of ranges.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 16, 2013, 04:40:12 AM
I made a mistake months ago and gave my 4X FF armor.  I choose....poorly.

With that shit in it, you simply don't have the space to mount anything of worth without severely sacrificing Engine.

Also, today is chock full of legendary founder premades.  Fuck me, I'm getting my ass reamed.


Title: Re: Mechwarrior Online
Post by: Njal on March 16, 2013, 05:52:15 AM
So, I just dl'd this. Is there a F13 corp? I couldn't find any mentions but this is a long thread and my search fu sucks.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 16, 2013, 06:00:14 AM
No corps, just gotta add friends through their horrible social tools. Some of us hop on a mumble server together, some use Teamspeak 3 Comstar server, some don't use any voice.

Just look for the list of players and start adding. Start with Slayerik, GG Unit (Samprimary), Merusk, Sugo (Ironwood), Segoris, Zaljerem, Lantyssa, Horrace (Arthur parker)... those are the names I see online most.

EDIT: Hlem is helm


Title: Re: Mechwarrior Online
Post by: Merusk on March 16, 2013, 06:55:19 AM
Had a blast last night with Zal and Ralph.  Sorry I kept dropping, guys, I have no flaking clue what's going on with this game. 

I keep getting dropped to the Mechlab, or freezing in the middle of matches for 5-10 seconds.  Turning all graphics to "low" helped to stop the lockups but I still get dropped about 1 out of every 4 or 5 games.   I don't disconnect from the game entirely since it doesn't boot me to login, just the mechlab.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 16, 2013, 06:57:09 AM
The one game I got to play with ya last night was Alpine Peaks...but the map has actually been growing on me a bit. Were you watching me massacre fucks in the 4X, Merusk? :) The centurion double leg was badass!


Title: Re: Mechwarrior Online
Post by: Njal on March 16, 2013, 07:14:51 AM
Thanks Slay. Had to use Ranieth as Njal was taken as usual.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 16, 2013, 08:44:31 AM
Had a blast last night with Zal and Ralph.  Sorry I kept dropping, guys, I have no flaking clue what's going on with this game. 

I keep getting dropped to the Mechlab, or freezing in the middle of matches for 5-10 seconds.  Turning all graphics to "low" helped to stop the lockups but I still get dropped about 1 out of every 4 or 5 games.   I don't disconnect from the game entirely since it doesn't boot me to login, just the mechlab.

Ever since the last patch I've been unable to make it through a match without a hard freeze. Did the problem start then?


Title: Re: Mechwarrior Online
Post by: Merusk on March 16, 2013, 08:54:48 AM
Yep, it did. I wanted to blame the patch, but considering I've had problems getting the game to run properly since beta for more than a few weeks I was willing to believe it was me.

The one game I got to play with ya last night was Alpine Peaks...but the map has actually been growing on me a bit. Were you watching me massacre fucks in the 4X, Merusk? :) The centurion double leg was badass!

No, I missed it.  Which Apline Peaks was that?  Not the one where we ranged out and they started backcapping our base, was it? It was down to just me and the atlas on our side and an ugly loss.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 16, 2013, 01:10:32 PM
No corps, just gotta add friends through their horrible social tools. Some of us hop on a mumble server together, some use Teamspeak 3 Comstar server, some don't use any voice.

Just look for the list of players and start adding. Start with Slayerik, GG Unit (Samprimary), Merusk, Sugo (Ironwood), Segoris, Zaljerem, Lantyssa, Horrace (Arthur parker)... those are the names I see online most.

EDIT: Hlem is helm


Also, please bear in mind the social tools are utter shit.  If we're ignoring you, it's probably because the teeny tiny wee button barely blinking is not fucking enough.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 17, 2013, 03:50:09 AM
See ?  Like that.  Tried to accept the group, but didn't and now you've vanished.

Friend request sent.


Title: Re: Mechwarrior Online
Post by: Llyse on March 17, 2013, 06:56:37 AM
No corps, just gotta add friends through their horrible social tools. Some of us hop on a mumble server together, some use Teamspeak 3 Comstar server, some don't use any voice.

Just look for the list of players and start adding. Start with Slayerik, GG Unit (Samprimary), Merusk, Sugo (Ironwood), Segoris, Zaljerem, Lantyssa, Horrace (Arthur parker)... those are the names I see online most.

EDIT: Hlem is helm


Add Eek to play with Down Under timezone goodness. I've just started again and will be posting silly questions have doing some trawling in this Thread


Title: Re: Mechwarrior Online
Post by: Njal on March 17, 2013, 07:55:23 AM
So I'm playing an assault match in my CATA LRM boat. Things look dicey so I head for the enemy base. I get there plink away with meh effect while capturing. Then 2 enemy lights come up. I manage to kill one with my 2Mls (it was badly damaged) and the other one is running circles around me. I'm nearly dead from back shots so I start manouvering with a couple of slivers left before capture and the enemy light is in and out of the zone. So what does one of my dead team-mates say? Go on you can guess ... "Stay in the zone retard." Less than 10 seconds later I finish the capture. I love online games. :)


Title: Re: Mechwarrior Online
Post by: LC on March 17, 2013, 08:11:47 AM
I just got this recently. How much premium ammo will I need to purchase to be a winner?


Title: Re: Mechwarrior Online
Post by: Raknor on March 17, 2013, 09:13:26 AM
I just got this recently. How much premium ammo will I need to purchase to be a winner?

Extra mech slots will come in handy.  You need to have 3 variants of a mech to get to the last tech tree.  They don't sell for much if you are going that route.


Title: Re: Mechwarrior Online
Post by: LC on March 17, 2013, 03:47:32 PM
I just got this recently. How much premium ammo will I need to purchase to be a winner?

Extra mech slots will come in handy.  You need to have 3 variants of a mech to get to the last tech tree.  They don't sell for much if you are going that route.

I bought a CPLT-A1. It's doing well in matches so far. (http://www.exploiter.org/gso.png) So what you are saying is that i need to buy 2 more catapults to master it?


Title: Re: Mechwarrior Online
Post by: Der Helm on March 17, 2013, 03:53:56 PM
I bought a CPLT-A1. It's doing well in matches so far. (http://www.exploiter.org/gso.png) So what you are saying is that i need to buy 2 more catapults to master it?
You need to get the basic skills for three different types of a single mech chasis to be allowed to train the advanced skills.
Are you using the stock build on that A1 ? I tried and I could not do shit in PUG matches.


Title: Re: Mechwarrior Online
Post by: Njal on March 17, 2013, 03:55:48 PM
So I have mastered basic on 2 CTF variants. If I sell one do I lose the mastery? Or can I do that so I can buy the third one?


Title: Re: Mechwarrior Online
Post by: LC on March 17, 2013, 04:02:21 PM
I bought a CPLT-A1. It's doing well in matches so far. (http://www.exploiter.org/gso.png) So what you are saying is that i need to buy 2 more catapults to master it?
You need to get the basic skills for three different types of a single mech chasis to be allowed to train the advanced skills.
Are you using the stock build on that A1 ? I tried and I could not do shit in PUG matches.

I bought LRMs for it to begin with. Those weren't very effective so I switched it to all SRM6. If I get up close to someone I can melt their face. It's a glass cannon though. I can send you the build if you want it. I'm saving cash for a better engine right now.


Title: Re: Mechwarrior Online
Post by: Zetleft on March 17, 2013, 04:22:43 PM
You don't lose the skill points you have in a mech if you sell it.  In fact if you sell one and rebuy it later it will have the same xp as when you got rid of it.  But note you have to have 3 mechs in one weight class  (light, medium, heavy, assault) maxed out with all elite skills to be able to unlock the master module slot.  To unlock master you have to have 3 mechs total in one weight class that have all elite skills maxed out, unlike going from basic to elite they don't have to be variants of one mech.  But unless you want to buy 3 other mechs in that same class to eventually get that mech to master I'd recommend keeping all three.  Personally I have only spent MC on more slots and hero mechs, have yet to purchase more premium time after my 30 days founder bonus ran out and while I miss the extra xp and money I don't feel I'm crippled without it, especially after they added bonus's for savior kills and things like that. 

If I had more time I'd maybe buy more premium time when they have a sale on it like now but since the last patch, like others have said, I freeze randomly on matches so the frustration has been keeping my in game time down. 

BTW a good link to check out that gave me some insight on how some equipment works not provided elsewhere.  Unofficial MWO wiki (http://mwowiki.org/wiki/Main_Page)

Updated upcoming mechs thread (http://mwomercs.com/forums/topic/67006-list-of-current-and-announced-mechs/)


Title: Re: Mechwarrior Online
Post by: Njal on March 17, 2013, 04:27:55 PM
Thanks for that. Good advice.


Title: Re: Mechwarrior Online
Post by: Llyse on March 17, 2013, 05:06:59 PM
You don't lose the skill points you have in a mech if you sell it.  In fact if you sell one and rebuy it later it will have the same xp as when you got rid of it.  But note you have to have 3 mechs in one weight class  (light, medium, heavy, assault) maxed out with all elite skills to be able to unlock the master module slot.  To unlock master you have to have 3 mechs total in one weight class that have all elite skills maxed out, unlike going from basic to elite they don't have to be variants of one mech.  But unless you want to buy 3 other mechs in that same class to eventually get that mech to master I'd recommend keeping all three.  Personally I have only spent MC on more slots and hero mechs, have yet to purchase more premium time after my 30 days founder bonus ran out and while I miss the extra xp and money I don't feel I'm crippled without it, especially after they added bonus's for savior kills and things like that. 

If I had more time I'd maybe buy more premium time when they have a sale on it like now but since the last patch, like others have said, I freeze randomly on matches so the frustration has been keeping my in game time down. 

BTW a good link to check out that gave me some insight on how some equipment works not provided elsewhere.  Unofficial MWO wiki (http://mwowiki.org/wiki/Main_Page)

Updated upcoming mechs thread (http://mwomercs.com/forums/topic/67006-list-of-current-and-announced-mechs/)

Yeah, I haven't activated my premium time yet because I can't/haven't committed to making MW my main game yet...

Awesome, I just realised that only certain mechs can load ECM. Awesome. I love this game.

The more you know!


Title: Re: Mechwarrior Online
Post by: Raknor on March 17, 2013, 08:39:20 PM
New 4x build, good so far... 4 x AC/5 , 2 x ML , XL 250 engine, DHS, 5 AC5 ammos

Gave this a run last night.  Having a bit of fun.  I had to add a bit more ammo.  Kept running out at the end of game and 2 ML was not cutting it.

Averaging well over 600 damage a game though.  Not bad at all.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 18, 2013, 02:51:01 AM

I bought a CPLT-A1. It's doing well in matches so far. (http://www.exploiter.org/gso.png) So what you are saying is that i need to buy 2 more catapults to master it?

So many bad pilots.  That Dragon should be ashamed of himself.  Or, possibly, herself.



Title: Re: Mechwarrior Online
Post by: Merusk on March 18, 2013, 05:43:03 AM
I have at least 2 people like that in almost every game.  It's why I stopped running anything but my Stalker and 4x SRM6 Catapult in PUGs.  I've found if I can't be the heavy hitter (or at least 2nd) of the match, it's going to be an ugly loss.  Not that I'm just that great, but other people are that terrible.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 18, 2013, 06:27:30 AM
I am enjoying (now I've fixed it) running my wee HBK-4SP and there was another pilot who managed.... 2 damage.  I don't even know how that's possible.  In that game there was also a centurion that had...8.

Seriously, seriously bad pilots this weekend.  The only game where I came close to that shit was one where I scored only 128 damage or thereabouts and it was an organised team with more missiles than God.

Interestingly enough, ECM lights and 2 Missile boats in the back seems to be the new premade tactic.  Considering there will be 4 other brawlers available to mess you up, it was super effective.  Died to it a LOT.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 18, 2013, 07:37:35 AM
For new peeps, if you find a mech you like and have bought...put on Endosteel structure and Double heat sinks (Only exception is endo on some assaults). The first thing I do when I buy anything is DHS it, and it will take an average mech to a good mech, and a good mech to a bad ass mech.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 18, 2013, 07:44:30 AM
On a related, possibly Community Warfare, note, shouldn't this shit be happening right now ?

http://www.sarna.net/wiki/Operation_Revival (http://www.sarna.net/wiki/Operation_Revival)


Title: Re: Mechwarrior Online
Post by: Merusk on March 18, 2013, 08:52:46 AM
For new peeps, if you find a mech you like and have bought...put on Endosteel structure and Double heat sinks (Only exception is endo on some assaults). The first thing I do when I buy anything is DHS it, and it will take an average mech to a good mech, and a good mech to a bad ass mech.
Yeah, it's an odd mindshift to understand that the slots limitation of Endo is a bigger hindrance on Assault mechs than the weight it frees-up.  It only saves you 5 tons on a 100 ton Atlas and 4 tons on an 85 ton stalker but reduces slots for bigger weapons or more heat sinks by a significant factor.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 18, 2013, 09:26:12 AM
On the other hand, only put Ferro Fibrous in if you're UTTERLY SURE.  I had to rip it back out of my CT-4X and it annoyed me because it costs either way.


Title: Re: Mechwarrior Online
Post by: Shannow on March 18, 2013, 09:37:03 AM
On a related, possibly Community Warfare, note, shouldn't this shit be happening right now ?

http://www.sarna.net/wiki/Operation_Revival (http://www.sarna.net/wiki/Operation_Revival)


A minor bitch but I wish they hadn't gone with matching the calendar thing, or at least not started the clock until they had some form of CW in.
Second bitch, why not start in 3025 or something fun. Fuck the Clanners, Inner Sphere is so much better.


Title: Re: Mechwarrior Online
Post by: Merusk on March 18, 2013, 09:38:48 AM
On the other hand, only put Ferro Fibrous in if you're UTTERLY SURE.  I had to rip it back out of my CT-4X and it annoyed me because it costs either way.


Yeah, this part really annoys me.  "Back to standard? Sure, that'll be another xxx spacebux."


Title: Re: Mechwarrior Online
Post by: Slayerik on March 18, 2013, 11:13:30 AM
Worst is Artemis. I have to pay 500k to take off a missile upgrade? REALLY? It should be freely changable once purchased.


Title: Re: Mechwarrior Online
Post by: Zetleft on March 18, 2013, 11:29:44 AM
Worst is Artemis. I have to pay 500k to take off a missile upgrade? REALLY? It should be freely changable once purchased.

I blame the teamsters union


Title: Re: Mechwarrior Online
Post by: Samprimary on March 18, 2013, 11:48:20 AM
the only pro-build use of FF i've seen is in the raven 3L.

3L wubs (http://mechromancer.wordoflowtax.com/?mech=RVN-3L&name=unnamed&build=v01-D1D,0,12,0,0,0,0,0,0,15,408,0,0,0,0,0,0,0,0,0,0,0,18,8,0,0,0,0,0,0,0,0,0,0,0,0,22,A,232E,0,0,0,0,0,18,8,408,40D,0,0,0,0,0,0,0,0,0,0,15,3F3,3F3,0,0,0,0,0,0,0,0,0,0,20,7ED,0,20,7ED,0,1,1,1,0,0,0,0,0)

3L tri laser (http://mechromancer.wordoflowtax.com/?mech=RVN-3L&name=unnamed&build=v01-D1D,1,12,0,0,0,0,0,0,15,408,0,0,0,0,0,0,0,0,0,0,0,18,8,0,0,0,0,0,0,0,0,0,0,0,0,22,A,232E,0,0,0,0,0,18,8,408,3E9,BB9,0,0,0,0,0,0,0,0,0,15,3E9,3E9,0,0,0,0,0,0,0,0,0,0,20,7ED,0,20,7ED,0,1,1,1,0,0,0,0,0)


Title: Re: Mechwarrior Online
Post by: Njal on March 18, 2013, 01:11:52 PM
I have found my mech. CTF 1X with 5 large lasers. Now when I don't mindlessly charge into battle, I do rather well.


Title: Re: Mechwarrior Online
Post by: Hoax on March 18, 2013, 05:06:28 PM
-Ravens are fuckstupid.
-No in-game voice is bush league.
-Draw distance problems and oddly useless zoom really bugging me.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 03:28:18 AM
I thought there was an ingame voice thingy ?

Ravens aren't as bad since the last patch.  One of them stupidly got in the way of 3xSRM6 and that made me laugh.  It's easier to hit them with lasers and they have weakass legs.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 19, 2013, 03:48:53 AM
Streaks and srm's have a splash damage bug on most smaller mechs meaning they do crazy amounts of damage, raven hitbox is one of those to be adjusted, so going to be interesting to see what happens.  I hate streaks so this is a good thing long term but might be a pain in the arse until they balance it out.


Title: Re: Mechwarrior Online
Post by: Samprimary on March 19, 2013, 03:52:47 AM
i had enjoyed that some, but I knew little of its love. If I was ever hitting a light with missiles, it was .. enough to kill it outright, bug or no.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 03:58:20 AM
The hitbox on the raven is interesting when you look at it.  The sides almost completely cover the center torso, so as long as they don't have an XL, they have a very high chance of not getting fucked up.



Title: Re: Mechwarrior Online
Post by: Samprimary on March 19, 2013, 04:30:47 AM
well, i would say the issues there are:

- once a side torso is gone, hits to that side connect directly to center internals.
- ravens (as well as any other light, really) simply must opt for an XL.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 04:49:49 AM
Um - That's different from other mechs how ? 

(The side torso, not the other bit)


Title: Re: Mechwarrior Online
Post by: Merusk on March 19, 2013, 05:29:25 AM
I think his point was that the sides are so exposed they become a liability because it's such a big target.  Yeah, it's not what he said but that's always been my take on ravens.  Weak legs, huge sides.

Funny story: I came up against a Catapult two nights ago I honestly felt bad for.  He clearly was either a noob or in a trial mech because he was splashing my Catapharact-Gauss with machine guns.  I was mean and went for the component destruction before he was ended by a teammate.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 05:47:49 AM
It's hardly huge when it's going at 136 kph.

Also, the arms get in the way.


Title: Re: Mechwarrior Online
Post by: Samprimary on March 19, 2013, 06:15:22 AM
Quote
Um - That's different from other mechs how ?  

(The side torso, not the other bit)

Because lights have such a frail internal structure. if i was fighting a raven and its side popped and it didn't die, it wouldn't matter too much; its huge side hitbox would mean that all i have to do is graze the dead side some and the damage would go right under the CT armor and pop it in about 17-19 damage or so.

/edit - and when you kill a side torso, it takes the arm with it. effectively the whole side is damage transfer to CT internals. this is why huge side torso hitboxes suck. i spend most of my time in my stalker trying to get my CT to eat more of the damage and take pressure off the sides :<


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 06:25:51 AM
Ah, righto, I'm following you now.

My considered opinion is 'Good.'

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Shannow on March 19, 2013, 07:19:00 AM
Holy God. Played last night for the first time in a couple of months. Fuck me PUGs are even worse. And I really really suck. Good to see they've upgraded the social side of t....oh wait no it still sucks monkeys balls. How the fuck is that even possible? I'm going to ask Bullock that on Sunday.
 
Not sure I've ever played a game where going solo is so unproductive.

Good to see Trebuchets still blow.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 19, 2013, 07:24:56 AM
Hopefully after this patch I can actually play.


Title: Re: Mechwarrior Online
Post by: Shannow on March 19, 2013, 07:28:15 AM
btw 69 pages in, do we qualify for a sub forum yet?


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 07:29:13 AM

Good to see Trebuchets still blow.

Sorry, you're not right here.  I'll agree that pugging these days is so much worse (due to a fuckload of premades and just BAD players) but the Trebuchet, when used properly, is all kinds of deadly.  I was messed up the other day by a chap who had a TAG and a bunch of missiles that he just guided on to me while giving me the run around.  That one wasn't pretty.  My own wee Trenchie will rape an unprepared mech at close range with SRM's and 4 Mediums.  For the weight, it's a rather harsh little mech.

Also, arms you can point with missile arms.   MISSILE ARMS.

Rifleman out yet ?


Title: Re: Mechwarrior Online
Post by: Shannow on March 19, 2013, 07:35:29 AM
Thought it was the Jagermech.

Got cored a LOT last night. Are people this good or is their a bunch of aimbotting going on?

And possibly my reaction to the TBT was biased by getting cored twice in about 5 seconds in both matches I played with it. That's a problem with twitch battletech, the ability to target is to easy...(again unless they were aimbotting in which case death is not good enough a fate).


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 07:55:50 AM
Thought it was the Jagermech.

Potato, potato.

It's a frigging rifleman.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 19, 2013, 08:51:41 AM
Let the assaults lead the charge.  You may be faster, but if you're the first one on the field, everyone will target you.  Use the speed to position yourself.


Title: Re: Mechwarrior Online
Post by: Shannow on March 19, 2013, 08:52:19 AM
Thought it was the Jagermech.

Potato, potato.

It's a frigging rifleman.

I dare you to post that on the mwo forums, just to watch the melt down would be great.


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 19, 2013, 08:59:55 AM

Good to see Trebuchets still blow.

Sorry, you're not right here.  I'll agree that pugging these days is so much worse (due to a fuckload of premades and just BAD players) but the Trebuchet, when used properly, is all kinds of deadly.  I was messed up the other day by a chap who had a TAG and a bunch of missiles that he just guided on to me while giving me the run around.  That one wasn't pretty.  My own wee Trenchie will rape an unprepared mech at close range with SRM's and 4 Mediums.  For the weight, it's a rather harsh little mech.

Also, arms you can point with missile arms.   MISSILE ARMS.


Had an interesting run-in with a Trenchbucket last night; I pushed in on him and separated him from the group after becoming tired of his LRM barrages. Had a great run-and-gun battle with him, but my Centurion CN9-D easily pulled out the kill - you can't take very many Gauss shots in the torso before falling over in a Medium. TBTs can certainly be deadly in the right hands, but this guy obviously wasn't that.

Other than that, had a hellaciously bad set of rounds last night, I was playing like shit and the LRMs were falling down like rain. Hopefully tonight goes better.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 19, 2013, 09:47:29 AM
Post your favorite mechs/loadouts! (mine all include DHS/Endo)

AWS-9M - 4 LL, SRM 4 , XL380
CN9-D - 2 MPL, 2 SRM 6 , XL 380
SDR-5D - 1 ML, 2 MPL , XL 250 (ECM), 3 JJ
CTX-4X - 4 AC/5 , 2 ML , XL 250
TBT-3C - 3 MPL, 2 SRM6, XL 340
DRG-1C - 4 LL, XL 300
CDA-3M - 4 MPL, XL 320
CTX-2X - 1 AC20, 2 SRM6, 3 ML - somekinda standard engine
TBT-7M - 3 ML, 3 SRM6 - XL 300, 5 JJ/3 ammo
HBK-  - 6 ML, 2 SRM6 - STD 245
DRG-1N - 2 - AC/5, 2 ML, 2 SRM 4, XL 320


Cheese:
AWS-8Q - 6 PPC, XL 300
CPTL-K2 - 2 AC/20
STK- ANY - Max ML, Max SRM

There ya have it, 4 months of Slay mechs!

EDIT: Dragons are my latest, and they are bad asses. Totally surprised me, I thought they were bad.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 10:09:25 AM

Other than that, had a hellaciously bad set of rounds last night, I was playing like shit and the LRMs were falling down like rain. Hopefully tonight goes better.


Yeah, this.  It's what's happened to me for quite some time.  You can tell the premades because there will be a light or two scouting you and before you know it some cunningly position Atlas or Awesome is PISSING OVER YOU from a long distance.  And if you try to close that distance, whooops, up pops the medium and heavies that are waiting like a line of Pawns to stop you getting there, all shining the bloody TAG in your eyes, while the wee light runs around you, ECM shutting you down.

Meanwhile the rest of your group is drooling and playing in their own jobbies in some other part of the map that doesn't matter.  Or getting stuck in that KILLBOX that is Alpine Forests boat area.


Ahem.  It's been a bad couple of gaming nights.  But it's still Sooooo much fucking fun.

Also, I spend 1.5 million on the COLOUR RED.


Title: Re: Mechwarrior Online
Post by: satael on March 19, 2013, 10:42:25 AM
I've devolved into playing my founder atlas (dhs equipped) armed with lrm20+lrm10 (artemis) and 2 large pulse lasers for easy kills and grind. Just rain down the missiles and if some (usually lights) get close the large pulse lasers usually scare them to look for easier targets. The best part is that this setup doesn't really require any skill against other pugs (any premades will ecm your lrms useless and swarm you once they've finished faster targets)

edit: patch notes are up


Title: Re: Mechwarrior Online
Post by: Merusk on March 19, 2013, 11:46:02 AM
Got cored a LOT last night. Are people this good or is their a bunch of aimbotting going on?

And possibly my reaction to the TBT was biased by getting cored twice in about 5 seconds in both matches I played with it. That's a problem with twitch battletech, the ability to target is to easy...(again unless they were aimbotting in which case death is not good enough a fate).

Streaks always hit center torso and I'm seeing a lot of streaks out there, particularly on lights.   Also, if you're running an XL engine and take damage on the sides (like after an arm is gone) it kills you like a coring.

I don't get true-cored often in anything I'm not using an XL engine in.  They're more trouble than they're worth most times, IMO.

Post your favorite mechs/loadouts! (mine all include DHS/Endo)
Sam's STK-3F w/ 4LL
CTX-4X - 2xGauss, 2xML - XL250
CAT-C4 - 4x SRM6 - 2x MPL, 1xJJ, 6xDHS, 6xammo - XL315
CTX-4X - 4 AC/5 , 2 ML , XL 250 - fun but I enjoy the Gauss more.

This is from memory, though.  I don't run many mechs, but the ones I do I play the hell out of.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 19, 2013, 12:29:44 PM
Also, I spend 1.5 million on the COLOUR RED.
I bought purple.  Between that, the three PC Gamer colors (black, red, off-white), and default green, I don't think I need to buy anymore.


Title: Re: Mechwarrior Online
Post by: Merusk on March 19, 2013, 12:32:28 PM
Yeah, not a whole lot of reason to buy more than some primaries and black/ white given that they're all invalidated by PREDATOR VISION and target icons.

I've bought black, white and orange.  Dazzle for the Assaults and Heavies and tiger for my Catapharact.  That's all I need.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 19, 2013, 01:14:13 PM
  Between that, the three PC Gamer colors (black, red, off-white), and default green, I don't think I need to buy anymore.

Between that and the what now ?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 19, 2013, 01:28:43 PM
HOUSELIAOACTUAL.COM MUMBLE SERVER (http://mwomercs.com/forums/topic/106189-houseliaoactualcom-mumble-server/)
Quote
Ladies and gentlemen of the Capellan Confederation I am happy to announce that we here at the Word of Lowtax will be making a subset of our mumble server open to the public. ANYONE is free to pop in and take advantage of our services as long as you obey the rules and behave. Mercs corps are all welcome among our ranks as well.

Our goal is to make the best House Liao possible, and we can't do that without you being the best mechwarrior possible! In the near future we are planning to open up some more WOL assets to the public in order to further boost the strength of House Liao and her allies!

Hostname:
mumble.houseliaoactual.com
password: mellon
Use any username not already taken

The House Liao channels at the top are open to all.

We will be watching those channels closely and have made the decision to white list regular constructive players further into our mumble should they wish.

If you encounter any issues during your stay on this server you can contact me directly on mumble or use Info@houseliaoactual.com to leave a message.

Should you need to download mumble you can do that here:
http://mumble.sourceforge.net/

If you have questions regarding setting up mumble see this website:
https://www.typefrag.com/mumble/tutorials/

Have you guys picked a faction yet?  Can I suggest liao as it's sure to be entertaining and I won't have to look far to find you.


Title: Re: Mechwarrior Online
Post by: Segoris on March 19, 2013, 01:31:22 PM
For being cored a lot, with the increase in PPC and ballistics, especially against premades, I noticed I was just being focused more by lots of damage all hitting fairly large center torsos (though, I've played in a limited fashion the last two months, but noticed this still to be pretty true).

Colors - Only need the PC Gamer colors. Even though the black looks like dark navy now I'm okay with it since I'm not seeing it anyways.
Post your favorite mechs/loadouts! (mine all include DHS/Endo)
CAT-C4 - 4x SRM6 - 2x MPL, 1xJJ, 6xDHS, 6xammo - XL315

One of my favorites for the C4 was [incredibly similar (http://mwo.smurfy-net.de/mechlab#i=24&l=2071b140a203d09f712cdb97888a8eaf6d4e75a9). Dropped to 5xDHS and an XL300 but added Artemis and another JJ. Switched back and forth between 500 and 600 ammo with the tradeoff being a 3rd JJ, which I prefer ammo but in long matches against heavies/assaults I noticed ammo issues at times. Rare though. Not as strong as the splat cat against pugs, but more fun overall unless I only have time for a match or two.

Lights:
Standard streak/mlas COM-2D
JNR-D (2xSRM4, 6xMLas, XL255, 4/5 JJ)
JNR-F (4xMPLas, XL255, 4/5JJ)

Meds:
HBK-4SP standard 260, 2xsrm6, 5xMLas
HBK-4P 9xMlas
Can't remember my CN9 build right now


Heavies (only played Cat's for heavy so far, Phracts are on my list after Awesomes unless there's an MC sale and I grab an Ilya):
Cat C4 (shown above)
A1 (standard splatcat for mindless fun)
Never did get into the C1 or K2

Assaults
Sam's STK-5M (though I dropped MLas from 5 to 4 and increased the DHS)
Alternate 5M - something like 3x MLas, 1xERPPC, 5xSRM6, but drops some srm ammo and DHS. Ammo is made up for by being less aggressive using range, heat is made up by not using the PPC in CQC unless needed to finish someone
Atlas DDC 2xLBX10, 3xSRM6, 2xLLas. Though I normally only run this in a group I play with semi-regularly when we run 4 of these things. The crit-seeking capability is hilarious when you have 8xLBX10 spreading pellets all over an area





I've devolved into playing my founder atlas (dhs equipped) armed with lrm20+lrm10 (artemis)

Curious - why do 20+10 instead of 2x15 and save 1ton + 1crit slot for the same number of missiles but higher dps (dps difference is mostly due to recycle time of the lrm20 taking so long)?


Title: Re: Mechwarrior Online
Post by: Hoax on March 19, 2013, 02:06:39 PM
Have you guys picked a faction yet?  Can I suggest liao as it's sure to be entertaining and I won't have to look far to find you.

Marik. Its traditionally always been the best segment of the BT community from my perspective, they have always been very welcoming of new pilots compared to other houses because they have very little draw to newbs what with purple mechs and never being the good guys or cool bad guys of the universe. Therefore its members are mainly people seeking to fight on the underdog side or just have good fights and its resulted in a quite good culture of people who enjoy their mechs and are kind and helpful to the tiny trickle of newbies on the team where in Kurita/Steiner/Davion you are flooded with newbs to the point that they are better off ignored.

Marik also used to have by far the best website and has stayed quite active throughout the long downtime. Until a year or 3 ago I was still getting occasional mailing list updates from the MPBT3025 crowd.

Sharing a border with the Goon zerg will also mean no shortage of targets so that's a bonus as well this time I around.

Lastly if they do try to incentivize using your own factions mechs Marik will give a good variety of options to players and some of the more tech advanced variants which is a pretty big advantage in this game.


Title: Re: Mechwarrior Online
Post by: satael on March 19, 2013, 02:13:34 PM
Quote
I've devolved into playing my founder atlas (dhs equipped) armed with lrm20+lrm10 (artemis)

Curious - why do 20+10 instead of 2x15 and save 1ton + 1crit slot for the same number of missiles but higher dps (dps difference is mostly due to recycle time of the lrm20 taking so long)?


Happened to have 20 and 10 around and didn't bother to buy 2x15. I guess I should switch to 2x15 and maybe add a tag with the extra ton (no room for more heatsinks due to dhs)


Title: Re: Mechwarrior Online
Post by: Falconeer on March 19, 2013, 03:33:24 PM
Jagermech is absolute love.

First impressions on the new map?


Title: Re: Mechwarrior Online
Post by: Slayerik on March 19, 2013, 04:23:26 PM
  Between that, the three PC Gamer colors (black, red, off-white), and default green, I don't think I need to buy anymore.

Between that and the what now ?


http://pastebin.com/3CWR40fe

You get red, grey, and black ...as well as a custom skin on some of the early mechs...and some dumb booblehead.

Anyway.... DO IT NOW ...everyone



Title: Re: Mechwarrior Online
Post by: Zaljerem on March 19, 2013, 08:47:44 PM
http://pastebin.com/3CWR40fe

You get red, grey, and black ...as well as a custom skin on some of the early mechs...and some dumb booblehead.

Anyway.... DO IT NOW ...everyone

Leave the coconut monkey alone!

Cool that this is even still available ... as far as I know, the nVidia Dawn bobblehead is long gone ...


Title: Re: Mechwarrior Online
Post by: Slayerik on March 19, 2013, 09:30:34 PM
(http://i288.photobucket.com/albums/ll177/edog420420/treb1_zps637545e5.jpg)
Damn, close to 1k

(http://i288.photobucket.com/albums/ll177/edog420420/Spiderdone_zps0a2dff36.jpg)
Not bad for a spider....

I'm so hooked on this game.


Title: Re: Mechwarrior Online
Post by: Raknor on March 19, 2013, 09:43:19 PM
With the addition of this new map and running a lot of mechs w/o AMS.. I'm finding the sky falling more and more. It's getting kind of irritating and feels a bit lame when you're team doesn't have ECM. Bleh, maybe it's just premades on the other side that don't look like it.  I take two steps out in the open to move and seem to get 3 TAG lines on me.

Perhaps it's time to try light mechs?


Title: Re: Mechwarrior Online
Post by: Pennilenko on March 19, 2013, 09:51:15 PM
http://pastebin.com/3CWR40fe

You get red, grey, and black ...as well as a custom skin on some of the early mechs...and some dumb booblehead.

Anyway.... DO IT NOW ...everyone

Hows that work? Is it a for sure thing?


Title: Re: Mechwarrior Online
Post by: Hoax on March 19, 2013, 10:23:00 PM
Yes it is for sure and works as of a week ago. Just watch for the answer has to be all lower case for most.


Title: Re: Mechwarrior Online
Post by: Samprimary on March 19, 2013, 11:26:56 PM
jagermech is new boomcat. just with peekaboo arms, XL engine, and extra laser.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 03:16:13 AM
Thanks Slay for the link and the concrete proof of how much win a nice Trenchbucket can be.

Had a powercut in my area just after the patch downloaded last night.  Fuckers.

I should be on tonight (probably all night baby) if anyone wants to tag-team.



Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 20, 2013, 05:24:07 AM
If you don't have the pc gamer skin and the three free colours.

http://www.qqmercs.com/?p=15


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 05:30:56 AM
That looks like a different red from the one I shelled out for.

....


..


Please?



Title: Re: Mechwarrior Online
Post by: Typhon on March 20, 2013, 05:44:59 AM
Well, I know (now) that it's not crimson (which is what I bought), it's "PC Gamer Red" and is a bit duller (which is good, now I have 2 reds).  The grey also has a unique name (PC Gamer Gray), so it seems like that might be different from any gray that someone might have bought.  I can confirm that PC Gamer black seems identical to Obsidian Black.

Thanks Arthur & Slayerik!


Title: Re: Mechwarrior Online
Post by: Typhon on March 20, 2013, 05:46:02 AM
Oh, btw, I'm Baan (I stopped trying to get Typhon because it's always already taken)


Title: Re: Mechwarrior Online
Post by: Goreschach on March 20, 2013, 05:49:59 AM
It's a great color combo, and you can use it with the phranken skin to save 3k mc.

Also, I really hope they redo the atlas skins. Comparing them back to back with the newish stalker skins really shows just how crappy the early ones are.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 06:14:43 AM
There appears to be some murmering about Missiles and the Jager Head Hitbox.

Hilarious if true.


Title: Re: Mechwarrior Online
Post by: satael on March 20, 2013, 06:15:01 AM
If you don't have the pc gamer skin and the three free colours.

http://www.qqmercs.com/?p=15

Thanks for that  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 20, 2013, 06:25:07 AM
[Apparently the PC Gamer skin was covered extensively, so editing that out.]

I'm a die-hard Steiner.  I may even get back with my old unit once Community Warfare hits since I know they're playing.  Only way I'd switch is if some of the Periphery states open up.


Title: Re: Mechwarrior Online
Post by: Shannow on March 20, 2013, 06:42:53 AM
How is it possible that your group mates don't show up with different coloured icons in game? Seriously , does Piranha understand that this is a multiplayer game?

A little better last night , actually survived 1 out of 3 battles. Love how for some reason the game randomly alt-tabs me out mid-battle.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 07:10:53 AM
No, they don't because the Social tools still SUCK BALLS.  I mean, seriously, why do I not have an AFK flag to stop every cunt on f13 thinking I'm an ignorant cock ?

Also, Marik here.


Title: Re: Mechwarrior Online
Post by: Merusk on March 20, 2013, 07:27:55 AM
I really shouldn't run matches at 11:30 after a 3 hour minecraft marathon.  I got blown up all over the place because I was dumb and kept popping my head out.

Tried my Founder's Atlas with (2) LRM-15s and Artemis on the new map. Haven't found a decent sniper spot yet but it seemed to work well.  I need some build help with it, though, so I'll post it tonight if I remember.

I have an ultra AC-5 right now as a close-engagement weapon but fuck that. It jammed so often I'd have been better off with the AC2 for the amount of DPS it was able to dish.  My real problem was I ran out of LRM ammo too damn quick and had to engage close-up.

I was rather pissed it was down to me and another guy on my team  vs. an enemy Jenner on Conquest when my internet decided to die.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 20, 2013, 07:36:21 AM
Ultras suck unless you've got a bunch of them.  AC/5 isn't a close-range weapon though.  You're way better off with a ML and a few heat sinks if that's your goal.

Go AC/20 for close range.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 08:06:04 AM
3 is a good number.  You can fit 4 on that new Rifleman, but alas, nothing else.  So you can pretty much sit unmoving going 'pew pew pew'.

The A version of the Jager looks very, very configurable though.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 20, 2013, 08:07:59 AM
Something is weird with LRMs. A guy just scored 1652 damage with a C4, only using LRM15. The thing is that he kept saying LRMs were broken BEFORE the match actually started, and by the end of it asked all of us to check his score and tell him it wasn't broken. Looks broken to me.

EDIT: Screenshot.

(https://dl.dropbox.com/u/3584773/MWO%20damage.jpg)


Title: Re: Mechwarrior Online
Post by: Hoax on March 20, 2013, 08:33:45 AM
Nope they didn't fix the missile bugs so far in the slightest. But its not new they have been broken since I started playing this game.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 20, 2013, 09:13:30 AM
I mentioned to someone last night that it felt like Jager's headbox was an easy kill...

New map is bad ass.


Title: Re: Mechwarrior Online
Post by: Merusk on March 20, 2013, 09:34:55 AM
Feels like EVERY head hitbox is absurdly large after this patch. I got headshot in the stalker - of all things - last night by a Catap who was 200m away.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 09:38:05 AM
So I mention the missiles and the head and you all post that.

 :ye_gods:

I'm buying me a catapult tonight and stuffing it with LRMs.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 20, 2013, 09:50:59 AM
I can actually play now!

Have a stalker 5M, think I'll try outfitting it with 5xLRM15/Artemis and TAG. Haven't really run with lrm's since way back in beta before chainfire was implemented. I used an xml edit to fake chainfire and ran around spamming missiles with a 6xLRM5 cat. So much bitching.


Title: Re: Mechwarrior Online
Post by: HaemishM on March 20, 2013, 11:35:00 AM
[Apparently the PC Gamer skin was covered extensively, so editing that out.]

I'm a die-hard Steiner.  I may even get back with my old unit once Community Warfare hits since I know they're playing.  Only way I'd switch is if some of the Periphery states open up.

I have yet to figure out how to declare a faction on my profile. I see all these people with factions and think WTF? How did they put that on their name? Is it a founders/premium thing?


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 11:39:35 AM
Oh holy fuck.

LRMs are simply so broken it's not funny.  Two guys with over 1600 damage.  We got decimated in the first nanosecond.

No thanks.


Title: Re: Mechwarrior Online
Post by: satael on March 20, 2013, 11:53:08 AM
Example of how little skill lrm-lpl founder atlas takes (http://youtu.be/S8zwa7yLX2Q) (especially with the lrms as they are now)


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 12:33:56 PM
[Apparently the PC Gamer skin was covered extensively, so editing that out.]

I'm a die-hard Steiner.  I may even get back with my old unit once Community Warfare hits since I know they're playing.  Only way I'd switch is if some of the Periphery states open up.

I have yet to figure out how to declare a faction on my profile. I see all these people with factions and think WTF? How did they put that on their name? Is it a founders/premium thing?

Go to MWOMercs and login.  Now go to the 'profile' button.  tada.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 20, 2013, 12:44:39 PM
New map Tourmaline Desert (http://www.youtube.com/watch?v=NFZ7j3WYsqI) is already my favourite.


Title: Re: Mechwarrior Online
Post by: Shannow on March 20, 2013, 01:07:37 PM
Example of how little skill lrm-lpl founder atlas takes (http://youtu.be/S8zwa7yLX2Q) (especially with the lrms as they are now)

cough cough I can niether confirm nor deny that I own a Founders Atlas with 2xLRM 15s in it.


Title: Re: Mechwarrior Online
Post by: HaemishM on March 20, 2013, 02:57:18 PM
[Apparently the PC Gamer skin was covered extensively, so editing that out.]

I'm a die-hard Steiner.  I may even get back with my old unit once Community Warfare hits since I know they're playing.  Only way I'd switch is if some of the Periphery states open up.

I have yet to figure out how to declare a faction on my profile. I see all these people with factions and think WTF? How did they put that on their name? Is it a founders/premium thing?

Go to MWOMercs and login.  Now go to the 'profile' button.  tada.


Goddamnit, they need not only need a new UI guy, they need a new web designer.


Title: Re: Mechwarrior Online
Post by: Njal on March 20, 2013, 03:27:03 PM
You don't lose the skill points you have in a mech if you sell it.  In fact if you sell one and rebuy it later it will have the same xp as when you got rid of it.  But note you have to have 3 mechs in one weight class  (light, medium, heavy, assault) maxed out with all elite skills to be able to unlock the master module slot.  To unlock master you have to have 3 mechs total in one weight class that have all elite skills maxed out, unlike going from basic to elite they don't have to be variants of one mech.  But unless you want to buy 3 other mechs in that same class to eventually get that mech to master I'd recommend keeping all three.  Personally I have only spent MC on more slots and hero mechs, have yet to purchase more premium time after my 30 days founder bonus ran out and while I miss the extra xp and money I don't feel I'm crippled without it, especially after they added bonus's for savior kills and things like that. 

If I had more time I'd maybe buy more premium time when they have a sale on it like now but since the last patch, like others have said, I freeze randomly on matches so the frustration has been keeping my in game time down. 

BTW a good link to check out that gave me some insight on how some equipment works not provided elsewhere.  Unofficial MWO wiki (http://mwowiki.org/wiki/Main_Page)

Updated upcoming mechs thread (http://mwomercs.com/forums/topic/67006-list-of-current-and-announced-mechs/)

Next question. Once you've unlocked master is there any downside to selling one of the mechs that unlocked it?


Title: Re: Mechwarrior Online
Post by: Njal on March 20, 2013, 03:30:04 PM
And another question. I just bought a CDA-3m and I've put 4 MLs on it. It's doing pretty well. If I cut the engine from a 320 XL to a 320 I can put 3 LLs instead. However I'm starting to doubt that this would actually be better for a light mech. Opinions solicited.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 03:42:19 PM
I wouldn't.  But I'm not really into large guns on light mechs.  Also, heat.


Title: Re: Mechwarrior Online
Post by: Merusk on March 20, 2013, 03:50:18 PM

Next question. Once you've unlocked master is there any downside to selling one of the mechs that unlocked it?

The money gained is eclipsed by time to grind the credits and buy it back later should you want that variant.  That's about it. If you don't want to pay MC to expand your garage, go ahead and sell.


Title: Re: Mechwarrior Online
Post by: Njal on March 20, 2013, 04:11:09 PM
Thanks for the advice. I tried to invite you to a grp Ironwood. Game wouldn't let me, stupid game.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 20, 2013, 04:26:42 PM
Tonights been a bit flaky for me.  I got into a couple of games with Zeft, but then, oddly Service Pack for Windows restarted my fucking machine.

Don't worry there will be plenty of time.  Also, it turns out my wee Hunchie 4SP is affected by the missile change and can one shot lights.

So that's nice.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 20, 2013, 04:43:00 PM
I've been having some good success with this (http://mechromancer.wordoflowtax.com/?mech=AS7-RS&name=unnamed&build=v01-CBA,2,12,0,0,0,0,0,0,44,3F0,3F0,3F6,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,BB9,0,0,0,0,0,0,0,0,0,63,19,0,0,0,0,0,0,43,11,3E8,0,0,0,0,0,0,0,0,0,0,0,44,3F0,3F0,7D1,0,0,0,0,0,0,0,0,0,54,7D0,7EF,54,7D0,7EF,1,0,1,1,0,0,0,0). It runs hot as hell and low of ammo, but it packs a hell of a kick. Also spamming lrms on the stalker. KDR is hovering around 3. Another million c-bills or so and I'm going to drop the LL's and try to squeeze 4 ERPPCS on it.

Apologies to Eek.


Title: Re: Mechwarrior Online
Post by: Njal on March 20, 2013, 04:56:07 PM
I think I don't want to play a mech without ecm. It is so nice to watch them miss. I was up against a nother lt mech with 4 sstrk lrms he never fired a shot while I beat him up. Of course he could have been incompetent. :)


Title: Re: Mechwarrior Online
Post by: Hoax on March 20, 2013, 05:23:29 PM
Game may be stupidly and utterly broken right now but its so broken nobody is even sure how broken it is. Considering missile splash was already fucked up though and people are reporting getting headshot in stalkers by lrm flights I think I'll sit this one out until I hear they have fixed it.


Title: Re: Mechwarrior Online
Post by: Llyse on March 20, 2013, 06:48:28 PM
I've been having some good success with this (http://mechromancer.wordoflowtax.com/?mech=AS7-RS&name=unnamed&build=v01-CBA,2,12,0,0,0,0,0,0,44,3F0,3F0,3F6,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,BB9,0,0,0,0,0,0,0,0,0,63,19,0,0,0,0,0,0,43,11,3E8,0,0,0,0,0,0,0,0,0,0,0,44,3F0,3F0,7D1,0,0,0,0,0,0,0,0,0,54,7D0,7EF,54,7D0,7EF,1,0,1,1,0,0,0,0). It runs hot as hell and low of ammo, but it packs a hell of a kick. Also spamming lrms on the stalker. KDR is hovering around 3. Another million c-bills or so and I'm going to drop the LL's and try to squeeze 4 ERPPCS on it.

Apologies to Eek.

No worries, we still won  :awesome_for_real:

I was playing until 3am solo after a short stint with Falc... yeah, time to activate my Premium after Easter. Looking forward to running with more of you!

By the what voice server are y'all using (if any)? Younglings these days seem to use skype...  :pedobear:


Title: Re: Mechwarrior Online
Post by: Zetleft on March 20, 2013, 08:04:00 PM
And another question. I just bought a CDA-3m and I've put 4 MLs on it. It's doing pretty well. If I cut the engine from a 320 XL to a 320 I can put 3 LLs instead. However I'm starting to doubt that this would actually be better for a light mech. Opinions solicited.

I say whatever works for you, easy to go back if you don't like the setup.  My third cicada variant is running 2 ERPPCs and 1 MPL.  I traded off some speed to get it which is bad for a cicada but it's a 'fun' build.  That's the main point in this game, is the setup fun for you or not.  I actually like having to buy variants in this game when initially I hated it as it seemed like an unnecessary grind/moneysink.  It forces you out of the 'best' build and experiment a bit. 


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 21, 2013, 12:41:18 AM
Game may be stupidly and utterly broken right now but its so broken nobody is even sure how broken it is. Considering missile splash was already fucked up though and people are reporting getting headshot in stalkers by lrm flights I think I'll sit this one out until I hear they have fixed it.

They have completely broken the game several times before, they generally fix it within a few days, sometimes it lasts till the next patch.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 21, 2013, 03:12:23 AM
While this is true, I don't recall them ever having broken this much fun out of it.

It's just not good to have a stable of five mechs, nae cash and none with LRMs when you launch and the LRMS rain down and kill you.  Seriously not fun.

The bigger groups are just using harvested cash to quickly change specs and rake in more cash and kills.  Alas, since I'm the sheep in this situation, I'll wait till the hotfix.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 21, 2013, 03:37:24 AM
I've been busy so not played much for past two weeks, the atlas bug was pretty bad, game lost sync and you were running around unable to damage anyone and then the game disconnected 5 minutes later.  Happened anytime an atlas died or something, they've had LRM's do crazy damage a couple of times in the past too.  But I haven't even patched for this one so no clue.


Title: Re: Mechwarrior Online
Post by: satael on March 21, 2013, 03:45:49 AM
I think the statistics speak for themselves (I haven't used lrm20s after the patch and most if not all lrm15s are from when I started to use them just yesterday on my atlas)

LRM 20   27   8,700   2,338   26.87%   02:27:24   3,876
LRM 15   16   9,705   2,741   28.24%   01:39:11   8,093
LRM 10   27   5,610   1,491   26.58%   02:27:29   2,500

(matches, fired, hit, hit%, playtime, damage)

So the lrm15s have done almost double the damage compared to the lrm20s  :uhrr:
(and most importantly double the damage per missile)

edit:added lrm10 stats too for comparison


Title: Re: Mechwarrior Online
Post by: Samprimary on March 21, 2013, 04:39:20 AM
The AWS-8R is probably the go-to destructo death mech for the time being; you can put 4 Artemis LRM15's on it and it pukes them all out in one solid chunk of 60 missiles. And you'll have that package on a mech that's going about 80 miles per hour.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 21, 2013, 04:51:48 AM
Ahahahha.  Holy fuck, I wish I had the cash for that.


Title: Re: Mechwarrior Online
Post by: Shannow on March 21, 2013, 05:52:31 AM
Is there a support group for victims of Raven ECM abuse? Experienced that for the first time last night. Not fun.


Title: Re: Mechwarrior Online
Post by: Merusk on March 21, 2013, 05:57:03 AM
I slapped some LRM-15s on my Catapult and Founder's Atlas last night and ran around with Slay for a few games. (Who is death incarnate in his Spider.)

Based on what I was seeing, LRMs are doing what only Streaks should - always hitting center target.  The splash damage will decapitate on the right chasis but I cored too many mechs for it to be anything else.  The other reason I'm so certain is that this is a bug that happened in the same way during a beta phase.

I'd bitch about ACs, too, but I'm pretty sure the Cata that BOOM-HEADSHOT me in my last game was a freak occurrence since I've done the same.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 21, 2013, 06:40:50 AM
By the what voice server are y'all using (if any)? Younglings these days seem to use skype...  :pedobear:
I yell at my screen.  It's the techie equivalent of yelling at clouds.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 21, 2013, 06:44:08 AM
Streaks are supposed to hit randomly now.  If they're still only hitting the CT, then that's another bug.


Title: Re: Mechwarrior Online
Post by: Njal on March 21, 2013, 06:54:48 AM
Is there a support group for victims of Raven ECM abuse? Experienced that for the first time last night. Not fun.

What is Raven ECM abuse. Inquiring minds want to know.


Title: Re: Mechwarrior Online
Post by: Shannow on March 21, 2013, 07:12:03 AM
It's where you are abused by a Raven, say in a dark alley on River City Dark. I was in my brand new Cataphract and I don't think I even hit him once.


Title: Re: Mechwarrior Online
Post by: Njal on March 21, 2013, 07:18:03 AM
Ah, I do that in my Cicada. It's fun to destroy Catapults a piece at a time.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 21, 2013, 07:41:16 AM
Don't even bother logging on right now. Devs posted that they're hotfixing the missile problem later today.

As a consequence, there are currently tons of premades rolling around in lrm boats right now, farming like it's going out of style.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 07:58:40 AM
I slapped some LRM-15s on my Catapult and Founder's Atlas last night and ran around with Slay for a few games. (Who is death incarnate in his Spider.)

Haha, thanks man!

Yeah, was a good night! Merusk and I were rolling to victories. Raknor (Cidem in game, he's active and good...add him) finally got to see me playing decently...I swear the first couple times I had excuses...we grouped when I was drunk on St. Patties day ;) The final match was on the new map and I got to unleash the spider on those guys. Intense match, we squeaked it out at the end. I would just jump up to where they were, strafe and go, run away, rinse and repeat. My favorite moment as a spider is when you see the guy decide they are done trying to fight you, and turn to another target. Their backs are chewed 2 salvos later and I'm off to my next poor victim.

Let's try to group again tonight guys...


Title: Re: Mechwarrior Online
Post by: Njal on March 21, 2013, 09:43:02 AM
I should be on most of tonite. I'm up for watching Slay destroy everyone.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 09:51:56 AM
I should be on most of tonite. I'm up for watching Slay destroy everyone.

You want to see brutality, get Sam to log in too ;) I will be on at roughly 10pm est, my usual.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 21, 2013, 10:03:10 AM
I'll probably be up for it. If LRMWO hasn't been hotfix'd yet I can just run the stalker.


Title: Re: Mechwarrior Online
Post by: Shannow on March 21, 2013, 10:22:16 AM
What TS are you guys using, and wheres the list of f13 usernames?

This is why we need a sub-forum.....


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 10:28:51 AM
Funny, I JUST requested it from schild and Trippy. *crosses fingers*


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 21, 2013, 10:32:20 AM
People might not notice a new sub forum, it's not a bad thing being near the top of this board all the time.


Title: Re: Mechwarrior Online
Post by: Raknor on March 21, 2013, 10:35:42 AM
Because of Slay's superior Spider skills.. or maybe he was just showing off. I now have a new SPD-5D in the stable.   zoom zoom!


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 10:36:25 AM
It's a bad thing that we dont have a nice player list, voice info, separate build threads, etc. But I agree, it is good press to be on top!


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 10:39:52 AM
Because of Slay's superior Spider skills.. or maybe he was just showing off. I now have a new SPD-5D in the stable.   zoom zoom!

Haha, thanks for the ego boost gents....Well, I paid my dues that's for sure. The Spider elite grind is brutal. It just doesn't do that much damage, so the XP is kinda slow to go. The speed tweak on it is pretty amazing, though.

On the Spider, I recommend an XL engine ASAFP. I run the XL 250, 4 JJ, 3 medium Pulse, Endo/FF/DHS....something like that anyway! I think any XL in the 225 to 250 range should work, though.

Spider swarm would be ridiculous with some practice.


Title: Re: Mechwarrior Online
Post by: Shannow on March 21, 2013, 10:56:08 AM
I say we do it, F13 spider pack, cross thread metaness with the 'Spiders are awesome' thread in general.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 21, 2013, 11:16:47 AM
Could have a recruitment thread in MMOG Discussion I guess, if they agree to a sub forum, think EvE did that.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 21, 2013, 11:18:03 AM
Heh.  I'm up for a Spider pack.


Title: Re: Mechwarrior Online
Post by: Njal on March 21, 2013, 11:52:27 AM
But I`m just getting good at my Cicada. It`s almost as fast as a spider but no JJ. Does have ecm though. I can be your big slow ecm shield!


Title: Re: Mechwarrior Online
Post by: Shannow on March 21, 2013, 11:55:00 AM
All insects welcome?


Title: Re: Mechwarrior Online
Post by: Merusk on March 21, 2013, 11:55:46 AM
I don't own a spider and I just blew 2mil refitting my Atlas and Catapult.  damnit!

I could sell the Commando, I guess.  It's not doing anything but looking sad.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 21, 2013, 12:12:15 PM
Stacked 3 x LRM15 on my mech like some kind of tard.

Goodness.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 21, 2013, 01:01:35 PM
Thanks Trippy  :heart:


Title: Re: Mechwarrior Online
Post by: Trippy on March 21, 2013, 01:04:49 PM
Slayerik was the one that requested it.


Title: Re: Mechwarrior Online
Post by: Njal on March 21, 2013, 01:05:05 PM
Noooo! We`re stuck in a ghetto. No one will find us now.


Title: Re: Mechwarrior Online
Post by: Shannow on March 21, 2013, 01:25:24 PM
I'm faaairly sure MWO is a MMOG.


Title: Re: Mechwarrior Online
Post by: Hoax on March 21, 2013, 01:45:32 PM
I got lost. I'm nearing 12mil so time for another mech but I'm having a hard time not just buying a Warboss (ECM Atlas) you literally can't do more for your team in the current no tonnage matching environment than bringing 100 tons, good loadout and ECM can you? Because from my perspective nobody does more for my teams than having some of those to rally around.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 21, 2013, 02:33:20 PM
The DC is a fuckbeast.  Get one.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 21, 2013, 03:13:42 PM
For ECM I can imagine regretting the Cicada or the Spider, I guess a few people might not like the Raven 3L but the Atlas D-DC is a god of destruction.

I have all 4 and the Cicada is the only one I really dislike.


Title: Re: Mechwarrior Online
Post by: Trippy on March 21, 2013, 03:18:10 PM
I'm faaairly sure MWO is a MMOG.
No.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 21, 2013, 03:20:48 PM
Had a couple of games where it wasn't all about LRM and I'm noticing that the Jager is really, really pounding the shit out of even the heaviest mech.  It seems to have sniping powers second to none also.  Watching through others eyes and it just seems a lot more deadly than even the K2 Cat.

Interesting times.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 21, 2013, 04:49:02 PM
Quote
LRMs drop from 1.8 damage per missile to 0.7 damage per missile.
SRMs drop from 2.5 damage per missile to 1.5 damage per missile.

Man, lrm's got stuffed. Can't say I'm sorry to see this.


Title: Re: Mechwarrior Online
Post by: Hoax on March 21, 2013, 04:51:46 PM
That's not stuffed if they are leaving the splash in. The real problem is splash and possibly lack of spread compared to damage per missile.

*edited*
No seriously, if the splash is unchanged where its clearly hitting 2-4 areas per missile that is far from stuffed. Until we get a good feel for just how much splash missiles have damage per missile doesn't tell us shit.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 04:56:44 PM
No, that's stuffed...


Title: Re: Mechwarrior Online
Post by: Segoris on March 21, 2013, 05:32:26 PM
It's stuffed, that quote did not tell the whole story. The splash radius was dropped from 4.0 meters to 1.8 for LRM and 1.3 for SRM/SSRM

http://mwomercs.com/forums/topic/107088-hotfix-march-212013-missile-fix-and-server-downtime/

So double-nerf


Title: Re: Mechwarrior Online
Post by: Raknor on March 21, 2013, 05:38:05 PM
A lot less LRM boats in the matches I've played.  Still 1 or 2 a match but that seems about right to me.

YMMV


Title: Re: Mechwarrior Online
Post by: Falconeer on March 21, 2013, 05:47:11 PM
I am so glad we got a subforum. Thanks, everyone.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 05:51:30 PM
Yeah, thanks Trippy!


Title: Re: Mechwarrior Online
Post by: Slayerik on March 21, 2013, 05:56:31 PM
Had a couple of games where it wasn't all about LRM and I'm noticing that the Jager is really, really pounding the shit out of even the heaviest mech.  It seems to have sniping powers second to none also.  Watching through others eyes and it just seems a lot more deadly than even the K2 Cat.

Interesting times.

So far, to me speed seems to be their biggest threat (Like any ballistic boat). Get behind them and get them turning.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 21, 2013, 06:27:28 PM
Ok, I knew the social tools in this game were shit, but I expected that after joining a group I'd still at least be able to see my HUD.


Title: Re: Mechwarrior Online
Post by: Njal on March 21, 2013, 06:57:31 PM
Hud glitches out randomly whether you're in a group or not.


Title: Re: Mechwarrior Online
Post by: Hoax on March 21, 2013, 09:42:02 PM
I've yet to have any glitches once I turned on vsync in options.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 22, 2013, 02:43:16 AM
It's the texture bug that annoys me.  You try targeting an enemy mech when they're grey and the background is....grey.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 22, 2013, 05:24:53 AM
Anyone want to see an awful looking Highlander ?

Here you Go (http://massively.joystiq.com/2013/03/22/pax-east-2013-say-hello-to-mechwarrior-onlines-new-trailer/).



Title: Re: Mechwarrior Online
Post by: Zaljerem on March 22, 2013, 06:25:49 AM
Lots of folks online last night. We could probably put an 8-man together (assuming we're feeling masochistic) ...


Title: Re: Mechwarrior Online
Post by: Merusk on March 22, 2013, 08:29:16 AM
Bah must have been ultra late. I was on around 9:30EDT and didn't see another soul.

Anyone know what the fuck is up with the LBX-10?  I was dinking around last night in mechlab and saw it has only does 1 damage but weighs 11 tons.  I'm clearly missing something.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 22, 2013, 08:30:47 AM
That sounds fun...I really need to buy another 20 dollar headset for me and my kids to destroy. Sorry about last night Hoax, so many times I just wanted to call out some advice or targets...or a plan. Still had some nice runs with you, Zet, Rak

Each LBX bullet does 1. I wanted to find a way to like it but havent had much luck. I think it might be great in a role, such as laser guys to chew up armor, fast LBXer (or double LBX atlas) to come in and crit exposed areas.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 22, 2013, 08:34:25 AM
My 'Phract 3D is set up with dual LBXs.  It's pretty brutal in close, and if there is weak armor anywhere it will shred the target.  I prefer it over say dual AC/10s, but do find an AC/20 will generally give more consistent results.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 22, 2013, 08:36:32 AM
Would have joined it, but apparently I've still got some waiting to do before the game will make nice with my computer.

As for LBX, don't bother. Due to the way they implemented equipment hp and damage spread, the scatter weapons like lbx, small ac's, lasers, and machinegun have the opposite of the intended effect. They're actually far less likely to cause internal criticals. Instead, the best way to pop someone's equipment is to use large, 10+ damage weapons, preferably the AC20.


Title: Re: Mechwarrior Online
Post by: Pennilenko on March 22, 2013, 08:43:52 AM
So i put dual ac/20 on my jager this morning. Right off an atlas got all up in my face and i started alternating fire on him. Ive never seen a brawler try so hard to get away. I think I've found my new favorite gimmick.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 22, 2013, 08:48:56 AM
Run Atlas, run!


Title: Re: Mechwarrior Online
Post by: Merusk on March 22, 2013, 08:52:55 AM
Ahh, it's a shotgun.  The interface is terrible and should call it as 10x1 but instead says 1 and I was lost.  Thanks.


Title: Re: Mechwarrior Online
Post by: Shannow on March 22, 2013, 09:22:07 AM
So i put dual ac/20 on my jager this morning. Right off an atlas got all up in my face and i started alternating fire on him. Ive never seen a brawler try so hard to get away. I think I've found my new favorite gimmick.

I believe that's an order of double meat on rye.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 22, 2013, 09:24:52 AM
This is what I was talking about earlier tho - I watched a Jager with 2xAC10 and SRMS totally fucking shred someone in one alternating shot.  It was fucking brutal.


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 22, 2013, 10:04:29 AM
Bah must have been ultra late. I was on around 9:30EDT and didn't see another soul.

You must have just missed us, a lot of us logged right around then. I did see a few more people pop on the Mumble though shortly after that.


Title: Re: Mechwarrior Online
Post by: satael on March 22, 2013, 10:47:21 AM
This weekend's mwo tournament actually makes sense (the scoring is based on 10 best games)  :grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on March 23, 2013, 01:20:12 AM
Played a game last night where a chap belonged to PGI and had a wee hornskull icon.  It took me a good minute or so to figure out what the hell.

And then our team focused fire on the dev.  It was rather awesome.


Title: Re: Mechwarrior Online
Post by: Njal on March 23, 2013, 11:08:24 AM
Another question or two.

Does FF help with the armour value or just use up slots and lower the weight?

I loved LBXs in MW4 I know they don't knock people down but do they do reasonable damage? I'm mostly thinking against hard to target fast movers here.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 23, 2013, 11:24:43 AM
FF provides more Armour per ton, so it just saves you weight and costs you slots, it offers identical protection to non FF armour as a ton is still a ton.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 23, 2013, 01:13:01 PM
I loved LBXs in MW4 I know they don't knock people down but do they do reasonable damage? I'm mostly thinking against hard to target fast movers here.

No.


Title: Re: Mechwarrior Online
Post by: Njal on March 23, 2013, 02:24:44 PM
Thanks for the info.

I'm starting to come up with signs of doom at the start of a match.

1. Mechs start firing missiles into the walls.
2. They shoot there own team when testing weapons.
3. Someone asks for a plan and there is no response.
4. Your HUD is screwed up so that you can't tell which way you're pointing.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 23, 2013, 04:30:45 PM
I had some asshole try to jump jet over me at the start and smacked the shit out my rear torso.  That was fun.

But yeah, those signs are mostly bad.  I'd kill at this stage for an 'afk' sign on the social tools.

Have they put out a new timeline for development ?  They seem to be almost finished.


Title: Re: Mechwarrior Online
Post by: Der Helm on March 23, 2013, 04:37:09 PM
But yeah, those signs are mostly bad.  I'd kill at this stage for an 'afk' sign on the social tools.
Did you guys get the "chat" messages I sent to you ?


Title: Re: Mechwarrior Online
Post by: Ironwood on March 23, 2013, 05:00:07 PM
No.


Title: Re: Mechwarrior Online
Post by: Njal on March 23, 2013, 05:02:03 PM
Nope


Title: Re: Mechwarrior Online
Post by: Ironwood on March 23, 2013, 05:11:32 PM
 :uhrr:

CODE SOME FUCKING SOCIAL TOOLS FOR YOUR MULTI-PLAYER GAME YOU CUNTS.

Seriously, at this rate, we'd be better using Skype, Lync, Messenger or FUCKING SMOKE SIGNALS.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 23, 2013, 06:03:03 PM
ASK THE DEVS 34 - ANSWERS (http://mwomercs.com/forums/topic/107281-ask-the-devs-34-answers/)

Quote
Community Consolidated Question 2: The recent tournaments have been solo. Will there be tournaments in the future where we can play in a group? Will there ever be an ability to challenge other player(s) directly?

A: Yes we plan to add official team tournaments. The functionality is currently not ready and will most likely come online with our upcoming lobby functionality.

...

Community Consolidated Question 6: What point in the timeline will CW be implemented? Will time be rolled back?

A: CW will begin rolling out in May and through to the fall. We do not plan to roll back the timeline.

It's a long Q/A so not quoting everything.



Title: Re: Mechwarrior Online
Post by: Njal on March 24, 2013, 06:11:01 AM
Contemplating this JM build.  2UAC5 4SSRM2 2ML

http://mechromancer.wordoflowtax.com/?mech=JM6-A&name=unnamed&build=v01-CB2,0,12,0,0,0,0,0,0,16,408,408,7ED,7ED,401,7DC,0,0,0,0,0,0,22,6,3E9,7DC,0,0,0,0,0,0,0,0,0,0,28,A,0,0,0,0,0,0,22,6,3E9,7DC,0,0,0,0,0,0,0,0,0,0,16,408,408,7ED,7ED,401,7DC,0,0,0,0,0,0,20,0,0,20,0,0,1,0,1,0,0,0,0,0

Is it too crazy?


Title: Re: Mechwarrior Online
Post by: Slayerik on March 24, 2013, 06:26:37 AM
Since the streaks are so essential, I'd prolly swap a medium laser for a tag...else ECM ruin your day. Your main damage will come from UACs and streaks anyway.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 24, 2013, 06:36:17 AM
Since you aren't going to do much with 1 medium, just drop it. Your arm and leg armor is really weak, buff them. After that, move some ammo to the legs. Also, a ton of ac ammo is safe in the head, since it's the first location you'll empty.

Actually, all your armor is too low. Like crazy low.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 24, 2013, 06:54:34 AM
IMO, this (http://mechromancer.wordoflowtax.com/?mech=JM6-A&name=unnamed&build=v01-CB0,0,12,7DC,0,0,0,0,0,28,408,408,401,0,0,0,0,0,0,0,0,0,2C,10,40D,0,0,0,0,0,0,0,0,0,0,0,3F,15,0,0,0,0,0,0,2C,10,0,0,0,0,0,0,0,0,0,0,0,0,28,408,408,401,0,0,0,0,0,0,0,0,0,39,7ED,7DC,39,7DC,7ED,1,0,1,0,0,0,0,0) would work out better. You could actually squeeze out another ton by going FF, but I wouldn't recommend it. It costs money to switch back, and most builds won't work with it.


Title: Re: Mechwarrior Online
Post by: Llyse on March 24, 2013, 07:47:23 AM
IMO, this (http://mechromancer.wordoflowtax.com/?mech=JM6-A&name=unnamed&build=v01-CB0,0,12,7DC,0,0,0,0,0,28,408,408,401,0,0,0,0,0,0,0,0,0,2C,10,40D,0,0,0,0,0,0,0,0,0,0,0,3F,15,0,0,0,0,0,0,2C,10,0,0,0,0,0,0,0,0,0,0,0,0,28,408,408,401,0,0,0,0,0,0,0,0,0,39,7ED,7DC,39,7DC,7ED,1,0,1,0,0,0,0,0) would work out better. You could actually squeeze out another ton by going FF, but I wouldn't recommend it. It costs money to switch back, and most builds won't work with it.

Had an amazing time with Schpain, Satael and Stray. We had some good teamwork going on with Catapults raining fire from afar and Centurions to bring the biff back. Looking forward to dropping with y'all soon!

Also, What Hunchie should I get next for my Elite mastery? I have a HBK-4G, and HBK-4SP both cleared mastered. The logical choice for the final Hunchback seems to be the Swayback HBK-4P but I don't know if that's still effective anymore... Enquiring minds need to know!  :drill:


Title: Re: Mechwarrior Online
Post by: Njal on March 24, 2013, 08:02:50 AM
IMO, this (http://mechromancer.wordoflowtax.com/?mech=JM6-A&name=unnamed&build=v01-CB0,0,12,7DC,0,0,0,0,0,28,408,408,401,0,0,0,0,0,0,0,0,0,2C,10,40D,0,0,0,0,0,0,0,0,0,0,0,3F,15,0,0,0,0,0,0,2C,10,0,0,0,0,0,0,0,0,0,0,0,0,28,408,408,401,0,0,0,0,0,0,0,0,0,39,7ED,7DC,39,7DC,7ED,1,0,1,0,0,0,0,0) would work out better. You could actually squeeze out another ton by going FF, but I wouldn't recommend it. It costs money to switch back, and most builds won't work with it.

Thanks Gore. I'll probably go something very close to that.


Title: Re: Mechwarrior Online
Post by: Njal on March 24, 2013, 03:20:06 PM
For my next question, modules. I assume you can only have 1 unless you master the mech. Is the zoom module worth it? what about the sensor range bonus? Any recommended module?


Title: Re: Mechwarrior Online
Post by: Goreschach on March 24, 2013, 04:17:09 PM
Advanced zoom is terribad. Don't even bother. Sensor range is always moderately useful, although the best right now might be 360 target decay, at least for brawling. Either that or the new coolant module, but I haven't even played around with coolant yet.



Title: Re: Mechwarrior Online
Post by: Llyse on March 24, 2013, 07:20:56 PM
Thoughts on this build:

HBK-4P (http://mechromancer.wordoflowtax.com/?mech=HBK-4P&name=Standard+Meds&build=v01-CB2,0,12,3E9,0,0,0,0,0,20,BB9,BB9,3F3,0,0,0,0,0,0,0,0,0,28,8,BB9,BB9,0,0,0,0,0,0,0,0,0,0,36,A,0,0,0,0,0,0,28,8,3E9,3E9,3E9,3E9,3E9,3E9,BB9,BB9,0,0,0,0,20,BB9,BB9,3E9,0,0,0,0,0,0,0,0,0,27,0,0,27,0,0,1,0,1,0,0,0,0,0)


Title: Re: Mechwarrior Online
Post by: Zetleft on March 24, 2013, 11:35:26 PM
My thought is why bother with just one MPL and if you want just one MPL why not put it in the head where you can zombie at least with it. 


Title: Re: Mechwarrior Online
Post by: Llyse on March 25, 2013, 12:33:17 AM
My thought is why bother with just one MPL and if you want just one MPL why not put it in the head where you can zombie at least with it. 

It's the spare weight, but yeah I'll move it to the head.


Title: Re: Mechwarrior Online
Post by: Hoax on March 25, 2013, 12:50:52 AM
My thought is why bother with just one MPL and if you want just one MPL why not put it in the head where you can zombie at least with it.  

It's the spare weight, but yeah I'll move it to the head.

I'd rearrange the DHS as well, can't you put four in the RT, two in the LT and 2 in the RA? You could always consider an AMS too but it doesn't seem worth it to lose lasers over unless testing shows that alpha to be hotter than you can handle.

Now do me!

AS7-D-DC - unnamed (http://mechromancer.wordoflowtax.com/?mech=AS7-D-DC&name=unnamed&build=v01-CBA,2,12,7EF,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,2AFC,BB9,0,0,0,0,0,0,0,0,63,19,232E,0,0,0,0,0,43,11,3FD,BB9,7D8,0,0,0,0,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,49,7EF,7EF,49,7D8,7D8,1,0,1,1,0,0,0,0)


Title: Re: Mechwarrior Online
Post by: Llyse on March 25, 2013, 02:21:45 AM
I'm not experienced with SRMs, so I'm wondering the benefits of switching a DHS out to upgrade your SRM-4 to an SRM-6

One thing I would suggest is switching the SRM ammo you store under your cockpit with inert, unexplosive Gauss rifle ammo instead...  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Goreschach on March 25, 2013, 03:08:24 AM

I'd rearrange the DHS as well, can't you put four in the RT, two in the LT and 2 in the RA? You could always consider an AMS too but it doesn't seem worth it to lose lasers over unless testing shows that alpha to be hotter than you can handle.


No, his heatsink arrangement is correct. Having the HS in with the weapons buffers them against critical hits.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 25, 2013, 05:53:19 AM
Advanced zoom is terribad. Don't even bother. Sensor range is always moderately useful, although the best right now might be 360 target decay, at least for brawling. Either that or the new coolant module, but I haven't even played around with coolant yet.



I actually sniped two enemy mechs on that shitty new map with Advanced zoom.  They thought it was clever to climb the crystals and shoot from there.  It wasn't.  This was in a Stalker with 4xlarge, and the advanced zoom even got me what I suspect was a nice headshot.

Just Sayin'


Title: Re: Mechwarrior Online
Post by: Ironwood on March 25, 2013, 05:55:22 AM
For my next question, modules. I assume you can only have 1 unless you master the mech.

My Atlas has 3 slots.  I kinda thought I could use them all ?  No ?


Title: Re: Mechwarrior Online
Post by: Shannow on March 25, 2013, 06:10:46 AM
On a tangent I played Hawken yesterday. It is not a mech game. It's a very fun shooter with jet packs.

Actually kinda felt like exSteel (I miss that game) with prettier graphics.


Title: Re: Mechwarrior Online
Post by: Njal on March 25, 2013, 06:46:52 AM
For my next question, modules. I assume you can only have 1 unless you master the mech.

My Atlas has 3 slots.  I kinda thought I could use them all ?  No ?


I misunderstood when I posted that. So I assume you are correct.


Title: Re: Mechwarrior Online
Post by: Hoax on March 25, 2013, 08:22:01 AM

I'd rearrange the DHS as well, can't you put four in the RT, two in the LT and 2 in the RA? You could always consider an AMS too but it doesn't seem worth it to lose lasers over unless testing shows that alpha to be hotter than you can handle.


No, his heatsink arrangement is correct. Having the HS in with the weapons buffers them against critical hits.

I'm not sure I understand. I'd rather lose the arms without losing HS by torso twisting and blocking fire and still have the dissipation to fire 6-7 lasers at once then lose heat sinks along with each arm. Now I could be wrong because I'm newb and bad but I'd be curious if that's the agreed upon logic.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 25, 2013, 08:53:26 AM
You don't actually lose heatsinks.

edit: Forums says you can. Maybe they stealth fixed this, but when I tested it a few months ago losin heatsinks didn't actually affect your heat dissipation rate. Something to look into.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 25, 2013, 09:15:45 AM
I'd be interested in the reply.  Previously, I'd avoided like HELL putting heat sinks in the arms for just this reason.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 25, 2013, 09:39:14 AM
I'm sure I remember the voice lady calling out heatsink destroyed, even if it has no effect they will put it in eventually, I make builds for what they intend where possible.  Not sure I'm following the conversation correctly anyway, you put Heat sinks in the arms last because you want your arm destroyed before your torso, padding equipment damage is just a nice bonus to that.


Title: Re: Mechwarrior Online
Post by: Zetleft on March 25, 2013, 09:48:35 AM
My thought is why bother with just one MPL and if you want just one MPL why not put it in the head where you can zombie at least with it.  

It's the spare weight, but yeah I'll move it to the head.

I'd rearrange the DHS as well, can't you put four in the RT, two in the LT and 2 in the RA? You could always consider an AMS too but it doesn't seem worth it to lose lasers over unless testing shows that alpha to be hotter than you can handle.

Now do me!

AS7-D-DC - unnamed (http://mechromancer.wordoflowtax.com/?mech=AS7-D-DC&name=unnamed&build=v01-CBA,2,12,7EF,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,2AFC,BB9,0,0,0,0,0,0,0,0,63,19,232E,0,0,0,0,0,43,11,3FD,BB9,7D8,0,0,0,0,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,49,7EF,7EF,49,7D8,7D8,1,0,1,1,0,0,0,0)

Nice build, I do like some LPLs.  One thing is I hate putting ammo in torso without a case.  An ammo explosion there would suck.  I'd rather move to an arm where the damage wouldn't be so much of a mech killer. 


Title: Re: Mechwarrior Online
Post by: Goreschach on March 25, 2013, 09:49:17 AM
Just tested it out, heatsink damage DOES reduce cooling rate now.


Title: Re: Mechwarrior Online
Post by: Segoris on March 25, 2013, 09:50:43 AM
Thoughts on this build:

HBK-4P (http://mechromancer.wordoflowtax.com/?mech=HBK-4P&name=Standard+Meds&build=v01-CB2,0,12,3E9,0,0,0,0,0,20,BB9,BB9,3F3,0,0,0,0,0,0,0,0,0,28,8,BB9,BB9,0,0,0,0,0,0,0,0,0,0,36,A,0,0,0,0,0,0,28,8,3E9,3E9,3E9,3E9,3E9,3E9,BB9,BB9,0,0,0,0,20,BB9,BB9,3E9,0,0,0,0,0,0,0,0,0,27,0,0,27,0,0,1,0,1,0,0,0,0,0)

From the build thread (http://forums.f13.net/index.php?topic=23098.msg1170569#msg1170569), this is how I always ran the 9x Medium Laser -4p. Yes, there is extra weight (.50), but leave that weight be and go with max armor. The build runs hot as hell anyways to a point where you need to manage heat really closely, adding more heat to it just to use up weight is not a good tradeoff for this build. The second you go on a map where heat is increased, you're already going to be dreading it without the pulse being on there.


I'd rearrange the DHS as well, can't you put four in the RT, two in the LT and 2 in the RA? You could always consider an AMS too but it doesn't seem worth it to lose lasers over unless testing shows that alpha to be hotter than you can handle.


No, his heatsink arrangement is correct. Having the HS in with the weapons buffers them against critical hits.

As for heatsink placements (or critical hit buffering basically), empty spaces, endo, and FF does not count towards crit calculations. So having only a laser in the arm will be guranteed to be crit after all armor is stripped and the attacker scores a critical hit. Moving 1 DHS to each arm is not a bad idea. That alone will bring the chance of the laser being crit from 100% down to 25%. When you lose a heatsink (single or double) they are supposed to stop working, but if they do it is not as noticeable. I believe this to be difficult to be certain if it is working since if you lost a heatsink you have likely already lost a weapon (or multiple) as well which will greatly offset the effect from that heatsink.
That said, with a hunchie (or just about any light/medium imo), the arm is just going to be destroyed anyways and I've found trying to protect the single laser from being crit has not been noticeable, so stacking as many DHS in the torsos is fine. AMS is not really worth it for a lot of mechs, this HBK being one. Smart positioning and terrain usage is all the AMS one needs usually.


Title: Re: Mechwarrior Online
Post by: Segoris on March 25, 2013, 10:32:02 AM
Now do me!

AS7-D-DC - unnamed (http://mechromancer.wordoflowtax.com/?mech=AS7-D-DC&name=unnamed&build=v01-CBA,2,12,7EF,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,2AFC,BB9,0,0,0,0,0,0,0,0,63,19,232E,0,0,0,0,0,43,11,3FD,BB9,7D8,0,0,0,0,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,49,7EF,7EF,49,7D8,7D8,1,0,1,1,0,0,0,0)

Nice build, I do like some LPLs.  One thing is I hate putting ammo in torso without a case.  An ammo explosion there would suck.  I'd rather move to an arm where the damage wouldn't be so much of a mech killer. 

Just in case it needs to be said, here goes - Gauss ammo does not explode but the gauss rifle itself does. I still don't like putting ammo in the torso, but in this case I would still consider a CASE since Gauss rifles are destroyed pretty easily.

As for the build specifically, I've fought a number of Atlases with gauss and they are usually the easiest to fight since their gauss is destroyed faster than other ballistics. I have no stats to back that up, just anecdotal based on the smile I have on my face when I see an Atlas with gauss instead of ac/20 or 2x(U)AC/5. If you want large pulse AND Artemis SRM, I'd run this AS7-D-DC (http://mwo.smurfy-net.de/mechlab#i=17&l=2b353c51ba0955341e28ba78fa4caa9732fe7006). Switches the gauss to 2xAC5, all SRM are now SRM6 instead of 2xSRM6 and 1xSRM4. While I'm a firm believer in 1ton of ammo per SRM6 is the bare minimum, this may work okay (and just run a bit light of SRM ammo) betwen artemis efficiency and more reliance on the other weapons. Though, at that point, it's hard to resist going with the standard 2xUAC/5 AS7-D-DC brawler (http://mwo.smurfy-net.de/mechlab#i=17&l=f697b8ed0ef963f0b04fa728146d167863038e44)


Title: Re: Mechwarrior Online
Post by: satael on March 25, 2013, 10:46:05 AM
Now do me!

AS7-D-DC - unnamed (http://mechromancer.wordoflowtax.com/?mech=AS7-D-DC&name=unnamed&build=v01-CBA,2,12,7EF,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,2AFC,BB9,0,0,0,0,0,0,0,0,63,19,232E,0,0,0,0,0,43,11,3FD,BB9,7D8,0,0,0,0,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,49,7EF,7EF,49,7D8,7D8,1,0,1,1,0,0,0,0)

Nice build, I do like some LPLs.  One thing is I hate putting ammo in torso without a case.  An ammo explosion there would suck.  I'd rather move to an arm where the damage wouldn't be so much of a mech killer. 

Just in case it needs to be said, here goes - Gauss ammo does not explode but the gauss rifle itself does. I still don't like putting ammo in the torso, but in this case I would still consider a CASE since Gauss rifles are destroyed pretty easily.

As for the build specifically, I've fought a number of Atlases with gauss and they are usually the easiest to fight since their gauss is destroyed faster than other ballistics. I have no stats to back that up, just anecdotal based on the smile I have on my face when I see an Atlas with gauss instead of ac/20 or 2x(U)AC/5. If you want large pulse AND Artemis SRM, I'd run this AS7-D-DC (http://mwo.smurfy-net.de/mechlab#i=17&l=2b353c51ba0955341e28ba78fa4caa9732fe7006). Switches the gauss to 2xAC5, all SRM are now SRM6 instead of 2xSRM6 and 1xSRM4. While I'm a firm believer in 1ton of ammo per SRM6 is the bare minimum, this may work okay (and just run a bit light of SRM ammo) betwen artemis efficiency and more reliance on the other weapons. Though, at that point, it's hard to resist going with the standard 2xUAC/5 AS7-D-DC brawler (http://mwo.smurfy-net.de/mechlab#i=17&l=f697b8ed0ef963f0b04fa728146d167863038e44)

Gauss has 3 hit points (weapons usually have 10, ac20 has 18) and takes 7 slots so any hits in the area are likely to take it out (and explode)


Title: Re: Mechwarrior Online
Post by: Segoris on March 25, 2013, 10:59:11 AM
Yeah, I understand about the gauss HP being nerfed a while back (overkill imo) but I worded that poorly. I just meant that I don't have stats to show I beat more mechs with gauss than any other ballistic, and that any other ballistic is generally a better choice.


Title: Re: Mechwarrior Online
Post by: Typhon on March 25, 2013, 03:40:48 PM

Now do me!

AS7-D-DC - unnamed (http://mechromancer.wordoflowtax.com/?mech=AS7-D-DC&name=unnamed&build=v01-CBA,2,12,7EF,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,43,11,2B17,2B17,2AFC,BB9,0,0,0,0,0,0,0,0,63,19,232E,0,0,0,0,0,43,11,3FD,BB9,7D8,0,0,0,0,0,0,0,0,0,44,3F2,0,0,0,0,0,0,0,0,0,0,0,49,7EF,7EF,49,7D8,7D8,1,0,1,1,0,0,0,0)

(some of this is said above, so I'm repeating, but also adding some)

Put all the Gauss ammo in with the Gauss rifle (giving you a three-ten chance of not critting (and instantly destroying) the Gauss.  Put the heat sinks with the laser to give you a chance of not losing the laser (plus, if you lose an arm, you don't really need as many heat sinks).  Split the srm ammo into the other leg (because you moved the Gauss ammo to the right torso).  

Atlas doesn't really move fast enough to justify a pulse laser.  Either switch to PPC (longer range, all damage hits the same surface) and group with the Gauss (making for a nice 35 damage long-range strike), or go LL and buy more ammo.

If you find yourself mostly being able to stay at range, definitely go Gauss + 2xPPC
If you find yourself making choices that cause you to fight at closer range, ditch the Gauss and re-load the AC20, use LL or 2xPPC for ranged, switch to AC20 + 3xSRM6 for the in-close work.

Either way, try to give them your right shoulder when not firing because everyone knows where the Atlas big gun is (but you probably know this already).

Edit: typed 'loosing' when I meant losing... like 4 times.   :-P Thanks Ironwood!


Title: Re: Mechwarrior Online
Post by: Ironwood on March 25, 2013, 03:44:55 PM
lose.

Seriously.

lose.


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 25, 2013, 05:18:18 PM
AS7-D-DC - Gauss, 2 LL, 3 SRM6, ECM, DHS (http://mwo.smurfy-net.de/mechlab#i=17&l=3e0fa3fcb8ecb3cb5cfc37d43f849f74036c5237)

Yeah I left the Command Console in. Because that is how I roll. They should force you to take it if you want to use artillery/air strikes.

I usually get multiple kills and do good damage with it. I am much more deadly with a Gauss than an AC/20. I don't know why.

I also have a Gauss Centurion build that I find very fun to play:

 Zal's "Sprinturion" (http://mwo.smurfy-net.de/mechlab#i=29&l=fea0c3564b2cc2f5b41f9a98ae4d63be93384444)



Title: Re: Mechwarrior Online
Post by: Slayerik on March 26, 2013, 07:34:50 AM
Well, first time breaking 1k on any mech besides a Stalker.... My CTX-3M. I run 3 LL, 1 Gauss. Hop and shoot, hop and shoot. Gauss sure is nice when you get that heat level up and you still need to pop someone for 15. Worth the 18 tons (ammo included)? Debatable. Actually it's worth it for the hit effect. Looks pretty bad ass.

Hmmm...maybe 4 LPLs instead....WUB WUB WUB


Title: Re: Mechwarrior Online
Post by: Shannow on March 26, 2013, 10:43:43 AM
I didnt go to the Pax East panel but according to those that did Bullock made a claim that a new map in MWO takes 3 months and costs 250k in dev.

Seriously WTF?!


Title: Re: Mechwarrior Online
Post by: Merusk on March 26, 2013, 11:13:56 AM
Design over function.

They're very pretty maps, compared to the place & plunk of WoT's model w/ reused assets.


Title: Re: Mechwarrior Online
Post by: Shannow on March 26, 2013, 11:26:43 AM
You know I've never once stopped and said 'Wow these maps are so pretty compared to WoT'  ....
Personally I'm still going with the theory that they have some really weak devs on their team. (Exhibit A: the UI)


Title: Re: Mechwarrior Online
Post by: Goreschach on March 26, 2013, 12:25:25 PM
You know I've never once stopped and said 'Wow these maps are so pretty compared to WoT'  ....
Personally I'm still going with the theory that they have some really weak devs on their team. (Exhibit A: the UI)
Quote from: Wikipedia & Metacritic
Games developed:

Bass Pro Shops: The Strike (Xbox 360, Wii, Windows): 63 Metascore 4.8 User Score
Duke Nukem Forever (Windows, Xbox 360, PS3): 54 Metascore 5.8 User Score
MechWarrior Online (Windows): lolBETAlol
Die Hard: Nakatomi Plaza (Windows): 54 Metascore 4.9 User Score
EA Playground (Nintendo DS): 60 Metascore 8.2 User Score
Medal of Honor: Heroes 2 (PSP): 69 Metascore 7.2 User Score
Need For Speed: Undercover (PSP): 52 Metascore 6.7 User Score
Transformers: Revenge of the Fallen (Windows, Xbox 360, PS3): 58 Metascore 3.9 User Score
Bass Pro Shops: the hunt (Wii): lolwhat


Title: Re: Mechwarrior Online
Post by: Hoax on March 26, 2013, 01:23:34 PM
I didnt go to the Pax East panel but according to those that did Bullock made a claim that a new map in MWO takes 3 months and costs 250k in dev.

Seriously WTF?!

Yes and a mech costs them around 60k, those numbers are probably a lot more reasonable than people seem to think and hopefully the cost of those maps reflects all new textures on all new planets. Hopefully it costs them a lot less if they want to make another map using stuff from an existing map.

For example here is Skull Girls who asked for 250k for funding a character. (http://www.youtube.com/watch?feature=player_embedded&v=ZdSIDK_HA-4)

Also they are probably not very good considering what a piece of shit map Alpine is.


Title: Re: Mechwarrior Online
Post by: Shannow on March 26, 2013, 01:25:55 PM
Oh and not that I'm bitter at all that MWO caused my PC to hard lock up last night and reduced it to a quivering mass of abused components. That's why I dissappeared mid match last night, sorry about that gents.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 26, 2013, 04:31:16 PM
(http://i288.photobucket.com/albums/ll177/edog420420/1kcatap_zpsb955bcf6.png)

There it be! LOSER


Title: Re: Mechwarrior Online
Post by: Merusk on March 26, 2013, 04:52:31 PM
The only way that could be MORE frustrating is if you had the sole kill on your team.

I'm starting to see more and more of the terrible tactics from WoT migrate here.  Last night my entire team huddled behind a hill trying to take shots on an ECM Atlas that was peek-a-booing up and down.  The rest of his team started to swing around our left as I realized what was happening.  I got slaughtered as I was moving around to try and hold and called "Watch your left they're flanking" 

Team response? "Flanking where be more specific!"

 :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Llyse on March 26, 2013, 06:59:23 PM
The only way that could be MORE frustrating is if you had the sole kill on your team.

I'm starting to see more and more of the terrible tactics from WoT migrate here.  Last night my entire team huddled behind a hill trying to take shots on an ECM Atlas that was peek-a-booing up and down.  The rest of his team started to swing around our left as I realized what was happening.  I got slaughtered as I was moving around to try and hold and called "Watch your left they're flanking"  

Team response? "Flanking where be more specific!"

 :awesome_for_real:

Yeah, I've been playing pretty hard late but now that I have my Atlas D-DC with Endo Steel and Double Heat Sinks life is good.

Really looking forward to grouping with all you guys on the otherside of the world and sorry to CornJob for launching last night without you. I couldn't seem to reinvite you to the group but I don't know if that was because of MWO UI or you were busy.  :heartbreak:

Any thoughts on this D-DC (http://mechromancer.wordoflowtax.com/?mech=AS7-D-DC&name=All+rounder&build=v01-CBA,2,12,0,0,0,0,0,0,44,3F0,BB9,0,0,0,0,0,0,0,0,0,0,40,14,2B17,2B17,2B13,0,0,0,0,0,0,0,0,0,60,1C,232E,0,0,0,0,0,40,14,3FD,7D8,7D8,232B,7EE,0,0,0,0,0,0,0,44,3F0,0,0,0,0,0,0,0,0,0,0,0,51,7EF,7EF,51,7EF,7EE,1,0,1,1,0,0,0,0)?


Title: Re: Mechwarrior Online
Post by: Segoris on March 26, 2013, 08:58:38 PM
The only way that could be MORE frustrating is if you had the sole kill on your team.

Anyone else see this and think about the "challenge accepted" meme? I'm a bit competitive lately, so that may be why, but that situation happens all too often to a point I almost started digging through screenshots to show how bad it can get, and show up Slayerik as he seems to be posting many pics lately (nice improvements lately btw)

I'm starting to see more and more of the terrible tactics from WoT migrate here.  Last night my entire team huddled behind a hill trying to take shots on an ECM Atlas that was peek-a-booing up and down.  The rest of his team started to swing around our left as I realized what was happening.  I got slaughtered as I was moving around to try and hold and called "Watch your left they're flanking"  

Team response? "Flanking where be more specific!"

 :awesome_for_real:

Yeah, that gets annoying. Usually it is better to say inc from/to arch or inc from g-line/g7/g8/h4/etc, since your right is not everyone's right. I know, it's dumb since most queue for assault meaning you're either heading south and everyone should have the same left/right or you're in conquest and attempting to herd cats. :uhrr:

Yeah, I've been playing pretty hard late but now that I have my Atlas D-DC with Endo Steel and Double Heat Sinks life is good.

Really looking forward to grouping with all you guys on the otherside of the world and sorry to CornJob for launching last night without you. I couldn't seem to reinvite you to the group but I don't know if that was because of MWO UI or you were busy.  :heartbreak:


If you get a message saying "cannot invite them" or something along those lines, it is because they are in a group already. When people drop group, everyone must click to drop group (or relog/relaunch). So yeah, it's shitty UI at the root of the cause, but this time there is a work around (usually anyways, as even all work arounds don't always work).





Title: Re: Mechwarrior Online
Post by: Slayerik on March 26, 2013, 10:42:07 PM
(http://i288.photobucket.com/albums/ll177/edog420420/drag1c_zps654bd463.png)

850 with a Dragon. WOOO

Sorry, treb c over 800 is another toughy

(http://i288.photobucket.com/albums/ll177/edog420420/trebc_zps3dbb6ad3.png)



Title: Re: Mechwarrior Online
Post by: Falconeer on March 27, 2013, 02:07:40 AM
I noticed only yesterday that the arm hardpoints on the Jagermech are visually dynamic, meaning they actually show the specific weapon you choose to install there. I had a good 30 minutes of fun switching in and out AC2, AC5, AC10, AC20, LBX and Machinegun to see the actual thing show up in my mech model. Of course it should always be like this but I checked back and it is not like that on the old 'mechs. The cannon on the right arm of my Cataphract for example doesn't change appearance no matter what I put there.

Can anybody remember this being addressed as something they plan on changing on old mechs too, or it's exclusive to the Jagermech?


Title: Re: Mechwarrior Online
Post by: Ironwood on March 27, 2013, 04:50:04 AM
It's a 'going forwards' thing, but they plan to retro it.  The catapult has it as well, to a limited extent.


Title: Re: Mechwarrior Online
Post by: Goreschach on March 27, 2013, 05:13:18 AM

Really looking forward to grouping with all you guys on the otherside of the world and sorry to CornJob for launching last night without you. I couldn't seem to reinvite you to the group but I don't know if that was because of MWO UI or you were busy.  :heartbreak:

Nah, it's ok. I'd probably have just frozen again, anyways. Game hates me.


Title: Re: Mechwarrior Online
Post by: Merusk on March 27, 2013, 05:58:47 AM
It's a 'going forwards' thing, but they plan to retro it.  The catapult has it as well, to a limited extent.


That's pretty damn cool. I hadn't even noticed it on the Jager but I don't own one yet.  2-5 matches a day is only enough cash to keep-up with changes and patches so far.  I keep hitting 2-3 mil then want to try different builds on the Atlas, Founders Catapult or Catapharact and wind-up broke again.

I have a hell of a stockpile of weapons building-up, though, so there's that.   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Ironwood on March 27, 2013, 06:32:23 AM
For my part, I've been selling weapons when I really, really, really need to get more 'stuff'.

Might I suggest that NO-ONE DO THIS.  If you can, never, ever, ever sell shit.  The resale price will bankrupt you, as it did me.

I've only got a small stable of 7 or 8 mechs and I'm always scrabbling for cash.


Title: Re: Mechwarrior Online
Post by: Raknor on March 27, 2013, 08:45:45 AM
Then don't play with Slay.. He'll get you putting 5 mil engines in everything. He's making me go broke just trying to keep up with his mechs.


So I tried this "pop tarting" thing last night.  It is amusingly fun. Just need to figure out how to fit jump jets into my 4xAC5 cataphract.


Title: Re: Mechwarrior Online
Post by: Typhon on March 27, 2013, 10:00:31 AM
3D is the only Phrac that can JJ, and it only has 2 ballistic hardpoints.  Besides, wouldn't single AC20 Phrac be a better poptart choice?  Same damage, all 20 hit the same surface.  You'd have to go standard engine to make this work though, as the other hard point is in the arm (with no enough slots for AC20)


Title: Re: Mechwarrior Online
Post by: Merusk on March 27, 2013, 10:17:00 AM
Then don't play with Slay.. He'll get you putting 5 mil engines in everything. He's making me go broke just trying to keep up with his mechs.

Slay is really good about running out and back to your slow-ass assault mech. (Max 315 engine on my Stalker!)  He's fantastic for baiting people in to a position where I can rape them.  I don't know if it's deliberate on his part but I appreciate it none the less.   

So don't try and keep-up, just bring more tonnage.


Title: Re: Mechwarrior Online
Post by: Segoris on March 27, 2013, 10:34:58 AM
3D is the only Phrac that can JJ, and it only has 2 ballistic hardpoints.  Besides, wouldn't single AC20 Phrac be a better poptart choice?  Same damage, all 20 hit the same surface.  You'd have to go standard engine to make this work though, as the other hard point is in the arm (with no enough slots for AC20)

As for the AC20 - I don't think so because its ranges are really low for sniping/poptarts compared to an AC5, UAC5, or gauss as far as ballistics go. ERPPC/PPC work well with less worry of heat than they normal since poptarts can stay behind cover with enough time to cool down. Or, there is the 2xPPC/1xGauss, or 2xPPC 2xLLas


Title: Re: Mechwarrior Online
Post by: Falconeer on March 27, 2013, 12:57:25 PM
New amazing unofficial video. (http://www.youtube.com/watch?feature=player_embedded&v=6pu4unpJ36Q)


Title: Re: Mechwarrior Online
Post by: Slayerik on March 27, 2013, 02:51:25 PM
Then don't play with Slay.. He'll get you putting 5 mil engines in everything. He's making me go broke just trying to keep up with his mechs.

Slay is really good about running out and back to your slow-ass assault mech. (Max 315 engine on my Stalker!)  He's fantastic for baiting people in to a position where I can rape them.  I don't know if it's deliberate on his part but I appreciate it none the less.  

So don't try and keep-up, just bring more tonnage.

Thanks Merusk...I do my best!

Yeah, my basic playstyle is go ahead, take SOME abuse, and watch people follow me back to their doom. They switch targets, I do a quick circle around them and eat their back armor. Hit and run, evaluate, reposition.

And sometimes I really screw up and not make it back to the group. Occasionally, I make it back crippled. Strangely, those can be some of my best games...

Hopefully gonna rock some matches tonight yo.


Title: Re: Mechwarrior Online
Post by: Njal on March 27, 2013, 03:16:55 PM
That`s what I try to do ... about 1/3 as well as Slay does.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 27, 2013, 03:50:43 PM
New amazing unofficial video. (http://www.youtube.com/watch?feature=player_embedded&v=6pu4unpJ36Q)


Wasn't that keen on the music or the text but it's very good action footage.


Title: Re: Mechwarrior Online
Post by: Zaljerem on March 27, 2013, 04:16:43 PM
That`s what I try to do ... about 1/3 as well as Slay does.

An amazing pilot, he'd be even more amazing if he had reliable voice communication so he could truly lead us to victory.

(Love ya, bro!)  :grin:


Title: Re: Mechwarrior Online
Post by: Slayerik on March 27, 2013, 04:30:38 PM
That`s what I try to do ... about 1/3 as well as Slay does.

An amazing pilot, he'd be even more amazing if he had reliable voice communication so he could truly lead us to victory.

(Love ya, bro!)  :grin:

SBD brother, SBD.


Title: Re: Mechwarrior Online
Post by: Shannow on March 28, 2013, 10:56:59 AM
Double XP weekend. To steal a phrase from the Planetside thread: 'Jesus died for your xp'


Title: Re: Mechwarrior Online
Post by: Njal on March 28, 2013, 11:46:02 AM
Bah, all double xp does for me is Gxp. I can't afford a new mech for a bit and the rest are all maxed out.


Title: Re: Mechwarrior Online
Post by: Raknor on March 28, 2013, 12:17:33 PM
I'm the exact opposite of that. I need XP on damn near everything but Stalkers which i'm 90k xp and counting over. Which makes about 15 I need XP on.

I foresee a lot of Spider matches this weekend.

I finally took a minute and loaded up the new statistics thing they added in the forums. I was pretty surprised by the kill/death ratio of some of my mechs.  I would not have expected my Ilya to be top dog (excluding stalkers).


Title: Re: Mechwarrior Online
Post by: Samprimary on March 28, 2013, 05:42:15 PM
My Rhino Stalker was 5 Kills to 1 Death.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 29, 2013, 05:01:15 AM
I think it's fair to say that of all my mechs, I hate my stalker the most.


Title: Re: Mechwarrior Online
Post by: Merusk on March 29, 2013, 06:23:30 AM
Really? I love my stalker best.

I tried Slay's spider last night.  I don't have a single clue how the fuck he does it, I was constantly getting my ass handed to me.  I think I'm too used to heavies and expecting to get the kills while taking a bit of damage.  I'm definitely not a 'stick and move' type, switching targets like a hummingbird on coke.   Also my heat management was terrible because of it.  It's fire, run, cool down, run back in fire.  I wanna beat on things.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 29, 2013, 06:35:38 AM
I find the inability to move the arms sideways has now become a distraction to the point of annoyance.  Further, I find that my turning ability means that I have a massive X painted on my back that anyone with speed will exploit.

In my Atlas, I find that my turning, coupled with my arms, means that I'm much more likely to splat that light that's bothering me.  In the Stalker, not so much.

That said, 4 Large lasers and the zoom means that I can core most mechs before it gets that far.  Also, lights have been surprised by my Streaks when they've got close.

Just not my favourite.


Title: Re: Mechwarrior Online
Post by: Merusk on March 29, 2013, 06:50:43 AM
Are you using the super-twist Stalker?  I got my 2nd stalker last night along with the spider* and haven't noticed the turny problem.  But then I'm a big fan of the heavy and assault mechs and learned how to deal with lights a long time ago.

Twist X and Torso twist area always my first unlocks. Those, along with kicking it in to reverse or just slowing down to 10% speed means you circle fast enough the fuckers can't stand still and wail on you.  I always stay near cover, too, so more often than not when they try and circle behind me they find they're wedged between my ass and the wall/ building right as my lasers come around.

I eagerly await the return of knock-down so I can totally splat the little fuckers.  The way they collide then rubber-band elsewhere right now sucks.


*(Broke down and bought some MC. I was tired of the cash grind and wanted fun.)


Title: Re: Mechwarrior Online
Post by: Slayerik on March 29, 2013, 08:00:45 AM
Really? I love my stalker best.

I tried Slay's spider last night.  I don't have a single clue how the fuck he does it, I was constantly getting my ass handed to me.  I think I'm too used to heavies and expecting to get the kills while taking a bit of damage.  I'm definitely not a 'stick and move' type, switching targets like a hummingbird on coke.   Also my heat management was terrible because of it.  It's fire, run, cool down, run back in fire.  I wanna beat on things.

Yeah, Spidah Style is running through the middle of about 5 mechs laying fire and finding the one you are going to come back to and back rape once they forget about you. And knowing when to jumpjet. Getting used to lights and fast mediums can be a bit tricky. If you get caught on a wall, that cataphract you been tormenting is going to make you pay for it. Constantly be turning an burning, like the shit is top gun. Don't be afraid to disengage and get your bearings, while cooling off (though not sure why heat's a problem, are you running DHS?)


Title: Re: Mechwarrior Online
Post by: Merusk on March 29, 2013, 08:43:15 AM
Yep, in fact because I only have a 225 and not a 250 I didn't need the endosteel so I'm able to cram two more DHS than your spider build called-for.  Still gets super-hot, but since I stick around instead of running and gunning I'm getting more shots off than you would.   

I was behind an atlas last night and got 4-5 shots into his back before I had to move.   With 3MPL heat builds-up fast.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 29, 2013, 09:04:17 AM
That's a lot of back shots...most things are smoked by then! Either way, it takes some practice. I leveled all 3, so I've paid my Spider dues and then some :)


Title: Re: Mechwarrior Online
Post by: Merusk on March 29, 2013, 09:28:54 AM
Well, he was also full armor when I started.  Though I do recall thinking, "How the hell is it I've hit this guy 4 times and nothing's happening?"   I'm not 100% certain but I think that's the game where my team had a whopping 0 kills and I was #3 in damage with only ~250.

(Followed by a Stalker match where I had the only kill and top damage but I died in the first 2-3 mins of the fight because I was the only one who went after the team when they were spotted.)


Title: Re: Mechwarrior Online
Post by: Raknor on March 29, 2013, 09:48:32 AM
I just started running a spider a week or so ago and I've realized a few things that help my survivability. Although I'm still horrible.

1.  People seem to take getting shot by you entirely too personally. This creates a ton of tunnel vision in your general direction.  (Ever seen half your team take off after a light?)  
2.  Once they are on to you, it's time to move on if you don't think you can drop them. You don't have the fire power or armor to take them on head to head unless you're really good at circling.
3.  When you run away, lead them toward your team. Always nice to give them a nice surprise when they run around the hill.
4.  Jump jet.. Alot. Adding a third dimension seem to make pubs miss more.  Good people will wait for you to land then Alpha your ass while you're holding still for a few seconds getting back up to speed.


Title: Re: Mechwarrior Online
Post by: Slayerik on March 29, 2013, 10:10:03 AM
You can counter-act the landing death somewhat by turning about 90 degrees in mid air. When you land you will make a hard turn. 180 can work too, but takes balls to charge right back at the guy. Nice for a center torso finish, though.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 29, 2013, 10:41:38 AM
Why has all my exp on my mechs gone ?

Apart from the heavies, I'm seeing 0/0 across the board.  What the Fuck ?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 29, 2013, 11:08:46 AM
You moved up to elite, logged in the wrong account or ?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on March 29, 2013, 11:17:53 AM
MechWarrior Online to launch in 'late summer' (http://www.shacknews.com/article/78482/mechwarrior-online-to-launch-in-late-summer)
Quote
Developer Piranha Games has been releasing regular updates for MechWarrior Online since the game went into open beta in late October. But now, Shacknews has learned of three new features that will be rolling out leading up to the game's official release late this summer.


According to Piranha president Russ Bullock, the maximum size of matches will increase from the two-lance 8v8 to three-lance 12v12, with a planned rollout in 60-90 days. In addition, coming in June or July, UI 2.0 will be released, making it less cumbersome for newer players.

Finally, Community Warfare will be phased in beginning June or July as well. The first phase will offer players the ability to join a faction, the second phase will allow fighting as a faction, and the final phase will allow those factions to fight for territory.

Creative director Bryan Ekman also said that the team is exploring the idea of pirate-type of Lone Wolf that doesn't care for either faction and thoroughly enjoys gaining glory from harassing both.

When pressed about narrowing the "late summer" release date, Bullock said that it would probably be between August 21 to September 21.

 :drill:


Title: Re: Mechwarrior Online
Post by: Merusk on March 29, 2013, 11:24:59 AM
24 mechs on the old maps is going to get REALLY fucking crowded.

Though it does mean a lot more twits get splash-damaged hiding behind the boat on Forest Colony  :drill:


Title: Re: Mechwarrior Online
Post by: Ironwood on March 29, 2013, 12:08:34 PM
You moved up to elite, logged in the wrong account or ?

No idea. Logged out and back in and all was well.

Bit Scary.


Title: Re: Mechwarrior Online
Post by: Merusk on March 30, 2013, 11:51:24 AM
Double XP weekend is awesome.   Already elited 2 catapults and am workin gon the 3rd, and have basic finished on 2/3 stalkers, needing only anchor turning on the 3rd.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 30, 2013, 06:47:46 PM
You know, I understand it's probably not that great, but I really like the Pretty Baby. The paintjob (and the name) tends to attract too much attention, I'll give you that, but I like to dish out pain with such an unsuspectable degree of mobility.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 31, 2013, 03:15:10 AM
Finally getting around to trying out a Raven 3L.  No idea what the big deal is, I just managed 800 damage on this thing.

Oooo, I see.


Title: Re: Mechwarrior Online
Post by: Merusk on March 31, 2013, 08:53:55 AM
Shitty shit shit teams this morning.

6 games, almost all of them my team ran off solo and got wiped out within the first 5 mins of the match.  The worst was my assault match on River City where I called out *exactly* where the enemy was and everyone ran to the island and camped.  So they capped us while my team sat with thumbs up their asses and my spider got raped by a Raven.

ed: Evening is better but all the "fags" and "ppc sniper fag" comments come out.  Oh how I long for social tools.

anyway I'm on for a bit if anyone else is around.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 01, 2013, 12:51:05 AM
MechWarrior Online Interview (Bryan Eckman) GDC 2013 (http://youtu.be/SEGD501Mv0I)

Interview mostly about community warfare.


Title: Re: Mechwarrior Online
Post by: Segoris on April 01, 2013, 07:25:07 AM
Any highlights for those unable to watch currently?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 01, 2013, 07:31:07 AM
Watching Lynsey try to maintain her interest is funny.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 01, 2013, 08:33:18 AM
Any highlights for those unable to watch currently?

Three phases, nothing major new mentioned, he's saying there will be non-fluff stuff to fight over, which I think will be tricky.  Need more details really.


Title: Re: Mechwarrior Online
Post by: Shannow on April 01, 2013, 08:47:33 AM
Login, get in a match, take two shots while driving at max speed both hit my right torso and I die.

Fuck. This. Game.


Oh and guys, if we are going to group on Mumble , can we actually talk up where we are going , who we are targetting etc. I'd do it but frankly I suck, there's no point on being on voice comms if we aren't actually going to use them.


Title: Re: Mechwarrior Online
Post by: HaemishM on April 01, 2013, 09:31:19 AM
Watching Lynsey try to maintain her interest is funny.


She looks like she's searching for the good-looking mimbo at the bar while this total nerd is showering her with horndog spittle.


Title: Re: Mechwarrior Online
Post by: Merusk on April 01, 2013, 09:52:19 AM
Login, get in a match, take two shots while driving at max speed both hit my right torso and I die.

Fuck. This. Game.


Oh and guys, if we are going to group on Mumble , can we actually talk up where we are going , who we are targetting etc. I'd do it but frankly I suck, there's no point on being on voice comms if we aren't actually going to use them.

Sucks, but Shit Happens.  I got headshot in my Catapult yesterday by a Cataphract from 1000 yards away. 

Talking is always a question of someone having the sack to just start doing so.  While we're all congenial here it's different if you have to actually talk and shyness seems to overtake many.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 01, 2013, 11:19:52 AM
Usually it devolves into 'Shit that guy fucked me and didn't even charge'.

Zetleft and I just had a convivial afternoon of utter humiliation.

But it was fun.


Title: Re: Mechwarrior Online
Post by: Segoris on April 01, 2013, 01:58:34 PM
Three phases, nothing major new mentioned, he's saying there will be non-fluff stuff to fight over, which I think will be tricky.  Need more details really.

Thanks, saved me the time of watching someone sound interested from what it sounds like.

Login, get in a match, take two shots while driving at max speed both hit my right torso and I die.

Fuck. This. Game.


Oh and guys, if we are going to group on Mumble , can we actually talk up where we are going , who we are targetting etc. I'd do it but frankly I suck, there's no point on being on voice comms if we aren't actually going to use them.

Sucks, but Shit Happens.  I got headshot in my Catapult yesterday by a Cataphract from 1000 yards away. 

Talking is always a question of someone having the sack to just start doing so.  While we're all congenial here it's different if you have to actually talk and shyness seems to overtake many.

What Merusk said. I'd go one step further and say you could always try leading instead of waiting for others (if you aren't already taking the initiative) as that usually works wonders in my experience. That, and I like hearing myself talk non-sense and see who actually still listens sometimes :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Zetleft on April 01, 2013, 02:14:23 PM
Usually it devolves into 'Shit that guy fucked me and didn't even charge'.

Zetleft and I just had a convivial afternoon of utter humiliation.

But it was fun.


Yeah I was not on my A game sorry.  But I just got back from my eye doctor.  New prescription for the win.  Probably not but whatever likeyousaid fun anyway.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 02, 2013, 04:06:26 AM
http://mwomercs.com/news/2013/04/637-isn-news-flash (http://mwomercs.com/news/2013/04/637-isn-news-flash)

Quote
Mon. April 1st, 3050: Raving MechWarrior found in downtown Solaris VII hospital claims "Cloned space fascists" destroyed his lance, company. States they rode 'giant forest lupines' into combat.

Heh.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on April 02, 2013, 06:58:29 AM
Anyone else thinks the Titan April's fool is really weak, and they could have done so much better (probably generating lots of angst in the process, though)?


Title: Re: Mechwarrior Online
Post by: Shannow on April 02, 2013, 07:04:11 AM
Anyone else thinks the Titan April's fool is really weak, and they could have done so much better (probably generating lots of angst in the process, though)?

No, they're just playing to form. (plus the fact it's still on the frontpage on April 2nd....oh Piranaha please FOR THE LOVE OF GOD CHANGE.)


Title: Re: Mechwarrior Online
Post by: Ironwood on April 02, 2013, 10:41:13 AM
Looks like some cool stuff incoming.

Who's up for it once the servers are back ?


Title: Re: Mechwarrior Online
Post by: Segoris on April 02, 2013, 12:28:51 PM
That cool stuff mentioned by the Wood of Iron. These are the pre-emptive patch notes so something may still not make it in.

Air strike consumables and modules
updated heat and night vision modes
Highlander hero, which actually looks decent (hard points in the immediate spoiler)
some more shitty cockpit and paint stuff I haven't bothered to look at yet but will most likely be overpriced.

Full pre-emptive notes:


Title: Re: Mechwarrior Online
Post by: Shannow on April 02, 2013, 01:22:45 PM
    - Plays a music clip from its head-mounted external speakers after an enemy kill


That makes it worth it right there.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Njal on April 02, 2013, 02:09:27 PM
I just had my screen go berserk in game using relatively old nVidia drivers (306.something). So you may need to update your drivers after the patch.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 02, 2013, 02:31:01 PM
What's the tune like? Bagpipes?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 02, 2013, 02:35:21 PM
I just had my screen go berserk in game using relatively old nVidia drivers (306.something). So you may need to update your drivers after the patch.

They put out a facebook update pre-patch telling people that updated drivers are next to godliness.

I suspect this was on purpose.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 02, 2013, 04:27:13 PM
That Highlander model is God awful.  MW4-type God Awful.

 :uhrr:


Title: Re: Mechwarrior Online
Post by: Falconeer on April 02, 2013, 05:28:03 PM
I must agree. It's not the pink, it's the model. Really... ugly.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 02, 2013, 05:37:14 PM
My video drivers have been freaking out when I get close to another mech....alt tabbing repairs it, but I'm DLing new drivers now. Hope it helps


Title: Re: Mechwarrior Online
Post by: Segoris on April 02, 2013, 06:10:36 PM
The pink will make it stand out too much if night vision/heat vision are still too good to pass up (won't be on to check out though), otherwise the hardpoints are kind of nice. It's a good change of pace having to worry about another left-handed Mech imo. Everything is either balanced or right-handed (or right-sided, whatever). Or, rather, "potentially" left-handed since unless they neglect the missiles for bigger ballistics, that left side is going to hurt


Title: Re: Mechwarrior Online
Post by: Falconeer on April 02, 2013, 06:11:33 PM
My video drivers have been freaking out when I get close to another mech....alt tabbing repairs it, but I'm DLing new drivers now. Hope it helps

Same here  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Merusk on April 02, 2013, 06:50:33 PM
Heat Vision has been nerfed hard.  Everything is Grey now and it looks more like IR-scopes than heat.  I haven't seen a mech glowing enough to stand out from the landscape yet.   The range on it was nerfed pretty hard, too.  NightVision has a better draw distance.

Night Vision was cleaned-up so it doesn't get as much glare and the picture is clearer.  it looks more like what you see out of a modern NV scope/ cam instead of a 1970s "starlite" scope.  Still uncormfortable to use in any twilight situation.


Title: Re: Mechwarrior Online
Post by: Segoris on April 02, 2013, 07:08:25 PM
Bleh. I understand the need to reduce heat vision's effectiveness, but that sounds awful


Title: Re: Mechwarrior Online
Post by: Zetleft on April 02, 2013, 08:19:04 PM
Well I crash just as much after this patch as before.  So at least that didn't get worse. 


Title: Re: Mechwarrior Online
Post by: Raknor on April 02, 2013, 08:41:58 PM
Man this patch screams for some QA before release.


Title: Re: Mechwarrior Online
Post by: OandA on April 03, 2013, 01:13:19 AM
Placing the new hero mech 250 mcs higher than the second highest ammount of mc than you can buy in one step is quite a dick move, imho.


Title: Re: Mechwarrior Online
Post by: Shannow on April 03, 2013, 05:43:19 AM
Rather enjoyed rolling with the AWS-8Q last night. The PPC just feels like one of the most satisfying weapons in the game.


Title: Re: Mechwarrior Online
Post by: Merusk on April 03, 2013, 05:51:02 AM
Placing the new hero mech 250 mcs higher than the second highest ammount of mc than you can buy in one step is quite a dick move, imho.

Ha! I hadn't even caught that. Quite amusing.


Title: Re: Mechwarrior Online
Post by: Zaljerem on April 03, 2013, 07:14:32 AM
Anyone done much with consumables? I've been using the Cbill coolant ones ... nothing amazingly game-breaking but fairly useful ... anyone tried artillery/air strikes yet?


Title: Re: Mechwarrior Online
Post by: Falconeer on April 03, 2013, 09:41:36 AM
Placing the new hero mech 250 mcs higher than the second highest ammount of mc than you can buy in one step is quite a dick move, imho.

Ha! I hadn't even caught that. Quite amusing.

It's more than 30 dollars for a mech. It's irritating.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 03, 2013, 09:42:50 AM
Crashing now.  A lot.  Never crashed before and it's really fucking irritating.

Just dumps out.  No error, no nothing.  Like the thing wasn't ever running.


Title: Re: Mechwarrior Online
Post by: Merusk on April 03, 2013, 09:51:07 AM
I've had that problem since closed beta. Welcome to my world, bitches.

What has *helped* (but doesn't stop all crashes) is turning off AA and turning textures to low.  I only crash to desktop once every 3 or 4 games that way, and don't get BSOD crashes anymore.

I know it's not a vid card thing as I RMA'd the last one, this only happens in MW and now other people are getting the problem.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 03, 2013, 09:53:46 AM
I did a completely clean install a while back when things started to go a bit funny, I'm assuming latest drivers.  Only issue I've had recently is once getting the radar bug.


Title: Re: Mechwarrior Online
Post by: Goreschach on April 03, 2013, 10:22:40 AM
It might be a problem with the gpu timing out and resetting.  I'm guessing MWO isn't handling some kind of system messages correctly.

Open regedit, go to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers
For 32 bit windows create a new dword, or for 64 bit create a qword, and name it TdrDelay
Set the value of TdrDelay to around 10.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 03, 2013, 12:47:25 PM
ARG.

BULLSHIT


Title: Re: Mechwarrior Online
Post by: HaemishM on April 03, 2013, 12:51:31 PM
So I guess it's not even worth loading with all the crashes until you guys tell me the game is unfucked?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 03, 2013, 01:06:08 PM
Haven't crashed since I upgraded the drivers, no, now I just don't finish a game at all.  It just hangs and you have to quit the match.  Then your Mech is out of action for about 30 minutes and, after that, you get shitall exp and money for the match you TOTALLY ROMPED.

Yeah, I'd wait.  This is some serious bullshit.  Also, having now been in the cockpit of a Highlander :  This hero mech is shit.  I'm sure the real thing will be ok, but the hero is awful.


Title: Re: Mechwarrior Online
Post by: Raknor on April 03, 2013, 01:10:21 PM
Good to know it wasn't the drivers keeping me from getting the end of match score/xp/cbills.  I got so pissed off yesterday in my stalker.  I had 4 kills and single handedly carried my team to a crazy victory, only to freeze and never see the damage I did. I had to rage for a few minutes downstairs only to come back and see my mech was still in a match. 

MWO got turned off for the rest of the night.


Title: Re: Mechwarrior Online
Post by: Merusk on April 03, 2013, 01:20:43 PM
Odd, I didn't have that problem.

I got dumped once and froze once (with the corresponding 'almost no xp & cash' problem) but if I was there to the end I was always able to see damage done, etc.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 03, 2013, 01:30:59 PM
You used to get xp and cbills if you exited a match after you died, just it only appeared after the match actually ended.  I noticed over the double xp weekend they had broken it, if I left a match before the final screen I wasn't getting anything.  Not tested since patch but I assume it's still broken from what you guys are saying.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 03, 2013, 01:38:08 PM
Arg, fair enough, but that just makes it so much worse because you can't get out of the screen any other way.

:(


Title: Re: Mechwarrior Online
Post by: Merusk on April 03, 2013, 02:00:02 PM
My guess is it's their attempt to curb bot-grinding by folks who'll log in, charge forward, get destroyed and take whatever they can get for the match.

Too bad it fucks those of us who play, get killed then would like to play another chasis instead of watching the idiot jenner run around on the sidelines/ into a wall for 4-9 mins.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 03, 2013, 02:10:45 PM
I just assumed it was a bug as I noticed when they changed it to double xp.


Title: Re: Mechwarrior Online
Post by: Zetleft on April 03, 2013, 02:30:35 PM
Yeah I'm getting the same end of match bug where you have to quit to do anything as well as the close to desktop without any errors just back to windows, which sucks I kinda want to see how I"m doing in my new jager.  And still getting my random lockups on matches.  Just in case I'm dumping my install and downloading from scratch now just to see if that does anything as I'm already updated on graphic drivers. 


Title: Re: Mechwarrior Online
Post by: Ironwood on April 03, 2013, 02:37:58 PM
Yeah, with my broadband, that ain't happening.

There seems to be too many cases of it not fixing it for me to try it right now anyway.  I'm sure we'll see a hotfix soon.

pew pew pew.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 03, 2013, 03:08:10 PM
Well I've played a fair bit since the patch and just had my first lock up so maybe the problem is somehow getting worse, which would be good for seeing a fix soon.


Title: Re: Mechwarrior Online
Post by: Zetleft on April 03, 2013, 03:28:41 PM
Well I've played a fair bit since the patch and just had my first lock up so maybe the problem is somehow getting worse, which would be good for seeing a fix soon.

Yeah last two matches I played where it didn't show the end match screen I didn't get xp or money.  Think I'm gonna wait for a hotfix.


Title: Re: Mechwarrior Online
Post by: Merusk on April 03, 2013, 03:34:08 PM
Based on the drop in my K:D ratio I get the feeling it's not logging stats properly if it happens either.  This bothers me far more than more cash now that I have all the chassis I want.


Title: Re: Mechwarrior Online
Post by: Hoax on April 03, 2013, 09:06:31 PM
Be very careful guys new bug this patch. If you get kicked for afk from the server it resets ALL of your settings, video and keybinds to defaults.

These guys really aren't that good at their jobs.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 04, 2013, 01:06:58 AM
TECHNICAL ISSUES UPDATE (http://mwomercs.com/forums/topic/110251-technical-issues-update/page__pid__2182465#entry2182465)

Quote
I wanted to take a moment to discuss the recent concerns about patch stability and long-standing bugs/issues in the game. First of all I’d like to acknowledge that we agree stability is not where we would like to see it so let’s talk about what we are doing to address that.

One of the key challenges we've recognized for a while now is that our feature set is ever-growing and expanding and adding new features without disrupting old ones gets increasingly difficult. Now this isn't a new challenge games have been faced with this for many years. So months ago we began work on a suite of automated testing tools.

These tools are designed to essentially automate a lot of the core regression testing, for example checking frame rate on a variety of hardware across all maps. Until now a task like this would fall to QA which means they have less time to test new features and give feedback. These tools are now coming online within the studio and will allow us greater coverage of upcoming builds.

We also developed internally a headless version of our game, what this is, is a version of the game that runs without rendering. This is useful because it allows us to run up many instances with fewer resources which allows us to generate much broader test cases. Where before 16 separate machines could be needed to test a single game we can now run that same test on a single machine.

Ultimately what this means for you is that we can generate much greater coverage over a larger feature set faster than before. This should help make even issues with low reproducible rates easier to reliably and quickly reproduce where we can debug them. To put it in more direct terms let’s say over the course of a week’s testing QA can complete roughly 150 games, with this new tool a similar amount of coverage can be provided by the tool in a single automated run over night.

This represents a portion of the background development work that isn't immediately visible from the outside looking in.

As you can imagine we expect this will greatly improve our ability to rapidly find hard to reproduce issues and resolve them before they make their way to production.

Now let’s address some specific issues that our outstanding:

Hanging at the end of matches

This was introduced in the recent patch and we have just finished hot fixing the servers to resolve this issue.

Black Screen Issues

There are two separate black screen issues that we are aware of, one that persists where users get a black screen and not the loading screen and drop back to Mechlab, and one where users get into game but experience a black screen instead of the start-up sequence.

The first type remains unsolved but we’ve suspected poor connection quality, high packet loss, poor quality ISP etc. for some time but haven’t been able to 100% confirm this. We ask that you keep submitting user logs (which we’ve been updating with new information) to help us isolate this one further. The second type has been addressed and pushed to the servers at the time of writing this.

HUD related Issues

The random HUD corruption issue that was introduced a while ago we’ve tracked down to a random memory stomp that corrupts the HUDs display list. These type of issues are very hard to reproduce reliably our goal is to use the new tools to try to generate these issues consistently in the coming weeks. We also continue to get suggestions from the community of more reliable ways to encounter this issue that we are exploring.

Disconnects

We’re aware of some of the issues surrounding why users disconnect. These issues are generally not quick fixes. There is work coming for the new lobby that will largely address these issues. We are looking into re-joins also to help address disconnects.

Crashing Mid Game

A new mid game crash was introduced in this latest patch and we have identified the cause and will be hot fixing this issue on Friday.

To summarize, the hanging at the end of matches, one of the black screen issues, the double listing on scoreboards and one cause of crashing mid game have been identified and are being actively hot fixed.

The crash fix coming Friday may also help to reduce some of the HUD issues. As for the remaining Black Screen issue we ask that you file a support ticket and give as much detail to help us isolate the underlying cause. We also continue to add more and more telemetry in the background on a number of these issues that help us to identify their severity and where they occur.

Sorry for any issues you've experienced, as always though we ask that you please file a support ticket describing any issue encountered with your system configuration details and what happened coupled with any crash dump that may have been generated (located in C:\Games\Piranha Games\MechWarrior Online\USER) your feedback is much more useful to us via support and helps all of us where feedback via the forums is less useful (other than the patch feedback forum).

A quick note on another hot technical issue, there is another command chair post in the works regarding the match maker that will outline the work being done to improve it and what will change in the upcoming tuning pass.

Again thanks for your patience while we continue to work to improve this situation for everyone.

2013 APRIL CREATIVE DIRECTOR UPDATE (https://mwomercs.com/news/2013/04/649-2013-april-creative-director-update)

Quote
Welcome to April!  Teamplay takes a giant leap forward with the addition of new team structure elements.  After reviewing the test branch, I'm incredibly excited to get this very important feature into the game.  Since my last update, PAX East and GDC have come and gone.  We have announced details about upcoming features like 12 V 12, Lobby, DirectX 11, UI 2.0 and Community Warfare.  Along with a launch date of Late Summer 2013!  This month we see the addition of several new features, consumables, and a new line of BattleMechs called Champions!

New Content:

`Mech of the Month - Highlander (19th)
Hero `Mech of the Month - Heavy Metal (2nd)
Champion `Mech - TBA  (19th)
New Patterns - Digital (2nd) and Fractal (19th)
New Cockpit Items - BattleMech Statues (2nd)
New Modules - Air Strike and Artillery Improvment
Team Structure and BattleGrid Improvements
The team has been busy adding new functionality and roles into the command hierarchy.  The first phase allows players to join two lances, each with a commander.  Players will now see there lancemates name, health status, and grid location on the HUD.  Lance Commanders will be able to issue lance commands via the BattleGrid.  Company Commanders can now also issue orders to individual lances.

Artillery and Air Strike Consumables
Two new consumable items bring new tactical options to the battlefield, especially for scout players.  Using line-of-sight targeting, players can elect to reign down a damaging barrage of focused artillery or linear air strikes on their enemies.

Champion BattleMechs
We’ve decided to add a new style of Hero BattleMech, one that represents the community – the Champion.  Similar in nature to the Founder's BattleMechs, a Champion `Mech is based of an existing variant with a special permanent 5% XP boost and lower [MC] price point.  Our first Champion BattleMech will be revealed on April 12th.

Improved Night and Thermal Vision
We have adjusted both Thermal and Night Vision modes to be better in different situations.  Thermal Vision will no longer be the defacto standard, and Night Vision will have more uses than ever before.  These improvements bring these modes closer to their intended original design.

Community Events
March saw more event testing, and better results, including an MC event for solo players.  Expect two more main events in April as we continue to refine our scoring system!  We plan to roll out team events in the coming months after we allow player to officially band together in units.

Performance
Host State Rewind (HSR) for ballistics will be going live on the 19th.  Players with high pings will see a dramatic improvement in ballistic hit detection, similar to last month's HSR beam weapon fixes.

Behind the Scenes
A lot of work is going into UI 2.0, Community Warfare, and 12 V 12.  Expect to see more details and feature rollouts over during the month of May, June, July.  A signifcant portion of the team is dedicated to making these features happen.  First up will be 12 V 12!

Host State Rewind for ballistics confuses me, you have to calculate flight time on the fly anyway so this could easily make things harder for me to hit anything at range.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 04, 2013, 02:05:25 AM
I suspect with the Jager being out there and the HSR for Ballistics, the day of the Raven is over.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 04, 2013, 02:32:49 AM
Looks like knockdown is coming back soon, so that's going to put a lot of people off playing lights, as such, assuming they want some lights in each game I'd expect a little bit of tinkering to come yet.  Ravens might get less common but the average skill of those playing them might go up.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 04, 2013, 05:21:48 AM
Quote
Champion BattleMechs

We’ve decided to add a new style of Hero BattleMech, one that represents the community – the Champion.  Similar in nature to the Founder's BattleMechs, a Champion `Mech is based of an existing variant with a special permanent 5% XP boost and lower [MC] price point.  Our first Champion BattleMech will be revealed on April 12th.

I wonder how can a 'mech represent the community. Player submitted paintjobs, eventually? What else?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 04, 2013, 05:39:39 AM
Well, that Dragon that won the competition is a dragon (C) which I guess was champion or community.  I guess letting them pick hardpoints and whatnot in attempt to get a new variation and then slapping an MC cost to it is the idea.

Personally, I think the idea fucking sucks, but hey ho.


Title: Re: Mechwarrior Online
Post by: Merusk on April 04, 2013, 06:04:17 AM
They said similar to the Founder's Mechs. Those are just standard chassis with a permanent C-Bill boost.  I'd imagine rather than custom hardpoints it will be a standard variant that comes with the same paint job, colors and loadout as the Community Champion.

 "Own the mech that won Catassathon 2013!"  The Rusty Trebuchet by "UR Mom Sux PPC"


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 04, 2013, 08:30:33 AM
THE STATE OF GUARDIAN ECM
 (http://mwomercs.com/forums/topic/110187-the-state-of-guardian-ecm/)
Quote
As I stated earlier, that I couldn't comment on the state of ECM in the game until I had 2 additional counter measures implemented into the game. This was to avoid frustration in the community without having all features in place before I discussed the situation.

What is the official stance on the Guardian ECM?

Guardian ECM, like all features in the game, is very close to where we want it to be.

ECM brought a whole new level of strategy and skill to the battlefield and is something that we've been striving to achieve instead of flat plane, long range combat. It brought the need to be aware of your surroundings and assist team mates in a way that previous MechWarrior titles didn't have. Teams will now have to work together to counter the effects of ECM and as of February 15th, the new counters allow for multiple attack vectors against the system.

With the increase of projectile speeds and reduction in hit-detection issues, you will notice that a lot more ballistic/laser shots are on target. There are even more and bigger improvments coming down the pipe very soon in terms of hit-detection. These aspects combined with the actual ECM counters (PPC/Advanced Sensor Range) implemented put ECM VERY close to where we want it to be; a very frightful piece of equipment that is powerful and versitle while at the same time has its weaknesses (3 health and soon to be hardpoint limited, see below).


Why was it implemented without the current counter measures?

The Guardian ECM was released at the same time as the Raven Light Mech. The Raven 3L required the ECM/BAP systems as they were the main functionality of the variant. As mentioned above, the ECM really only affects 2 weapon systems. We measured the gameplay consequences against the gameplay benefits and it became clear to us that the benefits that it brought to the table would help stagger the ranges in which combat takes place. It was at this time that we decided to go ahead with the Raven/ECM launch. During this time through Beta, we knew that this would become a hot topic, but at the same time, we wanted to make sure players got used to and adapted to ECM being used in the game.


Are there any plans in the near future to nerf ECM?

Before I go into any planned changes, I’d like to state two things:

First, hit detection on all Mechs was off quite a bit. This was exasperated by high speed Mechs with ping related issues causing the visual targeting and hit results to be highly inconsistent. This has been reduced significantly and with an upcoming patch, you will notice an even more drastic fix to the problem (state rewinding as addressed by Bryan and Matt C. in another Command Chair post). What does this have to do with ECM? With state rewind going into the game, it is VERY possible to take down any high-speed Mech as long as you have the aim because where you aim is going to be where you hit. ECM or not, high-speed Mechs are in for a world of hurt that they are currently not used to.

Second, ECM counters were needed to bring it in line with where we wanted it to be. It took us some time to get these systems online because 1) We had some higher priority pressure items to deal with first and 2) we needed to make sure that all counters (especially modules) work correctly across the network. Now that they are in, you will notice that ECM is not as big of an issue as it was before. Putting a PPC shot on an ECM equipped Mech makes them very vulnerable for 4 seconds... but not only that, you have also put a lot of damage into that Mech. The “Advanced Sensor Range” module allows you to get a lock on an ECM Mech at a longer distance and S-SRMs/LRMs can be fired in a larger window than before.

That said, there are two things suggested by the community that struck a chord and we will be looking into implementing soon:
ECM should have a dedicated hardpoint (tonnage/space does not change). That way ECM will always be in a known location on a Mech and can be directly targeted by attackers.
ECM should not cut out friendly signatures on the battlefield. Friendly Mechs should always be identifiable and not obscure team play.

I kinda liked team mates disappearing from the hud as I knew an enemy ecm mech was there, will have to see how it plays.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 04, 2013, 08:35:16 AM
Catassathon 2013!

That made me chuckle.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 05, 2013, 05:06:40 AM
This Raven 4x is utter shit.

I can't even theorycraft anything that makes it better.



Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 05, 2013, 06:39:29 AM
DHS and dual ppc's, I found the secret to playing that and similar mechs is to stop caring how shit it is and just see how many people I can kill with it.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 05, 2013, 07:53:49 AM
Lances Sneak Peek (https://twitter.com/bryanekman).

(http://i.imgur.com/pu9iG8j.jpg)

(http://i.imgur.com/wrrcZfp.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on April 05, 2013, 07:58:19 AM
Interesting.

Possibly only really useful on the bigger maps with more mechs.

But Interesting.


Title: Re: Mechwarrior Online
Post by: Shannow on April 05, 2013, 08:46:43 AM
howabout just different coloured icons for my groupmates.

please.




seriously..please?




Title: Re: Mechwarrior Online
Post by: Goreschach on April 05, 2013, 08:48:11 AM
How can you not like having cyan hud markers on a cyan minimap?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 05, 2013, 10:54:00 AM
Currently reading the rumbling regarding Paid Community Warfare.  I'm finding the whole thing troubling.  Stems from THIS  (http://www.polygon.com/2013/3/29/4160534/mechwarrior-online-leaves-beta-late-summer-adding-guild-and-faction) article.

If that is what gets enacted, fuck that.

Quote
The lone wolf play style is what players currently have in the game today; the NPC factions will be free-to-play; the Merc Corps, on the other hand, will be monetized. "We're looking at possibly charging a one-time setup fee," Ekman said. "This is just to make sure there's not a flood of one-player corps.

"We really want people who participate in this to be as engaged as possible. And we'll probably require them to have a premium time account, as a kind of dedication level." That premium time account can be purchased in quantities ranging from daily to monthly to bi-annually, with the 30-day pack costing $10.


Title: Re: Mechwarrior Online
Post by: Shannow on April 05, 2013, 11:20:22 AM
 :facepalm:


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 05, 2013, 11:25:18 AM
I won't spend one additional cent on this game if they try to charge me to be in a merc corp.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 05, 2013, 11:26:27 AM
They crumble like a sandcastle against the tide when people complain.  I can see a small MC upkeep cost to keep a merc company active (to keep the number of companies limited) but I can't see them requiring premium active to be a member, the complaining would be awesome.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 05, 2013, 11:44:05 AM
They are copying the Something Awful business model?   :oh_i_see:
They want the Goons money 10bux.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 05, 2013, 11:52:53 AM
Well no, SA is a one off payment.  I can't see all goons individually making a rolling payment to be in a merc corp, if merc companies have the best "rewards" (whatever that means), and you can only be in a merc company if you pay, then it is pay to win.

PGI have been very nervous about that term for good reason.  If the merc company leadership has to pay a small fee, like ~150 MC a month, I don't really have a problem with it as I won't be paying it.  The people who get themselves into leadership positions probably won't mind a small fee either, given all the other shit they happily put up with in being a leader of a bunch of nerdy mech pilots.


Title: Re: Mechwarrior Online
Post by: HaemishM on April 05, 2013, 12:01:14 PM
I won't spend one additional cent on this game if they try to charge me to be in a merc corp.

This. Fuck a bunch of that bullshit.


Title: Re: Mechwarrior Online
Post by: Merusk on April 05, 2013, 12:20:46 PM
This all applies only to Community Warfare anyway, doesn't it?  I thought that was paying-out MC in a land system similar to WOT paying gold.  Seems more reasonable that way to me. 


Title: Re: Mechwarrior Online
Post by: Shannow on April 05, 2013, 12:27:11 PM
Fuck that too. Its called Community Warfare, not 'meta warfare only for the hardcore paying customer'.

I'd like to get involved in a battle knowing that if we win we might help my faction capture a planet. (Blah blah lets not get side tracked into whether it 'matters' or not). To me that adds some fun. Why the fuck does this have to be partitioned off only for the wankers?


Title: Re: Mechwarrior Online
Post by: Merusk on April 05, 2013, 01:00:38 PM
I assume that the wankers would join a Free IS House instead of "Mr. Bean's Glowing Green E-Peen" merc corp.   Which makes it more accessible to folks like me who have no intention of getting in to a clan but might be interested in checking out CW.


Title: Re: Mechwarrior Online
Post by: Shannow on April 05, 2013, 11:08:27 PM
The amount of CT core deaths I'm suffering, along with being mint elsewhere is getting rather suspicious. Fuck. This.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 05, 2013, 11:26:22 PM
I'm front loading armour like mad now, the larger maps and every bastard taking erppcs and ac20's has shifted the game more towards longer sniper games than usual and I can't say I like the change at all.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 06, 2013, 03:43:18 AM
Yeah, since the Jag was released, it's been Duck Season.  Everyone has LL or PPC or AC 10/20.

What I find fascinating is the amount of 'snipers' who can't aim for shit.  Also, if the team has 4 lights, it's amazing how often they win.  The while sniping thing just goes out the window and all you see is a bunch of retards trying to fuck a doorknob.  That may change when we get the rewind Ballistics release.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 06, 2013, 05:12:46 AM
I am confused. Under some mathcmaking revisions from a while ago, weren't teams supposed to have the same amount og light/med/heavy/assault 'mechs? I was just in a match with no assaults on my team and two in the other so it was kind of hard to miss the difference. Did they change the thing again? How is it supposed to be now?

Also worth noting, since they introduced combat rating and whatever is their new algorhithm for matchmaking, games have been more balaned for me and my stats are generally improving al across the board. How is it going for you all? Same, better, worse?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 06, 2013, 06:03:13 AM
Matchmaking is ultra fucked at the moment, in my opinion.



Title: Re: Mechwarrior Online
Post by: Hoax on April 06, 2013, 07:37:00 AM
Seems to be working decently enough from my perspective. Tonnage can still be an issue but there are enough map+mode combos where all assaults can't very easily win that in wood league you still see mech variety.


Title: Re: Mechwarrior Online
Post by: Merusk on April 06, 2013, 08:16:49 AM
Next time you die, flip around your team and watch where they're hitting vs. where damage is registering.   It appears the damage models are fucked and hits are going to center-torso for all energy and missile weaps.   Watched one teammate clearly shoot a guy in the arm and his center torso and center-right flashed.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 06, 2013, 09:57:23 AM
Uh, no.  The teammates I usually have, I flip over to watch them and they're shooting into the ground again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again.

Centre torsos are never where it's at.


Title: Re: Mechwarrior Online
Post by: Merusk on April 06, 2013, 03:56:46 PM
Posts in this thread seem to verify it's a convergence/ pinpoint aim issue.  Ballistics are hitting center mass.. go go ballistic warriors!

http://mwomercs.com/forums/topic/110999-pinpoint-warrior-online/


Title: Re: Mechwarrior Online
Post by: Goreschach on April 06, 2013, 04:07:17 PM
The past month or so the forums do seem to have been reaching some kind of critical mass.


Title: Re: Mechwarrior Online
Post by: Zaljerem on April 06, 2013, 04:47:49 PM
The past month or so the forums do seem to have been reaching some kind of critical mass.

Maybe it'll implode. Meanwhile, I'll be playing the game.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 06, 2013, 05:35:30 PM
Zal, I see you and Slay online but can't contact you thanks to the POWERFUL social tools of this game. Any chance I can get a group invite like right now?


Title: Re: Mechwarrior Online
Post by: Hoax on April 06, 2013, 07:02:29 PM
Posts in this thread seem to verify it's a convergence/ pinpoint aim issue.  Ballistics are hitting center mass.. go go ballistic warriors!

http://mwomercs.com/forums/topic/110999-pinpoint-warrior-online/

I've def felt this versus jaegers (with lots of arm mounted ballistics) where they seem to only hit me dead on center mass but I chalked it up to my own mistakes. It'd be nice to think they had some help. Also explains why I've seen Ilya's absolutely raping scoreboards unlike any other some games.

But for the record that thread doesn't prove anything, there's no real consensus that something is up.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 06, 2013, 07:27:51 PM
It also explains why my AC/20 isn't shredding side torsos when I aim at them.


Title: Re: Mechwarrior Online
Post by: Hoax on April 06, 2013, 07:42:28 PM
Zal, I see you and Slay online but can't contact you thanks to the POWERFUL social tools of this game. Any chance I can get a group invite like right now?

Get on mumble? Or steam so I can chat w/ notification. Says you are sitting in game since that one where your Pretty Baby died out early.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 06, 2013, 08:01:00 PM
Hoax and Zetleft, sorry for disappearing like that. The horrible new bug that fills your screen with triangular graphical glitches and then kills your video driver hit me in the middle of Caustic and forced me to a hard reboot. Then, being 5am here, I decided that was a sign of some sort. Thanks for the grouping, we shredded some. Hope to do it again soon.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 07, 2013, 06:09:59 AM
The second i get the triangles (thought my vid card was dying) I alt-tab.  It's cleared up when I get back.

Not optimal since I've had it happen in the middle of a pack of 'mechs, but better than a hard lock.


Title: Re: Mechwarrior Online
Post by: Merusk on April 07, 2013, 07:21:55 AM
So.
Much.
Crashing!


Title: Re: Mechwarrior Online
Post by: Zetleft on April 07, 2013, 12:11:14 PM
Yeah no worries game is pretty unplayable for me, think I crashed/locked up on 5 of 6 matches I played yesterday.  I will play around with a few settings on my computer but think I"m kinda done until next patch. 


Title: Re: Mechwarrior Online
Post by: schpain on April 07, 2013, 05:02:23 PM
I was about the same Zet - some form of glitch every game.

then i upgraded my drivers again (geforce 460m - laptop) and I haven't had any issues since.  


Title: Re: Mechwarrior Online
Post by: Llyse on April 07, 2013, 10:10:41 PM

I've def felt this versus jaegers (with lots of arm mounted ballistics) where they seem to only hit me dead on center mass but I chalked it up to my own mistakes. It'd be nice to think they had some help. Also explains why I've seen Ilya's absolutely raping scoreboards unlike any other some games.

But for the record that thread doesn't prove anything, there's no real consensus that something is up.

Yeah I'm interested in hearing what's going on with this.

Man, I'm definitely feeling the C-Bill grind although I think they've got it around the right ratio of winnings vs cost. I feel like it takes like forever to get enough C-Bills for a mech, but I'm also too stingy to spend my precious real money.

Still getting use to my HBK-4SP but I am looking forward to going back to getting Elite on my Founders HBK-4G.

I've just reached my first 5000 GXP, but I think I'm gonna suck it up and save for 360 degree targeting... Any other recommendations?
Steam messages or Mumble might be the best way to make sure people get invites. I've jumped into mumble but don't see people so I jump back to my own mumble server...


Title: Re: Mechwarrior Online
Post by: Slayerik on April 08, 2013, 05:01:09 AM
Activity is at a 4 month low, from what I've seen. Bad patch. Or something....


Title: Re: Mechwarrior Online
Post by: Merusk on April 08, 2013, 05:19:04 AM
Activity is at a 4 month low, from what I've seen. Bad patch. Or something....

Bad patch is an understatement.  Though even if it was a good patch you'd probably have seen a decline.  I don't think the heat vision change has been well-received by the sniping crowd who have buggered-off.


Title: Re: Mechwarrior Online
Post by: Typhon on April 08, 2013, 06:03:01 AM
They really need to un-fuck missiles, as they were a nice counter-point to the ranged ballistics/ppc mechs.  Game seems pretty stagnant without them.  I've pretty much stopped playing to not completely burn myself out prior to them having something more of a complete game.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 08, 2013, 06:42:04 AM
What's wrong with missiles? PPCs and ACs need a line of sight to hit, while missiles don't which is a huge advantage if someone is using scouts decently. What am I missing?


Title: Re: Mechwarrior Online
Post by: Typhon on April 08, 2013, 06:50:44 AM
Damage is too low, I just don't give a shit when I hear, "incoming missiles", and neither does anyone else.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 08, 2013, 06:56:16 AM
Missles were always low damage in tabletop.  Otherwise they are an "I win" button.  Where they shine is once a 'mech has internals showing, much like an LBX.

I've just reached my first 5000 GXP, but I think I'm gonna suck it up and save for 360 degree targeting... Any other recommendations?
I went for the increased targeting range myself.  At level 2 you go from a max range of 800m -> 1000m and an ECM-free zone of 180-200m -> 180-250m.

Next module is either cap speed or one of the other targeting ones, though.  The 360 is tempting since I prefer brawlers.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 08, 2013, 07:31:45 AM
Yeah, with LRMs I still get a fair amount of kills from 800+ meters away. They are great crit seekers, they are great to make someone feel pressured and mess up their aim and to chip their armor away while your brawlers do the job. Honestly, I like them now cause they make sense. If a weapon that doesn't need LOS can deal massive damage from a kilometer away, why should I even care using anything else? Especially with boats that can load up to 6 launchers. And what Lantyssa said. Except for the LBX10 which still feels underpowered to me for its size and requirements.

One question about something that I never bothered checking and it's still a bit unclear to me: how do you make Global XP? I have like a million matches played and only 10k GXP. What am I doing wrong?


Title: Re: Mechwarrior Online
Post by: Merusk on April 08, 2013, 07:38:26 AM
GXP is granted at a terrible ratio to encourage you to buy MC and convert it from your other mechs that are maxed out.  1mc = 16gxp

Considering they were stealing a lot from WOT's model I'm surprised we get any GXP for free.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 08, 2013, 07:46:30 AM
I think GXP is 1/20th of your normal xp gain, be careful you are always using mech xp to unlock pilot skills on mech trees and save GXP for module skills.  I don't convert exp at all.


Title: Re: Mechwarrior Online
Post by: Segoris on April 08, 2013, 08:00:25 AM
I've just reached my first 5000 GXP, but I think I'm gonna suck it up and save for 360 degree targeting... Any other recommendations?

360 targetting was the first one I purchased and the one I miss the least when I don't have it equipped. It only keeps target lock (not weapon lock) of your current target if it is behind you within 250m. If you want similar functionality, I'd say go with Advanced Target Decay as it is the much better choice imo. It does not have that range limitation, and if the target is not behind you then it is possible to maintain weapon lock if you keep your cursor over them (for when they go behind a building and come out the other side within the extended target decay window).

Sensor range and Target Info are both good, capture accelerator is good for lots of conquest on fast mechs (or assault on fast mechs if trying to be cheap with fast wins). Otherwise, I'd save up to upgrade the consumables. I'd actually upgrade consumables before getting cap accel and target info.

GXP is granted at a terrible ratio to encourage you to buy MC and convert it from your other mechs that are maxed out.  1mc = 16gxp

1 mc = 25 gxp, but point is still rigth - the rate at which it is normally earned is shitty and encouraging for MC purchases. I've told this to some people before - but if you ever see them doing a double conversion promotion again then take advantage of it. 50gxp per 1mc saved shitloads of time for unlocking modules. Actually, I found a PM I sent about this, and still feel the same way -

Edit: holy shit the tip I gave in the spoiler reads in such an awful way, but the message should still be understandable :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on April 08, 2013, 08:35:43 AM
When you unlock a module, is it unlocked for all your 'mechs?


Title: Re: Mechwarrior Online
Post by: Segoris on April 08, 2013, 08:44:59 AM
After you unlock a module with GXP you it can be used by any mech you ever own, but first you have to buy it for millions of Cbills and it is treated like weapons/cockpit items where it can only be equipped to one mech at a time.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 08, 2013, 09:23:42 AM
I just spent the hard earned 15k GXP on the cool down 9 x 9 and I'm not regretting it. When I need it, I stay in a fight :)


Title: Re: Mechwarrior Online
Post by: Goreschach on April 08, 2013, 10:21:52 AM
Has anyone tried the artillery yet?


Title: Re: Mechwarrior Online
Post by: Slayerik on April 08, 2013, 10:32:35 AM
I was underwhelmed, but I didn't really know what I was doing. And it wasn't coordinated at all.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 08, 2013, 11:12:46 AM
Has anyone tried the artillery yet?

It's utter fucking pish.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 08, 2013, 11:39:28 AM
Improved Airstrike and Artillery are both pants, I played with them a bit.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 08, 2013, 11:41:10 AM
First game of the night.  Launch.  Black screen.

Had to quit to desktop.  Now my Ilya is red, in a match, no doubt being torn to shreds for points by a pack of fucking Jenner.

This is Wank.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 08, 2013, 12:54:10 PM
I've crashed twice today, been months since that happened.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 08, 2013, 01:13:52 PM
Yeah, inorite ?

Don't get me wrong, this game is awesome, but not only am I now seeing Merusks crashes, I have evidence of the other hitbox/chest nonsense going on.

This has been the worst patch ever.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 08, 2013, 01:14:38 PM
Last night I launched with no HUD.  It actually looked great, but targeting was a mess.  Especially once I realized I couldn't tell who was friend or foe unless they were shooting at me.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 08, 2013, 01:17:03 PM
Hey, it's beta  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Goreschach on April 08, 2013, 03:33:44 PM
The game barely works for me as it is, so I've just been riding this one out. Are we getting a patch tomorrow?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 09, 2013, 12:28:17 PM
COMMUNITY WARFARE CLARITY (P2P/F2P) (http://mwomercs.com/forums/topic/111353-community-warfare-clarity-p2pf2p/)

Quote
No, we will not require players to have a Premium Account to play in a Merc Unit.

Yes, we are considering monetizing aspects of Community Warfare.
A small one-time MC and/or CB fee to create a Merc Corp*.
Some aspects of CW will reward players with MC, we are considering a Premium Account requirement to participate in these rewards. This will not prevent non-paying customers to participate in all aspects of CW with their friends and teammates.
If we decided to launch Private Matches, they will likely require a Premium Account to cover costs of hosting a match on our hardware.
* We are looking at ways to prevent/mitigate name reserving and parking. We may simply require players to have a minimum of 1 company or 12 active players to maintain a valid status.

At this time no final decisions have been made.


Due to the article coming out on a Friday and myself being on vacation, I was not in a position to write this response on the forums. Instead I used my Twitter account to try and alleviate some of the concerns. Please consider any communication via my Twitter account as an official response.

The Polygon article was correctly reported with one omission by the interviewer and one omission from myself:
I made mention near the end of the conversation that no final decisions have been made. I also used soft language, like may, possibly, could, probably - these are far from definite. At no time did I make any statements of finality.
I did not clarify that the requirement of premium time would be for the MC reward system and private matches. Both are part of the CW.
The response from the community and the timing of events were both unfortunate.

We cannot control when third-parties release their interviews with us and how they present the information we have provided them.

While we accept that the community is passionate and expects communication from us, and we always strive to provide the best answer we can:
Sometimes we are simply not available to answer right at that moment; Holidays do exist for developers.

It’s one thing to disagree politely and intelligently, even passionately, with the content as it had been initially presented.It’s a whole other issue when the community sends violent threats to PGI/IGP staff for any reason: whether it’s a misunderstanding or for not being available to respond in as timely a manner as expected.

However, we will hold firm that aggressive and threatening behaviour towards staff of fellow MechWarriors will never be acceptable and will result in banishment for those who do so.
I take solace in the fact that this behavior represents the minority, not the majority of our amazing players.

There are probably hundreds of other questions to be answered, however this was by far the most pressing. We are going to be rolling out a series of Command Chair posts over the next few weeks and months detailing all the aspects of CW. Since it's such a large feature, it will take time to reveal all the details.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 09, 2013, 04:37:58 PM
I went a bit OCD on mech skills.  :drill:



Title: Re: Mechwarrior Online
Post by: Typhon on April 09, 2013, 04:42:09 PM
holy crap.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 09, 2013, 06:00:35 PM
holy shit.


Title: Re: Mechwarrior Online
Post by: Llyse on April 09, 2013, 06:10:43 PM
I went a bit OCD on mech skills.  :drill:


Goddamn...


Title: Re: Mechwarrior Online
Post by: schpain on April 09, 2013, 06:34:17 PM
I went a bit OCD on mech skills.  :drill:


Goddamn...

you've got more left over xp on that stalker than i have total xp.  and twice as much as that on the catapult...


Title: Re: Mechwarrior Online
Post by: Ironwood on April 10, 2013, 05:38:37 AM
I went a bit OCD on mech skills.  :drill:


Son, you have a condition.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 10, 2013, 06:39:54 AM
Is it a tumor?


Title: Re: Mechwarrior Online
Post by: HaemishM on April 10, 2013, 08:38:23 AM
Only if the tumor can also play Mechwarrior Online while he sleeps.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 10, 2013, 09:25:21 AM
Heh, I posted that and got a response by a different goon within a couple of hours who appears to be even more crazy than me.  It will take you a second or two to get it.



Title: Re: Mechwarrior Online
Post by: Ironwood on April 10, 2013, 11:03:07 AM
How can you like the Stalker that much ?


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 10, 2013, 12:03:05 PM
Geezus.  That's everything but the cash-shop 'mechs.  Insane.


Title: Re: Mechwarrior Online
Post by: Merusk on April 10, 2013, 12:05:51 PM
How can you like the Stalker that much ?


It is an azzrape pwnmachine.  I know you hate it but at 85 tons AND the maneuverability of the torso and arms I always outperform vs the Atlas.  Plus it has better hardpoints and a smaller profile. (Long Torso is LOOOOOONG on the Atlas).

Someday they'll release an assault mech that's heavier than the Stalker w/ better hardpoints than the atlas and I'll fall out of love with it.  For now? Newp!


Title: Re: Mechwarrior Online
Post by: Segoris on April 10, 2013, 12:39:26 PM
How can you like the Stalker that much ?

How can you not like the Stalker that much? Unless you need to move somewhat fast then the 3F and 5M are actually really good, the 5S is good but it's just a lesser version of the 3F. There's no clear choice mech which is better for, uh, "azzrape pwnmachine" type of play (though there are some equals).

Heh, I posted that and got a response by a different goon within a couple of hours who appears to be even more crazy than me.  It will take you a second or two to get it.


He's definitely more OCD, yes. You're still in the most crazy competition though as by my rough estimate just glancing at the numbers you've still earned more total MXP. I'm thinking the number you're over him by is probably around 50-100k, which isn't too much relatively, but details matter - a lot - in OCD battles
 


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 10, 2013, 12:40:37 PM
Geezus.  That's everything but the cash-shop 'mechs.  Insane.

Yeah he mastered every non-hero and sold the ones he doesn't like.  I though I was mad for doing what I did.

I watched every episode of Castle and Bones while playing with the sound off in a small window, game is still good enough I had to rewind parts when I got caught up in the games.  I tanked my KDR to below 3 playing the terrible mechs too.  It's maybe not that crazy, a lot of the people I used to play with have burnt out till CW hits and I don't feel burnt out at all, just very tired of mechs I don't like.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 10, 2013, 12:49:46 PM
How can you like the Stalker that much ?


There's a factor of liking it a lot obviously, but if you are killing 4-5 people a match in a srm build the xp just rolls in.  Also I was grinding cash with lrms on the same mech a while back to buy mechs, funnily enough you get more cash for killing more people too, and conquest, which I don't like normally, was great for killing 4-6 people a match at the time.  I didn't even play it that much really, some of those terrible mechs I was getting 150xp a game, compared to an easy 2k in the stalker 3f.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 10, 2013, 12:52:11 PM
Aye, I wasn't really meaning you.

I have the same stalker and I hate it.  I couldn't even tell you why.  I'm good in it and it kills, but I just don't like it....

I will try it some tonight and see if I change my mind.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 10, 2013, 01:35:44 PM
New Map https://twitter.com/bryanekman

(http://i.imgur.com/rcMpGuK.jpg)



Title: Re: Mechwarrior Online
Post by: Shannow on April 10, 2013, 02:20:26 PM
Sex!

Now where's the fucking patch fixing the fucking coring issue?


Title: Re: Mechwarrior Online
Post by: Samprimary on April 11, 2013, 12:02:48 AM
How can you like the Stalker that much ?


http://www.twitch.tv/samprimary/c/1966829


Title: Re: Mechwarrior Online
Post by: Ironwood on April 11, 2013, 01:29:44 AM
That's....a convincing argument.


Title: Re: Mechwarrior Online
Post by: Llyse on April 11, 2013, 07:55:18 PM
Looks like, that's what I'll be buying next...  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Ironwood on April 12, 2013, 01:59:40 AM
I have one.  Mine doesn't work like that !!!


Title: Re: Mechwarrior Online
Post by: Falconeer on April 12, 2013, 02:43:05 AM
I decided I am gonna master the Awesome next. It has the dashboard of a big truck and moves like a big truck, I can't help but love it. All I need is a big truck horn. Now if only I could have other parts of my chassis hit other than the CT....


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 12, 2013, 04:14:16 AM
I forgot how much fun the 6 ppc stalker f is, it's a really terrible build and easy to kill but great for practicing your aim, as if you miss you die, but so many cockpit shot kills.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 12, 2013, 04:40:22 AM
 :facepalm:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 12, 2013, 04:52:32 AM
Yeah I hate fighting them too, but so many bastards been blasting me with jump jetting cata 3 erppc/ppc/gauss builds when I'm been in crap mechs it's nice to have some payback.  Not played my raven 3l in months too, so much fun.  They really nerfed lrm's hard, getting 600 damage on my crap lrm boat now when would have broken 1200 easy a few weeks back.

So in summary, I like the lrm nerf, like the streak nerf, (Raven lives longer and can make damage shortfall up by being alive longer), not crashed for a couple of days, but back in full screen with sound on.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 12, 2013, 07:07:28 AM
I forgot how much fun the 6 ppc stalker f is, it's a really terrible build and easy to kill but great for practicing your aim, as if you miss you die, but so many cockpit shot kills.

I have been running my 6 PPC awesome a bit again, and dropping things hard. With the addition of coolant, it's decently nasty now. I am also a way better pilot since the first time I attempted it months ago.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 12, 2013, 07:08:33 AM
I decided I am gonna master the Awesome next. It has the dashboard of a big truck and moves like a big truck, I can't help but love it. All I need is a big truck horn. Now if only I could have other parts of my chassis hit other than the CT....

You can, but it requires a 9M, an XL 360+, and some nicely timed torso twisting :)


Title: Re: Mechwarrior Online
Post by: Hoax on April 12, 2013, 01:00:37 PM
First stalker (except 30k xp on the 4N as a trial newb) what am I getting wrong? Figure I may move the LLAS around depending on how it fights. I mean SRM's and MLAS is pretty meat and potatos boring but figured no harm in asking. Also the major question is will it run too hot?

AIV 30SRM 5M (http://mwo.smurfy-net.de/mechlab#i=46&l=9a42f213c427b5c169e278d2ca5208ce8da049fc)

I looked at it without the AIV but its always hard to guage if the extra DHS are needed. (http://mwo.smurfy-net.de/mechlab#i=46&l=50e9ee9998c11ea6ec0f5ace8fca5da91c44c117)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 12, 2013, 02:05:24 PM
I'd lose 20 armour on each arm and leg, lose the large laser and don't replace it with any energy wepaons, lose a ton or two of the srm ammo and fit more DHS.  I'd keep Artemis.

Edit to add, interesting night tonight, the 8 man game has changed so much since I last played it, the builds are all different and I'm so out of practice.  So maybe ignore me.


Title: Re: Mechwarrior Online
Post by: Merusk on April 12, 2013, 03:16:55 PM
He's lacking slots to tack on a lot more DHS.  Seems the better route would be dropping the ER & 1 ton of ammo, popping in a 310, another DHS and another med laser.  36% cooling efficiency and more speed with only a small dip in Alpha firepower for a gain in sustained.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 13, 2013, 02:03:54 AM
As the best sustained damage output is going to come from a steady rate of fire with srm's, my thinking would go I'll happily strip some of the mediums out to achieve that, larger engine makes sense too, I'd even look at dropping Endo to fit more DHS.  

But the recent changes plus two larger maps seem to have shifted the whole focus to ranged/spiked damage away from splash damage which in turn influences the way your team and the enemy teams moves forward.  There's just not many people running brawler builds anymore so trying to use terrain to move forward/flank as normal is going to often mean you are outnumbered.  I think the age of the SRM is passing, at least till they tweak stuff again.

And I'm really sad that small lasers are crap now, there's so much ranged firepower out there now that you just can't chip someone to death like you used to be able to.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 13, 2013, 03:19:11 AM
Not even with lights?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 13, 2013, 04:25:52 AM
Not in my opinion, I used to tear people up with small lasers on a jenner or raven, the enemy lights are still running mediums or medium pulse but actually accurately hitting with them now.  If that wasn't bad enough their team mates are packing a lot more large lasers and that's not healthy.

Smalls, medium pulses, large pulses, lrms, srms, streaks are all a lot worse than before (the pulses just because of the new maps), erppcs are now useful, ppcs and large lasers seem way better than anything else.

All these new mechs/maps and the game is actually way more boring in weapon composition than at any other point in time I've seen.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 13, 2013, 06:54:04 AM
Yes.  Snipers, snipers, snipers and snipers.

We need more urban maps.


Title: Re: Mechwarrior Online
Post by: Merusk on April 13, 2013, 08:42:05 AM
A giant Urban map would be glorious.  I really enjoy the brawler builds.

You've got a good point on alpha vs. splash damage and the way the models h ave change Arthur.  The game has moved to the point that it feels like the old MW games, where you ran PPCs and lasers and almost nothing else.  Maybe some LRMs so you could soften them up before they get in to range.   I want to blame the influx of those PC-game folks  to the game discussion vs. the tabletoppers who were the alpha and closed beta testers.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 13, 2013, 09:12:57 AM
Brawling seems move skillful to me, you have position, movement and aim to consider.  The sniper game is all about position and aim, maybe movement if you are one of those jump jetting bastards.

If I understand correctly streaks went from 5 damage to 3, srm6 from 15 to 9, dunno what lrms were before but they feel about half as powerful.  SRM's and LRM's need a slight buff, not sure what they can do about the large laser, maybe up it's heat, but it was fine before, it's only obviously better now because of the other changes.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 13, 2013, 09:26:41 AM
ECM was supposed to balance that a little, but after the initial craze I am seeing much, much less ECM around. Seems like nerfing the missiles has made ECM much less desirable, but probably not less useful.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 13, 2013, 09:40:38 AM
I can't imagine why.  For the tonnage, ECM is still crazy fucking useful, even if you don't give two shits about missiles.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 13, 2013, 09:54:51 AM
I guess it has to do with the fact that you have to pick one of the few ECM equipped 'mechs. I am sure things will be different in group play, but as long as PUGs go, people have so many 'mechs to choose from... outside of the DDC. Lots of ECM lights around still, but they seem to use it to protect their own scouting more than to hide the big group (which is the one actually exposed to the sniping).


Title: Re: Mechwarrior Online
Post by: Ironwood on April 14, 2013, 09:28:38 AM
I'm done for a while.  Was tooling about in my stalker and died before I even saw anyone in two games.  Both times, PPC/Guass/AC.

This is like the good old days of Lame Camping Faggots in counterstrike and, combined with the horrible issues of this patch, not very fun at all.



Title: Re: Mechwarrior Online
Post by: Slayerik on April 14, 2013, 03:03:47 PM
I'm done for a while.  Was tooling about in my stalker and died before I even saw anyone in two games.  Both times, PPC/Guass/AC.

This is like the good old days of Lame Camping Faggots in counterstrike and, combined with the horrible issues of this patch, not very fun at all.



This is why my better original builds these days have all seemingly shifted to LLs, AC/5, gauss etc. Luckily, I'm better at it than the puds I'm fighting. I'll still pack some SRM6s, though. LRMs? Never much liked em, and even less useful now. Though, if I run the 270m weapons I just run big engines on them, and can fuck things up still. On alpine you just keep the hill as cover, on tourmaline use the stuff...Be very aware of your position!


Title: Re: Mechwarrior Online
Post by: Hoax on April 14, 2013, 04:04:15 PM
Something is just very wrong with AC20 effectiveness beyond its optimal range. This is true of almost every weapon but AC20's weakness is its short range but that weakness hasn't been apparent for shit in the games I've played.


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 14, 2013, 04:34:31 PM
I snipe with AC/20s just fine.


Title: Re: Mechwarrior Online
Post by: Merusk on April 14, 2013, 04:42:45 PM
That's the point, they're not supposed to be long-range sniping weapons.  They're supposed to crap out beyond 270m, but people are tossing them 500-1000m or more and still doing effective damage.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 14, 2013, 04:54:42 PM
AC20 should miss altogether at 541 m. and should inflict only 1 damage at 539 m. if things were working correctly. I am curious, I think I am gonna hit the training grounds and experiment with it shooting exactly from those distances, and see if it's broken or what. Should be easy to check in there.

EDIT: Yep, just tested. AC20 hits from waaaay more than 540 m. and definitely deals more than 1 damage even at that distance. Fuck this shit.

EDIT 2: STILL dealing damage at 799 m. although very little. Can't say if it's still dealing after that cause sensors don't work past the 800 m. mark, but this is really pissing me off.

EDIT 3: Took me 19 slugs right in the CT to core an Atlas from 580 m. away. Not sure how much armour+internal an Atlas has there, about 100? If that is the case the AC20 deals about 5 damage at 580 m, which is MORE than double the optimal range. It's utter bull.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 14, 2013, 05:19:37 PM
For damage fall off, linear fall in damage, Energy is x2 but Ballistic is actually x3, so for the AC20 it should do ~1 point at 810m not 540m.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 14, 2013, 05:27:25 PM
Oh, ok. I didn't know that. That changes everything I suppose. Although I don't like it. Maybe I am just used to think at weapon range x2, but I always thought it made sense.

So, according to this new piece of information, the AC20 is working as intended. Meh.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 14, 2013, 10:38:50 PM
Well, ammo goes quick with an AC20 anyway. I think when they hit ya at long range it makes a nasty noise, but not so much damage.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 15, 2013, 02:13:02 AM
I'm going to repeat :  My Stalker, a fairly large and heft mech, was killed from half the map away on Tourmaline, in roughly 5 seconds.

So either there was a team of precision snipers both times, or some serious shit is going on.  It just wasn't much fun.

Back to grinding the Raven Mastery, but not really going to bother with anything huge after that.  Not until some issues get resolved.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 15, 2013, 03:12:33 AM
I'm going to repeat :  My Stalker, a fairly large and heft mech, was killed from half the map away on Tourmaline, in roughly 5 seconds.

So either there was a team of precision snipers both times, or some serious shit is going on. 

Or Slayerik's 6PPC Awesome  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on April 15, 2013, 03:39:58 AM
Nah, the 'you're dead' screen said AC and Gauss.

I cry tears the texture of rose petals.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 15, 2013, 07:33:15 AM
I'm going to repeat :  My Stalker, a fairly large and heft mech, was killed from half the map away on Tourmaline, in roughly 5 seconds.

So either there was a team of precision snipers both times, or some serious shit is going on. 

Or Slayerik's 6PPC Awesome  :why_so_serious:

I've been dropping fuckers with that awesome lately ;) I'm with ya, though, Ironwood. Many times I'll show my face for 2 seconds and end up damn near cored. Lately I'm really sketchy about where I make my appearance to the fight.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 15, 2013, 07:36:47 AM
I'm going to repeat :  My Stalker, a fairly large and heft mech, was killed from half the map away on Tourmaline, in roughly 5 seconds.

So either there was a team of precision snipers both times, or some serious shit is going on.  It just wasn't much fun.
I only had it happen in one match, but my 'Phract got cored in a similar way when the only visible opponent was also in building at a range of 500m.  CT gone, lots of orange armor, and everything else yellow.  Damage spam showed an AC/20, AC/5, and ML or two.

I suppose it's theoretically possible another six 'mechs not on my radar shot me immediately after poking my head out at extreme range, but that was a bit silly.  My own AC/20 was still in flight when I blew up (and that was a snap shot.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 15, 2013, 07:38:47 AM
I did, however, have a game the other day where a solo spider took out 5 of the other team.

That was really fun to watch.  And watch it I could, because I'd bitten the dust ages ago.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 15, 2013, 07:41:14 AM
Spiders are...awesome!


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 15, 2013, 07:49:39 AM
I got a buddy that tells me there is a rumor of a hack that adjusts the damage of projectile rounds. I got no proof other than witnessing this buddy be right most of the time for like the last twenty years.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 15, 2013, 08:22:31 AM
I know I am getting spoiled, but I really, really want the DEAD screen to be improved with stuff showing exactly what kind of damage you got, how much, where, who did it and so on. Right now it's kind of useless, while if they did it right it would be quite awesome at reducing some frustration and eventually improve your game.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 15, 2013, 09:09:03 AM
I'd love that, too.

I got a buddy that tells me there is a rumor of a hack that adjusts the damage of projectile rounds. I got no proof other than witnessing this buddy be right most of the time for like the last twenty years.
It wouldn't surprise me, but it's not rampant yet if so.  All my other matches were reasonable, including surviving a few well past what I should have.  (How embarrassing is it to be taken out by a legged 5K Spider that went on to take out a catapult before finally being put down?)


Title: Re: Mechwarrior Online
Post by: Hoax on April 15, 2013, 09:54:39 AM
Yeah I'm not seeing a ton of 700+ damage games so if that's out there its not widespread at all.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 16, 2013, 06:17:48 AM
Patch day. What are we gonna get?


EDIT: Also, no one reported about this, posted a few days ago.

Quote
MATCHMAKING PHASE 4


It's been two months since our last major update to matchmaking, where we introduced our first pass at Elo and saw a tremendous improvement in the quality of matches being kicked off. With the next patch we're bringing in a new round of changes, and we've got two big ones lined up: Weight Class Matching and Elo Rating Adjustment.


WEIGHT CLASS MATCHING

We're adding the ability for us, the developers, to adjust our weight matching tolerances on the fly. This is giving us a controlled way to tighten up the weight imbalance between teams that players are experiencing.

Fun fact: About 74% of games kicked off are within what we consider tolerable weight matching limits (the difference between a heavy vs. assault Mech on the opposing team). Of the remaining 26% of matches, about 7% are what we would call "horrendously bad" (i.e., they carry the weight difference of one or two full assault Mechs between teams).

When we tighten up the Weight Matching, we're going to drop our weight tolerance to 0 and see what happens. Teams will be almost equally built in terms of weight class, though they will draw from a wider skill range of players to compensate. We'll be keeping an eye on the system while doing this and will continue to tune it until we're happy with the match quality and wait times.


ELO RATING ADJUSTMENT

We discovered a bug that was causing player Elo values to become inflated. Players that would win a game against a weaker opponent were being rewarded as though they were the underdog in that match. This caused Elo values to increase by a lot when they should have increased by only a little, skewing the player Elo distribution so that it became top-heavy.

What we've done (beyond correcting the bug) is a complete re-simulation of Elo ratings for every player in the game. Using match history we've been logging since February 5th, we determined what every players Elo rating would have been if we were using the corrected algorithm. The difference we noticed is huge, and the new player Elo distributions look healthy. We're going to push these ratings to the servers when we patch on April 16th.

So, how will this affect things? Well, without going into the details of how Elo works, this significantly improves our ability to match similarly skilled players. The old algorithm had an unintended (although interesting) bias towards people who had played more games, whereas the new rating measures only how you're playing. The bottom line is that we can kick off more close matches.


ROLLOUT PLAN

So when will we get to see this stuff? You won't have to wait long; this goes live with the April 16th patch. Other fixes, such as better detection of disconnected players while matching are also going in at this time as well. However, we'll be staging the release of the Weight Matching tweaks to be sure the system is working correctly (and to give us time to collect a bit of data on the new operating conditions).

Here's the plan:
On Tuesday, April 16th, we'll patch as normal and will put in the adjusted Elo values.
On Thursday, April 18th (tentative date), we'll drop the weight matching tolerance to zero. This won't require a patch or an interruption of service.

We're excited to bring the next round of changes live and look forward to matching up with you. See you on the Battlefield!

EDIT TO ADD more Dev posting:

Quote
To clarify, it'll be similar to the forced Weight Class balancing that we used to have. We're not doing any tonnage based matching at this time.


Title: Re: Mechwarrior Online
Post by: Llyse on April 16, 2013, 11:48:08 PM
How many mech bays should one have? What is a reasonable spend of MC?

I haven't spent any MC yet and am at 7 bays (4 Founders and 2 HBKs and D-DC Atlas).

I eventually want to master everything but this is going to take me time.

What did you do Arthur? How many bays did you keep? How often did you have to spend C-Bills to re buy mastered chassis?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 17, 2013, 12:30:00 AM
I had legendary founders so had 20,000 mc or so, I wouldn't bothering mastering everything to be honest as doubt it's going to mean anything, I don't sell mechs ever and only buy them with cbills (except I bought one hero), so I have ~52 mech bays.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 17, 2013, 12:39:17 AM
All the mech bays you need to have fun switching mechs and all trying something new. The only thing you have to keep in mind is that you WANT to have three of each 'mech you like at some point, as you are gimping yourself if you don't (to unlock the Elite efficiencies at least). So it's safe to say that you always want to have a number of mechbays that is a multiple of three. 12 or 15 should give you enough breathing room to master 4/5 'mech types, especially if you sell the unwanted variants once you have unlocked the efficiencies for that chassis.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 17, 2013, 06:17:19 AM
I haven't sold a 'mech yet, so I just keep buying more.  Bays are really the cheapest and most useful thing to spend MC on.

I will be selling two of my Spiders eventually, but leveling those guys up is a slow process.  (Seriously, their hardpoint designs are terrible.  And the ECM varient is the only one with decent hardpoints.  There's no reason to ever use the other two except to unlock skills for the 5D.)


Title: Re: Mechwarrior Online
Post by: Ironwood on April 17, 2013, 06:39:20 AM
Speaking as someone who sold mechs and buggered about during the beta (not realising when the finall reset was going to happen), I don't know why anyone would sell a mech ever.

Sure, some of them are no use at the moment, but the amount you get SCREWED out of when selling is enormous.  You may as well just give your Cbills to your slutty sister.

I use MC to purchase Mech Bays and bought myself a Marmoset, which I've never regretted.  Beyond that, no real cash has been spent.

That said, I have a mech without an engine and a Raven badly in need of an XL, so don't take my cash advice toooo seriously.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 17, 2013, 08:24:01 AM
Because I'll never need those models again and it'll free up two bays once they're mastered.  600 MC is much greater than the million c-bills I spent on each, most of which is in equipment I stripped off already.

Were they expensive 'mechs, yeah, I agree.  The 5V and 5K Spiders are dirt-cheap though.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 17, 2013, 08:57:46 AM
You people have a different view of 'cheap' than I do.

I end up winning not a lot and my time is usually spent on other things.  It's such a shame.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 17, 2013, 11:55:19 AM
I'll never drive them again once mastered, so I really don't see any point to keeping them.  Any other 'mech I might take for a spin, but not those two.  Might as well get the 250k and the 'mech bay for them.


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 17, 2013, 01:15:36 PM
I know I'm not that great of a player, but I'm getting real tired of getting center cored in a split second. It seems like I'm dead as soon as the first volley ever goes down, regardless of the armor distribution i am using. Are people just building for as much alpha as they can get heat be damned.

Either way split second fights are no fun.


Title: Re: Mechwarrior Online
Post by: Shannow on April 17, 2013, 01:56:25 PM
I know I'm not that great of a player, but I'm getting real tired of getting center cored in a split second. It seems like I'm dead as soon as the first volley ever goes down, regardless of the armor distribution i am using. Are people just building for as much alpha as they can get heat be damned.

Either way split second fights are no fun.

This. Personally I think its a bug or a cheat.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 17, 2013, 02:42:47 PM
It's sniper builds, 3 er ppc's and a gauss rifle should not be a good build, yet it clearly is at the minute.  I've never seen the game so boring.


Title: Re: Mechwarrior Online
Post by: Merusk on April 17, 2013, 03:29:17 PM
No, there's a bug with ballistics somewhere.  I had a catapharact jump me last night, chain-firing AC5s and he shredded my ERPPC-a-Pult before I could get a 3rd volley on him.   I was cored, not headshot.


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 17, 2013, 08:32:07 PM
A bit earlier today I played 15 matches in a row, each match I was center cored with healthy armor everywhere else. I didn't get to fire a second volley in any match. I'm not calling hacks, I'm calling bad code. If I knew what the magic was I would not hesitate to be grinding with it right now, but I cant produce the effects with any build I have tried.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 18, 2013, 12:41:38 AM
My general performances keep improving. It could be the matchmaking, it could be that I am actually getting better, but they keep going up (so say the statistics) and it's a pleasant feeling. I don't die any faster than I did 3 or 6 months ago even though that could be a consequence of my foolish playstyle. I have to chime in with everyone else though that core seems to attract hits more than it ever did. I barely ever lose an arm or a leg, it's always just center torso. And it's not cool cause it totally feels like my 'life" is just my CT hit points, other parts of the 'mech feel almost irrelevant now. I wonder among other things if the new default "locked arms" setting helped generic average players become much more precise and effective than they ever were.

If this is not a bug, I am not even sure how they could fix it.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 18, 2013, 01:06:09 AM
Hit by a single Gauss round last night and died.

I'm sorry, either something is very, very wrong or fuckers are cheating.


Title: Re: Mechwarrior Online
Post by: Shannow on April 18, 2013, 05:56:33 AM


If this is not a bug, I am not even sure how they could fix it.

Its the humans as targeting computer problem. I'd randomize damage across torso's where possible (aka you arent shooting from one side) and if shot is low enough in hit box randomly some might go to leg.


Title: Re: Mechwarrior Online
Post by: Zaljerem on April 18, 2013, 05:57:20 AM
Something may very well be going on. I had an interesting Center Torso death last night where my damage log showed only a Medium Laser hit. Granted I had just been brawling it up face-to-face with another Atlas (who I felled, taking quite a bit of damage in the process), but you would think the log would show more than just the last shot on me.





Title: Re: Mechwarrior Online
Post by: Ironwood on April 18, 2013, 06:15:39 AM
Possibly just a death screen bug, but I'll be brutally honest - I shouted at the screen a LOT after that game.

Reactor Online, Sensors Online, Weapo - BOOM.  Dead.



Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 18, 2013, 06:46:47 AM
I'm done till they make it less boring.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 18, 2013, 07:10:41 AM
In honesty, buffing missiles even a little would probably do it.  It's hard to snipe when death is raining down on you.

Even in this shitty LRM climate, I've seen teams with missile boats actually succeed against the snipers.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 18, 2013, 07:57:47 AM
Honestly, I'd like to see a team of snipers facing a good balanced team with good scouts and maybe just one LRM boat keeping the snipers on their toes. Maybe this is the state of the PUG game.

Although on second thoughts, what bothers me is that some long range weapons can actually melt a LRM boat before this one can even get in the 1000m range.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 18, 2013, 08:05:02 AM
At the moment, the snipers can melt you before you see them.

Seriously, if you pick a good position, know the map and have the extended zoom function, it's pretty much game over at the moment and I'm sure that's not how it's meant to be.

Add an organised team that call targets and you could walk out and get hit by 8 gauss.  ouch.


Title: Re: Mechwarrior Online
Post by: HaemishM on April 18, 2013, 08:40:26 AM
Add an organised team that call targets and you could walk out and get hit by 8 gauss.  ouch.

If there are literally 8 gauss on one team in one match, that's a clue that something is very wrong indeed. I've decided I'm not even going to bother playing until I hear from you guys that the client is more stable and that that the center torso thing is fixed. I die easily enough as it is without taking another death to bugs.


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 18, 2013, 09:11:44 AM
What I really want is a damage log/text report I could fish around in the folder for after matches. I want to see what crit and for how much and I want to see who shot me. I want to know if Ironwood took my left arm with a laser, and if slay took my engine out with a gauss round and how much damage each of their weapons did to those areas.

If I had that data then I could continue to play and have fun in the knowledge that I just happen to suck and not some nefarious thing causing me to just think i suck so bad.

Edit: What bothers me about this wave of sniping tactics is that, sniping has been my play style since day one of the beta, and I only use ballistics, dual Gauss, quad ac/5s, triple Uac/5s, Dual AC/20s. I am really accurate with that stuff because its all I use and I don't get the alpha strike cores that others are getting.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 18, 2013, 09:33:57 AM
Hmm, played last night and had fun. Rocked a 2 ER PPC Raven, fun little ship. Haven't had any mystery cores yet, but I will admit burst is very high right now. More and more 6 PPC stalkers, LL boats, dual gauss/ac20.

I really think the key should be extreme weapon falloff for ballistics. If you want an AC20 to pound someone, get your ass in range. You can hit at 540, but you will do 2 damage. On the flip side, plink away with your AC/2s at range. That's fair.

For energy weapons, call some kinda beam interference that only allows 30 damage on any location per second. This would, at the very least, make someone have to two salvo in their laser/PPC boats. Would also eliminate some of the alpha death via PPC, and require coordination to effectively primary and melt center torso.


Title: Re: Mechwarrior Online
Post by: Goreschach on April 18, 2013, 10:25:08 AM
All these problems would go away if they implemented ballistic trajectory and positional convergence.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 19, 2013, 02:42:56 AM
Strange night last night.  One game was awesome as we handled a whole team of snipers without a single casualty.

In the other game, I bit it early and we got mauled.  While spectacting, I was in a Cicada, and two Ravens, all of which had nothing but PPC's

This is really, really, really silly now.


Title: Re: Mechwarrior Online
Post by: Merusk on April 19, 2013, 05:31:52 AM
Yeah I swapped out everything on my Jenner for PPCs.. 2 PPCs on a Jenner is ridiculous.  My Catapults are all sporting PPCs now, too.  If I had the funds I'd be running them on all the Stalkers, too, but the LLs still work well.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 19, 2013, 05:40:04 AM
And you don't think it's silly ?


Title: Re: Mechwarrior Online
Post by: Falconeer on April 19, 2013, 06:08:51 AM
It is super silly as it was silly with Gauss. What pisses me off is that they've been saying for a long time that Gauss wasn't OP, it's just that PPC needed a buff. No, fuck that. ALso, coolshots and all that stuff make PPCs even more viable. Gauss was annoyingly OP, even when LRM were dominating, and now we have two stupidly easy to use weapons instead of one.

I would say that what they need to do at this point is to give a _little_ buff back to LRMs, and a little debuff to long range weapons that hit in one spot. Because yeah that's another problem, not only these things hit hard and they all hit together in the same spot, but they don't need whoever fires them to keep their aim, so they are too good for fire-and-hide between cooldowns.

The balance has to be there somewhere, hidden between 0.1 more heat to a weapon and 0.1 more damage to another. Just find it already.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 19, 2013, 06:20:11 AM
I'd like them to go to a system where if you manage to line up the shot, it hits a random location.  Or add slower convergence and targeting.  I know it'd piss off most people, but the pinpoint accuracy and decent damage at such extreme ranges is what makes sniping viable.

The other problem is they keep messing with the table top rules to make more logical sense, but the balance there was because the weapons and heat were more strict.  You hit or you didn't.  All hits are a random location based on positioning.  Weapon ranges were set, and hitting at those longer ranges was a challenge.

Maybe they need to introduce a reticule bob or something, to make range matter.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 19, 2013, 06:44:46 AM
Oddly, I was plinking away with my SSRM at a Cats back last night and I watched as they trailed off centre, then right, then left, then leg and I thought - that's kinda cool.

Not sure doing that for ballistics would be viable though.

Also, this whole AC20 hitting across the map is bullshit.  The bigger the AC, the more it should tail off after the range limit.  And I mean Exponentially here...


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 19, 2013, 06:55:46 AM
PGI created this problem with the larger maps and missile nerfs, players have adjusted to a new style of play.  

The problem they now have is that players know that walking slowly in a line with sniper builds works and won't change tactics till it stops working.  But this always worked, we used to take 4-6 gauss cats before match making went in, for a laugh, as it's pretty hilarious for a few games to just instantly kill whatever appears.  We did it rarely though, because BORING.

Jump jets being so annoying is new though.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 19, 2013, 07:13:06 AM
Yeah, the jumping Highlanders makes you laugh the first time you see it - but the humour palls quickly.


Title: Re: Mechwarrior Online
Post by: Shannow on April 19, 2013, 07:15:52 AM
PGI created this problem with the larger maps and missile nerfs, players have adjusted to a new style of play.  

The problem they now have is that players know that walking slowly in a line with sniper builds works and won't change tactics till it stops working.  But this always worked, we used to take 4-6 gauss cats before match making went in, for a laugh, as it's pretty hilarious for a few games to just instantly kill whatever appears.  We did it rarely though, because BORING.

Jump jets being so annoying is new though.

I remember in Btech MUX engaging JJ was the kiss of death. The entire other team would hold their fire until you landed and then CF the fuck out of you. Thats what MWO needs, you land and you cant move for a cpl of seconds.

And random hit locations.


Title: Re: Mechwarrior Online
Post by: Merusk on April 19, 2013, 07:22:51 AM
And you don't think it's silly ?

I didn't say that, I'm adapting is all.  What am I going to do, unsub?  I can't stop playing either as I activated my Founder's Premum time 20 days ago, before the patch that caused all the crashing and PPCinsanity.  I've got another 70 days of playing at least lest I waste that.

It is super silly as it was silly with Gauss. What pisses me off is that they've been saying for a long time that Gauss wasn't OP, it's just that PPC needed a buff. No, fuck that. ALso, coolshots and all that stuff make PPCs even more viable. Gauss was annoyingly OP, even when LRM were dominating, and now we have two stupidly easy to use weapons instead of one.

PPCs are far worse for the game than Gauss because they are 1/2 the weight and 1/2 the slots of a gauss but cause almost as much damage.  "But they cause heat!" isn't a problem when I can destroy shit in 3 volleys then run off to cool down or dump coolant if I don't have the opportunity to run.   40k isn't a cost barrier when I'm earning 180k+ per match and have nothing else to spend on but more PPCs.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 19, 2013, 07:39:51 AM
I can't stop playing either as I activated my Founder's Premum time 20 days ago, before the patch that caused all the crashing and PPCinsanity.  I've got another 70 days of playing at least lest I waste that.

They would likely pause your premium if you emailed them, not saying you should, it's just I was thinking of doing that.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 19, 2013, 07:55:27 AM
I would do so to make a point, but my time ran out... yesterday.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 21, 2013, 11:42:59 AM
Interesting match today.

Cold map, bad visibility, Marmoset, fucked off with snipers, so decided to hit the tunnel.  By the time I get there,  Raven sitting there.  Get a shot into him and he turns and flees.

Fair enough, I think, he's clearly leading me into a trap, but hey ho - run down after him, quick peek at the Y junction, head towards his base when I see his wee fucking dome heading off down the tunnel.

As expected, following him and an Atlas pops out, fully bristling with weapons and threatening as fuck.  Wee Raven is doing a dance to celebrate having his Big Bro here to Chib me.

Fuck this, I thought, and just decide to unload the 3 UAC 5's.  In an unbelievable exchange, they didn't jam ONCE while I unloaded them into the chest of this Atlas who exploded quite merrily. I mean, seriously, it must have been about 100 rounds of non jamming action, blast after blast.  Quick twist to the asshole Raven, who appears to be just sitting there with his jaw open, and decapitated him.

Good times.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 21, 2013, 11:57:05 AM
Update on Matchmaking Phase 4.

Quote
In my last post, I shared a statistic: That 74% of our matches were within “tolerable” weight balance. When we started matching with the blue curve, that number spiked to 88%. Beyond that, less than 2% of our matches now fall into the “horrendously bad” category we described earlier – that’s down from the over-7-percent number it was before. The difference in Elo for most matches produced is also is less than half of what it used to be.

We tried tuning the weight class tolerance down to further improve this, but got mixed results. The trade-off was between an improvement to average match quality (which has already changed with the Elo adjustment) and causing more of our outlying groups to fail to find matches entirely (specifically the 8-man queues). We’re not satisfied with the state of this, and have left the tolerance wide enough for 8-mans to continue to match while we work out a more complete solution. Note that our considerations include using tonnage as a direct factor to matchmaking, among other things.


IN SUMMARY

The result of all this is that we were able to cut down the number of unbalanced matches, but not eliminate them entirely. To summarize:
There’s better skill matching of teams in game.
Uneven weight balance matches occur less frequently.
Wait times are lower (thanks to a denser curve).

This is something that we are monitoring heavily and will continue to address over time. As always, we appreciate the discussion and comments.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 21, 2013, 11:59:19 AM
New "Ask the Devs", #36.

Quote
Ask the Devs #36

Community Consolidated Questions/Concerns
CCQ1: There have been a number of community events, leagues, and competitions that do not conflict with official events. Are there plans to better support these events through additional in-game tools, promotion, stats, sponsorship, or participation?
A: We’re focused on getting Community Warfare out the door, along with more official events and leagues. At this time we have not decided how or if we plan to support any non-official competitions/events. I would expect us to examine this after CW goes live, late this year.

CCQ2 (as described by stjobe):
Q: Would you please reconsider buffing the MG's damage?
A: We are always looking at weapons. No plans to buff damage specifically.

CCQ3 (as worded by Slar): Will an "automatic reload" checkbox in the mechlab be available for consumables?
A: Yes with UI 2.0 improvements, although it is remotely possible someone sneaks in a an update for the current UI. We’ll see.

CCQ4: When will the temporary missile fix be adjusted?
A: We don’t have an ETA yet. Missiles are being actively tuned.

Community Warfare/Clans
Logan Doyle: Can I ask when Clans will be able to be a playable faction?
A: No official timeline has been announced for Clans yet. We plan to reveal more information after Launch in late Summer.

Pando: Do you have, or have you discussed plans to release (faction) battlemechs with permanent loyalty-point increases?
A: Yes we have discussed this, however we have not made any final decisions.

Gremlich Johns: When Community Warfare is launched, will the Clans be considered the same business model as the Mercs?
A: Clans will work more like Houses – not player run Merc Corps.

Sebesto: With release of CW/Clans coming many people talked about how they are "strictly" clanner based. If possible what would be the requirements to becoming a clanner and what are the advantages and limitations to being a clanner? From what I see, people just say they are part of Clan Wolf/Falcon/Ghost Bear/Ect just because Clans have the advantage of lighter/less heat weapons, better ferro/endo and omni capable mechs.
A: We’re not ready to discuss Clan details.

KuritaGuard: Will Comunity Warfare include a dynamic map where we can see border and occupation changes?
A: Yes!

Gods Wrath: Do you plan to give the game a “role-playing” aspect such as choosing different theaters of operation (when the clans invade), solaris, outreach, and actually having a character with skill sets that can affect different mech types
A: With regards to TOO, yes, players can battle over fronts and specific systems depending on whether they are part of a Faction or a Merc Corp. With regards to skill sets, Pilot Lab is the framework for customizing your character.

`Mech's and Mechbay
Geist Null: By the number of pink snordies I’ve seen in the field, I’d say the hero mech before c-bill variants was a success. do you plan on continuing that? Cause I would love to get a hero orion and hero hermes II to grind with the bonus before the c-bill models. When is hermes II coming out?
A: The next two Hero `Mechs will be designs from already released content. We may see a return to this model in Summer.

Viper69: Would you consider giving people a free mech bay with the purchase of a hero mech? It is a nice little touch to make people buy if you give a little you can get a lot.
A: Currently this is a technical limitation, we are unable to offer bundles. With the launch of UI 2.0, we plan to support bundles, bundle prices, etc..

Beadhanger: Is it possible for you to give us an option to toggle armlock in mechlab on certain mechs before dropping with introduction of UI 2.0?
A: Currently player can quickly toggle this on/off in the Front End or during gameplay. We can explore a per `Mech option possibly.

PanzerMagier: Will the Yen Lo Wang ever get it's claws/hatchet?
Source:http://www.sarna.net/wiki/Yen-Lo-Wang
A: When and/or if we do melee.

Phylum: Can the excess heat damage components inside the mech and reduce their capacity?
Ex: engine losing 10% power, 5% longer recharge times for weapons and so on.
A: It’s possible, however we do not have any immediate plans to support this.

Ghost Badger: Has PGI considered matching the armor values to the cosmetics, shape, size of the mechs? For example, more armor on the 'shield' arm of a centurion, or the shield shoulder/arms of an Awesome, or the finned/side torsos of a Jagermech? Conversely, less side torso armor on mechs with smaller side torsos, like Catapults and Stalkers?
A: No plans currently, as the armor values are derived initially from the table top rules.

Trucker: Currently there are only three item slots by which we can personalise our cockpit. While this is great it still leaves them feeling a little 'un lived' in. Are there are plans, or is there the possibiliy, of providing more customisation slots. Being able to add hanging wires, additional monitors or hot wired control panel modules etc. Also, when are we likely to see new banner items?
A: Yes, after launch.

Cockpit, HUD & Customizations

Maverick01: Would you guys consider adding the MechWarrior (pilot avatar) to the Mechlab, standing right next to the BattleMech? PGI could benefit financially by selling items such as uniforms, cooling vests, neurohelmets, etc.
A: Eventually, however the `Mech is the star of the show. We have more plans to improve/add cosmetic options for BattleMechs.

August55: How is the optimization going regarding the HUD? Turning off the HUD (Rightshift-F11) still puts me in 60fps in most situations while having it on bogs me down to an average of 35fps. Granted I'm using a C2D, but the fact that the HUD is eating up a large amount of fps is mind boggling. Can we get a scaled down HUD for the low spec people?
A: Work is ongoing.

Dan the Ice Man: With the decal system and custom decal system: will we be able to place them in predifined spots? or will we be able to scale/rotate or place them anywhere and any size on our mech’
A: There will be predefined spots/slots and scales for players to put the decals on.

Maps/Environment:

Splinters: What is a reasonable expectation of the number of maps (w/ or w/out variations) that will be available at the launch of CW?
A: 8 + variations.

Jetfire: I have been noticing the awesome lightning effect on the base rigs. Could we please see a severe storm weather mode with some heavy duty lightning as a map alternate? Would be a real challenge given that the thermal wouldn't work well due to the cold rain and the night vision should oversaturate on the lightning flashes. I am thinking Canyon would be amazing with this.
A: I’d love the art team to create a real stormy map. Stay tuned.

CutterWolf: Will we see destructible terrain and will terrain effect movement speed?
A: Terrain, no. Objects yes. And yes terrain will modify speed.

UntamedHawk: Will there be more map variants for existing maps released sometime soon? If so, are there plans to ever have 3 variants for the same map?
A: Currently we are focusing on getting the next two maps finished for Launch. Then we can revisit existing maps and develop alternates.

Jakob Knight: Are there future maps that will provide short-cut paths or terrain that jumping mechs can utilitze but non-jumping mechs cannot? Right now, non-jumping mechs can go just about any useful place jumping mechs can and terrain is such that there is almost no hinderence to ground movement, making the mounting of jump jets almost just a tonnage-heavy way of gaining a slight turn boost (even Alpine is engineered such that jump-capable mechs cannot overcome the mountains unless those mountains are small enough for a grounded mech to move up anyway). Having terrain and/or hazards that jump jets can overcome but non-jumping mechs could not ( such as a ravine a mech-width wide or lava flows with no bride across) would make jump jets a feature worth having rather than an expensive add-on with almost no functional use.
A: This will be prevalent in a map later this year.

Signal27: With the upcoming implementation of community warfare, will the players ever get to have an impact on the way the lines on the map of the Inner Sphere are drawn as they fight for their respective factions? Or will the map always strictly adhere to the canonical 3050s Inner Sphere maps published, with only published historical events (such as the Clan invasion) ever changing the way the lines are drawn?
A: Players will not be able to affect the borders directly. However players will be able to control a variety of fronts.

Weapons & Loadouts

Ozric: When can we expect the next phase of LRM balancing and/or how close are we to the LRM working as intended?
A: Over the next few patches.
Metafox: SSRMs and LRMs appear to share the same locking function, even to the point where Artemis benefits both indiscriminately. Are there any plans to decouple the two systems and tweak them individually?
A: No plans at the moment.

Riddler9884: Are there currently any new weapons or variations of weapons in the works?
A: Yes, we are adding all of the Clan weapons.

Palador: Will you be able to add mines to game? If they are laid by air strikes or artillery barrage it will give another use for the beagle active probe - mine detection!
A: We’re exploring ways to make consumable mines/drops.

ThinkTank: Are there any plans to add tonnage and critical space as a component of Cool Shot? If not, can you please explain the in-game mechanism that provides the temperature reduction? i.e. water or another liquid or a gas based temperature reduction device.
A: No plans. I’ll let David invent some “tech” description.

FrostCollar: In the past, you've mentioned the possibility of alternate ammunition types for certain weapons. Do you have any updates on any progress that has been made on that concept? Is that a feature that could potentially be ready around launch?
A: We’re not actively working on it and is not currently part of any launch plans.

Perspicatron: Do you have plans to implement active/passive sensors? I think that if every mech had a limited "stealth" mode there would be more use for TAG/BAP/Narc and it might balance the fact that only a select few mechs can mount ECM.
A: Yes. No ETA.

Edweird: Are there any plans in motion you can tell us about in regards to limited area of effect 'mech explosions when they get destroyed as in previous MechWarrior titles? Will this not deter going into the silly hugging fests and add a level of consideration as well as make flocks of light 'mechs swarming over a single one think twice before they commit? This might work well with knockdowns once they are implemented.
A: We’ve chosen not to go the route of exploding cores.

White Bear 84: When will addition abilities be give to the PPC such as distruption of HUD, target locks or minimap to enhance the viability of this weapon?
A: No ETA.

Tesunie: Are we to expect any kind of special ammo for weapon systems? In particular, I'm asking about Thunder LRM ammo. I think it'd be nice to predict enemy movements and blind fire these Thunder LRMs to set up a quick mine field on the ground.
A: No ETA.

Snowseth: Are there any plans to introduce unspotted LRM targeting and firing? Where instead of locking on to a target, a point on the map is targeted and fired at, with the missiles taking a very steep arc (and reducing the ground range).
A: No plans to support this. The effect is essentially artillery, which is supported via consumables.

Noktoo: Is it planned to introduce different damage types for energy and ballistic weapons and correspondive armor types like reactive and reflectiven or other armor types like hardned armor?
A: No plans.

Matchmaking/ELO/Server

irony1999: How do you see the Play button working with the launch of CW? Will the players be routed into one of several dozen queues, or will the 1st/3rd person and match type preferences be set in the lobby to keep the split to a more manageable level?
A: We’re still deciding the final execution, early thoughts are to make all matches Faction matches A vs B, with each team being made of up Faction players + solo or small groups (2-4) merc corps and/or lone wolves who have pledge allegiance to a faction.

Matta: Can you please explain in detail main reasons for limiting player account to certain server region (when it comes to that) ?
A: It’s a potential requirement of regional partners.

Thomas Covenant: Would you please reconsider not showing ELO score or go in more depth why you choose not too? I feel it's atleast as valuable as Kill-to-Death ratio(if not more). I would like to see it, even if it was private just to me.
A: For a variety of reasons we have chosen not to make this visible. It’s not something players can directly control, it’s used by an internal matchmaking service, and it can be gamed or manipulated to create artificial matchmaking scenarios.

Syllogy: Any details on the Public Test Server that you mentioned in NGNG Podcast #68?
A: Very soon 30-60 days.

Vadim Krasvanya: Why did PGI think MechWarrior Online needed Elo, that is, the Elo ranking system specifically and not another form of "skill based" matchmaking?
A: Elo provides a good skill based foundation for ranking and matching players together.

Helsynge: Will we be getting a european server any time soon during open beta?
A: Nothing official to report yet.

KinLuu: Are there any plans to implement some kind of ranking system/ladder? Maybe similar to LoLs or Starcraft 2s league systems? (Ceterum censeo, Elo esse repraesentatum)
A: Leaderboards are incoming.

Gameplay/Game modes/Issues

Butane9000: Can you post in detail how you plan for groups to work when you launch
the 12 v 12 functionality?
A: Exactly as they work now, except pre-made 8 player groups will require 12 players.

Cyberassassin: To create some competition among less formal groups, groups that play when they can actually get together or smaller groups, when can we have Lance(4) vs Lance(4)?
A: Since the cost of a running a dedicated servers is the same whether there is 1 or 24 players, we currently are not planning to allow matches to kick off without the maximum number of players.

Chylde: There has been a lot of talk in anticipation of the 12v12 matches that are to come. I would love it if we could also get an 8v8v8 option to change up the dynamic of the battles. is there anything planned for 3 team combat in the future?
A: This would require significant work to the UI, dedicated servers, game modes, and matchmaker. It’s not impossible, but not likely anytime in the near future.

Teralitha: You said that your against segmenting the player base further. What then, are you going to do to improve the current 2 modes we have to bring back players who have quit BECAUSE there is a lack of more game modes?
A: We’re reviewing the existing modes and will be balancing

Arcaist: Is there a chance you will implement defensive turrets/fortifications, whicht would spice up capping quite a bit?
A: Yes with CW modes.

Flying Fox 333: Are you considering allowing a battlemech reactor to overload? Either manually or by other factors
A: No plans.

Jarvis Lancaster: When the game is moved out of beta, will the players still have all their mechs and other items they purchased?
A: Yes.

Big Giant Head: Have you considered introducing crouch mode? And if so, are there going to be limitations of mechs that can crouch, or it has to be an upgrade like endo-steel and artemis or module (gyro module)?
A: It has been discussed internally, however no formal design work has been done.

Fishhawk: Are there plans to implement a "Retreat" button in the situation that your mech loses all weaponry?
A: No.

General
Teir Dasande: When will the next batch of 'Mech concept art drop?
A: We’re changing up how we handle BattleMech concept art. Expect some new content very soon.

Damocles: Will you be adding new vision modes? Example: MAD (Magnetic Anomaly Detector) and what is the ETA on vision modes being displayed on the cockpit glass?
A: No ETA on either. They have been designed and will be worked on at some future date.

carl Kerensky: How soon will we see Direct X 11 implementation? Would it be possible to see some screenshots on the visual improvements?
A: It’s almost done and in final QA testing. No screenshots available. DX11 isn’t a huge graphical improvement out of the box. Most of the bells and whistles require us to invest time in adding new features to the engine.

Utzelbrutz: Are there plans of showing the enemy mech chassis in the TAB menu after they have been identified/hit?
A: Possibly.

Team Leader: When will we get rid of the current "placeholder" (-Paul, many months ago) XP system and go back to the pilot roles and mech tech trees that are included in the Dev blog? I think many players prefer the system described in the dev blog to what we have now.
A: Trees evolved into the current design. We have plans to add more content to the existing system.

BitMonger505: Are there any plans to release a native 64 bit executable?
A: Possibly.

PaladinXIII: Will there be a Medium mech build contest soon?
A: We plan to do at least one contest per quarter. Next up – Assaults.

Karma Police: why not give us the abilty to shoot down LRMs with MGs and lasers?
A: Possibly.

Nihilo9: Do you have plans to implement a system that pushes players to form bonds? This is a very social game. Are there plans to put a system in place that brings players together?
A: Community Warfare will allow players to band together into more formal structures. UI 2.0 will see an improvement in chat and grouping mechanics.

Prosperity Park: Will the Heat mechanism be changed in the future such that Overheating to greater than, lets say 150%, would result in inescapable, guaranteed Heat Damage regardless if your Mech is Powered Down?
A: We’re happy with the existing system, so I don’t see this being added anytime soon.

Pinselborste: Is it possible to add full support for the xbox 360 controller, cryengine sdk has it included so it should not be a problem to inlcude it.
A: Yes in time.

Viperion: Can we get a pause button for premium time?
A: No plans to add this functionality.

Pakidis79: It has been mentioned before that around the time of the Highlander's release that collisions would be turned back on. Since the introduction of Heavy Metal, is there a more definitive time for collisions now?
A: Not sure who said that. Collisions will come after Launch.

TwigTech: Lately there's been a lot of love for optimizing the game for lower-end PCs. Are there any plans to provide further optimizations / options for higher end PCs? For example, will high-end PCs eventually have an option for even greater draw distances than they do now?
A: I expect we’ll start looking at higher end PCs when we release DX11.

DocBach: Are there any plans of increasing the function of other information warfare tools such as Beagle Active Probe or the Narc Beacon?
A: Yes, we are reviewing them now.

Ardlen: Can we get a method to bind zoom to the mousewheel scroll?
A: Sure.

Belorion: Will we get the ability to record log files so that we can do post match analysis on our matches?
A: No plans.

zhajin: What is the status of C3 and voice comms? This is a key communication feature in any modern, team based FPS. And continues to give a big advantage to groups over pugs.
A: Post launch.

Forum/Website/Sales:

Spirit of the Wolf: Will there ever be a 'planned schedule' of special bonus periods or sales so that players know in advance to be on during certain periods, such as a list of upcoming double XP bonus periods, or CB bonus weekends, etc? (More specifically, will there be a special event, or series of events, to commemorate the full launch, whether it happens in the Fall, or later, that will be announced ahead of time?)
A: In general terms, yes. (no specific details about each sale, just the date).

Lukoi: Any chance we'll be able to sort our stats page in ascending/descending/alphabetical order in the future? My Mechs don't always group together (Jenners are all over the place on the list etc.) and it would be nice to use an excel/spreadsheet style function to look over the data on occasion.
A: Eventually yes.

Ratiborus: Is it possible to implement the C-bills and/or MC transfer between the players?
A: No plans to allow transfer of any items or money between accounts.

Seth: Will we see a mobile version for the forums or a theme that is a little easier on our mobile devices and will we see a search tool bar that has the same functionality as the one from the closed beta version of the site?
A: Yes.
Rizzelbizzeg: Would you consider adding a little flavor text/lore behind each of the hero mechs to the mwomercs website?
A: Yes.

MurderFist: You guys have had a bunch of double xp events recently, will you ever have any double earnings events, where you would gain twice the amount, or at least certain percentage more c-bills than normally?
A: Possibly.


Title: Re: Mechwarrior Online
Post by: Merusk on April 21, 2013, 12:10:31 PM
Q/As are always amusing as you pick-out the subtle ways players are trying to get their favorite mechs buffed.   :awesome_for_real:


On another topic:  I learned this weekend that Ultra AC5s have a macro that players are using to keep them from jamming.  Its' easy to find and PGI has said they won't ban you for using it.  Go forth and wreck shit with ultra-imbalanced ballistic projectiles.*

* I was bitching about 2000m snipers in team chat Friday evening and my team thought I was 'stupid.'  Because, "there's RL projectiles that travel farther. This is totally realistic and balanced."  When I pointed out if they wanted realism we should have missiles that are Fire and Forget, or use image identification and blow you away without seeing the boat firing them I was told to "shut up and play."  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on April 21, 2013, 01:44:15 PM
Yeah, that little nugget has been out for quite some time, but despite my Marmoset like, I've never managed to bring myself to use it.

It FEELS like cheating.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 22, 2013, 04:09:21 AM
Roleplay buying your mech tech a few beers for reprogramming the firing computer for the UAC5, so they don't jam when you get all excited and hold the fire button down too long.  It slows the rate of fire, slows the rate of fire, if you are lucky it's hurting you, is the way to look at it.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 22, 2013, 04:51:53 AM
I dunno.  Maybe.

I honestly think my Atlas kill wouldn't have felt so EPIC if I'd had the macro on.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 22, 2013, 05:38:18 AM
Roleplay buying your mech tech a few beers for reprogramming the firing computer for the UAC5, so they don't jam when you get all excited and hold the fire button down too long.  It slows the rate of fire, slows the rate of fire, if you are lucky it's hurting you, is the way to look at it.

Seriously? Does it really slow down the rate of fire?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 22, 2013, 06:39:53 AM
If you fire the UAC5 too fast it has a 10% chance of jamming (or something).  A script or mouse macro can be created that would restrict firing to just below the "too fast" threshold, this would give you maximum and predictable DPS versus the more randomised unmodified behaviour.

Though as 10% jamming is very high, very rarely would you do better without the script/macro.


Title: Re: Mechwarrior Online
Post by: Llyse on April 22, 2013, 06:48:31 AM
GXP is granted at a terrible ratio to encourage you to buy MC and convert it from your other mechs that are maxed out.  1mc = 16gxp

1 mc = 25 gxp, but point is still rigth - the rate at which it is normally earned is shitty and encouraging for MC purchases. I've told this to some people before - but if you ever see them doing a double conversion promotion again then take advantage of it. 50gxp per 1mc saved shitloads of time for unlocking modules. Actually, I found a PM I sent about this, and still feel the same way -

Edit: holy shit the tip I gave in the spoiler reads in such an awful way, but the message should still be understandable :why_so_serious:
[/quote]

It's 50 mech exp for 1 GXP, is it worth it still?


Title: Re: Mechwarrior Online
Post by: Shannow on April 22, 2013, 07:36:33 AM
Had a 400+ damage round with a 4 MPL Cicada last night. 3 kills, including an Atlas. Basically I stuck with the ECM Raven and we ran around in the water on Forest Colony confusing the crap out of people. Then I got owned by an ECM Commando.

First time I've actually liked that Cicada.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 22, 2013, 07:49:18 AM
Not a mech I've tried yet, but to be honest, If I'm battling speedy mechs, it's the one I'd rather be fighting.  It's got a very boxy torso that's just easy to hit.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 22, 2013, 10:21:56 AM
Llyse I think it's worth it, yes. Without paying real money it will take you ages to unlock modules. With this "doubling" offer, you get to spend a reasonable amount to save yourself a lot of trouble. That said, of course, you can spend nothing and eventually you'll unlock that stuff anyway so it's up to you.


Title: Re: Mechwarrior Online
Post by: Segoris on April 22, 2013, 01:30:10 PM
It's 50 mech exp for 1 GXP, is it worth it still?

Short answer - Yes. As Falc said and what I had said in my spoiler in your quote - yes.



Title: Re: Mechwarrior Online
Post by: Lantyssa on April 22, 2013, 01:43:47 PM
Other than the extra targeting range, none of the modules really interest me.  (Plus I'd rather buy more 'mechs than modules.)

You can do fine without them if you want.


Title: Re: Mechwarrior Online
Post by: Merusk on April 22, 2013, 02:12:19 PM
Coolant flush takes a module slot, and that's all I really care about.  The rest are useless to me.


Title: Re: Mechwarrior Online
Post by: Jasper on April 22, 2013, 10:17:05 PM
Do you guys ever run organized 8 mech teams?  Or just 4 mech pugging?

I've been playing most solo or occasionally with a buddy, but playing a lot (22 mechs -- don't judge me!  :drill: ).

I'm considering being a bit more organized about in the hopes of having fewer matches determined by one side or the other being green, but am kind of leery of randomly applying for teams on the MWO forums.  I only know you guys a bit through blood bowl, but you seem a pretty reasonable lot. :mob:


Title: Re: Mechwarrior Online
Post by: schpain on April 22, 2013, 11:35:20 PM
Do you guys ever run organized 8 mech teams?  Or just 4 mech pugging?

I've been playing most solo or occasionally with a buddy, but playing a lot (22 mechs -- don't judge me!  :drill: ).

I'm considering being a bit more organized about in the hopes of having fewer matches determined by one side or the other being green, but am kind of leery of randomly applying for teams on the MWO forums.  I only know you guys a bit through blood bowl, but you seem a pretty reasonable lot. :mob:

heh, judging you for having 22 mechs.  You obviously didn't see Arthur's post with his pilot trees. 

Slayerik's mumble channel is the closest thing to organised MWO at the mo, i think the details for his mumble server are in the sticky. Most of the f13'ers who want to play organised check in there to group up; or you can friend up everyone in the rollcall sticky.  Usually there's 2-4 people online from this community at most times. 


Title: Re: Mechwarrior Online
Post by: Falconeer on April 22, 2013, 11:38:53 PM
I know this sounds very lazy, but I mostly play solo due to the terrible social interface. Since I pop in and out for a game at random times, the UI wall presents such an an annoyance that I accepted I am mostly going to play by myself until they introduce UI 2.0. I know that others have been grouping pretty steadily here, but my point is that it all still feels "so beta". So until they polish the UI, and even though I absolutely love the game, I can't even take it too seriously when it comes to winning or losing.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 23, 2013, 02:39:27 AM
I'm in the same boat here :  I'm usually online, but hardly ever group anymore because the Social Tools are shocking.

If you're on and you can get me, I will group up.  I also hang around the Mumble when I'm grouped because, you know, tactics and whatnot.

However, this game is still bull buggeringly bad socially and it needs to get better.  I want to be able to set my status so that you KNOW that I need to duck out the next match to put Elena to bed.  (bear in mind I'm usually never in the same timezone as anyone).


Title: Re: Mechwarrior Online
Post by: Llyse on April 23, 2013, 06:22:38 AM
I just converted 34750 Founder Atlas costing me 695 MC...

It's nice to have so much GXP lying around  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Slayerik on April 23, 2013, 07:48:02 AM
I've been out for a while due to some external influences, but I see myself coming back in stride soon. I'd like to try to get more towards an 8 man. Def feel free to log into the mumble listed.


Title: Re: Mechwarrior Online
Post by: Jasper on April 23, 2013, 07:52:48 AM
Same, just converted 60k of Hunchback H to GXP.  Been waiting for a "sale" on it for a while, though I do always wonder if maybe they'll eventually add something I'll wish I kept the MC for, since buying MC straight now is a much worse deal than you got as a Founder.

No idea what I'm going to spend it on though, as the only modules I'm missing are ones I don't much want.


Title: Re: Mechwarrior Online
Post by: Llyse on April 23, 2013, 05:55:29 PM
I think for communication purposes we should create an f13 MWO steam group, that's the easiest

Finally finished Basic mastery on my Hunchback so it was finally time to dust off my favourite Founder's HBK-4G. No tweaks besides an engine upgrade and I had a lot of fun for a simple chassis. My favourite moment was on the snow Conquest map where I was capping points and their whole team of heavies headed to Epsilon.

We were winning the cap war but slowly but surely losing our mechs. Our last Atlas my capping partner mentioned he was "going with god" to stall while we edged to 600 victory points. His sacrificed gave me more time as the lone survivor to make way behind a lone Dragon sniper where I sneakily backstabbed with my AC20 and Medium lasers for a low 61 damage all located in the Rear CT.

Extremely satisfying.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 23, 2013, 11:38:06 PM
From the Reddit AMA:

Quote
[–]CeaseToHope
What do you consider MWO's "end game" content to be, and what will be involved in earning it?
permalink

[–]BryanEkman
Epics. Ranking up in a faction. Performing skill based achievements. Time.
permalinkriferimento

[–]CeaseToHope
What are epics? What will be involved in ranking up in a faction?
"Performing skill based achievements" and "time" are what are involved in earning the end game content, correct?
permalinkriferimento

[–]BryanEkman
Epic would be the endgame for your Mech. Details forthcoming before launch. But it's going to be exciting and worthy of the effort.

Epics?  :ye_gods:


Title: Re: Mechwarrior Online
Post by: satael on April 24, 2013, 01:34:19 AM
From the Reddit AMA:

Quote
[–]CeaseToHope
What do you consider MWO's "end game" content to be, and what will be involved in earning it?
permalink

[–]BryanEkman
Epics. Ranking up in a faction. Performing skill based achievements. Time.
permalinkriferimento

[–]CeaseToHope
What are epics? What will be involved in ranking up in a faction?
"Performing skill based achievements" and "time" are what are involved in earning the end game content, correct?
permalinkriferimento

[–]BryanEkman
Epic would be the endgame for your Mech. Details forthcoming before launch. But it's going to be exciting and worthy of the effort.

Epics?  :ye_gods:

Sounds like something they are making up to get some money out of players who already have all the mech bays and all the exp (so no need for premium time) they need :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Llyse on April 24, 2013, 01:54:51 AM

Sounds like something they are making up to get some money out of players who already have all the mech bays and all the exp (so no need for premium time) they need :oh_i_see:

Pretty much. It'll be interesting to see how much money/MC is needed to Community Warfare but overall I think they've done well with Hero Mechs, Cosmetic items and Mech Bays to promote more MC purchasing


Title: Re: Mechwarrior Online
Post by: Falconeer on April 24, 2013, 02:11:02 AM
I agree that Hero 'mechs turned out fine so far. Epics on the other hand? I am really, really worried.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 24, 2013, 03:28:04 AM
Finally, it hit Clownshoes Critical Meltdown last night.

Was spectating in a Raven running at a top speed of about 70 with an AC 20.

For Fucks Sake.

Suffice to say, he did less than 100 damage, cause he couldn't hit shit.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 24, 2013, 07:58:08 AM
Well, I've come up with stupid builds like that for shits and giggles....to be fair.

But yeah, hope a ballistic tweak happens soon.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 24, 2013, 08:09:06 AM
Can you imagine it when they retroactively fit the 'changed weapons' look for the older mechs ?

That Raven would be running about with a hunchback thing on the side of its fucking head.


Title: Re: Mechwarrior Online
Post by: Zaljerem on April 24, 2013, 10:10:15 AM
I had a match last night against a team with at least 4 Highlanders poptarting ... it looked like fucking Whack-a-Mole, literally.

I'm usually pretty patient with whatever flavor-of-the-month is happening in the metagame, but it's pretty ridiculous right now.



Title: Re: Mechwarrior Online
Post by: Goreschach on April 24, 2013, 11:51:25 AM
From the Reddit AMA:

Quote
[–]CeaseToHope
What do you consider MWO's "end game" content to be, and what will be involved in earning it?
permalink

[–]BryanEkman
Epics. Ranking up in a faction. Performing skill based achievements. Time.
permalinkriferimento

[–]CeaseToHope
What are epics? What will be involved in ranking up in a faction?
"Performing skill based achievements" and "time" are what are involved in earning the end game content, correct?
permalinkriferimento

[–]BryanEkman
Epic would be the endgame for your Mech. Details forthcoming before launch. But it's going to be exciting and worthy of the effort.

Epics?  :ye_gods:

Sounds like something they are making up to get some money out of players who already have all the mech bays and all the exp (so no need for premium time) they need :oh_i_see:

Completely unrelated to the fact that they just deleted the general discussion forum.  :grin:


Title: Re: Mechwarrior Online
Post by: Shannow on April 24, 2013, 12:20:50 PM


Completely unrelated to the fact that they just deleted the general discussion forum.  :grin:

Anyone else see that as a 'bad sign'?


Title: Re: Mechwarrior Online
Post by: Merusk on April 24, 2013, 12:46:02 PM
The mention of "Epics" and "Endgame" in a first person shooter with currently questionable weapon balancing for "Standard" weapons makes me regret my founder purchase.   If I wanted that shit I'd do a Diku.

"OH joy, I got 2 shot by that Raven with ERPPCs instead of 4 shot."


Title: Re: Mechwarrior Online
Post by: Pennilenko on April 24, 2013, 01:56:52 PM
My legendary founder purchase was a serious mistake. Apparantly i needed to make a mistake of that nature to remind me to stay off of hype trains.


Title: Re: Mechwarrior Online
Post by: Jasper on April 24, 2013, 06:33:44 PM
I had a match last night against a team with at least 4 Highlanders poptarting ... it looked like fucking Whack-a-Mole, literally.

I'm usually pretty patient with whatever flavor-of-the-month is happening in the metagame, but it's pretty ridiculous right now.


I don't mind the Hopping Highlanders so much, though they are ubiquitous and tired.  They can be a pain in the ass if you're also in a slow Assault mech, but if you have a medium or heavy mech with long range firepower and decent speed you can often rip through them.  Simply flank around to where the cover they're relying on doesn't cover them and blast them as they scurry slowly to a new spot.  I've been getting a ~4.5 K/D ratio mostly popping Highlanders in a Trebuchet.

If you're stuck straight up you can just shoot them mid hop too, especially if you coordinate focus fire -- when they pop pretty much everyone can shoot them if you're ready, and then they won't want to hop anymore.

I do think it's rather silly that they can jump to maximum height and then land without jets and still apparently take no fall damage.  Didn't used to work that way, and hopefully they fix'll fix it.


Title: Re: Mechwarrior Online
Post by: Llyse on April 24, 2013, 08:00:31 PM
Yeah, they're boring and ubiquitous but not that terrible. I had plenty of fun running in with an AC20 Hunchie and annoying them up close. I might have to get a Yen Lo Wang at this rate at the next sale.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 25, 2013, 12:26:31 PM
Ok, I've now tried every configuration known to man.

This Highlander is shit.


Title: Re: Mechwarrior Online
Post by: Merusk on April 25, 2013, 12:47:06 PM
Have you tried poptarting?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 25, 2013, 01:03:08 PM
Yes.

Don't Even.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 25, 2013, 05:17:02 PM
You know what? The more I play, the more I think they really fucked up with the maps. They don't make your 'mechs feel big at all. Even the city one, the only one that has human-elements that should help perceive the right proportions, does a poor job if you ask me. And all the other ones? The environment feels so fake that it's just as if they put some human-sized robots into a generic MMORPG scenery map hoping you would make them big with your imagination and your notion that they are supposed to be big. Alpine Peaks is terrible about that, and even Turmaline Desert, which I love, doesn't really feel right when it comes to sizes. Is it just me? It could be.


Title: Re: Mechwarrior Online
Post by: Goreschach on April 25, 2013, 05:41:47 PM
It isn't the maps. It's because of the way the mechs handle. The game doesn't feel like big stompy robots because you aren't controlling a big stompy robot. The game treats the mechs like funny looking tanks as you slide around with no reticule movement, no aim bob, no recoil, and no gait.

Compare the movement in these videos.

MWO (http://www.youtube.com/watch?v=v0vxWXTNy6c)
MW5 trailer (http://www.youtube.com/watch?v=39xTPtNSxJU)


Title: Re: Mechwarrior Online
Post by: Llyse on April 25, 2013, 05:45:43 PM
I think that's a fair asssessment but it's something that's hard to solve and might not be as important as collision handling? I see a lot more lights running around thinking they're the bees knees.

I imagine they'd drop to half those levels if they put in the old collision solution. Not that lights are problem now, I would love the feeling of stomping an out of place light/medium to the ground.

Meanwhile I'm still having fun in my Hunchback especially when I had a friend in a Founder Catapult providing wonderful artillery support.

Ironwood: The Highlander is shite? I was sorely tempted to use it as a bigger brawler especially with an AC20 in the arm for one of them.

Centurion for my next mastery or buy an Atlas-RS to work on my Atlas Elite mastery?


Title: Re: Mechwarrior Online
Post by: Ironwood on April 26, 2013, 01:11:50 AM

MW5 trailer (http://www.youtube.com/watch?v=39xTPtNSxJU)


Goddamn Jenner Poptarting.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 26, 2013, 01:53:37 AM
It's really noticeable for me when the match starts. You are there surrounded by these big robots, and as soon as they start moving around they all pretty much look the same size and uhm.... not imposing at all. For some reason the Stalker is the most disappointing. It ends up feeling quite tiny, while I always pictured it as big huge giant terrifying zeppelin of doom. But even the Atlas doesn't look that big anymore, and the Highlander is another huge turnoff.

Don't mean to bash the game, I still love it. I just finally put my fingers on something that started bothering me once they added lots of new, weird (Highlander as an assault looks ridiculous to me) 'mechs: lack of detail in the maps, and some mech design and animations took the illusion of size out of the MWO for me. We need more stuff we can stomp on, a little less skyscrapers and barren empty canyons.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 26, 2013, 02:02:51 AM
Personally, as I've said before, I think the Art in this game took a massive step back.  When you look at the mechs they launched with and then compare the recent additions, there's something missing.  It just doesn't look as impressive.  Also, the swapping of hardpoints doesn't really work that well yet.  I don't wanna put Streaks on my Highlander only to see two MASSIVE missile holes in my chest.  It's totally jarring.

Further, that heavy Metal was just stupid.  A fucking Monstrosity.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 26, 2013, 06:21:30 AM
I imagine they'd drop to half those levels if they put in the old collision solution. Not that lights are problem now, I would love the feeling of stomping an out of place light/medium to the ground.
The old collision was stupid.  Lights fell over at the slightest breeze.  I don't mind some chance, but it was utterly ridiculous before.

There should also be a chance the heavier 'mechs get tripped up and fall, too.  Plus piloting checks for massive damage, being hit while shutdown, etc.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 26, 2013, 06:29:22 AM
And jumping like a 90 tons spring.


Title: Re: Mechwarrior Online
Post by: Shannow on April 26, 2013, 06:30:59 AM
And jumping like a 90 tons spring.

This. There have always been penalties for jumping in the board game. Why the fuck there aren't in MWO is bizarre.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 26, 2013, 06:42:51 AM
It's not as bad as the Gauss Rifle not having the original minimum range limitation.


Title: Re: Mechwarrior Online
Post by: Samprimary on April 27, 2013, 12:44:10 AM
Quote
It isn't the maps. It's because of the way the mechs handle.

it's actually because of the way the game's perspective comes out forced wrong. Pay careful attention to the way your cockpit is drawn into the world, and how actually fucking huge it seems compared to your environment. Which makes you feel really small. I still only have a trackpad but lemme try illustrating.

(http://i.imgur.com/CtsYWx0.png)

^ this. you feel like this because of the "size" of your cockpit and the perspective being equivalent to if you were much smaller.

It's only even moderately constrained in the atlas. in other mechs, you just seem teensy. like here, watch this video and pay attention to how the effective size of the cockpit makes it look like everything else is a miniaturized toy world and that you are in fact so close to the ground you might as well be wearing the cockpit over your upper body and simply running on your own feet:

http://www.youtube.com/watch?v=AXlygprEdRs


Title: Re: Mechwarrior Online
Post by: Ironwood on April 27, 2013, 03:29:13 AM
I don't even recognise that game in the video.  It looks fun.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on April 27, 2013, 03:34:10 PM
You know what's horrible to level up these days? The Catapult A1. Nightmare.


Title: Re: Mechwarrior Online
Post by: Hoax on April 27, 2013, 05:42:57 PM
Game seemed to keep taking big steps backwards. I started it up for the first time since the week of the highlander patch and it patched but I can't find notes anywhere. Did they do something good or something foolish? I'm not sure I want to play again until I see a decent patch out of this incompetents.



Title: Re: Mechwarrior Online
Post by: Ironwood on April 28, 2013, 02:18:40 AM
In other news, finally found a Highlander I can kinda live with.

UAC, 2 Meds, 4 ASRM6

It can really fuck up at close ranges, but, again, close range games have to be really, really worked at to happen.  I did like smashing a dual AC20's head in at 90 meters tho.


Title: Re: Mechwarrior Online
Post by: Samprimary on April 28, 2013, 07:23:02 AM
Right now the game is going through meta growing pains. Right now it's being dominated by distance sniping and a preference for long range high alpha (ppc's and gauss whee) and was made absolutely worse with the introduction of a 90 ton mech that can poptart.

It's really driving people off. I'm amazed to hear that organized gameplay has actually made the Hexalker (6 ppc stalker) an effective player, because it is Highest Alpha Didn't Care and this works on poptarts.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 28, 2013, 07:34:14 AM
6 PPC Awesomes are now in play.  It's just as silly.


Title: Re: Mechwarrior Online
Post by: Llyse on April 28, 2013, 09:08:40 AM
Right now the game is going through meta growing pains. Right now it's being dominated by distance sniping and a preference for long range high alpha (ppc's and gauss whee) and was made absolutely worse with the introduction of a 90 ton mech that can poptart.

It's really driving people off. I'm amazed to hear that organized gameplay has actually made the Hexalker (6 ppc stalker) an effective player, because it is Highest Alpha Didn't Care and this works on poptarts.

yeah it's a bit ridiculous but fun is what you make it. I got my personal best of 868 damage in my HBK-4P so I'm having fun being a nuisance. But yeah, I'm hoping for a small buff to lrms/srms now that I'm in my HBK-4SP

Edit: Had quite a few games with the 4SP and I'm not feeling the SRM love at all. My 4G is super vulnerable to focused fire but AC20 means I can back stab someone and take them down in 2 volleys. My 4P has amazing damage and seems so damn durable. The 4SP feels like a poor compromise of slightly more durability but poor damage. Any tips on SRM-6 usage?


Title: Re: Mechwarrior Online
Post by: Falconeer on April 29, 2013, 02:24:46 AM
6 PPC Awesomes are now in play.  It's just as silly.


A 4 PPC 'mech deals 120 *pinpoint* and not-over-time dmg in 6 secs. (fire -3s - fire -3s fire). It's ridiculous.
A 5 or 6 PPC 'mech on the other hand... well... fuck that bullcrap.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 29, 2013, 03:00:11 AM
To be honest, they're bad, but having them supported by Riflemen with AC20 (fuck you, I ain't calling them Jagermechs) and Cataphracts with 2 Guass and 3 Ravens or Jenner mounting PPCs, it's just all fucking clownshoes silly.

Also, you look at Sams video and look at how they play and how much punishment and fun can be had, and then compare and contrast what happens at the moment when, on Forest Map, I got some Cunt shooting me seconds after I'd started up and tore my shoulder to bits.  Same with River city.  You literally CAN'T move in predictable ways or pop any part of yourself out at Any Range or you WILL get uttery fucking smashed.

I don't mean to sound like some Bad Player who's just moaning for the sake of it, but here's the upshot :  If I'm on a team with a lot of PPC/Guass/AC20, I might win.  If I'm facing a team that has more of that than us, I'll lose.  Sure, being good and sensible comes into it, but not to a great extent.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 29, 2013, 03:06:09 AM
I haven't logged in for over a week, I find no enjoyment in it, in it's present form.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 29, 2013, 03:17:26 AM
Someone on the forums suggested the Hardpoints be changed to take weapon size into account, a la MW4.

While I hated MW4 with a passion, I do find it stupid that Machine Gun Light Mechs can mount AC20s.  This change would help and minimise the amount of LARGE WEAPONS FOR THE WIN nonsense.

Something I will ponder, but at the moment I'm grasping on behalf of PGI as to how to 'fix' it.

Christ, you know it's bad when Arthur ain't on.


Edited to Add :  Also, when I used to play TT you BLEW UP when you got too hot.  Not seen anyone do that much, unless it was an Ammo Cook Off.  What's up with that ?  Bring Back People Exploding, Bitches.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on April 29, 2013, 03:57:12 AM
They can't undo state rewind as people know the weapons work now, so will just learn to adjust their aim when using them and bitch about it.  They could screw aiming when jumpjetting, it makes sense, either wobble or reduce aiming adjustment speed whatever, but that won't fix the main issue.

Short of completely redesigning the larger maps, which would help a bit, they could dramatically increase shorter range weapon damage, srm's, mediums and (smalls especially need it) and lower their heat.  Or lower damage from long range weapons and up their heat (that won't affect gauss though).  Failing that they need to up armour across the board so the lower heat output, more dps from shorter range weapons has time to win out over crappy boated ppc builds.

Little of it is likely to happen though in my opinion as they don't seem to see the problem, the worst thing they did was reward boring gameplay, that's going to be incredibly hard to fix.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 29, 2013, 05:18:40 AM
Without comparing too much Mechwarrior to Battletech, I am trying to go back into the roots of the game and see what's not working. Obviously, aiming is part of the problem as in the tabletop there was always room for the random factor which could somehow balance things and weapons better than PGI seem to be able to do.

But more than that, I think that one of the most important parts of the original concept is that you are not really supposed to shoot alphas after alphas, and managing your heat is not only important (it is in MWO too), but it is actually critical since your very first shot cause in most 'mechs even a single alpha strike was going to leave you panting for some time. Even more importantly, an alpha strike was more likely going to give you some 'debuffs', which is what is totally missing in MWO, so as long as your engine stays on you are free to shoot as much as you like, or much more than originally intended anyway. This is really not OK.

I remember before Double Heat Sinks came into play in MWO so many were complaining because they couldn't build "heat neutral" 'mechs, meaning a 'mech that can dish out stable dps with _all_ its weapons. Basically, a 'mech that could shoot alphas over alphas. Now while that should be absolutely possible by design (as long as you load little weaponry) the problem to me is that in order to reduce what was considered -from an action videogame perspective- an unfun mechanics (having to wait before firing again), they went too far and opened the gates for what we have now: the natural regulator that is heat has been nerfed to a point where overall damage is out of control, and boosting armours across the board wouldn't help while nerfing damage would break other things. Heat is the defining stat of Battletech and what makes it into a great strategy game, it's just myopic to nerf that aspect in MWO.

I think they should redesign the way heat is generated and dissipated, and put a real "cost" on unloading all your weapons at once, especially when they are the most powerful ones. That should be some sort of a final measure, and something you can only afford once in a while, not the norm. But yeah, we all know this is probably not gonna happen.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 29, 2013, 05:22:10 AM
Quite.  A situation made worse by Coolant.  Coolant was lame in MW3 and it's lame here.

I want to see hot mechs EXPLODING.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 29, 2013, 05:45:46 AM
Also, while PPC was not fun to use when the travel time was slow, maybe slowing it down again a little would help. It would make them inevitably less precise.


Title: Re: Mechwarrior Online
Post by: Samprimary on April 29, 2013, 06:04:20 AM
They just failed to see what the inevitable application of long range high alpha was going to be once they put in state rewind, put in larger maps, etc.

Same thing happened in MW4 in a very short amount of time. Pinpoint damage at high range with large weapons. Congratulations! You have Solved the Game Equation.

I ran a Daishi with 4 Clan ER Large Lasers and 3 Clan Gauss Rifles. It was effectively the solution to everything forever always.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 29, 2013, 06:34:30 AM
They should make shutdowns last a lot longer.  Also bring back consequences for overheating.

I'm one of those who loves to make a heat-neutral 'mech.  HOWEVER, I do that at the expense of weapons.  In table top it's a viable plan to have a trade-off between a high alpha and a more moderate but sustained rate of fire.  Something like the Thug 13-K cripples itself to fire all its weapons.  It's a terrible 'mech in table top.  It's standard fare in MWO.


Title: Re: Mechwarrior Online
Post by: Slayerik on April 29, 2013, 07:20:00 AM
Yeah, I'm enjoying the game less and I was a huge fan. Highlander is just bad for the game. Right now, ballistics/PPCs are just stupid. I was running a fast TBT-7K the other night on Forest colony, and any place that didn't have cover I was watching the insane amount of PPCs and Gauss/AC20 fire wissing by me. Took enough damage where I had to cower behind a hill like a scared little girl. I couldn't even try to reposition. I just pop-tarted the round away on anything that got close. ZZZzzzzz

And about the 6 PPC awesome, I was runnin' that before it became cool (literally, before the coolant made it even more viable). Just for the record. ;)


Title: Re: Mechwarrior Online
Post by: Ironwood on April 29, 2013, 07:44:44 AM
I seem to remember from my TT days that a single PPC generated 10 heat and at 30 heat you blew up.

I hate to go on about this, but a SIX PPC MECH SHOULD BLOW UP.

Edit :  Yeah -

(http://d20battletech.wikidot.com/local--resized-images/heat/heattable.bmp/medium.jpg)

While that's from the D20 rules adaptation, it's interesting how harshly you are punished for overheating.  14 heat before you can restart ?  Stick that in MWO and see how many use 6 PPCS.  You'd better make that shot count, or that brawler will savage you.  And, yes, PPCs are 10 a piece, so he'd really be fucked.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 29, 2013, 08:19:57 AM
You had the round to dissipate it, but if your heat scale was up at the beginning of the turn it had all kinds of impact... like slowing to a crawl, fucking with your aim, or blowing up.

I really don't know why PGI fucked with this aspect of things.  It was a simple scale, but it's what balanced out all the 3025 weapons, and became even more important with the introduction of the 3050+ stuff.  Its only drawback was running so hot the pilot could fry themselves.


Title: Re: Mechwarrior Online
Post by: Llyse on April 29, 2013, 08:27:57 AM
You had the round to dissipate it, but if your heat scale was up at the beginning of the turn it had all kinds of impact... like slowing to a crawl, fucking with your aim, or blowing up.

I really don't know why PGI fucked with this aspect of things.  It was a simple scale, but it's what balanced out all the 3025 weapons, and became even more important with the introduction of the 3050+ stuff.  Its only drawback was running so hot the pilot could fry themselves.

Yeah, I think I'll take a break as well until they promote more varied game play


Title: Re: Mechwarrior Online
Post by: Falconeer on April 29, 2013, 08:28:31 AM
Because they wanted to cater to shooters fans, and even in its actual state lots of people I know dropped it almost instantly because: "What the hell is this heat bullshit? I wanna shoot let me shooooot!", so they made the most strategically important part of the game more market-friendly.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 29, 2013, 08:52:46 AM
And now, like almost every shooter before it, it's turned in a game of 'lame camping faggots' which I believe was the preferred, though not PC, term in my day.

 :awesome_for_real: :heartbreak: :ye_gods:


Title: Re: Mechwarrior Online
Post by: Merusk on April 29, 2013, 09:15:11 AM
Because they wanted to cater to shooters fans, and even in its actual state lots of people I know dropped it almost instantly because: "What the hell is this heat bullshit? I wanna shoot let me shooooot!", so they made the most strategically important part of the game more market-friendly.

Partially, yes.  However, if fan anecdotes are to be believed, one of the Devs is a little too into playing and making decisions on his own experiences in the game vs. looking at widespread data.  i.e. I saw one where "Brian was so pissed about ballistic impact affecting his aim they toned it down."

If true that's pretty damning and shows the game is going to head in even dumber directions quickly.

I'll say that if I die and start skipping through my team to see what weapons we have, I know the game is a loss if I see any MLas at all.  That shouldn't be happening.


Title: Re: Mechwarrior Online
Post by: Shannow on April 29, 2013, 09:16:01 AM
Because they wanted to cater to shooters fans, and even in its actual state lots of people I know dropped it almost instantly because: "What the hell is this heat bullshit? I wanna shoot let me shooooot!", so they made the most strategically important part of the game more market-friendly.

Having a tutorial system that could teach people that ....

Wait does MWO even have a tutorial?

Muthersuck are PGI a bunch of fucking idiots. I'm going to email them to suspend my founder premium time...lets see what they say.


Title: Re: Mechwarrior Online
Post by: Samprimary on April 29, 2013, 09:36:47 AM


MWO hit that sweet spot of golden fun and it was really enjoyable, and it's why we care as much as we do that the meta hardshifted after lrmpocalypse and turned the game really unfun. A 90 ton JJ-capable mech came out at the same time that gauss and ppc got state rewind. A game about stompy robot fight has become a game of stompy robot cower timidly from torso erasing pinpoint long range alphas.

This should be (and was) a game about juggernauts pushing forward and getting into glorious skirmishes. Today, skirmishing is losing. You can't close ranks with an organized enemy. Brawlers are obsolete, because even if you are slightly better at doing damage close range, your enemy is dangerous at nearly any range and will concertedly delete you with a couple of volleys if you try to cross over to where they are.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 30, 2013, 04:48:12 AM
So yes, the new keyword seems to be "hardpoint sizes (http://mwomercs.com/forums/topic/115128-hardpoint-sizes/)". Wouldn't it actually be a good idea? It would also help differentiate 'mechs a lot, which is something will be even more necessary when there will be lots more than the actual bunch. Not to mention that it would help matching the stuff visible on a 'mech model with what you can actually mount there. Wouldn't it be a great idea?


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 30, 2013, 06:13:50 AM
On the one hand I hate such restrictions.  On the other, something has got to give.

I'm just worried it'll make some already iffy 'mechs useless if they aren't careful.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 30, 2013, 06:37:27 AM
So yes, the new keyword seems to be "hardpoint sizes (http://mwomercs.com/forums/topic/115128-hardpoint-sizes/)". Wouldn't it actually be a good idea? It would also help differentiate 'mechs a lot, which is something will be even more necessary when there will be lots more than the actual bunch. Not to mention that it would help matching the stuff visible on a 'mech model with what you can actually mount there. Wouldn't it be a great idea?


Something I'd already mentioned in my post above and, frankly, something I think should be given serious consideration.


Title: Re: Mechwarrior Online
Post by: 5150 on April 30, 2013, 07:12:03 AM
While that's from the D20 rules adaptation

There was a D20 ruleset?!?!?

Damn how the hell did I miss that? Presumably it wasn't published by FASA but by WotC?


Title: Re: Mechwarrior Online
Post by: Falconeer on April 30, 2013, 07:34:15 AM
You missed that because it's shit (http://d20battletech.wikidot.com/introduction) like everything d20?


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 30, 2013, 08:08:21 AM
Never heard of the d20 ruleset.  In the old rules:

05 -1 MP
08 -1 to-hit
10 -2 MP
13 -2 to-hit
14 shutdown
15 -3 MP
17 -3 to-hit
18 Shutdown
19 ammo
20 -4 MP
22 ShutDown
23 Ammo
24 -4 to-hit
25 -5 MP
26 SHUTdown
28 AMMO
30 SHUTDOWN

If the Life Support has taken a hit, the pilot suffers damage at 15 and 25 heat.

Shutdown 'mechs are subject to aimed shots, cannot make piloting rolls, and can only restart if they pass the avoidance roll during the next heat phase.  (ie, they are out at least a full turn)


Title: Re: Mechwarrior Online
Post by: Falconeer on May 03, 2013, 06:17:15 AM
Official word on weapon rebalancing. Big change to Beagle Active Probe and as a result BIG change to ECM. But, hmmm.... no mention about the most recent long range hell.  This is weird as the boards are on fire (http://mwomercs.com/forums/topic/114598-command-chair-weapon-balancing-follow-up/) and the are clearly losing customers.

Quote
Update: SOME numbers, and a target date.

Machine Guns
MGs are getting their damage doubled to 0.08/shell.
MG range is going to be 120m and they will fall off to 0 damage at 240m.
MG Spread will remain unchanged for the moment.

LB10-X has had it's cone of fire reduced by 20%, giving it a bit more focused punch through it's travel space.

LRM speed will be increasing from 100m/s to 120m/s. This equates to about 5-10% more missiles hitting a moving target and it's quite a bit harder to dodge LRMs.

AC/5
After reading my last post, I think I was smoking something other than a cigarette when I said AC/5 damage would be changing. AC/5 damage is NOT changing. Their range however is increasing from 540m out to 620m.

NARC is going to have its firing distance increased as well as it's duration. This is still undergoing testing and will have numbers for you when they're ready.

BAP
Now here's the biggie. BAP is meant to increase your sensor range by amplifying your sensor systems. It allows you to get detail targeting information faster and also allows you to detect nearby shutdown Mechs. Yeah? So?... well...

BAP will now negate ECM within 150m (tuning number) of the enemy. Negate? What 'chu talkin' 'bout Paul?

If Mech X has BAP, and Mech Y has ECM, and Mech X gets within 150m or less of Mech Y, Mech Y loses all effects of ECM. It is a 100% counter to ECM. Mech Y is now vulnerable to LRMs/S-SRMs as long as Mech X stays within 150m. Any friendly Mechs to Mech Y will no longer be shielded until Mech X leaves the 150m area around Mech Y.

ECM is now a long range Mech item. A scout can now use it to remain hidden from LRMs while performing their job. A LRM/command Atlas can rain down death while maintaining LoS on their distant targets without worries of LRMs coming back at them.

ECM is now getting a dedicated hardpoint that works just like AMS. It will be located in a dedicated component such as the right or left torso.

ECM will also no longer mess with friendly IDF markings so you always know who's friend and foe.


Missile Update:
Missiles are coming along. A lot of stuff has been rewritten and we have to test and retune numbers to get them ready to be released back into the live game. So far LRM's are looking really good and SRM's are soon to be addressed as well. As of this writing we're putting the final numbers on LRMs so they'll be ready for large scale testing very soon.

DATE: All of the above is expected to be released in the May 21st patch.


Title: Re: Mechwarrior Online
Post by: Slayerik on May 03, 2013, 07:06:46 AM
So basically, not really looking at the real problems the game faces. I tried to play a few games last night. Every enemy I locked had LLs, dual gauss, dual AC20, PPC/ERPPC boats

Done until it's tweaked.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 03, 2013, 07:36:41 AM
In fairness, an LRM boost would really help, coupled with some of the electronic warfare stuff.

But yeah, it's not getting to the core of the problem.


Title: Re: Mechwarrior Online
Post by: Merusk on May 03, 2013, 10:45:09 AM
They won't suspend premium time, so don't bother asking like I did.

Ed: They're fixing problems from 3 patches ago.  So come back in 4 months and you might see a difference.  Clearly a quick turnaround on design challenges is not the team's strong point.


Title: Re: Mechwarrior Online
Post by: Shannow on May 03, 2013, 11:55:35 AM
They won't suspend premium time, so don't bother asking like I did.

Ed: They're fixing problems from 3 patches ago.  So come back in 4 months and you might see a difference.  Clearly a quick turnaround on design challenges is not the team's strong point.

They have strong points?


Title: Re: Mechwarrior Online
Post by: Falconeer on May 03, 2013, 02:23:02 PM
Quote

2013 MAY CREATIVE DIRECTOR UPDATE

Spring is here, and with it lots of cleaning.  The MWO team spent the latter part of April focused on fixing bugs, balancing weapons, and enhancing existing features.  The fruits of our labors will begin to show up in both May patches.  During the month of May we plan to reveal more details about Community Warfare and UI 2.0, and giving you some first looks at some upcoming content.
New Content:
`Mech of the Month – Blackjack (21st)
Hero `Mech of the Month – Misery (7th)
Champion `Mech of the Month – Jenner JR7-D© (7th)
New Patterns – Buccaneer (7th) and Cobra (21st)
New Cockpit Items – BattleMech Statues (7th)
New Modules – Seismic Sensor, UAV, Advanced UAV. Improved UAV, and UAV Upgrade (21st)
New Map - Canyon Network (21st)
Canyon Network

Canyon Networks is the latest map to enter the MechWarrior Online universe.  Deep ravines and long sheltered paths are ideal for speedy scouts, but beware - there could be an ambush waiting around every blind corner.  The high crags in the center of the map (conquest point Theta) form a highly defensible natural fortress.  Long sightlines and ample hiding spots make the canyon tops a sniper's playground - use caution if you stray up top, and be ready to dive for cover.
UAV Consumable

Players can now equip and launch a new battlefield consumable – the UAV drone.  This automated unmanned vehicle will launch 150m into the air, and keep station for up to 60 seconds before self-destructing.  The UAV can burn through ECM, providing targets for allied team members.  UAVs are vulnerable to weapon fire.
Seismic Sensor Module

On May 21st, players will be able unlock and equip a new tactical module – the Seismic Sensor.  This sensor is capable of detecting enemy BattleMech movement within 200 meters of your current location.
Hero `Mech Colors

Players can now customize up to 3 colors on their Hero `Mech colors in Camo Spec!  We look forward to seeing some of your new pain schemes on the battlefield.
Bug Fixes

With an extra week between patches, the MechWarrior Online team took time out of their production schedule to focus on some much needed hardening.  Some long standing HUD related bugs and crashes, and black screen bugs have been addressed and will go live in both the May 7th and May 21st patches.  Stay tuned for more detailed information with each release’s patch notes.

Fixes and Improvement Highlights
Fixed friends list size limitation.
Better incoming message notification.
Improved message context sensitivity.
Chat Colour coding/User identification.
Decoupled Anti-Aliasing from System Spec option.
Implemented brightness/Gama option.
Fixed an issue where users were being disconnected during game.
Fix for possible soft lock users experienced while playing a match.
Fixed a crash that some users experienced when the end of round screen timer ran out and they were kicked back to the Mech Lab.
Fix multiple control rebind issues.
Fix for 'Mechs losing the ~1km/h with speed tweak.
Fixed a black screen bug that could happen to users after the loading screen.
And much more!


Title: Re: Mechwarrior Online
Post by: Falconeer on May 03, 2013, 02:33:43 PM
Alos, get a calculator and check your stats. Something really fish could come out of that.

Quote
Just checking my own stats:
ER PPC: 506 shots fired, 302 hits, 3135 damage dealt. => 10.38 damage per hit.
PPC: 636 shots fired, 299 hits, 2460 damage dealt. => 8.23 damage per hit
Even assuming I never fire beyond max range for ER PPCs... That's a bit more than expected.

Compare to non-PPCs:
Gauss Rifle:
961 shots fired, 547 hits, 8303 damage dealt => 15.18 damage per hit

Huh?

Is there a bug with weapons that have exceptional range?

AC/20: 1255 shots fired, 763 Hits, 15190 damage => 19.91 damage per hit
For the record, I definitely fire AC/20s beyond their ideal range.
AC/10: 422 shots fired, 244 hits, 2364 damage => 9.69 damage per hit


Title: Re: Mechwarrior Online
Post by: Ironwood on May 03, 2013, 03:32:44 PM
Didn't they go over the maths on the forums already and it takes crits into account ?  Those weapons crit a lot.


Also, anything that works 'at 200 meters' to detect mechs is an utter fucking waste of time.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 04, 2013, 03:28:15 AM
Missiles would appear to be back.  Lots of people sporting them and, even though apparently NOTHING'S CHANGED, they seem to really hurt.  Not sure why...


Title: Re: Mechwarrior Online
Post by: Falconeer on May 04, 2013, 04:59:18 AM
New Hero 'mech coming next Tuesday is a Stalker and it's called "Misery".
Should cost 6375 MC, sporting (speculated from the picture): "LA 2 energy and a missile door, LT Gauss, CT 1 energy, RT 1 srm6, RA 2 energy and a missile door."

A Gauss Stalker is exactly what we needed  :oh_i_see:
Anyway I might get this due to my love for Stalkers and 6500 MC left from the Legendary purchase made back in July.


(https://static.mwomercs.com/img/hero/bg/cca273e1c969d85e619cded025bca9af.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on May 04, 2013, 05:11:33 AM
5 PPCs and a Gauss.

 :oh_i_see:

 :uhrr:


Title: Re: Mechwarrior Online
Post by: Merusk on May 04, 2013, 05:41:52 AM
Stalker hero mech!   :drill:  :heart:

I played a few games this morning. It seems like missiles have indeed returned and as a result there were fewer poptarting morons and matches were more than long-range slugfests.  You still get your ass beat if you're a brawler and all the long-range are still alive after your team has foolishly run face-first into a swarm of the enemy ( :why_so_serious:) but at least you can take one or two out before snipers blow up your engine.

Also, lol ECM ERPPC spider.  :uhrr:


Title: Re: Mechwarrior Online
Post by: calapine on May 04, 2013, 06:47:23 AM
New Hero 'mech coming next Tuesday is a Stalker and it's called "Misery".
Should cost 6375 MC, sporting (speculated from the picture): "LA 2 energy and a missile door, LT Gauss, CT 1 energy, RT 1 srm6, RA 2 energy and a missile door."

A Gauss Stalker is exactly what we needed  :oh_i_see:

Heeeeeeeey! Woody! Falcy! Waaazup bros? I am back to the parteeey!  :why_so_serious:        Ahem...*cough*

Anyway. As long as it's just one Gauss it doesn't seem that bad. Mostly seems to be the excessive boating of pinpoint damage weapon that's the issue lately.

But yes, it's disheartening. MWO is (was?) such a fun little game, but the complains about the state of things (on here, other forums, the paragon group I used to play with, etc) are quite off-putting. I once again find developer blindness towards balancing/game mechanics hard to understand. Back when ECM was first introduced in devblogs literally everyones (including mine) reaction was 'omg, that sounds op'. It was just so obvious. And now finally...months...later they are nerfing is. Even on paper the flaws were visible.

If we take this developer ineptitude and use it to project it future handling of the sniper-alpha-issues that plague the game now, I see black.  :heartbreak:


Title: Re: Mechwarrior Online
Post by: Samprimary on May 04, 2013, 09:51:59 PM
 oh my good holy lord.

gee we're having trouble with pinpoint long range high alpha dominating games and turning them into soulless snipefests. better release a chassis that can run 4ppc 1 gauss olololololol


Title: Re: Mechwarrior Online
Post by: Goreschach on May 04, 2013, 10:08:32 PM
oh my good holy lord.

gee we're having trouble with pinpoint long range high alpha dominating games and turning them into soulless snipefests. better release a chassis that can run 4ppc 1 gauss olololololol

$30


Title: Re: Mechwarrior Online
Post by: Falconeer on May 06, 2013, 02:56:17 AM
5 PPC Hunchback. (http://www.youtube.com/watch?feature=player_detailpage&v=yzgkdEVmc6w#t=366s)


Title: Re: Mechwarrior Online
Post by: Ironwood on May 06, 2013, 04:14:31 AM
Yeah, that shows how nuts it is.

Question :  What the hell was the explosion at the end ?  How is it they do overheat damage because it looked like he cooked off in bits ??

(Also, so many times during the whole ten minutes I was screaming at the screen "YOU SHOULD HAVE EXPLODED.  HEAT IS BROKEN.")


Title: Re: Mechwarrior Online
Post by: Hoax on May 07, 2013, 01:09:54 AM
Have not and will not play this in awhile maybe ever again. The writing was on the wall from before the moment I broke down and started playing that these guys are really really bad at their jobs. But yeah I didn't even last the week of the Highlander patch. It was so obvious where the game was going.

I mean am I crazy or in CS, which is the most revered competitive fps game ever or close to it, don't they have cone of fire? The idea that MWO can't have that because casuals/fps players wont tolerate that kind of bullshit is nonsense. Its what the game desperately needs and if you tied it to heat levels, moving fast and jump jetting it'd be pretty close to tabletop cannon wouldn't it? What the fuck is the problem here, oh yeah its that these chucklefucks are horrible game devs.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 07, 2013, 01:58:14 AM
The trouble is, it still has moments of fun that show through the bullshit.  Played with my Marmoset last night and close up gunned down 3 enemy mechs by travelling through the caves and getting behind them.  Then I was gunned down by the PPC Bullshit and Ravens with Large Lasers.  There is still some real fun to be had if they'd just pull heads out of asses and make some changes.

It has become exactly what we feared it would :  The Biggest Mechs with the Largest Guns Online and it's rather sad to see.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 07, 2013, 04:18:30 AM
It was a great game for months, it's incredible how bad all the "improvements" made it.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 07, 2013, 04:25:51 AM
It's more incredible that they're not owning that fact.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 07, 2013, 04:45:56 AM
I still believe they will fix it. I just want it to be sooner.


Title: Re: Mechwarrior Online
Post by: Merusk on May 07, 2013, 06:07:05 AM
They'll fix it when the money stops.  Here's the thing, there's enough people who like it this way I don't see the money stopping.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 07, 2013, 07:25:35 AM
True enough.  I'm amazed they sold that many Gay Highlanders.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 07, 2013, 09:40:50 AM
Here is Misery. (http://www.youtube.com/watch?v=vVnkBs9WQMM)

+10% Turning Rate, +10% Acceleration. +10% Pay 2 Win.


Title: Re: Mechwarrior Online
Post by: Hoax on May 07, 2013, 09:50:27 AM
They'll fix it when the money stops.  Here's the thing, there's enough people who like it this way I don't see the money stopping.

No they will try to fix it when the golds look up from their own asses and are upset there is barely anyone to play with anymore but by then it will be too late to salvage. Dead game incoming. These PGI guys are fucking terrible.

Here is Misery. (http://www.youtube.com/watch?v=vVnkBs9WQMM)

+10% Turning Rate, +10% Acceleration. +10% Pay 2 Win.

I've seen this pattern before in other games. Devs make bad moves that hurt player participation and leave lots of people on the sidelines not spending money. They are already not making as much money as they expected/want so they give the p2w factor a little juice to right the ship. Problem is once you open that pandora's box you just can't resist the urge to do it again and again.

Coolant should have made this obvious to everyone but this hero mech EVEN IF THEY NERF IT (I don't want to hear that shit) puts the notion that these guys aren't those kind of devs to rest.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 07, 2013, 11:18:50 AM
Here is Misery. (http://www.youtube.com/watch?v=vVnkBs9WQMM)

+10% Turning Rate, +10% Acceleration. +10% Pay 2 Win.

:facepalm:


Title: Re: Mechwarrior Online
Post by: Goreschach on May 07, 2013, 04:27:08 PM
Just gotta post PGI's backlog again:

Code:
Die Hard: Nakatomi Plaza(PC) 			04,2002		54 Metascore 50 User Score
EA Playground(DS) 10,2007 60 Metascore 82 User Score
Medal of Honor: Heroes 2(PSP) 11,2007 69 Metascore 72 User Score
Need For Speed: Undercover(PSP) 11,2008 52 Metascore 68 User Score
Transformers: Revenge of the Fallen(PC,360,PS3) 06,2009 61 Metascore 66 User Score
Bass Pro Shops: The Strike(360,Wii,PC) 10,2009 63 Metascore 48 User Score
Duke Nukem Forever(PC,360,PS3) 06,2011 51 Metascore 53 User Score


Title: Re: Mechwarrior Online
Post by: Trippy on May 07, 2013, 04:55:02 PM
I mean am I crazy or in CS, which is the most revered competitive fps game ever or close to it, don't they have cone of fire? The idea that MWO can't have that because casuals/fps players wont tolerate that kind of bullshit is nonsense. Its what the game desperately needs and if you tied it to heat levels, moving fast and jump jetting it'd be pretty close to tabletop cannon wouldn't it? What the fuck is the problem here, oh yeah its that these chucklefucks are horrible game devs.
CS (at least the original and Source, dunno about GO) doesn't have cone of fire if you are standing still -- your first shot will always hit dead center. It does have recoil so subsequent shots will drift depending on the weapon used and how long you wait between shots.


Title: Re: Mechwarrior Online
Post by: Hoax on May 07, 2013, 05:08:42 PM
And that exact system would work very much like the tabletop accuracy modifiers for movement that have always been a part of Battletech. They probably can get away with not having something as complicated as recoil if they just had a cone that gets worse the faster you move (and esp if you jump, so fuck right off pop tarting) and gets worse the hotter you are running.

My point is the myth that the mass market won't tolerate anything but 100% pinpoint accuracy all day is utter fucking bullshit.


Title: Re: Mechwarrior Online
Post by: Trippy on May 07, 2013, 05:24:07 PM
Yeah CS fixed it's bunny-hopping sniping bullshit a long time ago by dramatically decreasing accuracy if you are moving or jumping with a sniper weapon (for other weapons the penalty isn't as severe).

On the other hand you do have to be careful with this stuff. Otherwise you might end up with something like the horrifically bad CoF system that PlanetSide has.


Title: Re: Mechwarrior Online
Post by: Goreschach on May 07, 2013, 05:26:55 PM
Ironically, whenever someone brought up convergence and inaccuracy on the MWO forums the battletech grognards would start bitching about how it would be pandering to 'COD casual modern gamers'.

Not that I think the forum zeitgeist had any effect on the course of PGI, but it's still amusing to see the backpeddaling now that the problem is so obvious.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 09, 2013, 03:27:21 PM
Some interesting play the past 3 days.

I've been playing almost exclusively in my Marmoset and noticing that since most utter cunts are at full zoom with long range weapons, I'm usually able to take at least two down by sneaking round and shooting them in the back.  I am, in fact, utterly amazed at how well this seems to be working.  My favourite so far was 4 mechs in one game, mostly because 2 of the chaps that I first killed logged out instantly once I'd done so, clearly not bothering to tell anyone 'Hey, Dudes, Rabid Marmoset'.

This does, however, only serve to highlight how awful it's gotten.

On a related note, there was a 6 AC2 Jager tearing shit up.  I've looked and I can't see how you make that viable...


Title: Re: Mechwarrior Online
Post by: Slayerik on May 09, 2013, 07:43:34 PM
Best I could come up with is JM6-DD (http://mwo.smurfy-net.de/mechlab#i=65&l=aadd69a322715f0e595e55959433063143f72a01)

Horrible cooling, so I guess you better be chugging coolant. Horrible armor, horrible speed. Pretty much horrible.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 10, 2013, 01:07:18 AM
That's what I thought.  But the guy was honestly piloting like an utter demon and was second last man standing.  The Dakka Dakka was deafening.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 10, 2013, 01:18:19 AM
It must be just my perception, but I'd say that in the last few days I've seen more 'mech parts being hit than just the CT, and more components being destroyed. Is it just me?


Title: Re: Mechwarrior Online
Post by: Ironwood on May 10, 2013, 01:20:06 AM
That's certainly been the case for me.    :grin:


Title: Re: Mechwarrior Online
Post by: Llyse on May 13, 2013, 07:17:19 AM
That's certainly been the case for me.    :grin:

The question is the discounted Yen Lo Wang worth it for someone who wants to master medium mechs eventually?


Title: Re: Mechwarrior Online
Post by: Ironwood on May 13, 2013, 07:22:43 AM
I think all of the Centurions are good mechs.  When fighting, they seem to have the best longevity of any other Mech.  You literally can't get these fuckers to go down and stop fighting until you Core them or shoot them in the fucking head.

(http://media.screened.com/uploads/1/11801/411405-boris_the_blade.jpg)


Title: Re: Mechwarrior Online
Post by: Merusk on May 13, 2013, 07:32:21 AM
Agreed. They've fallen out of favor in the current "Heaviest mech with the longest range weapons" design, but they were fearful when things were working.  Seems like you always saw at least 2 or 3 running around, armless but still kicking ass, unlike Hunchies who seemed to explode if you sneezed on them once the arms were gone.

Long-term I'd love to have a few in my garage.


Title: Re: Mechwarrior Online
Post by: Zaljerem on May 13, 2013, 07:35:09 AM
I agree with Ironwood and Merusk; the Centurion is one of my favorite 'Mechs. I own them all, and have Mastered most of them.







Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 13, 2013, 08:12:29 AM
That's certainly been the case for me.    :grin:

The question is the discounted Yen Lo Wang worth it for someone who wants to master medium mechs eventually?

http://themittani.com/features/mwo-hero-mechs

Assuming the game goes back to making some kind of sense, the above is still valid.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 13, 2013, 08:19:01 AM
While that doesn't nullify what I said, if we're talking Hero mechs, it has to be the Marmoset.

I love my Marmoset.  I'm also about 15 million up playing with my Marmoset over the last couple of weeks.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 14, 2013, 02:05:03 AM
Yesterday hotfix should have finally squashed the HUD bugs.

Then, there's a screenshot of the Blackjack going around:

(https://pbs.twimg.com/media/BKKTHWjCYAEk2Pt.jpg:large)


Also, buff to flamers. Something like: (https://twitter.com/bryanekman/status/333990377910571009)

Quote
Target heat will increase exponentially due to Heat Retention.  These tweaks just went into test today.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 14, 2013, 07:50:07 AM
Why is it wearing the Spiderman suit ?


Title: Re: Mechwarrior Online
Post by: Falconeer on May 14, 2013, 08:42:35 AM
No, it's quilt. It's a snow map, you know.


Title: Re: Mechwarrior Online
Post by: Zetleft on May 14, 2013, 05:28:21 PM
Full body fishnet


Title: Re: Mechwarrior Online
Post by: Falconeer on May 15, 2013, 01:39:37 AM
Long writeup about the squashed HUD bugs. You might like it if you can understand theyr language.

Quote
Hey everyone,

With the HUD bug hotfix coming out soon, I’ve been asked to provide a write up about what we found, and explain a bit about why it took so long to resolve these issues. I was brought on to help resolve these issues relatively late in the process, once we suspected that the problem did not reside within Piranha’s internal code, but was in-fact a pre-existing issue either in the game engine we were using, or in some other external system used by the game engine in turn.

As you all are probably aware, MWO is built on CryEngine. CryEngine uses the very popular Scaleform flash library for all of its UI, and additionally has replaced the default windows implementation of the standard template library with a third-party implementation called STLPort.

Our first challenge in solving this issue was simply finding a reliable process for reproducing and detecting HUD corruption issues to begin with. The issue appeared to be affecting random bits of the HUD UI with extremely random behaviour. The CSR’s, QA, and community testers spent a lot of time scraping through community posts trying to collect common themes and patterns, and testing what they found to see if there was any discernible correlation that might help us out. By the time this process was completed, the QA team had run hundreds, if not thousands, of games in the testlab under varying circumstances, visually inspecting each screen for any signs of HUD corruption and collecting any common factors, such as Windows versions, common hardware configurations, GPU driver versions, etc. Several leads were investigated during this process, including 64-bit issues, alt-tabbing, and low memory conditions, but unfortunately none of these were capable of providing us with a 100% reproduction rate.

When I was brought on, Jin, our senior graphics engineer, and Sean, our UI engineer, had determined that there was a major issue somewhere in the CryEngine to Scaleform layer that was basically causing C++ calls made by the game to invoke incorrect flash functions in Scaleform. This was after significant effort was spent tracking down and investigating other suspected causes, such as random heap memory corruption, or threaded race conditions.

We first spent a considerable amount of time attempting to reproduce the issue with a debug build and breakpoint a failure case, in the hopes that the error was obvious, but also to get an idea where the issue truly resided so we knew where to focus our efforts. Eventually we did manage to reproduce one of these issues with a debug build, and what this effectively confirmed for me was that there was almost certainly an issue somewhere in CryEngine itself. Starting from here, it became important to understand as much about the interactions between CryEngine and Scaleform as possible.

What followed was about two days of line by line debugging and auditing code in order to figure out what the intended behaviour of these systems were. I’ve got several pages of notes from this process, outlining general flows and several class structures. Once I had a good idea of how this system was intended to work, I spent some time building up a set of validation and verification routines to detect when these subsystems entered an invalid state. I was specifically interested in a convoluted set of lookup structures which mapped string handles to Scaleform object instances. The end result was an extremely slow build, but which would crash and generate stack call data whenever it detected that the CryEngine scaleform layer had entered an invalid state.

This immediately produced results for us. CryEngine has built a global string table subsystem, which is used to accelerate specific string operations as well as save memory, similar to the string tables kept by some other languages. Additionally, users can create handles to this global string table in the form of CryName instances.

Internally, we found that this global string table is built upon a case-insensitive string hashing mechanism, which it used to determine whether or not an entry exists within the global table or not. This case insensitive compare is most likely a result of the case insensitivity of the windows filesystem, and the probable roots of this CryName system in resource handling. In the case of Scaleform it was actually an error. This meant, if the UI team had ever added two flash elements to a single player which differed only in case, one of those elements would have been essentially inaccessible to us.

Unfortunately, it turned out that the case-insensitivity issue was not related to the current HUD corruption issues on production, so for now I revised the verification routines to similarly ignore case, and we continued with our debugging.

Again, we reproduced a real instance of the HUD issue with the revised verification code, and this time we managed to isolate a single function call as having put the system into a bad state. This was enormous progress, as we could now focus on this single specific function. We audited the function line by line, and unfortunately determined that while messy and initially confusing, it was actually safe, and should not have resulted in the behaviour we were observing. It’s important enough to note that internally this issue had an extremely low reproduction rate, and that this function was invoked hundreds of times every time a client loaded into a game. For this reason it was impossible to know ahead of time whether or not a given single call would produce the behaviour resulting in corruption. Instead, I went back and added extremely heavy logging to this specific function in order to determine the flow sequence that was resulting in the HUD corruption.

Once again we reproduced the issue, and we were left with baffling results. The logs indicated that the STL library itself was in error; but this was nearly inconceivable. The data structure from in question was an std::map, which was implemented as a red-black tree in STLPort. This is an extremely efficient self-balancing tree structure with excellent performance characteristics. STL data structures for user defined types take a user defined sorting criteria. This sorting criteria must guarantee a property known as strict-weak ordering. I had already examined this sort operator for correctness, which was one of the CryName structures in question, and determined that the comparison operator definitely obeyed strict-weak ordering. In fact, since the global name table guaranteed one instance for any given string in memory at the time, CryName used absolute memory addresses as their sorting criteria. Now, this sounds terribly unsafe, and I spent a good while verifying that a CryName would never be deleted from the global table and re-added at a different memory location while being stored as a key value in one of these mapping structures. CryEngine guarantees this by keeping reference counts for every CryName. However, what we DID find was extremely surprising.

STLPort has a whole category of data structure assessors which take member function template parameters, rather than template parameters defined by the data structure types themselves. This appears to actually violate the STL spec, as the function signature for a map access is definitely defined in terms of the key type for the data structure itself. The problem however manifested as follows:

CryScaleform layer attempted to lookup a structure which did not yet exist in their cache layer, this triggers a load and bind operation. This lookup operation involved passing a string key value as a const char * to the map operator[] function; however the operator[] function was templated in such a way that the key value provided actually expanded to a const char * at compile time rather than a CryName instance.

What followed was a terrible failure case, where a CryName instance would be constructed, inserted into the global name table, and compared against a given node within the map, and then destroyed and completely removed from the global name table; only to happen all over again at the next level down in the red-black tree.

This definitely threw away all concept of strict-weak ordering. Now, if the global name table happened to allocate the comparison CryName object at differing memory locations, what would result was essentially a random walk through the tree structure, and the final map node returned to us was completely unpredictable. The only reason any of this system tended to ever work was because of the tendency of the memory allocation subsystem to reuse the same memory address when reallocating one of these global name table entries. As soon as the memory subsystem deviated from this behaviour, the function in question would fall apart and generate completely unpredictable results. This was the root cause of our HUD woes, and once found was relatively easy for us to address.

Unfortunately this leads us to very serious bug number two. Once the mapping structures were repaired and this subsystem was put back into a good state, QA located another bug; this time relating to a race condition between precached texture loads. This manifested only as missing minimap textures. Jin, our senior graphics guy, very quickly located this issue and identified it as an incorrectly scoped lock during the precache phase in CryEngine. With these two issues finally resolved, the QA reproduction rates finally dropped to 0%.

Hopefully this gives you some sense of how deep these issues ended up taking us, and why it ended up taking so much time.

tl;dr: The HUD bugs were a result of undefined behaviour in CryEngines scaleform wrapper library, which took considerable effort for us to track down and fix.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 15, 2013, 02:18:54 AM
I actually like it when companies do this.


Title: Re: Mechwarrior Online
Post by: Phred on May 15, 2013, 04:34:53 PM
I actually like it when companies do this.


The problem with it is the length of time it takes a highly skilled worker to write that up when they need him fixing bugs/coding. :)


Title: Re: Mechwarrior Online
Post by: Merusk on May 15, 2013, 08:36:53 PM
Good news: Missiles seem to be viable once more.

Bad news: Matchmaker is clearly fucked as one side will always have 3-4 LRM or SRM boats while the other is PPC/ Brawlers.   

At first I thought it was just my perception, but then I started playing chassis with no missiles and it was still true.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 16, 2013, 12:47:49 AM
A very important little bit that surfaced yesterday on Ekman's twitter:

Quote
Player's question:
Anything in the pipe to adress all the convergence issues and topics that are rising more and more? Where do you stand on this?

Bryan Ekman 's reply:
it's on our radar for review. The design team is working feverishly on a big tuning pass for the 21at #mwo patch.




Title: Re: Mechwarrior Online
Post by: Ironwood on May 16, 2013, 01:23:36 AM
See, this is my perception also, but I'd like to know WHY.  They've never admitted to changing missiles, but you see more of them and you see them working, even on brawlers like me.

What gives ?


Title: Re: Mechwarrior Online
Post by: Merusk on May 16, 2013, 03:08:36 AM
They upped the speed on them, so that had some effect.  Beyond thati don't have a clue other than it seems more folks are using 20s, so that extra 5 missiles seems to assist a lot.


Title: Re: Mechwarrior Online
Post by: Zaljerem on May 16, 2013, 06:27:03 AM
They upped the speed on them, so that had some effect.  Beyond thati don't have a clue other than it seems more folks are using 20s, so that extra 5 missiles seems to assist a lot.

I had some excellent games last night with my AWS-9R missle boat .... I got a ton of XP from using Tag, 4xLRM-15s+Artemis coming down on your head really hurts, Sensor Decay helps big time. Just need to finish Mastering it for the other module slot (Sensor Range) and it will be all it can be.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 16, 2013, 08:03:21 AM
See, this is my perception also, but I'd like to know WHY.  They've never admitted to changing missiles, but you see more of them and you see them working, even on brawlers like me.

What gives ?


Dunno but some people get bored or want to check if a weapon has changed and then other people copy them, there's a sometimes noticeable cycle to it.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 16, 2013, 08:04:28 AM
Yeah, that's fair enough, but it doesn't explain why they rained down death on my head when they're usually ignorable.

:)

I suspect shit's being sneaked in.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 16, 2013, 02:01:41 PM
Yeah could well be, I must have checked small pulse lasers 6 times in beta as I couldn't believe they wouldn't tweak them into semi useful and forgot to mention it, think for about 2 weeks once they were ok'ish.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 16, 2013, 04:05:26 PM
Link (http://mwomercs.com/forums/topic/73536-weapon-balancing/page__view__findpost__p__2355519)

Quote
Update: PPC/ERPPC cooldown bumped to 4.0s.  

Flamers re-configured to heat a Mech up to 90% of it's heat threshold and is capped at that point. If the target Mech fires, chances are they will shut down. The more flamers you have on your Mech, the faster it will take the target Mech to its 90% cap. We do not want the flamers to directly shut down a Mech which would introduce a very nasty stun lock.

To be included in the May 21st patch.

Quote
Forgot about the level of assumptions that would be made about the PPC change.

Let me clarify, this is not a change to "nerf" boating/high alpha builds/"poptarting". It's a change to put the refire rate of the PPC back in line with the rest of the large energy weapons.

Under investigation right now:
To curb boating with high alphas... we are testing a system that induces a heat scale when firing multiples of the same weapon within a specific time frame. The more weapons fired of the same type, the higher the scale climbs.

Possible internal damage on certain heat levels of the player's Mech. If you blast past your shutdown threshold and then some, you start to take damage internally.

Investigation items are not locked in and are exactly that... thoughts and tests. Do NOT go flying off the handle about how this won't work or that won't work until we make an official post. It will severely help your blood pressure.

Hey it's the old extra heat for boating shit idea they had over 6 months ago, let's fuck medium & small laser mechs because we can't figure out that letting people shoot with pinpoint accuracy in a game with massive damage, long range weapons might be an issue.

Bit of a worry that if you are recycling bad ideas, still never mind lets fiddle with machine guns and flamers  :heartbreak:


Title: Re: Mechwarrior Online
Post by: Pennilenko on May 16, 2013, 04:18:17 PM
When I started playing at the beginning of all of this, I felt the game was really fun. Unfortunately the developers nerd fucked the fun right out of this game. That and they are really shitty developers. Oh yeah, they are also slow as shit.


Title: Re: Mechwarrior Online
Post by: Goreschach on May 16, 2013, 04:22:40 PM
Don't even care any more. Game is dead.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 16, 2013, 04:29:13 PM
The whole circus of short-sighted changes is really annoying. Dead, not by a longshot. Sorry it's not fun for you anymore but the core is solid.


Title: Re: Mechwarrior Online
Post by: Pennilenko on May 16, 2013, 04:30:31 PM
Hehe, Like you have any type of credible objectivity.

If there is any sort of worthiness left in the core of the design, these developers are certain to continue squandering it.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 16, 2013, 04:40:12 PM
Ok, game is dead.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 17, 2013, 02:15:26 AM
Fuck that.  Game is still free and pew pew.  Hardly dead.

I am, like all the rest of you, amazed at the shortsightedness that comes with being INSIDE the company and in Silos.  It's why I don't do anything stupid, like drop tons of fucking money on games that aren't even out yet.  Pointing no fingers.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 17, 2013, 02:34:55 AM
For the entertainment I had it from it, it was worth it, that's factoring in a major pc upgrade that was needed too.  I played the crap out of this, more than anything else ever, played nearly 5k games just since the last wipe.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 17, 2013, 02:41:06 AM
My "credible objectivity" is taking bets on the popularity factor and financial state of this "dead game" one year from now.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 17, 2013, 02:49:07 AM
I'm not saying this didn't get money from me.  Just not tons of it.  Totally worth it.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 17, 2013, 02:57:57 AM
My "credible objectivity" is taking bets on the popularity factor and financial state of this "dead game" one year from now.

It's an uncertain bet now though Falconeer, true they might pull something good out of the hat, but they are just like any other "beta" game out there now.  Months ago while still in real beta they had a brilliant game.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 17, 2013, 03:23:34 AM
I would be ridiculous if I claimed that it will be inevitably successful. Of course I could be very wrong, and very disappointed. But I think I have enough elements to bet it will be (For the record, I didn't spend any money of it after the initial Legendary purchase). As I said I think the core is so solid and so good that no matter how badly they try to screw it usually things get somewhat adjusted within a month or two, so their thirst for money will keep it not-dead for a long time. Seems so me there's still a fuckton of people playing it no matter how many burned out already on the little content available at the moment. Do you really think that leaderboards, achievements, community warfare, a new UI, more maps, more modes, and more 'mechs are gonna kill it? They are not necessarily gonna improve the gameplay, sure we'll see about that, but to call it "dead" is as ridiculous and extreme as calling it "perfect".


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 17, 2013, 03:59:16 AM
I wasn't calling it dead, though I have zero desire to play with the way things currently are.   It seems they are going for a more tactical sniper game over a more brawling/skill based game.  Host State Rewind means any idiot can shoot effectively now and lights that used to be paper to the sniper rock, find that snipers are now scissors.

I think you are being optimistic, nothing wrong with doing that, but for me, I see PGI as a good couple of miles from shore, swimming in the wrong direction, when they used to be on the beach getting free cocktails from bikini babes.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 17, 2013, 04:35:40 AM
Not you Arthur. Goreschach and Pennilenko.


Title: Re: Mechwarrior Online
Post by: Pennilenko on May 17, 2013, 06:14:12 AM
My "credible objectivity" is taking bets on the popularity factor and financial state of this "dead game" one year from now.

Im sorry if you read my post as hostile. I was really just trying to poke innocent fun at you.

After all I bought a legendary founders pack like a giant moron.


Title: Re: Mechwarrior Online
Post by: calapine on May 17, 2013, 07:31:19 AM
Well, we the game can't be that bad. We are on post #3003 in this thread!

More seriously. I agree with those (everyone?) that say the game went into the a bad direction lately...sniper boating, consumables, ECM, <insert pet peeve>, but think it's too early to write it off. The most egregious problems are balancing issues and not the game mechanics itself. So while there is no guarantee that PGI gets their act together it's not beyond point of no return yet.

FakeEdit: In the thread announcing the PPC changes that Arthur linked a dev did acknowledge there is an issue:

Quote from: Paul Inouye
Let me clarify, this is not a change to "nerf" boating/high alpha builds/"poptarting". It's a change to put the refire rate of the PPC back in line with the rest of the large energy weapons.



Title: Re: Mechwarrior Online
Post by: Yegolev on May 17, 2013, 09:32:14 AM
I MUST POPTART OR MWO IS DEAD


Title: Re: Mechwarrior Online
Post by: satael on May 17, 2013, 11:19:05 AM
Somehow just not having that much fun in the game recently. Just played 2 matches on the ice map (poor visibility so a little less sniping there) with double-gauss muromets and both turned boring (partly due to my choices). In both games I was the only one (on either side) to use the tunnel; in the first game (conquest) I spent the game capping the 2 farthest points and not getting  any shots off (we were losing by points since the enemy held all the others but the game ended with all the enemy mechs down). The second game was assault and seemed to go better (for me) as I made it behind the enemy and started to gauss em down at the ship wreck in the middle only to see them move towards friendly base (I also noticed the game was 6-0 in their favor) and I couldn't catch em before they capped the base  :uhrr:

tl;dr: it's either a sniping fest or a really quick brawl in the middle these days


Title: Re: Mechwarrior Online
Post by: Falconeer on May 17, 2013, 02:27:53 PM
Ask the Devs 38 is out. (http://mwomercs.com/forums/topic/118178-ask-the-devs-38-answered/page__pid__2358467#entry2358467) Too much stuff to make highlights, but I'll just leave here the one that depressed me (my wishful thinking optimism does not prevent me from seeing what is wrong with this team).

Quote
DeathofSelf: What is your reason behind the decision to not reintroduce collisions/knockdowns until after launch?

A: Priorities mostly. The same people needed to work on Collisions are needed to work on CW and UI 2.0.

 :ye_gods:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 17, 2013, 02:53:36 PM
Quote
Pencilboom: What do you guys feel about large weapons boating? And what are you guys planning to do to prevent them from creating game imbalances?
A: This is something that Paul is looking into currently and he will post a CC statement on his findings. We’re also exploring incentivizing players to balance out their BattleMechs better on a personal and team level in addition to small tuning changes.

Forcing people to mix weapons should be a red flag to them but they don't see the problem, it's the age old issue of devs not playing the game enough, they also killed the general forum a while back, which was the main feedback loop.

If it's not just me not liking the current gameplay, that's always difficult to tell, but it's so bad I don't think it is.  The fall in numbers of players should let them know fairly soon that something is wrong.


Title: Re: Mechwarrior Online
Post by: Merusk on May 17, 2013, 03:01:43 PM
I wonder how much of a fall in players there is.  I've certainly noticed hitting "Launch" is taking longer and longer, regardless of how heavy the mech I'm using is.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 18, 2013, 03:17:19 AM
(http://i.imgur.com/hTqGjpW.jpg)

Above is just for the mwomercs.com, maybe we'll get a better idea of player figures if they ever manage to put CW in.

(http://i.imgur.com/TtXVuGB.jpg)


Title: Re: Mechwarrior Online
Post by: Hoax on May 18, 2013, 10:36:02 AM
Quote
Pencilboom: What do you guys feel about large weapons boating? And what are you guys planning to do to prevent them from creating game imbalances?
A: This is something that Paul is looking into currently and he will post a CC statement on his findings. We’re also exploring incentivizing players to balance out their BattleMechs better on a personal and team level in addition to small tuning changes.

Forcing people to mix weapons should be a red flag to them but they don't see the problem, it's the age old issue of devs not playing the game enough, they also killed the general forum a while back, which was the main feedback loop.

If it's not just me not liking the current gameplay, that's always difficult to tell, but it's so bad I don't think it is.  The fall in numbers of players should let them know fairly soon that something is wrong.

Still staying far away from this. These guys are just no good at this. They are fixing the wrong problems the wrong ways.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 18, 2013, 04:28:09 PM
Paul Inouye engages a random forum poster (http://mwomercs.com/forums/topic/118233-paul-inouye-regarding-system-that-induces-a-heat-scale-when-firing-multiples/) and spills some more info on the solution they are investigating to prevent excessive PPC boating. This comes after his statement from two days ago:

Quote
Under investigation right now:
To curb boating with high alphas... we are testing a system that induces a heat scale when firing multiples of the same weapon within a specific time frame. The more weapons fired of the same type, the higher the scale climbs.

Possible internal damage on certain heat levels of the player's Mech. If you blast past your shutdown threshold and then some, you start to take damage internally.


Today:

Quote
Quote
Random Forum Poster, on 18 May 2013 - 12:41 AM, said:
I have read your posts on an energy system. I thought about the same thing, but I just don't like the idea, so I didn't reply to your other posts so far. Since you are bringing it up here, though, I will share my reason for feeling the energy system is not the right solution:

I already have a heat gauge to watch; and don't need another one for energy.

Paul Inouye, on 18 May 2013 - 12:50 AM, said:
Um... who said ANYTHING about a gauge to watch? Are you confusing heat scale (which is a heat penalty that increases over time or some other factor) with an actual HUD element?

Quote
Random Forum Poster, on 18 May 2013 - 12:41 AM, said:

Energy system would add another mechanic for PGI to have to get right, and they obviously aren't capable of understanding the game-play, armaments, etc. without adding an additional layer of complexity.

PPCs can be fixed with easy range and (slight) heat modifications.
Paul Inouye, on 18 May 2013 - 12:50 AM, said:
So you want heat modifications to help fix PPC's? This is what a heat scale is. It's also unique to weapons. Some weapons will hardly see a problem... some others will see larger penalties.


Am I reading it right? Consequences for boating and overheating only for some weapons, or different based on the kind of weapon?


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 18, 2013, 04:45:45 PM
I try to be personally polite most of the time but Paul has always been an argumentative dumb arsehole, good luck trying to make sense out of anything he says.  He's the worst dev by a mile and PGI apparently hate him interacting on the forums.


Title: Re: Mechwarrior Online
Post by: Merusk on May 18, 2013, 07:19:01 PM
Am I reading it right? Consequences for boating and overheating only for some weapons, or different based on the kind of weapon?

Yes, that's what he said in the first place.  It would have been clearer if they'd tossed some actual numeric examples.

My understanding is (not using actual numbers because I don't want to look them up):
Alpha PPC = 6 heat
Alpha 2x PPC = 2(6)+2 Heat
Alpha 4x PPC = 2(6) + 10 Heat
Alpha 6xPPC = 6(6)+20 Heat

So the more of a weapon type you have, the higher the heat penalty on your alpha.

However, if you chain fire, that penalty might be  +0, +5, or +10 depending on how far from the penalty CD you fire again.


Title: Re: Mechwarrior Online
Post by: Hoax on May 18, 2013, 08:28:40 PM
That shit is why I'm nowhere near coming back to this game. These guys are so fucking bad. That is the most cumbersome and complicated and stupid fix to the wrong problem. What a bunch of dumbass shit devs these guys are. Giant robots deserve better than this.


Title: Re: Mechwarrior Online
Post by: Merusk on May 18, 2013, 09:38:10 PM
Yeah,  and all to avoid the simple fix of convergence delay or cone of fire.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 19, 2013, 09:40:53 AM
I was thinking that most of the current issues have really come to light because there is less lag and hit detection is so much better.  6 ppc mechs were a stupid thing to do for a laugh in the past because you'd likely miss and die, (it was a great way to teach yourself to aim though). 

To use a terrible analogy, if PGI was hosting the archery events at the Olympics, it would be identical bows, clamped to tripod in a locked firing position in an indoor arena with no wind.   They've removed most of the random/skill nature element from the game.

With the move to 12 v 12 coming at some point I wonder if the extra resource impact of that on the servers is going to help introduce new random elements.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 19, 2013, 02:49:12 PM
All the trailers' music.

https://soundcloud.com/mechwarrior


Title: Re: Mechwarrior Online
Post by: Llyse on May 19, 2013, 07:00:11 PM
That shit is why I'm nowhere near coming back to this game. These guys are so fucking bad. That is the most cumbersome and complicated and stupid fix to the wrong problem. What a bunch of dumbass shit devs these guys are. Giant robots deserve better than this.

The devs aren't the brightest bunch by a mile but I agree with Falc that it'll plod along but could be so much better. It'll take me an eternity to get anywhere close to Arthur's time and that was worth a chunk of Founder cash.


Title: Re: Mechwarrior Online
Post by: Hoax on May 19, 2013, 08:20:36 PM
I just can't stand it. The keys to balancing the game are in the fucking game.

The heat penalties that are in the fucking game, fix all heat boating and pop tart shutdown alpha bullshit in one pass. If you are at 95% heat and dump a 6 ppc volley your mech fucking blows up. If you are 95% heat you can't hit anything at long long range and you can barely move. That's in the fucking game. If you are jumping in the air or running at 100+ kph you don't get pinpoint accuracy. That's in the fucking game. It disgusts me that it took 8 patches for them to get to basically the proper missile damages (the ones from TT) and its going to take them what seems like forever, meaning they will never get it, to make ac20 at 1000m and 6 ppc not the best builds.

What are their redeeming qualities other than that they are working with good IP? They can't design maps, they can't design game modes. Social sucks. The way mechs ragdoll and struggle up hills doesn't feel like a sim it feels like your playing <insert any UT shooter here> with generic character physics.

They have a great mech concept art guy and they have done good work with the texture and models of the game. Full stop. Everything else they do is average to horrible.


Title: Re: Mechwarrior Online
Post by: Zetleft on May 19, 2013, 10:42:26 PM
I can't disagree with anything Hoax said, I fixed my lockup problems awhile ago and still can't seem to log in and play.  As others have said I will log on randomly to see if anyone I know is playing and if they are not I close the game and move on.  They have an awesome IP and they just fuckup implementing what is in the rules to cater to the run and gun cod style of gaming instead of making a simulation.  But I can't really fault them in that as that is where the money is but that is not what I want in a mechwarrior game.  This is turning into the same shit of that mechwarrior game on xbox which was total action and fast mechs.  I will probably still play if people I know are playing and its free but I have little faith that this will take alot of my limited gaming time anymore which is sad to say.  I hope they change it up and really enjoy when I can join up with people from here so we will see where it goes from here. 


Title: Re: Mechwarrior Online
Post by: Falconeer on May 19, 2013, 11:30:50 PM
I just can't stand it. The keys to balancing the game are in the fucking game.

The heat penalties that are in the fucking game, fix all heat boating and pop tart shutdown alpha bullshit in one pass. If you are at 95% heat and dump a 6 ppc volley your mech fucking blows up. If you are 95% heat you can't hit anything at long long range and you can barely move. That's in the fucking game. If you are jumping in the air or running at 100+ kph you don't get pinpoint accuracy. That's in the fucking game. It disgusts me that it took 8 patches for them to get to basically the proper missile damages (the ones from TT) and its going to take them what seems like forever, meaning they will never get it, to make ac20 at 1000m and 6 ppc not the best builds.

I agree 100% with what you said up to this point.

What redeems it for me is that even with all this being absolutely true, I still have lots of fun playing. And I can only assume that even with the worst case scenario of everything staying the way it is now, Community Warfare and organized play with friends (many of which refuse to touch it until it has Guilds and Corps) will make it better, not worse.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 20, 2013, 02:09:50 PM
New map trailer, Canyon Network. (http://www.youtube.com/watch?v=Hy1wfelghrE)

Size is pretty much like Caustic Valley.


Title: Re: Mechwarrior Online
Post by: Samprimary on May 20, 2013, 03:27:28 PM
As far as I can tell, giant robots rarely get this good a shake. I'll be as sad as anyone else if the Good Times turn out to be a fluke, but given how much fun I had before the Bad Times, I also don't think it's impossible for the magic to hit again.


Title: Re: Mechwarrior Online
Post by: apocrypha on May 20, 2013, 10:45:45 PM
OK, they've got an engine, they've got a load of art assets, they've hopefully got a pile of money from this.

Would it be beyond the realms of possibility for them to make a single player, campaign driven game, à la MW4 etc? And if they did do you think it would have a market? I know I'd be interested (unless it sucked wet farts out of dead pigeons).


Title: Re: Mechwarrior Online
Post by: Ironwood on May 21, 2013, 01:05:08 AM
Not a chance.  Nowhere near enough resources.


Title: Re: Mechwarrior Online
Post by: satael on May 21, 2013, 01:36:15 AM
Not a chance.  Nowhere near enough resources.

Maybe they could kickstarter it (I mean they probably got most of their profit for mwo from founder packages so kickstarting should be right up their alley)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 21, 2013, 01:41:01 AM
They have been very careful not to rule PVE out, IF MWO is a success then anything is possible.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 01:56:34 AM
While I am very, very happy with finally haveing a multiplayer Mechwarrior, it's not like I wouldn't be extremely happy with a new singple player game, too. Who would?

I am sure they are thinking about it, for the future, given enough resources.


Title: Re: Mechwarrior Online
Post by: satael on May 21, 2013, 03:08:37 AM
Not a chance.  Nowhere near enough resources.

Maybe they could kickstarter it (I mean they probably got most of their profit for mwo from founder packages so kickstarting should be right up their alley)  :why_so_serious:

...and just yesterday someone started a mech game kickstarter (http://www.kickstarter.com/projects/stompybot/heavy-gear-assault-0) (though it seems to aim at multiplayer/e-sport segment instead of a single-player game)


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 05:01:30 AM
That's not a mech game. It's a mecha game.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 08:34:28 AM
Looks like Jump Jets will make your crosshair shake.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 21, 2013, 08:39:35 AM
You know what else does that ?

Six PPCs to the fucking face.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 08:48:47 AM
The most annoying thing is that 5 PPCs do the same thing. And even 4, which happen to be very viable, are insanely devastating. Anyway, anti-boating heat-scale incoming, right?


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 09:32:19 AM
Here's the Blackjack trailer. (http://www.youtube.com/watch?v=65NhBVDaF_w)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 21, 2013, 10:23:24 AM
http://mwomercs.com/forums/topic/118540-patch-may-21st-server-downtime-at-10am-pdt/


Title: Re: Mechwarrior Online
Post by: Ironwood on May 21, 2013, 01:04:35 PM
LRM's working again.

 :ye_gods:


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 01:13:21 PM
Better damage, better speed, better tools to support it. BUT, it comes with a buff to AMS. I guess we have to wait and see how it works. I am worried though. Everything they touch breaks something else.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 21, 2013, 01:17:17 PM
I'm lrm'ing the fuck out of anyone with a ppc.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 21, 2013, 01:49:01 PM
This cannot be stressed enough :  Put your AMS THE FUCK BACK IN.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on May 21, 2013, 02:21:45 PM
Glad I never took it off!   Laziness once again proves to be my benefactor in gaming!  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2013, 02:34:20 PM
This whole thing turned that Stalker with double AMS into a lovely machine.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 21, 2013, 02:43:23 PM
I bought a Highlander C before the patch that I put LRMs in just for fun.  Never got anywhere with it.

Tonight, I've maxed the perks.  Jesus Christ, the death.  And watching those little 2 PPC fucks die ?  Priceless.


Title: Re: Mechwarrior Online
Post by: Merusk on May 21, 2013, 04:13:45 PM
Sounds like it's time for my Stalker 5M and Founder's Catapult to take a little walkabout once more.


Title: Re: Mechwarrior Online
Post by: Kail on May 21, 2013, 04:27:02 PM
Not a chance.  Nowhere near enough resources.

Maybe they could kickstarter it (I mean they probably got most of their profit for mwo from founder packages so kickstarting should be right up their alley)  :why_so_serious:

...and just yesterday someone started a mech game kickstarter (http://www.kickstarter.com/projects/stompybot/heavy-gear-assault-0) (though it seems to aim at multiplayer/e-sport segment instead of a single-player game)

Holy shit, Heavy Gear!  Wow, that takes me back.  I love that setting.  Thanks for linking this, would have totally missed it otherwise.


Title: Re: Mechwarrior Online
Post by: Llyse on May 21, 2013, 05:59:11 PM
Sounds like it's time for my Stalker 5M and Founder's Catapult to take a little walkabout once more.

Sounds like the perfect time to buy a Trenchbucket or two  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on May 22, 2013, 12:39:44 AM
On yesterday's missile update. In short, they buffed it too much, so in the first June's patch there's going to be a nerf to pslash damage and dive angle. Along with crosshair shaking when using Jump Jets (confirmed).

Quote
Missiles Missiles Everywhere!


As you may have noticed, and if you haven't then hoooboy, the LRM/SRM flightpaths have been rewritten.

By default, there are a number of points along a flight path that tell the missiles when to change direction in their arc to target.

(http://i.imgur.com/jUrGA3H.png)

As you can see this is a standard arc flight path. This is not an issue at the moment.

There IS however an issue with in-direct fire. When you have a spotter spotting you and the LRM carrier does NOT have line-of-sight, we move the "dive now" point closer to the target to help hit people hiding behind minimal cover. The problem is, we've pushed this dive point too far out and have missiles dropping too steeply.

(http://i.imgur.com/mkJFlXv.png)

One other thing (and this was sorta mentioned in Ask the Devs 38), is that we missed the patch window by a day and were not able to get a splash damage reduction into the build for this patch. The splash damage is pushing a lot of damage to CT at the moment.

These issues will be fixed very soon. (Hopefully before the first June patch. If not, then it WILL be the first June patch)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on May 22, 2013, 01:18:20 AM
I don't know if it was intentional but making LRM's crazy powerful (for the 4th time?) was an effective way of stopping everyone running sniper builds.  That sniper shit was the worst thing ever, at least you can get close to an lrm boat for an easy kill.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 22, 2013, 01:55:13 AM
My impression is that random games are always gonna suck and they are inevitably going to show the worst aspects of the actual meta. I'd say the game is beginning to have lots of counters for pretty much everything, but that only shows in organized play. Scouting, indirect fire, calling targets, maneuvering, baiting, expand and collapse, capping, intercepting, there's so many useful things that can be done by good teams with coordination. Especially in Conquest maps. In random matches though, the average quality of everything is really low and it's nothing more than a trigger-happy mess where the flavours-of-the-meta-month make everything even more annoying. I am really looking forward to organized play, be it Community Warfare or simply Tournaments.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 22, 2013, 03:27:28 AM
I dunno.  Group this morning with a NARC/TAG Commando running about spotting.

It was brutal.  We didn't even hurt them.


Title: Re: Mechwarrior Online
Post by: Llyse on May 22, 2013, 07:22:58 AM
I don't know if it was intentional but making LRM's crazy powerful (for the 4th time?) was an effective way of stopping everyone running sniper builds.  That sniper shit was the worst thing ever, at least you can get close to an lrm boat for an easy kill.

Just had a massive mechwarrior session LRMs are pretty overpowered now but like Arthur stated LRMs are much much more easier to counter than snipers. The other wonderful thing is LRMs promote light mechs spotting.  :heart: :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: satael on May 22, 2013, 07:56:29 AM
My favorite mech is still the founder atlas with 2xlarge pulse and 2xlrm15+tag. Most of the time it's pretty weak and then there are some moments it's overpowered but rarely does it feel balanced :awesome_for_real:
and yes, lrms are probably overpowered again since the single game I played yesterday was 4 kills and 1 assist


Title: Re: Mechwarrior Online
Post by: Ironwood on May 22, 2013, 11:26:17 AM
I think the new map is shit.

Is it just me ?


Title: Re: Mechwarrior Online
Post by: Llyse on May 22, 2013, 05:26:47 PM
I think the new map is shit.

Is it just me ?

I kinda like it but I've only played on it 3 times. It's visually nice and seems kinda tactical where you pop in and out of. Also it promotes jumpjet use not just for poptarting. So it has a tick from me.


Title: Re: Mechwarrior Online
Post by: schpain on May 22, 2013, 10:18:06 PM
CT damage was a touch high with LRM's last night, but that can be tweaked.  agreed in that LRMs are alot easier to counter than alpha builds. 

I think buffing CT hp slightly across the board would be a reasonable change to make also, to take the focus off coring someone everytime and instead incapacitating mechs (arms/leg/head/shoulders).


Title: Re: Mechwarrior Online
Post by: Llyse on May 23, 2013, 12:05:59 AM
CT damage was a touch high with LRM's last night, but that can be tweaked.  agreed in that LRMs are alot easier to counter than alpha builds. 

I think buffing CT hp slightly across the board would be a reasonable change to make also, to take the focus off coring someone everytime and instead incapacitating mechs (arms/leg/head/shoulders).

This is more due to TAG/NARC/Artemis stacking issues combined with decreased LRM spread and increased LRM damage.

You're now allowed to eat one volley in an Atlas in the open before being ripped to shreds. I like it and my 4 Med Pulse laser, 2x LRM 15, AC 20 Founder Atlas a lot more now


Title: Re: Mechwarrior Online
Post by: Falconeer on May 23, 2013, 12:21:17 AM
While the buffs to NARC/TAG/Artemis grouping are helping, they admitted too much LRM damage is going to the CT and said it's gonna be fixed in the next patch.

Quote
we missed the patch window by a day and were not able to get a splash damage reduction into the build for this patch. The splash damage is pushing a lot of damage to CT at the moment.

UPDATE: Ekman twitted that it might be hotfixed this week.

UPDATE 2 (more twits): "Min range (for PPC) is 90m. At 45m the PPC was doing 25% damage, instead of 50% damage."

So basically PPC got a buff under the 90m. I understand it was broken before, still...


Title: Re: Mechwarrior Online
Post by: Falconeer on May 24, 2013, 12:57:45 AM
Inouye says the LRM fix is gonna be deployed today.

Quote
LRM flight path has had it's drop point moved back along the path by 23% when using indirect firing. Splash damage drastically reduced. Damage per missile and all other aspects have not been changed.

The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.

Hope the splash damage is about Streaks too, they seem to be lethal again now that pugs have stopped caring about ECM.


Title: Re: Mechwarrior Online
Post by: satael on May 24, 2013, 02:44:09 AM
While the buffs to NARC/TAG/Artemis grouping are helping, they admitted too much LRM damage is going to the CT and said it's gonna be fixed in the next patch.

Quote
we missed the patch window by a day and were not able to get a splash damage reduction into the build for this patch. The splash damage is pushing a lot of damage to CT at the moment.

UPDATE: Ekman twitted that it might be hotfixed this week.

UPDATE 2 (more twits): "Min range (for PPC) is 90m. At 45m the PPC was doing 25% damage, instead of 50% damage."

So basically PPC got a buff under the 90m. I understand it was broken before, still...

ERPPC becomes a really bad choice now with its higher heat now that PPCs are useful at close range.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 24, 2013, 05:27:32 AM
A playlist of Mechwarrior tips and tutorials from Koreanese, apparently regarded as one of the best pilots out there. He dominated the Medium and Heavy category in the last tournament (http://mwomercs.com/forums/topic/116739-spring-clean-em-up-winners/), but people say he's an insanely good Jenner pilot too.

Anyway, if you are bored, take a look at this gosu mechwarrior (http://www.youtube.com/playlist?list=PL96FDD82B1D2272E1&feature=playlist-comment).


EDIT: A funny collection of all the things people told him about his winning the tournaments.



Title: Re: Mechwarrior Online
Post by: Samprimary on May 24, 2013, 04:29:58 PM
CT damage was a touch high with LRM's last night, but that can be tweaked.  agreed in that LRMs are alot easier to counter than alpha builds. 

I think buffing CT hp slightly across the board would be a reasonable change to make also, to take the focus off coring someone everytime and instead incapacitating mechs (arms/leg/head/shoulders).

I dunno about you but unless I see that the CT is unarmored or something, I always target side torsos.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 25, 2013, 01:58:16 AM
The Victor (http://mwomercs.com/news/2013/05/681-battlemech-20-victor), an 80 tons assault, will be 'mech #20, arriving in July after the Orion (June).

(https://static.mwomercs.com/img/gallery/2E9A482808F38AA97CDFB130593E1030.jpg)


(http://www.sarna.net/wiki/images/2/2d/3025_Victor1.jpg)


Title: Re: Mechwarrior Online
Post by: Llyse on May 25, 2013, 07:42:59 AM
Fucking awesome


Title: Re: Mechwarrior Online
Post by: Evildrider on May 25, 2013, 01:35:17 PM
Finally!  I've been waiting for the Victor.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 25, 2013, 02:50:41 PM
It's been a while since we've had a heavy jump jetting Gauss/PPC enabled mech.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Llyse on May 26, 2013, 01:01:43 AM
FIFY:  :awesome_for_real:

It's been a while since we've had a heavy jump jetting Gauss/PPC enabled mech that isn't ugly.

 :oh_i_see:

Been playing quite a bit, LRM has been adjust and a good balance of mechs in the games I've been playing, poptarts still exist but I can only remember one match where poptarts were the majority and actually won.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 26, 2013, 01:17:19 AM
I haven't really stopped.  Been playing continously since, well, forever.  Just mastering my Highlanders right now.

And poptarting isn't as prevalant, but since the LRM hotfix, PPC/Gauss is starting to show some resurgence, even though LRMs can still smack them down a little.



Title: Re: Mechwarrior Online
Post by: Merusk on May 26, 2013, 05:56:02 AM
LRMs on their own cant seem to kill things now.  Which isn't terribly balanced.  Took the stalker 5m out last night, I've got 2 20 and 2 10 rack launchers on it.  Had an atlas charge me in a valley on the new map where I had a clear LOS and got a TAG on him from 750m.  I fired at least 5 full salvoes on him before he got to within 180 and raped me with his ac20 or gauss. 

Nothing on him was darker than heavy damage so it would have taken 3 more salvos at least. I've had similar problems on smaller mechs.  The only kills i get are if im sniping a kill from someone else or a lucky cockpitting.   You're a target softener and supressor, not much more, so expect the resurgence in full of ppc & gauss machines in pugs.  You can't take on that sort of role without support.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 26, 2013, 06:58:05 AM
Sorry, sorry, sorry, Llyse the social tools are SHITE.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 26, 2013, 02:50:15 PM
I can't really say if it is because I am playing in a lower ELO tier, or if it's because I am learning how to hide from PPC, or if it's because people are boating something else or ultimately if it is due to some other changes, but personally I can't complain at all about the quality of my games post patch. Lots more brawls and overall fun. Sure I am biased, but it's really not much like pre patch. Oh wait, maybe it's because there's a little less Alpine Peaks and Tourmaline than before, too.

About that, I find Canyon Network, the new map, pretty good to stay away from snipers. I have lots of cool melee fights there.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 27, 2013, 01:16:23 AM
Yeah, it's much, much better now.


Edited to add :  It's hasn't solved the problems tho - AC needs to be looked at again for ranges and damages and 6 PPC boating is still there and still works when it shouldn't.  If I was them I'd really, really, really be looking into Heat and what they can do to make it actually matter again.


Title: Re: Mechwarrior Online
Post by: satael on May 27, 2013, 03:00:40 AM
I wish they would just make some weapons (like PPC) bigger (take one more slot) than they are right now (though I have no idea if that would fix anything or just break things even more)


Title: Re: Mechwarrior Online
Post by: Ironwood on May 27, 2013, 04:44:34 AM
While I personally like that solution, I feel having variable Hardpoints would not only break a lot of actually interesting builds, it would also go against the spirit of the original design.


Title: Re: Mechwarrior Online
Post by: schpain on May 27, 2013, 04:05:43 PM
I feel that making bigger weapons take more slots will do some good by limiting what large weaps can be carried on smaller chassis, but will invalidate some of the niche smaller mechs who really thrive because you can load a PPC/gauss/ac20 on an arm slot (without boating 4 of the damn things).

They need to ditch the whole every chassis has the same base heat dissipation and heat max thing.  A jenner should not be able to cope with as much heat as an atlas and it should not be able to cool down as fast.  from there you've got a situation where only heavy/assault mechs can reliably boat ppc/gauss/ac20s, next is to bump the heat of ppcs and overheat/override structure damage, severely taper off ac20 damage at range and voila, pretty much done.

still, the game is funner than it was a couple of weeks ago.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 28, 2013, 01:35:21 AM
LRMs on their own cant seem to kill things now.  Which isn't terribly balanced.  Took the stalker 5m out last night, I've got 2 20 and 2 10 rack launchers on it.  Had an atlas charge me in a valley on the new map where I had a clear LOS and got a TAG on him from 750m.  I fired at least 5 full salvoes on him before he got to within 180 and raped me with his ac20 or gauss. 

Nothing on him was darker than heavy damage so it would have taken 3 more salvos at least. I've had similar problems on smaller mechs.  The only kills i get are if im sniping a kill from someone else or a lucky cockpitting.   You're a target softener and supressor, not much more, so expect the resurgence in full of ppc & gauss machines in pugs.  You can't take on that sort of role without support.

I think something is broken with LRM's - the games I'm in LRM spotters are utterly wrecking shit.  Total destruction.  And yet there are some, like Merusk, that field complaints like this.  Certainly my Highlanders carry some LRM racks and enjoy a good old smackdown - I think that we'll probably find that LRM15's don't work and LRM20's are overpowered or something stupid like that.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 28, 2013, 02:12:12 PM
The reward is stupid, but somehow I wanna see if I can get 25 wins by Friday (http://mwomercs.com/forums/topic/119914-weekly-challenge-25-victories/).

Here you can check your progress. (http://mwomercs.com/profile/stats?type=challenges)


Title: Re: Mechwarrior Online
Post by: satael on May 28, 2013, 03:10:47 PM
The reward is stupid, but somehow I wanna see if I can get 25 wins by Friday (http://mwomercs.com/forums/topic/119914-weekly-challenge-25-victories/).

Here you can check your progress. (http://mwomercs.com/profile/stats?type=challenges)

If only Old Gods DLC hadn't been released for CK2 today... (so no hope of me playing anything else than that this week)  :drill:


Title: Re: Mechwarrior Online
Post by: Falconeer on May 28, 2013, 03:19:43 PM
I have a similar problem. I only have tomorrow and thursday to do this, and Grid 2 is coming out. Meh..


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 28, 2013, 04:29:19 PM
Ugh.  I'd have to make a hundred drops over the next few days.  Not doing that for a silly 3050 holo.


Title: Re: Mechwarrior Online
Post by: Llyse on May 28, 2013, 05:14:22 PM
Ugh.  I'd have to make a hundred drops over the next few days.  Not doing that for a silly 3050 holo.

No don't give up Red panda person! With our powers combined we are team catass!  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Merusk on May 28, 2013, 07:03:35 PM
LRMs on their own cant seem to kill things now.  Which isn't terribly balanced.  Took the stalker 5m out last night, I've got 2 20 and 2 10 rack launchers on it.  Had an atlas charge me in a valley on the new map where I had a clear LOS and got a TAG on him from 750m.  I fired at least 5 full salvoes on him before he got to within 180 and raped me with his ac20 or gauss.  

Nothing on him was darker than heavy damage so it would have taken 3 more salvos at least. I've had similar problems on smaller mechs.  The only kills i get are if im sniping a kill from someone else or a lucky cockpitting.   You're a target softener and supressor, not much more, so expect the resurgence in full of ppc & gauss machines in pugs.  You can't take on that sort of role without support.

I think something is broken with LRM's - the games I'm in LRM spotters are utterly wrecking shit.  Total destruction.  And yet there are some, like Merusk, that field complaints like this.  Certainly my Highlanders carry some LRM racks and enjoy a good old smackdown - I think that we'll probably find that LRM15's don't work and LRM20's are overpowered or something stupid like that.


Hm you may be on to something. I'm going to swap them out for LRM 15s and see what's what.

I didn't have enough 15s so I loaded just 10s. Yeah, those are what's broken.  1 kill 4 assists only 186 damage but I fucked some people up bad on the same map.  Seems that the 10s cluster more than the 20s so their damage is more concentrated.   Time for more tests


Title: Re: Mechwarrior Online
Post by: Merusk on May 29, 2013, 05:24:20 AM
Did further testing in the TG last night and confirmed it's the LRM10s and that they have a tighter spread.  When testing with a Jenner and 1 LRM 10 I noticed all damage indicated CT or L&R Torso, no arm or leg splash. (Why a Jenner? Because fuck you for not letting me select a map for TGs and fuck running alpine peaks in a stalker to test things) 

When I swapped a single LRM20 into a catapult the damage was all over the place on the mech.  Head, all torso, arms and legs, I also saw significant splash of missiles on the ground, hitting nothing.

I don't have the scratch pad I was using with me here at the office, but the run down is this:

Stalker 5m, 5 LRM 10s will kill anything in the TGs in a max of 3 volleys. Mechs with a bigger center torso will die in two vs. something like a cent which took 3.  They all died quick, without TAG (though I did have ARTEMIS).

1 LRM 20 on my catapult at ~500m couldn't even get the first layer of CT armor on an Atlas to red. It was a dull yellow, it's right arm was a light red, nothing on it was to the 2nd layer of indicator.

Jenner with the LRM 10 took a max of 7 or 8 volleys (no notes here) to kill an Atlas and two to kill a Cicada at ~500m.

Being the testing grounds, this does assume perfect conditions and mechs standing still w/o AMS.  Considering the poptart/ stand-still nature of some builds and how few folks run AMS right now this means missiles can be HIGHLY effective if you use the smaller launchers.  I didn't try the 5s to see if they're even tighter. I might do that tonight.

LRM20s probably would be even more ineffective in a match because there will be one or two AMS to swat missiles and mechs will be moving. That means more will hit the ground or be spread-out even more because of the missiles shot-down.  This matches my own in-game experiences of trying to kill a mech in a flat-out stretch with LRM 20s, it was useless. 

Verdict: Just not worth it to run the 20s, stick with the 10s and possibly chain fire them so they are more clustered.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 29, 2013, 06:17:00 AM
They are :  It's LRM5's I use on my Highlanders.  They do a nice wee peppering.

Trouble is they're EVEN MORE affected by AMS, since a grouped AMS Enabled mechs will take out the lot of them.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2013, 06:39:11 AM
Looks like there are so many issues in the missiles spread still. For example, if you shoot Streaks at bigger 'mechs they hit all the 8 parts, but if you shoot them at smaller 'mechs they tend to always hit the CT. There's a video on the forum that is totally depressing, with lots of streaks fired at a Commando always hitting CT, and the best defense the fanbois could come up with is: "Pffft everyone knows the Training Ground does not represent the actual game, things work differently in a match".

So yeah, I am pretty sure the mechanics behind the missile spread are still quite fucked for all missiles and have a bias towards certain racks and against certain 'mechs, but not enough people have been running enough tests yet to make it blatantly obvious and undeniable.


Title: Re: Mechwarrior Online
Post by: Merusk on May 29, 2013, 06:59:03 AM
OH.. that reminds me of one REALLLY fucked-up thing I found.

If you're firing missiles at the rear of a mech, you'll never, ever, ever kill it. No matter how big.   It took me 20 volleys with an LRM 10 from 500m to kill a Jenner when I was behind it. 

I first noticed it when I tried to blow-up a commando and it took me 5 volleys when prior tests had shown a consistent 2.   I realized I'd been firing from behind the commando and began to try it on others.  Yep, consistent hyper-reduced damage on the most vulnerable part of the mech.

Fucked doesn't even begin to cover that one.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 29, 2013, 07:00:33 AM
Interesting.  So when we hear 'Incoming Missile' we should show them our arse ?

That's....quite the idea.

Oh My.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2013, 08:39:18 AM
Got 15 wins in 3 and a half hours. PUGs are so fucking exhausting at times.

In other news, I invested lots of money for a 400 XL Engine for my Pretty Baby. Now I have the equivalent of a charger, an assault that runs at 90 kph. Quite fun to always be the first to show up behind enemy lines and shoot them in the back. Too bad I had to sacrifice a little bit of damage in the process. Not sure it's a solid build, but it's fun.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 29, 2013, 11:36:23 AM
I find XL's in my heavy mechs to be just depressing.  With the Gauss and PPC shite, your game is over if you get any of the torso areas cored.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2013, 11:44:12 AM
That is absolutely true and I used to hate them. Then again, people are so obsessed with CT that I very rarely die due to XL side torso damage. With the Awesome especially, seems like everything goes to the CT anyway.


Title: Re: Mechwarrior Online
Post by: Slayerik on May 29, 2013, 11:55:17 AM
I've played so many matches in my AWS-9M, with XL 380...side torsos are not what get you killed in an Awesome. Its the giganto CT.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 29, 2013, 11:58:02 AM
Fair enough.  Don't own one myself, so I'll take your word for it.  Highlanders and Atlas's don't fare well with them.  Even my Cataphracts try not to use one.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2013, 12:00:33 PM
Also, Hero 'mech coming next Tuesday is a Jagermech named Firebrand, with "From Hell" written on it.

(https://dl.dropboxusercontent.com/u/3584773/MW%20Firebrand%202.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on May 29, 2013, 12:56:37 PM
Wait, are those PPCs ??


Title: Re: Mechwarrior Online
Post by: Merusk on May 29, 2013, 01:05:12 PM
Sure look like it from my K2


Title: Re: Mechwarrior Online
Post by: Ironwood on May 29, 2013, 01:09:16 PM
:facepalm:


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2013, 01:20:54 PM
We finally got the Rifleman, for real.


Title: Re: Mechwarrior Online
Post by: schpain on May 29, 2013, 10:48:02 PM
Whoever put up the Koreanese videos deserves a  :heart:

great gameplay, he's constantly talking about cost/benefit in regards to damage dealt and received and that really talks to me as a finance guy  :grin:. 

Llyse, 25 wins, WE CAN DO EEET!


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2013, 11:41:06 PM
The 25 wins, I did it. Took me 7 hours of uninterrupted playing  :uhrr:
I am lucky cause I still love the game, but to win 25 I am pretty sure I had to drop about 60 times if not more. And ultimately I don't give a fuck about the 3050 hologram, I guess I still like the game enough to use any excuse to keep playing. Also, I made about 10M Cbills while at it.

I am sure you guys can do it in half the time as a team.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 30, 2013, 05:11:11 AM
They say a fix to missile spread, both LRM and SRM, is coming with next Tuesday's patch.


Title: Re: Mechwarrior Online
Post by: Merusk on May 30, 2013, 06:01:58 AM
Meaning they'll be as usless as LRM20s and we're back to "Macro'd UAC5/ AC20/ Gauss/ PPC or go home"


Title: Re: Mechwarrior Online
Post by: Ironwood on May 30, 2013, 06:06:33 AM
I really hope not.  If nothing else, the recent change should show them how vital it is that there's a counter to that shit and missiles is it.


Title: Re: Mechwarrior Online
Post by: Merusk on May 30, 2013, 06:09:29 AM
I'm more afraid that based on the predominance of that playstyle and that all the Hero Mechs of the last month have accommodated it that it's a pet playstyle of one of the devs.  Meaning it will never go away and he's one of those twats that grouses, "LRM Coward, face me fucknut" while poptarting.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 30, 2013, 06:11:52 AM
Which reminds me of the most annoying thing I enountered last night.

Two of our Jenners ran to their base.  Meantime, we get utterly, utterly fucking owned by a whole group of 8 mechs who appeared to be using NOTHING but PPC, Guass and AC20.  I shit you not.  It was brutal how quick we died.

They then taunted 'hey, knock off that cheap base stealing shit' since they would NEVER have got back in time.  Alas, we clearly had two young, nice Light pilots who decided not to cheese and head back to engage them.

Where they got utterly smashed by cheap heavy Hitting Shite.

I could have cried.

Instead, I went with the moral high ground and with adult aforethought said 'Fuck You Noobs' and logged off.


Title: Re: Mechwarrior Online
Post by: Merusk on May 30, 2013, 06:27:50 AM
Yeah, I hate that shit.  It's not a death match it's a victory condition, they should have guarded the base.

I enjoy taunting them back when capping with a, "Well you know right where I am, so YOU come to me"


Title: Re: Mechwarrior Online
Post by: Falconeer on May 30, 2013, 06:34:30 AM
Absolutely agree. As much as I like to see huge robots shooting each other, this game has potentially a lot of room for strategy and it's great to see that differences in playstyle and rules of engagement eventually pay off. It's what in the end will force people to use more than just Assaults when Community Warfare will hit. And I love to see those fuckers go home with less money because they played it as an Unreal deathmatch.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 30, 2013, 06:37:59 AM
Yeah, but that said, when you run straight to the base and win in 5 seconds, you earn less than a straight up loss.

Which always struck me as odd.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 30, 2013, 06:48:13 AM
That's true. Like, why do you run straight for their base, what's the point? Although in some cases that's a good way to break the advancing enemy line forcing someone to run back early. I like to play rearguard sometimes, specifically laggin' behind in order to eventual early light 'mech.


Title: Re: Mechwarrior Online
Post by: Pennilenko on May 30, 2013, 06:51:50 AM
This game makes me so damn angry. It was sooo much fucking fun and then they fucked it all up. They just needed to keep it simple, but no, fucking nerds can't ever keep shit simple. Keep it simple and then bust all their effort into community tools and activities was what they should have fucking done.


Title: Re: Mechwarrior Online
Post by: Llyse on May 30, 2013, 07:30:36 AM
This game makes me so damn angry. It was sooo much fucking fun and then they fucked it all up. They just needed to keep it simple, but no, fucking nerds can't ever keep shit simple. Keep it simple and then bust all their effort into community tools and activities was what they should have fucking done.

Yeah, it could be better but it could be completely unplayable... Had a shortish session with Schpain and another Welsh friend and I'm on 14/25 so happy with that.

I hope LRMs get balanced so that 10s don't flat out beat 20s but not to the old days of poptarts. I like a balanced breakfast please.


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 30, 2013, 08:25:47 AM
This game makes me so damn angry. It was sooo much fucking fun and then they fucked it all up. They just needed to keep it simple, but no, fucking nerds can't ever keep shit simple. Keep it simple and then bust all their effort into community tools and activities was what they should have fucking done.
Nerds like numbers and things that give them more numbers to play with.  They forget that sometimes keeping things simple is better for fun.  Look at all the Clan-lovers who don't realize the 3025 era was the most balanced and fun if you like even match-ups.


Title: Re: Mechwarrior Online
Post by: Ironwood on May 30, 2013, 08:38:37 AM
Then give them more numbers :  Negative Numbers that involve heat, for fucks sake.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 30, 2013, 11:01:13 AM
To keep it up with the stuff from top players, here's an interview with Koreanese (http://www.qqmercs.com/?p=2486).
I enjoy reading how these people see their own crazy achievements.


Quote
Koreanese might be a name you’ve heard in the past few weeks, and for good reason: he took first place overall in both the Medium and Heavy divisions for the Spring Clean ‘Em Up event. Not only that – he took first for six out of seven days in both divisions! He’s no one-trick pony, either; he only ended up competing in the Medium division because someone accused him of being useless outside of a sniper.

He’s an active member of the community, both on the Comstar NA Teamspeak server and on the forums. His clan, DV8, made it to the playoffs of Run Hot or Die Season 1 and is currently competing in the Last Mech Standing tournament. If you’re interested in how he pulls off his amazing rounds, he’s got a great set of tutorials that I highly recommend (whether you’re new or a veteran player).

Although he’s one hell of a competitor, he’s also an easy-going guy that’s a pleasure to drop with. Hell, he was even nice enough to stop competing for a day so other people could win. His performance has been met with amazement, outrage, and a copious number of Hula Girls. Here’s what he had to say:

Q: What were your goals going into the tournament?

I wanted to try to win Heavies. I wasn’t going to compete in the Medium division at all until some guy said all I could do was jump snipe. When that happened, I decided to win Mediums in my 4P.

Q: Did you intend to win as many days as you could?

Yes. I wanted my name up there on the leaderboard.

Q: Do you prefer brawling or sniping?

Brawling by far. I don’t enjoy sniping. It’s sad that the game has turned into this sad state of hide and seek.

Q: What is the most satisfying experience in the game for you?

Killing a Highlander poptart in my 3D one-on-one. They have more armor and firepower, so taking down a superior jump-sniper is very satisfying.

Q: Were there any players that tried to mess with you?

BananaNutMuffins. Any round he dropped against me, he would make killing me his only goal. Sometimes he would even hide until just the right moment and make a suicide rush.

Trolling your clanmates to pieces is the kind of good-natured fun every group needs. Even I have to admit that any round I dropped against Koreanese, I did what I could to kill him or pin him down. In the end, though, BananaNutMuffins, myself, legions of trolls, and the other competitors were ultimately unsuccessful in putting a stop to Koreanese’s heroic week of carnage.

Q: Did you have a rival for the tournament?


Koreanese recounted that the only serious challenge he encountered came from Clan Snow Raven’s Dustmuffins. He made an impressive run on Day #2 of the tournament to steal first in Heavies. After an absolutely beastly game, he ended up with 1,199 points for the day (the second highest daily score of the entire tournament in any weight division). Koreanese buckled down, grinded through the night, and finally got his payoff: a round with 7 kills, 1 assist, and over 1400 damage that pushed him over the edge.

My first kill was an Atlas – every shot right in the center torso; I don’t think I missed a shot the entire round.

Koreanese reclaimed the #1 spot on the daily leaderboard with the highest single-day score of any weight class: an incredible 1217 points.

Q: How many hours did you invest in the tournament?

Too many.

He explained that the day Dustmuffins gave him a run for his money was particularly grueling: a 12-hour day working construction, a marathon gaming session until 5am, followed by another 12 hours of manual labor.

Q: What are your favorite maps?

Cold maps. Even Alpine doesn’t bother me; a couple of my highest scoring rounds were there.

For the tournament, he ran a CTF-3D with 3 regular PPCs and a HBK-4P loaded up with medium lasers, so it’s not surprising he’d prefer things on the chilly side.

Q: What mode did you play for the tournament?

I set it to any. I didn’t really see much of a difference; I just wanted to drop as many times as I could, and setting it to any help cut down on wait time.

Q: What was your strategy for pulling off those scores?

I played extremely aggressively. I was the first one to fire on the enemy team, and often the last as well. Running cool ensured I was going to have high damage and kills at the end. That’s about it.

Q: What do you do when you’re just playing for fun?

PUGing and 4-man drops with random players in TeamSpeak. Back in the earlier days, I would just PUG-stomp with Clanmates, but it gets boring.

Q: What additional game modes do you want, if any?

1v1. It’s all I want. I’d really like to see a 1v1 tournament.

The most interesting part of Koreanese’s tournament experience to me was the backlash. There’s always a crowd that spends as much time whining about the tournament as others do playing it, but I’ve never witnessed such unwarranted hatred towards a single player.

On the MWO forums, there was no shortage of cynics, and there was even a thread dedicated to his supposed cheating on another site (thread deleted / forums down for the past week). Many spoke in his defense, but it was a shame to see so many attack a legitimate accomplishment with no facts to back up their assertion.

Based on our conversation, this was clearly the most frustrating part of the experience for Koreanese. It’s one thing to have a few underhanded posts about you tacked on to a random thread; it’s another to have entire threads dedicated to how you’re a cheater.

Koreanese was far from silent, often defending himself with videos and screenshots anywhere he was being accused, but the naysayers were unrelenting, even going so far as to insist he proved his own guilt by defending himself. It’s a sad state of affairs, and Koreanese said that it’s made him hesitant to participate in similar events in the future.

The final verdict on whether or not Koreanese cheated?



Spring Clean ‘Em Up was an inside job…

All joking aside, it’s sad to see so much jealousy and animus towards an impressive feat of marathon gaming. PGI did a thorough investigating of cheating during/after the tournament to punish players that had gamed the system. The only confirmed instance of cheating I saw during the Spring Clean ‘Em Up tournament can be found here, and that player’s conduct was addressed. PGI’s official response:

After Com Guards thorough investigation, we have gathered enough hard evidence to prove that the allegation of deliberate sync dropping is patently false. None of the top participants show any evidence whatsoever of coordinated solo or group launching with the intention to benefit or otherwise influence the battleground outcome.

However, that is not to say that everything went without problems. There is a second allegation, that some groups spontaneously colluded to boost a single individual for one individuals personal gain. This is against the spirit of the tournament, and as such, a number of Pilots guilty of such actions will be ejected from this tournament entirely once the investigation is completed.

Q: Was it worth it?

No, but it was fun.

Q: What would you say to the haters and those that accused you of cheating?

Watch my videos!

Q: Anyone you want to give a shout-out to?

My mom.

A lot of people will say that anyone with enough time can get lucky and win these kind tournaments, but I’d say the Spring Clean ‘Em Up event proved them wrong. There were thousands of players grinding it out; there was only one capable of dominating two entire weight classes for six out of seven days, and that player is Koreanese.

Author’s Note: I apologize for this being published shamefully late. I waited initially to get a few words direct from Garth or Paul about the accusations of cheating (neither responded), and then real life got busy.



Title: Re: Mechwarrior Online
Post by: Falconeer on May 31, 2013, 04:21:58 PM
Interesting stuff, in my opinion, from the lastest "Ask the Dev" #39.

Quote
Levi Porphyrogenitus: Has PGI considered removing splash damage from missiles altogether?

A: Yes we have, but have elected to balance them differently. Currently the splash damage on all missiles is set to 5cm (effectively removing it) and will investigate if it should change any further in either direction.



Mizore: The Seismic Sensors module is very strong at the moment. Any plans on changing it the way, that at least light and medium mechs can move nearly undedected for example at a speed of 50kph or below? In my opinion this would strengthen their role as scouts or harassers.

A: Yes. We’re tuning right now, expect tweaks mid-June to bring it in line a bit. More details forthcoming.



Mokey Mot: When are brawling weapons going to see some love (pulse lasers in particular)?
Ranged warfare is in a good place at the moment; as shown by it's current popularity. But I feel it is narrowing the gameplay a little too much; there is no real advantage for brawlers to expend the effort of getting close at the moment. I don't think you can just go nurfing ranged weapons though, as balanced builds are actually quite nice to pilot now.

A: While nothing specific is coming at the moment, we’re going to be coming full circle on weapons soon, where beams will be looked at and tweaked if necessary.



Geist Null: When is the next city map or heavy forested map due out? the high heat, low temp open area maps have gotten a lot of play recently, I’m ready for somewhere focused on maneuvering and light/medium play styles

A: We have an Island Urban map in production right now. Due out late summer/early fall.



Prosperity Park: Are there any longer-term plans to add a Deep Water penalty to the movement speed of Mechs traveling through significantly-deep water?

A: We’re adding some new movement code that will make mechs behave more realistically when traversing rolling terrain. Once in, we can examine adding water friction if we feel it will add a benefit to gameplay.



Brilig: Are you considering changes to convergence to address issues with boating/alpha striking? Or is heat scale the only option that you are exploring?

A: We’re looking at different ways to improve balance. Nothing specific to talk about just yet.



FupDup: Will you ever increase the C-Bill and XP rewards for non-killing/damage-dealing roles to be closer to the rewards of those aforementioned damage roles?

A: We are working on refactoring in game rewards to be more granular and role/group/faction based.



Alistair Winter: Will we see a third game mode in addition to Assault mode and Conquest mode this year? I don't mean a variant with respawn, I mean something completely new.

A: With Community Warfare yes.



Arkatrex: Will it possible to get cockpit effects during getting heat / overheat? Like blurring, sweat drops or something like that? The mech pilot should be affected from that much of heat

A: It’s on our list of graphical additions.



Will9761: Is there a chance that you could add a numbering system with the Damage Display HUD so you could see the amount of hitpoints your mech's armor has in combat?

A: After launch we plan to refactor parts of the HUD. This is on a list of improvements along with color options etc.



M0rpHeu5: Why don't you put MWO on steam?

A: We’re doing an analysis now.



Trufast: How are you planning to do matchmaking in terms of tonnage and elo when it comes to merc fights and dropship mode? Will the mercs fighting for a planet just have to bring the gorgonzola, or can they enjoy some edamer and not get brutalized by a full assault top elo team? And regarding dropship; will it be weight matching drop by drop, total tonnage of your 4 mechs, or none at all?

A: I’m going to delay answering this until we get closer to launch. We plan to use the test servers to help determine what this ultimate looks like. Stay tuned.



James Heywood: After playing War thunder recently I noticed they had a post match replay option which you could save to your HDD. Is there a chance we will see this function added in the future? since many players like to make fan vids and recruitment videos, this would be a major help and a great way to advertise MWO through youtube etc.

A: Yes, sometime in 2014.



MustrumRidcully: Can you explain a bit about the patch release process?
I don't want to come off as overly critical or something here, but:
We've had at least two patches where missile flight paths were broken and one where missiles' splash damage interacted together with the hitbox change to make them overpowered, forcing hot fixes. Did the QA miss these issues, or did you find them too late to change anything for the build? You changed missile damage despite having flight paths and splash damage being off. I would expect the damage change would be tested, which would - unless it isn't done in game - necessitate testing the flight paths as well. How do these things fit togehter?

A: All of the above can happen and has. We have an extremely aggressive release schedule, one that sees a feature completed no more than 4 weeks ahead of going live. We’ve been working towards increasing this gap to allow for better testing and soak time. A new set of test servers will come online in the next 4 weeks. These will allow us to test major features and minor tuning adjustments at scale. Scale meaning player loads similar to our production servers. Between IGP and PGI we have finite resources and hardware. It’s almost impossible for us to replicate live conditions at scale. A lot of issues only rear their heads when we have 1,000s or 10,000s of players playing. With each month that goes by, we are able to improve our processes, and testing to improve quality and delivery of content.




Title: Re: Mechwarrior Online
Post by: Llyse on May 31, 2013, 06:37:22 PM
Pretty promising stuff.

I got my 25 wins and am loving the centurion even just with a simple AC/10


Title: Re: Mechwarrior Online
Post by: Falconeer on June 01, 2013, 06:40:28 AM
Hey sorry Llyse. Noticed your message only this morning when I woke up. Seems like you always start playing when I am going to bed. Can't blame anyone but the planet for that.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 04, 2013, 02:00:08 PM
June 2013 Director's Update. (http://mwomercs.com/forums/topic/120869-2013-june-creative-director-update/page__pid__2415475#entry2415475)

Quote
A lot of work continues to be focused on our major launch features. If you haven’t already checked it out, head on over to the UI 2.0 Command Chair post and check out the latest information on our major overhaul of the Front End UI. Production is well under way on this new UI and we expect to begin testing in August. The final bits of engineering work are being put into 12 v12, which include further networking code optimizations, UI work, art optimizations, and some minor gameplay/level adjustments. Our drive to launch continues to keep the bulk of our team focused on delivering an exciting MechWarrior experience for all players.

New Content:

`Mech of the Month - Quickdraw (18th)
Hero `Mech of the Month - FireBrand (4th)

Champion `Mech of the Month - Hunchback-4P© (18th)
New Pattern(s) - Sherman (4th)
New Cockpit Item(s) - Spider Statue (18th)
Special - Sarah's `Mech (25th)

Test Servers



The networking and hardware wizards are hard at work setting up this our new public testing environment. While not necessarily a new feature per se, this new server architecture will allow us to test a range of features from small tuning adjustments to large additions such as 12 v 12 and UI 2.0. This is part of our continued commitment to product quality and stability, along with involving the community in key aspects of the game’s development. The test servers will be coming online in June, and the first major test will feature 12 v 12 functionality.

Company and Lance Improvements

Further lance improvements make their way into the game this month. These adjustments are based of internal testing and player feedback. These new adjustments include text and audio queues when new orders are issued, Company and Lance Commander icons to identify leadership, revised chat color, and revised order icons for more clarity. If you haven’t tried out your leadership skills yet, have a go! Players can take command by pushing “B” for BattleGrid and taking either a Lance Command (4 players) or a Company Command (8 players).

Balancing and Tuning

LRMs, SRMs, and Flamers will receive tuning passes in the first patch of this month. For mid-June expect to see more tweaks to the UAV consumable, and Seismic Sensors. Jump Jets will receive a weight based shake to add a more realistic feel and help to balance out some of the jump sniping meta game. Caustic Valley gets a lighting adjustment for the mid-June patch Expect to see more details about upcoming adjustments in the Command Chair section.

Host State Rewind (HSR) – Missiles

With this latest addition, all weapon systems are now affected by HSR. HSR helps high ping players achieve more reliable hits, improving the gameplay experience and making them more competitive.

Bugs and Stability

A lot of effort has gone into improving and fixing some of the more difficult technical issues, among them the HUD bug (last month). This month we are introducing fixes for some to the more frequent black screen and disconnect issues some players may experience.

Looking Forward

12 v 12 is due out for first patch in July.
Training Grounds (tutorial) will make it's way live mid-July to early August.
Third Person view will be pushed to test servers in the next 30-60 days.

So next 'mech is the Quickdraw. And on the 25th we get Sarah's Hero 'mech.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 04, 2013, 02:45:45 PM
STOP FUCKING ABOUT WITH FLAMERS.


Title: Re: Mechwarrior Online
Post by: schpain on June 04, 2013, 04:42:08 PM
ooh, 3rd person will be interesting.  hopefully won't affect gameplay too much, but would be nice to see your mech and it might add a sense of scale.


Title: Re: Mechwarrior Online
Post by: Hoax on June 04, 2013, 05:19:45 PM
Ah they are going through with third person? I can finally uninstall this for good then.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 04, 2013, 10:50:13 PM
They are gonna separate 3rd person matches from 1st person matches though.


Title: Re: Mechwarrior Online
Post by: apocrypha on June 05, 2013, 12:24:00 AM
Why the hate for 3rd person? Genuinely interested, it always felt like it was missing when I was playing.

Is it the whole being able to see round corners and over obstacles thing?


Title: Re: Mechwarrior Online
Post by: Falconeer on June 05, 2013, 02:05:18 AM
Yes, that's one big reason. But also, shifting the game's perspective from being a mechwarrior and having to deal with screen shake, smoke and stuff, like you were in the cockpit, to something else entirely. It's like it started as a 'mech "simulation" game (bear with me) and with 3rd person it would become a 'mech arcade game.

But again, they said there will be separate queues for 1st and 3rd person matches. So we'll see.

What I am interested in is a 3rd person *spectator* mode. But playing? No.

EDIT: Looks like the jumpjet shake hit the poptart community pretty hard. Also, boost to both LRM (more damage) and SRM (much better spread) aren't bad at all.


Title: Re: Mechwarrior Online
Post by: apocrypha on June 05, 2013, 03:20:24 AM
OK, that makes sense. I suppose the mech sim feel never really clicked for me because the perspective was so wrong. It always just felt like your mech was only about 2m tall.

I'm still hoping that this game gets properly fixed in time, it just doesn't look like that's happened enough for me to give it another shot yet.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 05, 2013, 03:25:53 AM
I might be wrong, but I feel that the launch of the new UI in late August could do the trick.


Title: Re: Mechwarrior Online
Post by: Hoax on June 05, 2013, 08:28:53 AM
Separating the games won't last because its a stupid idea and the game isn't nearly big enough to support such a thing. There is no way I trust them with that promise in the slightest.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 06, 2013, 02:05:06 AM
Here comes the Quickdraw, a 60 ton heavy 'mech that just cut the line of the planned development cycle (pushing the Orion a few 'mechs ahead) because, according to Ekman, "the Quickdraw offered more to the meta game at this point, so we pushed it up a cycle." We'll get this thing with the next patch, June 18th.

For some reason, I feel it will be attracting headshots like crazy.

(http://static.mwomercs.com/img/gallery/9C33D11C401286243D61423FF8B764D2.jpg)


Title: Re: Mechwarrior Online
Post by: Llyse on June 06, 2013, 02:49:44 AM
The dragon and the marmoset are on sale and I think I will be making a purchase...


Title: Re: Mechwarrior Online
Post by: Ironwood on June 06, 2013, 03:02:55 AM
Marmoset was the best investment I ever made.


Title: Re: Mechwarrior Online
Post by: schpain on June 06, 2013, 07:16:59 PM
Agreed, separate queue for 1st/3rd person is stupid and i can see the 'it'll kill the sim' angle.  Doh, I was hoping to feel like a mech baus with 3rd person view.  UI2.0,  Fix this game!1!


Title: Re: Mechwarrior Online
Post by: Falconeer on June 11, 2013, 12:18:23 PM
Gameplay update by Paul Inouye. (http://mwomercs.com/forums/topic/122300-gameplay-update-june-112013/)

Includes the nerf to boating.

Quote
Gameplay Update:

Weapons - We’ve been busy getting more systems implemented for fine tuning our way to launch. Here are some of what’s been going on and is still in production:

S-SRMs are undergoing a revamp on their targeting solutions. There are 7 bones that are randomly selected by each SSRM missile. Right now, those bones are located at joints rather than center-points for each of the components. We are looking at changing that so the bones are placed further apart and more toward the center of each component. We are also looking at weighting the torso bones in a manner that make them not a priority for SSRMs. For example, all components would have a weight of 1.0. The Torsos however would take a weighting of 0.35(LT) 0.3(CT) 0.35(RT). The reasoning behind this weighting is that if all the torsos had an equal value of 1, each missile would have a 3/7 chance of going for a torso. Any sort of torso twist/movement would increase the chance of a missile in flight to hit the CT (since it’s the biggest component on a Mech) if they were to target a side torso.

Flamers and Machine Guns are getting a damage boost. Flamers will be increased from 0.4 damage to 0.7 damage. Machine Guns will be going from 0.08 damage per bullet to 0.1 damage per bullet. (June 18th Patch)

Pulse Lasers are being normalized to have their variances standardized between the different sizes. This is in preparation of them being tuned as we move toward launch. What this directly means is that for now, Small Pulse Lasers will have their damage increased to 3.4 and their heat reduced to 2.4. Large Pulse Lasers will have their damage increased to 10.6 but their heat is also increased to 8.5. This puts all 3 pulse lasers in alignment of having an approximate 1.25 variance for DPS and a 1.3 variance for HPS. Once this is implemented into the live servers, we will be looking at how they play out and making further adjustments as needed. (June 18th Patch)

Heat Damage at High Heat Levels
We now have a system in test that will apply damage to your Mech’s internal center torso if your Mech exceeds 150% of its tolerable heat level. While your Mech is above 150% heat, it will take damage over time. Once your Mech has cooled below 150%, it will no longer take heat damage. Be careful with that override button or high heat alphas when you’re near your max heat threshold.


Heat Penalty

Last update, I let it be known that we would be investigating a heat penalty for high alpha builds. It is understood that this raised the eyebrows of the many but at the same time a lot of assumptions were made which should hopefully be cleared up here.

We considered the notion of doing a max heat threshold reduction but this would have ended up nerfing every weapon system and every Mech in the game. This is why the heat scale penalty path was chosen since it lets us address every weapon individually and also allows us to take into consideration all Mech builds.

How it works:
We set a threshold of the number of weapons fired simultaneously. By simultaneously fired, we mean weapons of the exact same type being fired in under a 0.5 second time range. This 0.5 second time comes from the amount of time between weapon switches when Chain Fire is engaged. Chain Fire is a mechanism meant to help MechWarriors manage their heat and we do not want to punish those who use this mechanic.
If a player fires a number of weapons beyond the threshold, the heat scale will increase significantly for every weapon fired beyond the threshold.

An example:
Mech Model: Hunchback-4P
This Mech (known as the Swayback) is capable of firing 9 energy weapons all at the same time. There are 6 energy hardpoints in the pod on its shoulder, one on each arm and one on the head. The most common build for this Mech is to boat it with Medium Lasers.

We take into consideration that the 6-pack pod is intended to be fired all at once and a player should not be penalized for this. It is for this reason that we would set the Medium Laser threshold to 6; meaning that firing 6 MLs simultaneously will NOT suffer from a heat scale penalty. The 6 MLs will generate the standard amount of heat currently in the game.

The heat scale penalty kicks in when the player fires 7 or more MLs and for each ML fired beyond 7, the heat scale increases. The breakdown would look as follows (Keep in mind, these numbers are for demonstration purposes only):

6 ML fired = 0 heat penalty
7 ML fired = 5 heat penalty
8 ML fired = 10 heat penalty
9 ML fired = 20 heat penalty

To avoid the heat penalty while playing a Swayback is easily avoided if the player fires 6 MLs and waits 0.5 seconds and then fires the remaining 3 MLs. Doing so will result in 0 heat penalties.

How each weapon system will be individually tuned:
Weapons like the PPC would have their thresholds set to 3 with a higher heat penalty per additional simultaneous firing of PPCs.
3 PPC fired = 0 heat penalty
4 PPC fired = 10 heat penalty
5 PPC fired = 20 heat penalty
6 PPC fired = 40 heat penalty

Again, if a player wants to play a 6 PPC stalker, they can freely do so and can avoid heat penalties by triggering 3 PPCs, waiting 0.5 seconds and then firing the next 3 PPCs.

Missile and Ballistic weapon systems will be equally looked at in terms of their heat penalty thresholds.

At the end of the day, some weapons may never see a heat penalty the others will and in the long run, we hope this encourages a more varied build of player Mechs or make players much more aware of their heat management.

I’ll update this post for delivery dates as soon as I have confirmed them.


Title: Re: Mechwarrior Online
Post by: Goreschach on June 11, 2013, 12:29:21 PM
Someone high up on the ladder just needs to go away.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 11, 2013, 12:30:33 PM
It should be 2 PPCs.  That's the standard through all of B'Tech for the heavy hitters.  Marauder, Warhammer, Thug, etc.

Still not a great solution.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 11, 2013, 12:43:43 PM
That's really bad.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 11, 2013, 12:51:54 PM
Is it? Why?
They are going for stupidly convoluted mechanics, but I think it's not a bad idea to punish some builds that shouldn't exist anyway. And mind, they are only punished if you alpha strike with them. If you just stagger what you have over 0.5 seconds nothibg bad happens. And they seem to be able to customize the penalties on a weapon by weapon basis.

We'll see how it plays out, it'll probably break something else. But if it tones down the actual excess of alpha strikers I can't see how this is a bad thing.

Also, damage and penalties for overheating? Yes please.


Title: Re: Mechwarrior Online
Post by: Hoax on June 11, 2013, 12:58:23 PM
Additional hidden systems? Just what the game needs! What an incredibly inelegant solution that will lead to more changes and more changes down the line as they add mechs or will make them afraid to add certain mechs/variants because they can mount 3 PPC 3 AC10 and would instantly become the best mech in the game because those fall beneath the current anti boating arbitrary heat penalties.

Quote
Heat Damage at High Heat Levels
We now have a system in test that will apply damage to your Mech’s internal center torso if your Mech exceeds 150% of its tolerable heat level. While your Mech is above 150% heat, it will take damage over time. Once your Mech has cooled below 150%, it will no longer take heat damage. Be careful with that override button or high heat alphas when you’re near your max heat threshold.

This is the system they should be working on. And cone of fire. Why is cone of fire anathema to these devs exactly?

Its bad and stupid because newbies would be able to handle and understand better if they just made it so that mechs can't fire more than 3 ppcs at once. Sliding heat scale hidden values are fucking bad and stupid. If they just made it so that putting a 4th ppc on a mech would give you a warning that you couldn't fire all four at once (firing 3 puts the fourth on some kind of half timed recycle or whatever) then they have the same effect without confusing the shit out of people quite so utterly.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 11, 2013, 01:04:07 PM
Seriously, what with the 150% heat? Who the fuck ever gets there anyway? Penalty should kick in when you get over 100%. Period. 125% if you want to be generous.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 11, 2013, 01:13:46 PM
This is my point - they've once again gone retardedly to the moon to fix something with a massively silly system, when the actual problem is much more easily fixed.

IF YOU FIRE 6 PPCs YOU FUCKING BLOW UP.

Jesus Wept.


Title: Re: Mechwarrior Online
Post by: Hoax on June 11, 2013, 01:41:34 PM
Why not start much more simple? If you generate 30 or more heat in a single press of your trigger additional heat is generated. Some kind of scaling, 30-35 you take an extra X heat, 36-40 you take an extra Y heat etc.

Tell me how that didn't accomplish 90% of what this change will without requiring them to create the arbitrary XY numbers for every single fucking variant.

150% is accomplished all the time in a 4-6 PPC build. You often fire a full alpha while already over 75% heat because:
-You don't lose movement as you go up the scale.
-You don't lose accuracy as you go up the scale.
-You can't hurt your pilot by overheating.

So why wouldn't you be pushing the scale to the maximum?

Also do they have any of the real shutdown mechanics which were:
When you shut down you need to wait for whatever HS's that are still operational on your mech to work at half strength and get your heat down to what would be around 50% in MWO.

I don't think they have any of that but its been too long since I played to say for sure. I was definitely under the impression that your restart time was a fixed number that didn't care if you shutdown on 101% or 300%.


Title: Re: Mechwarrior Online
Post by: Goreschach on June 11, 2013, 02:04:33 PM
You're all way overcomplicating things.

Double heatsink value.
Cut heat capacity in half.
Over 100% heat means you explode.

Tweak the numbers to your preference.


Title: Re: Mechwarrior Online
Post by: HaemishM on June 11, 2013, 02:53:15 PM
This is my point - they've once again gone retardedly to the moon to fix something with a massively silly system, when the actual problem is much more easily fixed.

IF YOU FIRE 6 PPCs YOU FUCKING BLOW UP.

Jesus Wept.

This. The fact they still haven't implemented it or even contemplated it tells me that I probably won't ever be going back to this game.


Title: Re: Mechwarrior Online
Post by: Pennilenko on June 11, 2013, 02:54:17 PM
This shit is why nerds can't have nice things.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 11, 2013, 02:57:13 PM
I mean, what's fucking complicated about 'you're driving a nuke, don't get it hot'.

If you get it hot you shutdown.  If you override shutdown and fire, you blow up.

This isn't rocket science.  Even though it has nuclear stuff in it.


Title: Re: Mechwarrior Online
Post by: HaemishM on June 11, 2013, 03:07:07 PM
The removal of blowing your own damn self up because you overheated really does ignore a very big part of the original game.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 11, 2013, 03:50:54 PM
To be fair, you can blow yourself up by overheating. It happened to me more than once, and I don't have more than two PPC. But at the moment it can only happen if you override shutdown (And you actually get a confirmation in the deathscreen "Killed by: overheating"). My point is that the suicidal overheat thing IS in the game. It should just be used properly, goddammit.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 11, 2013, 05:10:56 PM
I wish he'd stick his Flamers and Machine Guns up his arse, I'm so sick of hearing them mess with that shit.  Small pulse lasers finally get a look at, after nearly a year.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 12, 2013, 01:44:12 AM
What's worse is that you get that fucking Commando that thinks they're viable because they've been dicked around with so much.  Running around with his double flamers like a dumbass.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 12, 2013, 03:17:23 PM
those solutions are interesting but still do nothing about the standard long range high alpha crap, which is typically something like 2-3 ppc's and a gauss rifle


Title: Re: Mechwarrior Online
Post by: Falconeer on June 13, 2013, 09:24:30 AM
More Quickdraw.

(https://dl.dropboxusercontent.com/u/3584773/Quickdraw.jpg)


EDIT: This would be the "original" design.



Title: Re: Mechwarrior Online
Post by: Falconeer on June 17, 2013, 02:14:00 AM
A selection of interesting questions and answers from the latest Devs Q&A. (http://mwomercs.com/forums/topic/122703-ask-the-devs-40-answered/)

Quote

On third person view:

Viper69 : If we are going to be able to choose to play against people using 3PV or not to, how are you going to address the then fractured and smaller groups that then have to wait in queue for a match that meets their perimeters?

A: There will be two modes Normal and Hardcore (FPV) only. We anticipate most players will play the first mode leaving the hardcore mode for the those wanting a challenge. 3PV will be going onto test servers in the next 60 days and we’ll see how it goes from there.



Ghost Badger: How does PGI plan to reconcile Community Warfare matches with 3PV and 1PV? How will they reconcile matches between teams with different preferences? Or do they plan to split the CW mechanic by viewpoint?

A: The plan is to have scheduled matches will be FPV only, since these will be performed between Merc. Units. Regular matches will follow the above rules (Normal/Hardcore).



On Community Warfare:

irony1999: Currently it seems that CW Phase 1 is primarily delivering features for the "clan" (Merc corp) experience, from the current reveals. Will there be any enhancements for Faction members, or will that be delivered in Phase 2? Can you discuss these faction member enhancements?

A: Phase 1 will be the meta game (levels, ranks, loyalty points etc). Phase 2 will encompass association (being a part of a faction, whether a merc unit or house).



Blade Pride: Will lone wolf players have access to similar rewards as Units and Houses in the CW?

A: Each type of player will have a set of rewards to achieve. There will be a detailed write up on how we plan to do this.


Trufast: I was wondering how merc corp sizes would matter in community warfare. I understand that you guys can't reveal too much about that stuff yet, but I was wondering if a merc corp of say 20 members would be at a disadvantage compared to the 2-300 member corps. Is there a minimum requirement to be able to function as a merc corp? (more than twelve active members that is)

A: The minimum requirement will be 12. We don’t want size to play a major role in the CW meta game. Zerging the universe with masses is not really what we are trying to achieve. More details will follow when we outline CW to the public.



On weapons and loadout:

Biruke: Will the different manufacturers laser beams differ in color? Say now we have blue LL beam. Lutien manufacturers could make the LL beams violet, no?

A: It’s one idea we have, yes.



On maps/Environment:

Nick Drezary: When Comstar will stop playing ecology and finally approve destruction of trees in the battle zones?

A: When collisions come back into the game.



RF Greywolf: Is there plans for making more realistic bases, like ones with defenses that must be dealt with before capping?

A: Yes.



On Gameplay/Game modes/Meta:

StalaggtIKE: Light and Medium mechs were the most prevalent within Battletech lore, with Heavy and Assault being a rarity. This is not the case within our current meta game, which consists of opposing teams of mostly Heavy and Assault class. Basically the plan is to bring your largest, heaviest hitting mech. Is this intended,and if not, are there any plans to curb this trend?

A: We have some plans in the works to limit the amount of tonnage on the battlefield and encourage balance through rewarding will structured teams.



Weaselball: Is the current large energy weapon alpha build meta something the Dev's are ok with? If not, when can we expect to see some tweaks to help tune the game away from said meta?

A: It’s being worked on.



Noktoo: Currently it is possible to drop with 8 Atlas into an 8man to maximize the firepower, but the firepower of the enemy team is not taken into consideration, though it may happen that 800 tons drop against an more balanced team with ~500. Are there Plans to bring in weight-limitation on 8vs8 or later in 12vs12?

A: Yes.



littlelifter: Please could you make a special “headshot” notification and reward like “component destroyed” notification and reward?

A: It’s coming.



Jman5: A while back you had expressed concern that mechs were dying too fast. With 12v12 coming the amount of firepower directed toward a single mech will increase substantially. Do you still feel this is a problem? If so, how are you planning on addressing it?

A: Yes. Ongoing weapon and game balancing is improving the rate of damage dealt.


So the actual First Person View is gonna become HARDCORE mode? Fuck everything. This sounds AWFUL.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 17, 2013, 02:39:43 AM
Yeah.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 17, 2013, 02:45:07 AM
I like how they are trying to increase their player base by adding third person.. but then turn around and basically say "you are baddies and should just learn to play the right way."


Title: Re: Mechwarrior Online
Post by: Falconeer on June 17, 2013, 02:48:36 AM
Quote
aniviron: You've stated in the past that you don't want to give players using third person view a competitive advantage by being able to see around corners, behind them, or in their far periphery. Do you have any concrete plans for how to do this? It seems like this will be an unavoidable side effect of having the camera located behind the mech, and it is the main reason that almost the entire forum is against having it in the game. You could assuage a lot of upset on the forums if you detailed how you are going to do this.

A: Once players get their hands on 3PV, I think most people will be pleasantly surprised how little the camera impacts gameplay. Early tests are showing that there is not much of an advantage. That being said, until we get this viewmode in the hands of 1000s of players, we’re not going to see how it fully gets used.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: HaemishM on June 17, 2013, 08:38:27 AM
 :facepalm:

This team seems like they are a compass pointing to magnetic wrong.


Title: Re: Mechwarrior Online
Post by: satael on June 17, 2013, 09:09:04 AM
I'd like 3PV... for the few times I'd like to look at how my mech actually looks look from the outside (when not in a mech bay). after that it will probably be just a curio for me unless it significantly lenghens the wait time (and balance) for 1PV.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 17, 2013, 09:18:58 AM
At least Community Warfare between merc corps will be forced on "hardcore" mode (First person), but we all know they have all the time to change that too, right?


Title: Re: Mechwarrior Online
Post by: Shannow on June 17, 2013, 09:32:39 AM
At least Community Warfare between merc corps will be forced on "hardcore" mode (First person), but we all know they have all the time to change that too, right?

Assuming that Community Warfare isn't some giant clusterfuck in the first place.

Right?

.

..


Guys?



Title: Re: Mechwarrior Online
Post by: Merusk on June 17, 2013, 10:09:40 AM
I'd like 3PV... for the few times I'd like to look at how my mech actually looks look from the outside (when not in a mech bay). after that it will probably be just a curio for me unless it significantly lenghens the wait time (and balance) for 1PV.

3pv works well in WoT, even though you DO get the "peeking around corners" part.  If you let it work as FPV = sniper/ accuracy and 3pv = driving it's a great setup.  Of course, with the pinpoint accuracy, lack of COF that we have in the current game I can't see it working well in the game space.

What it *will* do is sell a lot more custom paint, for the above reason. People want to look at their mechs. If they never see them outside of the Mechlab, why bother painting them as it gives no advantages.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 17, 2013, 11:42:11 AM
I keep expecting them to figure out that they hit a nice balance of fun combat by making people place their shots where an enemy was going to be, not under the cross hairs at the time you fired (unless moving direct away or towards you).  Absolutely no sign of it as yet.


Title: Re: Mechwarrior Online
Post by: Llyse on June 17, 2013, 03:31:23 PM
Meh, I don't the naming and 3rd pv but if it means they ticking in money it's acceptable.

Meanwhile I tried to find Slayerik's Cataphract post but had no luck looking for his Jump around Cataphract build.

Besides the Marmoset and CTF-3D, what should my 3rd Cataphract be?


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 17, 2013, 04:11:39 PM
I like both the 2D and the 4X.  Think my builds for 'em are listed in the 'mech customization sticky.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 18, 2013, 02:09:49 AM
Quickdraw video. (http://www.youtube.com/watch?v=_7zVabGiAXU)

These videos are so bland I could fall asleep. They also give a new meaning to the concept of brown, pushing it beyond what the eye can see.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 18, 2013, 02:27:58 AM
The poor quickdraw; a mech introduced into a game in which the meta has not room nor patience for it. Boldly it strode onto lengthy fields where assault mechs going just ten kph slower than it and carrying about three times as much armor were able to hit it for 50 damage spot alphas halfway across the map


Title: Re: Mechwarrior Online
Post by: Falconeer on June 18, 2013, 03:14:44 AM
Yeah.

The one thing I've been waiting for more than anything is this:

Quote
StalaggtIKE: Light and Medium mechs were the most prevalent within Battletech lore, with Heavy and Assault being a rarity. This is not the case within our current meta game, which consists of opposing teams of mostly Heavy and Assault class. Basically the plan is to bring your largest, heaviest hitting mech. Is this intended,and if not, are there any plans to curb this trend?

A: We have some plans in the works to limit the amount of tonnage on the battlefield and encourage balance through rewarding well structured teams.

We can't get it soon enough. And of course, it's tied to UI 2.0 so September at best, but probably not.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 18, 2013, 02:10:24 PM
I trust them to be able to balance weight classes about as much as I trust them to be able to balance the weapons

which is to say, at this particular point in time, not at fucking all, as a result of witnessing the ridiculousness of their proposed boating solution as well as how they are getting prepared to adjust the LPL from its current tenuously okay position to being mostly worthless, because they want it to match its appropriate position on some graph they made charting where pulse lasers are 'supposed' to be relative to each other in output


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 18, 2013, 03:11:16 PM
Game has been broken for months, maybe they find it fun, I dunno. 

They shouldn't have put the training grounds in, I think whoever is play testing it uses them, why else would you find strapping as many long range weapons as possible on and finding a spot to camp fun.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 19, 2013, 12:13:14 AM
Oh trust me we're having a wikkit fun time just simply following the meta.

We're in a 4man group that all run 5ppc stalkers. We go to a predetermined map point. We are patient. Something comes over a hill. We call its target letter. We all fire at it. It is crippled and dies shortly thereafter under a hail of 200 damage quad alphas.

they will eventually effectively nerf this and we'll just drop ppc's like they're hot and go straight to whatever new badly balanced meta rules all with an iron fist.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 19, 2013, 01:10:00 AM
I'm not sure they can or should nerf that, but snipers shouldn't be as good as brawlers close up and lights should get some damage reduction or aim penalty for being nippy wee buggers, otherwise it makes more sense to bring a medium with more armour or it would but snipers.

-30% damage for being in a light (I'd maybe exclude spiders as they seems to have this already) plus fix srm's and they'd at least be heading in the right direction.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2013, 02:52:28 AM
I find SRMs viable with Artemis, but wet towels without it. I know people still hate a salvo of Short Range Missiles in the face, especially if you stagger and shoot them every second or so. What I don't know is if you can remove the shake or the smoke by hacking something client side or lowering the graphic details.


Title: Re: Mechwarrior Online
Post by: Goreschach on June 19, 2013, 08:24:45 AM
Oh trust me we're having a wikkit fun time just simply following the meta.

We're in a 4man group that all run 5ppc stalkers. We go to a predetermined map point. We are patient. Something comes over a hill. We call its target letter. We all fire at it. It is crippled and dies shortly thereafter under a hail of 200 damage quad alphas.

they will eventually effectively nerf this and we'll just drop ppc's like they're hot and go straight to whatever new badly balanced meta rules all with an iron fist.

The easiest way to fix this would be adding in long range ballistic artillery with a large aoe. This would allow players to flush out campers. This would actually imrpove the general meta of 'lump all your team into a great big ball of death and roflstop the spread out pubbies'.

Too bad nothing (http://www.sarna.net/wiki/Long_Tom_Cannon) like (http://www.sarna.net/wiki/Thumper_Cannon) that (http://www.sarna.net/wiki/Sniper_Artillery_Cannon) exists in battletech.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 19, 2013, 08:33:25 AM
The old way was just to use terrain get close and then kill them with brawlers.  Tricky against 4 in a team but 4 in a team on comms is an advantage you can't really nerf without taking a lot of fun out of the game, so it won't surprise me if they did attempt to nerf it at some point.


Title: Re: Mechwarrior Online
Post by: Shannow on June 19, 2013, 08:40:14 AM
Or pick them off with strikes and lights while getting some LRM mechs in range from behind hills. Hard to evolve tactics for this sort of thing in the instanced battles that we face though, since no guarentee you'll face them in your next 5 battles or something.

I can remember back in the days of Btech MUX , combat had devolved into basically two large blobs of Heavies/Assaults too afraid to actually engage each other (12 hours of real time downtime would do that to you, (kids today have it way to easy). So we started to get fairly tricky with our tactics....going strike/light heavy and sniping them until they broke ranks. Sticking a group of brawlers in lakes or behind hills and drawing their blob into an ambush....Drawing them off just far enough with our strikes and putting our heavies right outside their base etc. Ahh the good old days....(now where is my walking stick).  
BTW nothing will make you shit yourself like suddenly having 12 mechs appear in your contact report under 9 hex range even if it was in text.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 20, 2013, 02:10:32 AM
A wee video that fools you into thinking it's not just a big pile of bullshit. (http://youtu.be/dBL8h81S3Cc)


Title: Re: Mechwarrior Online
Post by: Falconeer on June 20, 2013, 02:26:59 AM
You know, I can see the flaws and what prevents it from being so awesome. I keep getting angry every day for what doesn't get fixed or worse, gets broken even more.

And still, I put a couple of hours into it every day. No other game has kept me this long in the 21st century. It could be fantastic, it should be fantastic. It's infuriating the way they are dealing with things. I've been confident they were going to fix stuff if nothing else for the sake of money, but in the last few months they have really chomped my faith. And all that said, I still have a hard time not enjoying this. Maybe it's not just a game to me, it's a kink.

Basically, to me the fact that it's so unpolished, unfinished and broken does not change the fact that it's lovely to play it.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 20, 2013, 02:29:14 AM
I would feel the same if my machine wasn't being an utter cunt right now and pretty much every game is currently unplayable.

But I do like looking at big robots fucking each other up.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 20, 2013, 04:15:19 AM
Yeah it's like what they said in Violent Combat Robot Show 13. Something like "We hate you because we love you, PGI. We hate you because we like what this game can be and sometimes is. We want to give you a lot of money. We see the potential you keep deflecting with shitty design decisions, always so tantalizingly close."

I'm in the same boat. Shitty games are a dime a dozen, easy to toss. But this one keeps just jilting me but staying so close. WE HATE YOU BECAUSE WE LOVE YOU, STOMPY ROBOTS


Title: Re: Mechwarrior Online
Post by: Slayerik on June 20, 2013, 08:33:36 AM
Meh, I don't the naming and 3rd pv but if it means they ticking in money it's acceptable.

Meanwhile I tried to find Slayerik's Cataphract post but had no luck looking for his Jump around Cataphract build.

Besides the Marmoset and CTF-3D, what should my 3rd Cataphract be?

http://mwo.smurfy-net.de/mechlab#i=40&l=ea3527b990c615411a1597186b8caf943299a42a

It's on our main Builds page.


Title: Re: Mechwarrior Online
Post by: 5150 on June 21, 2013, 06:46:24 AM
Oh trust me we're having a wikkit fun time just simply following the meta.

We're in a 4man group that all run 5ppc stalkers. We go to a predetermined map point. We are patient. Something comes over a hill. We call its target letter. We all fire at it. It is crippled and dies shortly thereafter under a hail of 200 damage quad alphas.

they will eventually effectively nerf this and we'll just drop ppc's like they're hot and go straight to whatever new badly balanced meta rules all with an iron fist.

The easiest way to fix this would be adding in long range ballistic artillery with a large aoe. This would allow players to flush out campers. This would actually imrpove the general meta of 'lump all your team into a great big ball of death and roflstop the spread out pubbies'.

Too bad nothing (http://www.sarna.net/wiki/Long_Tom_Cannon) like (http://www.sarna.net/wiki/Thumper_Cannon) that (http://www.sarna.net/wiki/Sniper_Artillery_Cannon) exists in battletech.

Arrow 4 would be a better bet


Title: Re: Mechwarrior Online
Post by: Kageru on June 24, 2013, 04:02:53 PM

This game has an impressively bad new player experience... I wonder how many hours new players have been spent in the mech-lab trying to remove the flamer from the light trial mech.

So basically the sequence is to get blown up a lot while your recruit bonus gives you positive earning and then buy a mech you can customize. The forums seem to suggest a centurion or hunchback as a good first step? Are the random matches weight limited to the point I'm a team deficit if i'm not fielding the heaviest mech I can?



Title: Re: Mechwarrior Online
Post by: satael on June 24, 2013, 11:33:25 PM

This game has an impressively bad new player experience... I wonder how many hours new players have been spent in the mech-lab trying to remove the flamer from the light trial mech.

So basically the sequence is to get blown up a lot while your recruit bonus gives you positive earning and then buy a mech you can customize. The forums seem to suggest a centurion or hunchback as a good first step? Are the random matches weight limited to the point I'm a team deficit if i'm not fielding the heaviest mech I can?



I'd say you are a deficit to yourself if you are not fielding the mech with most firepower you can (and like to play). Killing an enemy mech with a light mech or an assault mech both give the same rewards afaik.


Title: Re: Mechwarrior Online
Post by: Kageru on June 25, 2013, 12:15:01 AM

So the sides in a PUG game are not weight / tier balanced?


Title: Re: Mechwarrior Online
Post by: Falconeer on June 25, 2013, 01:00:22 AM
They kind of are. The matchmaker tries as best as it can to pit mirror weight classes against each other, meaning if you have 4 assault, 2 heavy and 1 medium and 1 light the matchmaker tries to put together a PUG on the other side with the same configuration AND in the same ELO range. But it keeps trying only for a certain amount of seconds, and starts widening the range as time passes, until it picks up anything that starts a game. In general there's a certain balance these days, but premades of four tend to screw the thing since the system seems to have a hard time balancing against that.

The lack of any form of tutorial is stupid and terrible, but they know and it's one more thing that is gonna be implemented in the next few months. it is so bad that all the friends of mine who tried the game without my supervision didn't last 2 matches, while all those who had me explaining the basics to them kind of liked it. There are just too many things that aren't common to any other game, without a tutorial you are alienating so many players right off the bat. Which I think speaks volumes about the game itself, considering how many play it anyway.

For a starting 'mech, in the actual meta EVERYTHING that is not an Assault or a finely tuned Heavy is gonna frustrate you a lot, but either a lasering Hunchback or some other cool Centurion (check here for lots of specs (http://www.mechspecs.com/forum/))could ease the initial pain for you a little bit. A Raven if you want an ECM light without being THAT light.

Kageru, are you Neaon Reaper? I saw that name pop up in my friends list last night but I couldn't place it in the f13 roster.


Title: Re: Mechwarrior Online
Post by: Kageru on June 25, 2013, 01:06:02 AM

No, I started playing last night so not on your friends list... Kagdoom. I'm playing the trial hunchback at the moment, because at least it has consistent weapons... even if it has way too many of them.


Title: Re: Mechwarrior Online
Post by: satael on June 25, 2013, 12:15:28 PM
So they now have a new "founders" program up (with forum titles and mechs etc) Project Phoenix (http://mwomercs.com/phoenix)  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on June 25, 2013, 12:19:42 PM
I made another thread (http://forums.f13.net/index.php?topic=23397.0) just for it. It's the fucking money grab you can't say no to. The UNSEEN? HOLY FUCKING 'MECH THIS IS A LOW BLOW!  :drillf: :drillf: :drillf: :drillf: :drillf:


Title: Re: Mechwarrior Online
Post by: Pennilenko on June 25, 2013, 07:18:54 PM
Those sons of bitches. I hate them so much.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 26, 2013, 12:33:36 AM
So, looks like October 15th will be official launch, I'd assume. Including Community Warfare most likely. I am basing this on the "Loyalty Points" bonus that comes with the Phoenix 'mechs released on that day.

Quote
Loyalty Points

Q: What are Loyalty Points?
A: Loyalty Points are part of the upcoming Community Warfare expansion. Players will be able to work with and/or pledge allegiance to one of the major factions within the game's universe. Loyalty Points are earned by doing a variety of activities within the game. Players will have a pooled loyalty rank value per in-game faction. As the player performs specific actions they will earn loyalty points which are added or removed from these individual faction rank pools. Loyalty Point boosts increase the positive earning of points in these individual boosts. Earning a high level of rank with anyone one faction, earns the player access to specific faction content and economic benefits. Further details will be revealed with upcoming announcements on Community Warfare.


Title: Re: Mechwarrior Online
Post by: 5150 on June 26, 2013, 06:00:49 AM
The love/hate seems to be the general consensus - that said this is a way better deal that the Founders program was when spin it all out.

Didn't surprise me that they stopped you being able to pick what Mech you got on the lower tiers and the only way to get the BattleMaster is to fork out for the top tier.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2013, 02:17:32 AM
Hero Victor, "Dragon Slayer", coming next Tuesday, along with the "Sarah" Jenner dedicated to that little mechwarrior girl who recently passed away.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Dragon%20Slayer%20Hero%20Victor.jpg)


Not sure, but I think it's a shitty screenshot especially when compared with the art.

(http://imageshack.us/a/img10/669/l1uv.jpg)



Also, here is the "Sarah".

(https://dl.dropboxusercontent.com/u/3584773/Sarah%2001.jpg)


(https://dl.dropboxusercontent.com/u/3584773/Sarah%2002.jpg)


All sales on the Sarah will go to the Canadian Cancer Society.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 27, 2013, 03:15:34 AM
That Sarah thing was and is utterly awesome.

The paintjob is an utter winner.

I don't have a Jenner - this one will be purchased.  Oh Yes.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2013, 03:19:37 AM
I totally agree. I think it's incidentally also gonna be the best looking 'mech out there at the moment. We definitely need less wacky patterns and more tags, flags and insignia.


Title: Re: Mechwarrior Online
Post by: satael on June 27, 2013, 04:59:37 AM
That Sarah thing was and is utterly awesome.

The paintjob is an utter winner.

I don't have a Jenner - this one will be purchased.  Oh Yes.


The Sarah story (http://mwomercs.com/forums/topic/119110-for-sarah/). A mech with unicorn, rainbow and teddybear badges, how could anyone pass on that?  :grin:


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 27, 2013, 05:16:39 AM
Yeah, I'll have to buy that, very good cause.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 27, 2013, 07:50:39 AM
All sales on the Sarah will go to the Canadian Cancer Society.
Thanks for that mention.  It's an awesome paint job, and this just sold it for me.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2013, 03:12:28 PM
Movement changes. (http://mwomercs.com/forums/topic/124437-new-battlemech-movement-behavior/)

Quote
Okay everybody, listen up - this is important.

The upcoming patch brings with it dramatic changes in the way your mech will interact with sloped ground. Gone are the days of running up a 75° slope as though it was no more than a gentle incline. Mechs will now have to work harder to climb slopes, and the threshold at which slopes cease to be traversable will be considerably lower than it was before.

In this post I will explain exactly how these changes will affect each type of mech, and we will include color-coded maps depicting the severity of the slopes in every level so that we can all have a reference as to where our mechs can go, where our mechs can't go, and where we can expect the mechs to slow down.

For the purposes of these movement changes, there are five movement archetypes. Each one has a different threshold at which its Mechs will begin to slow down. I'll call this SlowdownAngle. The SlowdownAngle is different for each archetype. Here is a list of the archetypes, and which mech belongs in which archetype. You will notice that the archetype does not necessarily coincide with the mech's weight class.

Tiny: Jenner, Commando, Spider
SlowdownAngle: 40°

Small: Raven, Cicada
SlowdownAngle: 35°

Medium: Blackjack, Centurion, Dragon, JagerMech, Trebuchet, Cataphract, Hunchback
SlowdownAngle: 30°

Large: Quickdraw, Stalker, Awesome, Catapult
SlowdownAngle: 25°

Huge: Atlas, Highlander, Victor
SlowdownAngle: 20°

In addition to the SlowdownAngle, there is a slope level which no mech can traverse. That angle is 45°. For an easy reference as to which slopes are 45°, take a look at Alpine Peaks. Where you see white snow, the slope is less than 45°. Where you see dark coloured rock, the slope is greater than 45°, and you cannot climb it.

So, the easy rule to remember is that every mech can travel over any slope less than 20° with no slowdown whatsoever, and at any 45° slope the mech's movement is reduced to 0. These slowdowns aren't instant, so there is the potential for an extremely fast mech to gather enough momentum to travel some way up a slope of 45° or greater, but in most cases a 45° slope acts, in effect, as a wall. In addition, I should also note that running into an actual vertical wall reduces the mech's forward movement considerably, so you will no longer have the ability to navigate by perpetually bumping into stuff.

To compute how much of a slowdown you can expect on a particular slope, the formula is quite simple. Just less than your mech's SlowdownAngle, you'll be going at 100% speed. At 45° you'll be going at 0% speed. In between those two values, the slowdown is linear.

For example, the Catapult is a member of the "large" movement archetype, whose SlowdownAngle is 25°. If a Catapult walks up a slope of 35° (halfway between the SlowdownAngle of 25° and the StopAngle of 45°) it will be traveling at 50% of its normal speed. On a 30° slope it would travel at 75% of its normal speed, and on a 40° slope it would travel at 25% of its normal speed.

Some maps this won't make a lick of difference. Others it will completely transform. I urge everyone to carefully inspect the following diagrams and see if your usual routes or favourite spots are going to be compromised by these changes. You can't climb up the sheer cliff walls on Alpine Peaks any more. You can't scoot up to the top of the crystal shards on Tourmaline Desert any more. The high ground in Canyon Network is nowhere near as accessible as it once was.

It has been my experience that these changes make for a dramatically improved gameplay experience and I hope that will be the case for everyone else too.

Thanks for listening. As you were.

- Thaddeus

Here is a link to the official feedback thread: http://mwomercs.com/...viour-feedback/

Here are the maps:

ALPINE PEAKS
(http://i.imgur.com/9Yp9ZO3.jpg)



CANYON NETWORK
(http://i.imgur.com/F0dREKZ.jpg)



CAUSTIC VALLEY
(http://i.imgur.com/e7dPex6.jpg)



FOREST COLONY
(http://i.imgur.com/gEtr4RY.jpg)



FROZEN CITY
(http://i.imgur.com/Pu6XKbj.jpg)



RIVER CITY
(http://i.imgur.com/yODQubN.jpg)



TOURMALINE DESERT
(http://i.imgur.com/mqwlRen.jpg)



If you have trouble remembering what areas are navigable while in game, make a rhyme.
Alpine for example: "If it has rock on it - you can't walk on it; if it has snow on it - you can go on it"
Now you will never forget!


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2013, 03:58:24 PM
I don't see why a Cataphract and a Jagermech should be as agile as a Hunchback or a Centurion, but maybe it's me.


Title: Re: Mechwarrior Online
Post by: Kageru on June 27, 2013, 04:02:00 PM
This game was worth playing for stomping around, seeing the pretty awesome weapon effects and explosions. The mech explosions, painting people with lasers and salvos of missiles flying through the air are pretty awesome.

Everything else is lack-luster at best. The game desperately needs more maps over more mech skins. There's no new user story, tutorial or progression. You use up your noobie money to buy a big mech (if you are sensible) and then you grind. Or you just buy it and start game one in your end-game mech. In WoT you start with a huge range of basic tanks, a clear progression on each of them and upgrades for each tank that come relatively quickly at the start. The matches are tiered in what tanks you are going to see and the early levels are some of the most fun. Purchased tanks are limited in that they are not part of the progression and can't be modified.

Game balance is questionable, with much of that being due to adherence to the original rules which weren't designed for a computer game. They put hard-points on the mechs to differentiate variants but they haven't tiered weapons so my 35 ton mech is wielding 2 ERPPC's. No minimum range (broken), highly accurate (no reticle bloom or cone of fire that I could see), massive and focused alpha, the only reason not to is because you make an LRM boat (if the meta favored it) or are big enough to pack AC/20's. Almost every PUG game involves forming a firing line on a ridge (if available) until the enemy can close range. The "default" and trial mechs show what they want, limited heat capacity and varied use of weapons, but players enjoy optimising and that's not what they are going to field. I'm not even sure it's possible to balance such that all weapons are viable, the best they can do is change the current king.

Legalised wall-hack, observed while spectating, is ridiculous. Matches tend to give one sided results, experience gains strongly reinforce doing damage as the focus and with no maintenance costs there's no reason not to be fielding a fully tricked out and high tonnage mech (though trolling in lights is fun).

The mech bay is a pain to work with because you want to see the mech as whole and desperately needs saved configurations. Designing mechs is immensely addictive as always.

I imagine they are doing 3rd person mech view because a lot of people find the juddering and claustrophobic cockpit both authentic and nauseating. Plus the lack of situational awareness that is out of place with a high-tech war machine and hurts noobies who haven't memorised the map.

I imagine community warfare will be a lot like the WoT equivalent. It would be interesting to know what percentage of their player base participates in those. I suspect it's far from the majority.


Title: Re: Mechwarrior Online
Post by: Merusk on June 27, 2013, 04:57:29 PM
Wow that movement changes tons of shit.  Canyon gameplay will never be the same. Guys up top have a clear and significant advantage that the guys below will never get to them.  The one that really will shock people and their current play is River city (you MUST use the bridges to get to upper) and Forest Colony (most of those hills will require jump jets now. A big shift.)


Title: Re: Mechwarrior Online
Post by: Kageru on June 27, 2013, 05:02:06 PM

It will be fun to see how it plays out.. maps with corridors could become killzones, jump jets more valuable and even LRM boats having a lot more potential. It did seem weird you could sort of hump a cliff and end up on top.


Title: Re: Mechwarrior Online
Post by: Llyse on June 27, 2013, 09:03:41 PM

It will be fun to see how it plays out.. maps with corridors could become killzones, jump jets more valuable and even LRM boats having a lot more potential. It did seem weird you could sort of hump a cliff and end up on top.

It's going to be a hectic few weeks while people work out correct routes and game play. I'm worried that the Highlander will receive too big a boost from this but otherwise definitely looking forward to it!


Title: Re: Mechwarrior Online
Post by: satael on June 27, 2013, 11:31:34 PM
So Alpine Peaks and an assault mech will now mean a long slow slog and if the enemy decided to go the other way never meeting them... (especially since splitting up the forces in a pug match usually means being overrun by the other side's full force)


Title: Re: Mechwarrior Online
Post by: Falconeer on June 28, 2013, 01:50:11 AM
These movement changes might cut down the assault population a bit. Beyond that, I really don't feel comfortable commenting since it's too much stuff, so have to test it personally. Going slow and slower, and supposedly having an even harder time defending yourself from lighter 'mechs, or being exposed to ambushes in areas you can't get out of as you could before is not necessarily going to be the kind of fun it used to be for heavier 'mechs. If anything, I expect complains that the game is suddenly less fun because "OMG I CAN'T MOVE THIS IS HORRIBLE! I AM CANCELING MY SUB!!"

I appreciate Kageru's perspectives, although I disagree with parts of it. I don't feel the comparison with WoT is fair in the slightest. First of all because it has been out for three years and had a year of open beta before that. Second, while I loved WoT, I never appreciated how useless lighter tanks were against heavier ones (when I played). There weren't tiered battles at the time, took them a while to add them and similarly we know lots of those "quality of life" changes are already announced for Mechwarrior before the end of Open Beta. So the weapon thing could boil down to personal preference, but WoT had its grace period too before al the features were implemented. You know... including gold ammo...

Weight limited battles are coming. Also, the just announced movement changes are a nerf to heavier mechs. That said, I especially like the fact that all weapons are viable and especially like that depending on your playstyle all mechs and weight categories can be lethal. There are definitely balance issues but recent patches showed big improvements.

Legalised wall-hack (I guess you are referring to the seismic module) is being nerfed with next patch. Trial 'mechs are a stupid crutch while preparing a better introduction for noobs, but this cycle has the Champion Hunchback, quite a great 'mech.

UI 2.0 will change everything, from social tools to the mechlab, to the needed tutorial for noobs.

Community Warfare is not really like World of Tanks' because Faction Play will involve all players, including those who don't plan on conquering territories. If you pledge with a major lore house you won't be fighting for expansion, but you will be contributing to your house's score and will be earning achievements and rewards anyway.

While this game will probably never be really polished, too much is gonna change in the next 4 - 6 months to give it a fair final score now. But at the moment, for a lack-laster game seems to me it's doing extremely well.

World of Tanks was a lot of fun in open beta and before the official launch, but it didn't make much sense either. There was no community warfare, there was no tiered battles, the grind was really painful and PUGs were a mess as they are here. With the difference that you could sneak behind an enemy tank only to tickle it for zero damage because of "realism". Basically, you could be utterly useless unless you endured long enough to get a "high end" tank. I think your experience is valid, but it's definitely  conditioned by your Word of Tanks' one. There is NO "end game" mech (as you call it) here, and the fact that you think there is comes from misunderstanding Mechwarrior based on your history with the other game.


Title: Re: Mechwarrior Online
Post by: 5150 on June 28, 2013, 05:06:05 AM
Quote
Okay everybody, listen up - this is important.

The upcoming patch brings with it dramatic changes in the way your mech will interact with sloped ground. Gone are the days of running up a 75° slope as though it was no more than a gentle incline. Mechs will now have to work harder to climb slopes, and the threshold at which slopes cease to be traversable will be considerably lower than it was before.

In this post I will explain exactly how these changes will affect each type of mech, and we will include color-coded maps depicting the severity of the slopes in every level so that we can all have a reference as to where our mechs can go, where our mechs can't go, and where we can expect the mechs to slow down.

For the purposes of these movement changes, there are five movement archetypes. Each one has a different threshold at which its Mechs will begin to slow down. I'll call this SlowdownAngle. The SlowdownAngle is different for each archetype. Here is a list of the archetypes, and which mech belongs in which archetype. You will notice that the archetype does not necessarily coincide with the mech's weight class.

Tiny: Jenner, Commando, Spider
SlowdownAngle: 40°

Small: Raven, Cicada
SlowdownAngle: 35°

Medium: Blackjack, Centurion, Dragon, JagerMech, Trebuchet, Cataphract, Hunchback
SlowdownAngle: 30°

Large: Quickdraw, Stalker, Awesome, Catapult
SlowdownAngle: 25°

Huge: Atlas, Highlander, Victor
SlowdownAngle: 20°


So they completely missed the point of why some mechs are chicken-walkers (reverse-knee) rather than standard with regards to terrain!


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 28, 2013, 08:29:16 AM
Well, the Cataphract is in the medium category, and the Raven's long legs wouldn't help move up inclines so much as move fast.  (Plus it'd be unbalancing, though I don't think the Jenner should be on the tiny list either.)

The Stalker also benefits.  The Catapult is the only one that seems out of place, but it's already a pretty potent 'mech.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 28, 2013, 03:17:07 PM
What I consider important or interesting bits from the latest, underwhelming "Ask the Devs #41 (http://mwomercs.com/forums/topic/124620-ask-the-devs-41-answered/page__pid__2500477#entry2500477)".


Quote
Strum Wealh: What are the plans and attitudes of PGI with regard to the in-game availability (or lack thereof) of certain BattleMechs (or individual variants thereof) that, in BattleTech, are generally or wholly restricted to specific organizations/units (such as the Hoplite not being produced at all in the Inner Sphere, and neither it nor the Annihilator not being available outside of the Wolf's Dragoons)?

A: You will however see some of this come into player through price adjustments based on faction availability in a future game update.



CutterWolf: Will the Dev team consiter using "Weapon Slot Limitations" as a game balancing tool?

A: It’s under review.



MeatForBrains: Are there future plans to match by tonnage as opposed to weight class? What are the pros and cons of this approach?

A: We endeavor to allow players to play the game however they chose. Putting artificial limits always tends to create other problems. Sometime it’s necessary to promote a more diverse ecosystem. In the case of tonnage vs weight class, tonnage is better for players, as they can field whatever they chose, and weight classes is better to guarantee match quality/equality. We’re working on striking a balance between the two.



Stjobe: What are your plans for getting more lights and mediums onto the field?
The current game is absolutely dominated by heavies and assaults, to the point where I'm often the lightest thing on the field - both teams included - when I drop in a Blackjack. I'd love to hear your take on this, and your plans on rectifying the situation (if you have any).
If I may make a suggestion as well as pose a question: I suggest you take a look at your reward structure; it's almost completely focussed on what heavies and assaults are good at, and almost completely neglects to reward what lights and mediums are good at - and the rewards we do have for things like spotting and capping are a pittance compared to what you get for dealing damage and killing.

A: You pretty much nailed it on the head. Rewards, along with expanded roles for lights and mediums, along with some limitations on drop weights, will all contribute to a more diversified battlefield.



Ilithi Dragon: Would it be possible to have the option to toggle between a paper doll and a bar graph display, like MW4 had?

A: We’re exploring this when we refresh the HUD after launch.



aniviron: How far from your ideal state of balance is the game at this time? It's a hot topic on the forum now as always, but I feel that the game is the most balanced it has been since the launch of closed beta, even if it has a ways to go yet. Are there many things that you still want to tweak? What would your optimal state of game balance look like?

A: Ideal balance would be a middle ground where most weapons, mechs, and equipment are very useful in specific situations, and weak in others. We need to tweak a lot of aspects still, so we’re definitely not there yet, but as you said, we’re getting closer and we continue to chart a course to a nice balance.



Papar: Approximately, how many people were working on this game during Close Beta and how many are currently? Are you satisfied with that number or are you planning to recruit more members for the team?

A: We started with a team of 10-13 and now have a team in the mid-40s, not including execs, admin, etc. We continue to add resources as we find quality talent.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 28, 2013, 03:56:37 PM
Quote
we’re getting closer and we continue to chart a course to a nice balance.

Closer my arse, game was more balanced in closed beta when they had 4 mechs right up till HSR went in.  If his opponent can aim, a light is pushed hard to kill anyone except another light, two mechs close to each other it's virtually impossible to kill one of them.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 29, 2013, 03:33:06 AM
(http://i.imgur.com/9afqf3B.png)


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 29, 2013, 03:41:47 AM
Machine guns aren't bad now actually, same dps as a small laser, course you can't really move and have to face your target  :drill: but should be fun in a locust for comedy kills.

I just did 533 damage in one round, in a jenner with 3 smalls and 3 small pulses, damage not that out of the ordinary but it was all to one atlas.  Found him alone, bad aiming on my part while trying to dodge all his nasty weapons, him finally backed against a wall.  One on one is still fun if the other guy is pretty bad, it's sad how quickly you die if there's two mechs though.


Title: Re: Mechwarrior Online
Post by: Kageru on June 29, 2013, 05:15:47 AM

They're bad because focused alpha dominates over DPS. So lasers beat them out with 3 times the alpha and no ammo requirement.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on June 29, 2013, 05:42:27 AM
They aren't that different to small lasers now which is huge improvement if I actually cared about them at all.  Did you miss the standing still comment in your desire to focus on the alpha damage output of a small laser mech?  :why_so_serious:  1 ton for ammo isn't much.

Edit actually you need well more than 1 ton, just tried a spider with 4 mg, 1 flamer, surprisingly fun, 217 damage but with 2 tons mg ammo I ran out.


Title: Re: Mechwarrior Online
Post by: satael on June 29, 2013, 07:35:24 AM
Had a nice game and managed to get 6 kills...unfortunately noone else in the team got any so it was a loss (couldn't stop the 2 enemies left from getting 750 resources)


Title: Re: Mechwarrior Online
Post by: Kageru on June 29, 2013, 09:15:38 PM

Got to see a game with a couple of 2xAC/20 Jaeger's.... shit just melted.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 01, 2013, 10:51:14 AM
I was listening to the No Guts No Galaxy podcast and Russ Bullock, PGI President, said they are considering a solution so that PPC will have 75% of its damage in the pinpoint location, and 25% of its damage splashed and spread over different locations. That is on top of the internal damage scale for overheating that is coming tomorrow, and the heat penalty for boating that I am not sure if it's coming tomorrow or not.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 02, 2013, 02:09:38 AM
It's been months, ppc's & er ppc's are stupidly overpowered.

(http://i.imgur.com/18h4vUc.jpg)


Title: Re: Mechwarrior Online
Post by: Samprimary on July 02, 2013, 02:30:00 AM
did some concerted research with the machine guns.

they are still rull bad. their dps has to be high enough to be worth trying to focus it on an enemy mech at range.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 02, 2013, 02:55:31 AM
What's even worse about PPCs is that in a random PUG match things are better, sometimes.
But according to what I have heard, it's all insanely stupid in 8vs8 where everything that isn't a PPC boat or AC40, and one occasional scout, is useless. Anyway, there's a patch today which will nerf overheating and will make heavy and assault 'mechs easier targets. And then there's the proposed boating nerf and the spread damage for PPCs. It's annoyingly slow, but it's changing.


Title: Re: Mechwarrior Online
Post by: Kageru on July 02, 2013, 03:27:08 AM

It's pretty much like that in most games I've seen... Dual ERPPC Raven is fun but silly.


Title: Re: Mechwarrior Online
Post by: Shannow on July 02, 2013, 07:57:17 AM
I'll admit I actually had fun last night. Joined a lance on the TS server and ran around with my 4 MPL Cicada spotting for 3 LRM boats. It's rather awesome to target an enemy mech then see an absolute fuckton of LRMs land on him 5 seconds later. We won 6 matches or so, with only 2 total deaths between the 4 of us. Less CT coring it appears, and enjoying the variety of mechs you see out there now. Still could use a few more maps.  Going to be verrrrry interesting when those new movement restrictions go in.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 02, 2013, 08:07:20 AM
Almost forgot: nerf seismic. Now.


Title: Re: Mechwarrior Online
Post by: Hoax on July 02, 2013, 08:17:48 AM
(https://dl.dropboxusercontent.com/u/860951/1365985473892.png)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 02, 2013, 08:20:45 AM
Almost forgot: nerf seismic. Now.

I don't get the hate for this.


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 02, 2013, 08:33:16 AM
It's the only module I always equip, it's more useful than longer range sensors at times.  They could knock a bit of range off it at least, makes sneaking around in a light a bit pointless and you can easily spot someone without it.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 02, 2013, 08:57:59 AM
Proposed nerf is to make it only work if you are standing still, or sense enemy mechs on a range that grows bigger the heavier the "sensed" 'mech is. Or to make the interval between bleeps longer. It's not that hard to fix this I think, I hope they do it soon. As it is now it is really a legalized wallhack and there isn't a single reason to not use it. Not to mention that it totally flattens the tactical aspect of the game.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 02, 2013, 01:00:34 PM
Paul Inouye on weapon balance.

Quote
Hi Folks,

Just wanted to let you know that I have just returned from a 2 week break so expect some new things to come when it comes to weapon updates/balancing.

Prior to leaving on break, I put in a series of requests for certain weapon subsystems to be implemented. These implementations have been completed but I have not had time to check them yet. Once I've checked and approved these changes, they make their way into a build. At that point QA attacks the feature set and I can start setting numbers.

Do not fear, I am VERY well aware of the hot topics right now and they will be addressed. I am not going to give numbers or timelines until the changes have been put forth into a pre-release build that will be about 2 weeks away from going live. At that time, I will fully let you know what the changes and implications of any balancing will have on the game.

From this point forward, in our quest to hit our launch date, you are going to see an aggressive series of weapon updates with each patch.

That being said, high on priority is the SRM spread/damage and the high alpha meta going on in the game. I'll update you on these as soon as the changes have been put into test.

-Paul


Title: Re: Mechwarrior Online
Post by: Arthur_Parker on July 02, 2013, 01:32:05 PM
He's still an arsehole though.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 02, 2013, 01:35:39 PM
lol.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 03, 2013, 06:26:30 AM
I had a Spider-5D rotting in my mechbay so I looked up and see what I could do with it. Turns out there's a very viable build with an ER-PPC which is a good idea cause you run like hell, you have ECM, and you don't have to keep aim on your target because HELLO PPC. It feels overpowered to me, meaning I can't really see any flaw in it. Heat efficiency is 1.9 so you never ever overheat. I don't know, once again I think it's stupid. And there's no way in hell a Spider should ever be able to equip a PPC (unless it's a snub-nose PPC from 3067, according to Sarna). Fuck this weapon.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 03, 2013, 07:04:17 AM
The new weapon noises are messing with my head.  Even when I'm shooting, I don't know whats firing.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 03, 2013, 09:12:17 AM
And there's no way in hell a Spider should ever be able to equip a PPC (unless it's a snub-nose PPC from 3067, according to Sarna). Fuck this weapon.
In ancient times I had a custom Stinger with an ERLL.  It makes sense a Spider could do an ERPPC.  Consider that a Raven can do two though...


Title: Re: Mechwarrior Online
Post by: Merusk on July 03, 2013, 02:27:03 PM
My spider with PPC just feels fragile as fuck.  I think I'm shooting things wrong because I never get kills in it.  Just a lot of frustration and low-damage plinks.  I got 5 shots on an Atlas' rear armor a few weeks ago and he didn't even turn orange.


Title: Re: Mechwarrior Online
Post by: Kageru on July 03, 2013, 04:14:19 PM
ERPPC definitely should have a minimum range and probably a chassis weight limit / weigh more, but then weapon balance is pretty shitty. Spider builds dancing around taking point blank ERPPC shots is not how it should work. Though the 2xAC/20 Jeaeger or 6 PPC stalkers still do the bulk of the killing.

The gameplay generally seems to end up being very old style. Ideally a line of slow firing muskets (PPC, Gauss) behind cover on the high ground, cannon fire if you can catch them in the open (LRM) and if they close its a chaotic melee. It's also amusing how much of the weaponry in Mechwarrior is archaic. Huge expensive weapon systems without 360 degree vision or sensors (though the pilot picture has vision enhancement), tiny visual ranges, ballistic weapons with tragic ranges and dumb mounts. *Long* range missiles that can fire a whole kilometer and lock on from 800m. It's all just odd... it needs a "lost technology" angle like Games Workshops mech equivalent had.




Title: Re: Mechwarrior Online
Post by: Falconeer on July 03, 2013, 11:39:36 PM
Don't know the Games Workshops angle, but is this (Lostech) (http://www.sarna.net/wiki/Lostech) pretty much what ou are talking about?

Quote
As a concept, LosTech is often used to describe the loss of technological knowledge over the course of war.

In the early Succession Wars, all parties deliberately sought to destroy the enemy infrastructure. Amidst the overall ruthless mayhem that obliterated entire worlds, factories, shipyards and star-ships were prime targets. Humanity as a whole literally bombed itself back into a proverbial 'stone age,' and the Successor Lords realized too late that the damage was beyond repair.

I think someone during tabletop/rpg development had your same doubts in the 80s, and came up with this cheap "fix".


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 04, 2013, 05:01:32 AM
It was their flimsy excuse to allow reasonable distances.  Maps would have to be huge to allow realistic weaponry and melee rules would have to be tossed out.  Plus it allows for more detailed strategy in tight terrain.

Handwave it however you want, but the tabletop game just wouldn't be as exciting without the close distances.  (Aerospace has much more reasonable ones, so they were aware of it.)


Title: Re: Mechwarrior Online
Post by: Samprimary on July 05, 2013, 07:42:35 AM
If you ever wonder about the restraints on mechwarrior technology, just think about pacific rim. With today's technology, we would obliterate the kaiju with completely unerringly accurate hypersonic missiles that would punch molten shaped charge jets of metal straight through their bodies and kill them deader than shit. And we could guide these weapons from space, if we wanted. Fuck you, Kaiju.

But then we wouldn't have Pacific Rim, the Movie. You have to come up with some tech rationalization to get war back to a form which is generally fun to simulate.

Think of the contrast between early aerial combat dogfighting and the way air to air 'combat' would be handled now, for instance. Realistic WWI-WWII air combat simulation is fun, but combat simulation of modern air combat would be boring as shit.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 05, 2013, 11:36:08 AM
General XP conversion is half price through the weekend. (http://mwomercs.com/news/2013/07/697-gods-metal-sale)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 05, 2013, 11:45:55 AM
That's always tempting.


Title: Re: Mechwarrior Online
Post by: satael on July 07, 2013, 10:03:50 AM
Awesome MWO desktop setup (imgur album) (http://imgur.com/a/V27uB#0)  :grin:


Title: Re: Mechwarrior Online
Post by: satael on July 08, 2013, 04:45:28 AM
I think I'm starting to hate Alpine Peaks conquest in an assault mech so much that I'll just quit whenever it comes up (haven't actually done so yet since I think it's rude but most of my playing sessions seem to end with that being the last game)  :uhrr:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 08, 2013, 04:50:38 AM
Alpine Peaks is my least favourite map, although I think it is probably gonna be a good one with 12 'mechs and for real team play. It's just a shitty one to play with pubbies as it definitely requires coordination and scouting. Also, it's the one as you say where picking the wrong 'mech can really suck the fun out of it, so maybe it'll improve by the time pre-game lobby will allow us to pick 'mechs based on map and team.


Title: Re: Mechwarrior Online
Post by: Merusk on July 08, 2013, 04:57:29 AM
If I get Alpine in an assault I just hang back at the base until someone encounters the enemy.  Given the long-range metagame I'm not at a disadvantage this way.  It also helps to delay the enemy so my team will (hopefully) cap if we've both gone to the right or left from our start spots and missed each other.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2013, 06:58:30 AM
Alpine peaks is that awesome one with the killbox that every fucking retard wanders into to get shot from miles away, yeah ?

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: satael on July 08, 2013, 07:05:03 AM
Alpine peaks is that awesome one with the killbox that every fucking retard wanders into to get shot from miles away, yeah ?

 :oh_i_see:

It's the one that now has most (atleast it feels like it) of the map inaccessible to mechs like the atlas due the limitation on how steep a hill you can climb.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2013, 07:15:43 AM
Ah.  I had forgotten that change. 


Title: Re: Mechwarrior Online
Post by: Falconeer on July 08, 2013, 04:02:27 PM
Wow. I don't know if you have seen this, but I missed it and it's amazing. Long article on how they create maps (http://penny-arcade.com/report/article/playing-god-so-mechs-can-fight-how-the-mechwarrior-online-team-creates-worl). It doens't make me hate them less for beins so slow, but I loved the sketches and all the other behind the scene stuff.


Title: Re: Mechwarrior Online
Post by: Evildrider on July 08, 2013, 04:06:10 PM
They really put a lot of in depth thought into their maps. 


Title: Re: Mechwarrior Online
Post by: Kageru on July 09, 2013, 07:36:16 AM

I've played each of the maps they have often enough that I barely notice it anymore. It's all just unimportant and annoying clutter, and unlike WoT slope, cover and concealment are simplistic. And on the snow or night levels it's truly invisible and migraine inducing. I have no idea how bored of these maps the veterans must be.

I'm fighting the temptation to make a catapult missile boat. Although I love the model, and the missile animation, it didn't take long to realise PPC's / Gauss to the face beat sitting there trying to get a lock on, waiting for a PUG team mate to hold a lock or finding an opponent not hugging cover. Most of the maps are so cluttered holding a lock and finding an exposed enemy, outside of firing into melee, isn't easy.

Got my Jenner (scavenger) and Raven (ECM) pimped out, part way through the mastery skill, and could work towards filling them out with modules... but I think I'm mostly done, the game doesn't need one more AC/40 Jaeger, PPC stalker or confused and lost atlas and I don't think there's many more mysteries left in the game-play. It will be fun watching them try and evolve it into something deeper though. Though given how close launch is...




Title: Re: Mechwarrior Online
Post by: Slayerik on July 09, 2013, 08:16:10 AM
Tried playing a few matches last night and I just don't enjoy it like I did.  Maybe a few months and I'll try it again.


Title: Re: Mechwarrior Online
Post by: Kageru on July 14, 2013, 11:35:56 PM

I can't help seeing the mechs as fat old men now. Bumping into each other, slowly stomping forward, turning slowly, failing to climb any appreciable slope and needing a breather after doing anything. Gives a very different mental image to the game.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 19, 2013, 06:11:42 PM
You know, it won't last, but there's a Tournament this weekend (http://mwomercs.com/tournaments), and as of now I am 7th in the Awesome ladder. Sure, least played 'mech ever, still this is quite fun. I am also pretty sure I can improve my score (top 5 get a reward). I just have no idea how good can the others do.



(https://dl.dropboxusercontent.com/u/3584773/MWO%20Awesome%20challenge.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 20, 2013, 12:45:32 AM
Fairly easy when there's only 17 people left playing the game mate.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 20, 2013, 02:44:49 AM
Sure, game is dead. Anyway, it is certainly not my skill and more that only 1% of the players seems to know about the tournament or care to opt in. I've been asking in chat every game and usually one player out of three matches has heard about it and cared to join. My Stalker is 120th in the ladder at the moment, and that's a 'mech I have 2.40 K/D with.

That said, I had one of the weirdest matches yesterday and it counted for the tournament (means no grouping allowed) so I am sure that's keeping me afloat. First time ever for me that time runs out. Also, not sure what the other 15 players were doing while I was pounding on stuff with just two ERPPC and three SRM6 on a super long range map.



(https://dl.dropboxusercontent.com/u/3584773/MWO%20Pretty%20Baby%201255.jpg)


Title: Re: Mechwarrior Online
Post by: Falconeer on July 20, 2013, 04:47:33 PM
Looks like someone found a way to access the Lava World map which is still a work in progress.
Looks nice. (http://www.youtube.com/watch?feature=player_embedded&v=dIEeIyDtgO4)


Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2013, 05:24:18 AM
Concept Art for the Wolverine.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Wolverine.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2013, 06:25:54 AM
Then why are the original battlemaster pics there ?


Title: Re: Mechwarrior Online
Post by: Merusk on July 26, 2013, 06:40:30 AM
If you do it all in the same file you conserve electrons.

I mean, you don't start a whole new sketchbook when there's white space, right?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2013, 06:46:06 AM
Am I missing some more /green? The sketch on the left is the old Wolverine sketch, not a Battlemaster...


Title: Re: Mechwarrior Online
Post by: Ironwood on July 26, 2013, 07:29:24 AM
No, you're not missing anything, apparently I'm a tit.

Wolverine not one I'm familiar with and the Sarna pic looked so much like the BM.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 27, 2013, 09:09:18 AM
They're in very similar poses.  I had to do a double-take to not see the Battlemaster as well.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 27, 2013, 03:20:37 PM
I'm real impressed with the people in PGI who are making the maps and doing the visual mech design.

I just can't really be happy at all about how all this good visual design is in thrall to people who really cannot manage the game's design and balance.

Anyway. Right now the game is a very simple equation with a very simple answer. Cataphract or Highlander. 1 gauss, 2 ppc. Jump jets. Poptart.

This sucks, because I own neither the cata nor the highlander, nor do I have any practice poptarting. I don't know if I want to purchase my way into the meta, or just hold out and hope the game goes somewhere else less excruciatingly boring.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 27, 2013, 04:17:18 PM
I don't know where I stand ranking-wise but while there's definitely plenty of the builds you mention at my level too I really don't see as many as you claim. Last few patches definitely stimulated people (in lower brackets) to try some new stuff. But I don't doubt you one bit and I know you are telling the truth, which probably means you are in a very high ELO bracket, Sam. From what I heard the higher your ranking, the cheesier the game gets. And that's also what killed 8 vs 8 with the present meta, since all you get there are supercheesy FOTM high alpha builds. Anyway, not trying to justify the poor design that allowed this.

At least, seems like they are aware. PPC heat is going up, there's a rumor Gauss will get a heat penalty of some sort, and by launch tonnage restrictions will limit the number of heavies and assaults on the battlefield.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 29, 2013, 08:32:38 AM
Well, here's my experience:

When SRM's broke, we caved to the Long Range High Alpha Meta and I doled out a stalker with 5 PPC's. We would find a specific vantage point for each map which was largely considered to be the poke hole, then we would wait. Sure enough, individual mechs and the clump would ease forward into excellent firing range. I didn't think it was particularly optimum, but stalkers were my chassis and I was actually pretty good at making the most of it through well-plotted positioning and patient cover advancement.

the 50 alpha was also an excellent counter to poptarters of the time, as they would hop off to plink off 35 damage alphas, and would get hit with 50 in return. Worked for me.

Using a squad of alpha stalkers and catas, we got our way up into that nether-realm where everyone was doing it because you couldn't win against anyone who was doing it if you weren't doing it. this was a netherworld of:

1. mandatory 4-man you were dropping with, cause every enemy team had one too, and that's why they were up there
2. mandatory long range high alpha
3. mere seconds of unintentional exposure would determine whole matches
4. 4-5 people autoquitting fucking Alpine if they saw their team had no lights
5. what's a medium mech? i heartell stories of them but we know not of them around these parts. what purpose would they serve??

when i took a break on that and basically suicide farmed my way through the two worthless raven chassis, I plummeted in ELO down back to where the game was kinda nifty and varied and I could spar with people. By using a really bad mech (the 2-machinegun raven with no ECM) I was challenging myself greatly and getting in brawls with people who weren't exactly, uh, proficient with the stock atlases they were bringing into battle. yeehaw.

When I got my ravens maxed out, I sadly tromped back into the meta, i turned my stalker into a 4ppc build so I could mount a large standard engine and 22 heatsinks. We careened back to the top SO FAST. Again, I don't think it was very optimal (though MAYBE it was during the time that poptarting was fairly penalized by shake) but we did amazingly well. So well, in fact, that we were back to where the game was fuckoff boring again.

When they reset SRM's back to where they were again, I decided to try them out. I kitted an actual honest-to-god brawler just like the old days: 5 medium lasers, 5 SRM 6's.

The verdict was that SRM's are still too hot to justify the damage they do at the ranges that they do, especially with the spot alpha being gone, so .. brawling still wasn't particularly feasible against the sniper meta. Any organized team could usually shut it down given patience and coordination, especially given that the mandatory Seismic Sensor really dicks close range mechs over, as your approach is ALWAYS known to the enemy, even through walls and in caves.

However, there were quite a few golden games we played in which we were squaring off against people who had been sniper zombies for so long they no longer had an adequate response to a brawler showing up next to them. I'd show up with 85 damage alphas IN THEIR FACE and they would just be like "what .. what the fuck is this, this mech is using alien weapons I am not accustomed to, what do I do"

those games aside, SRM's were meh, so brawling was still profoundly inadequate.

The boating heat penalty also effectively ended the 4ppc stalker for me; you had to be really careful with firing two at a time or your heat would jump up 85% in a single volley. Whoopsie. Not worth it. The actual best mechs were running 2ppc/1gauss though, so they were COMPLETELY UNTOUCHED by this fix. Go Go PGI Balance!

Anyway. Game's still in a pretty awkward and lame state compared to the way it used to be before HSR. If anyone wants me to kit them out with an optimum mech design for current meta, I can do that.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 29, 2013, 12:38:17 PM
New Map, Terra Therma (http://youtu.be/g17CbW6MVfo), coming tomorrow.


Title: Re: Mechwarrior Online
Post by: schpain on July 29, 2013, 03:40:40 PM
what kind of nerdeurism would ensue if they made the damage on a ppc distribute to the location hit, and the nearest two armour points evenly? (ie hit CT and its 1/3CT 1/3LT 1/3RT)  it breaks canon but would be more interesting and lead people to sniping with lower caliber AC's. 

also a grief change to tip over mechs that pack two gausses.  let them equip them, let them join the match; then the mech just tips the fuck over and they have to wait the whole match looking at the sky  :grin:



Title: Re: Mechwarrior Online
Post by: Falconeer on July 29, 2013, 03:46:13 PM
Schapin, they hinted to the possibility of changing PPC damage that way. I think it would be a great idea. Then again, I think the forums would explode. Just because.


Title: Re: Mechwarrior Online
Post by: schpain on July 29, 2013, 04:04:43 PM
well lets sacrifice a goat and cross our fingers that PGI can make a good balance change  :drillf:

edit: oh, and can you still plink away for 20 dmg at 600m with an AC20, or did they fix that?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 29, 2013, 04:12:42 PM
Mmmh as far as I can tell, you plink at 600m with AC20, but for something like 7 damage.


Title: Re: Mechwarrior Online
Post by: Kageru on July 29, 2013, 05:00:33 PM

You won't though, because they have pretty tight ammo limits.

I'll install the game again when the match variety is more than a snipe match or a circle strafing cluster-fuck in the center of the map. Changing weapon balance is mostly just alternating between those two rather than making the game varied and interesting.



Title: Re: Mechwarrior Online
Post by: Llyse on July 29, 2013, 05:47:52 PM

You won't though, because they have pretty tight ammo limits.

I'll install the game again when the match variety is more than a snipe match or a circle strafing cluster-fuck in the center of the map. Changing weapon balance is mostly just alternating between those two rather than making the game varied and interesting.



You should check out themittani MWO posts for some good analysis posts. But yeah I'm slowly replacing MWO with CS:GO as my multiplayer hit. I'll still tag along with Falc but hitting top tier ELO doesn't interest me.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 31, 2013, 03:29:46 AM
My "STATE OF THE GAME" post, as of July 31st 2013.

So, first post-patch observation is that multiple-PPC boats are quite dead for real. What has been killed is not the boating, but the alpha strike. Try to shoot 4 ppc of any kind at once and see your heat scale go crazy. You can really kill yourself now with that, and I've seen people blowing themselves up left and right. Quite funny.

There's even some idiots on the boards complaining about the changes claiming 4+ PPC alpha strikes were legit and now the game has been dumbed down to accomodate those who were not "skilled enough" to counter that. Yeah, OK.

Not sure how efficient is the LRM boat linking for heat penalty as you can avoid the penalty simply by chain firing then, but I noticed less missiles in the sky yesterday. Just not sure if it's a consequence or a coicidence. SRM linking has hurt the huge alpha of Splatcats, not a bad thing if you ask me. They are still useful with the constant barrage of scree-shaking heavy hitting missiles.

Anyway, pulse lasers are getting buffed next week and PPCs and ERPPCs are getting another nerf (the delayed +1 heat). And the new map, Terra Therma, while obviously a map meant for 12 vs 12 (which means at the moment is a bit painful to find the enemy) is not easy on snipers with its narrow gnarly passages and plenty of cover to close distance gaps without being hammered.

As Sam predicted these changes pushed lots of people towards the Gauss+2PPC variants, which means you are gonna get 35 damage Alphas over and over. Definietly better than in the recent past (after all, 30 damage alpha was over presente in the golden days of closed beta too, thanks to the K2 Gausscat), but still annoying considering pretty much every Assault 'mech (except the Awesome of course) can use it, including those abomination with jump jets.

At this point I wonder if they will acknowledge that everyone is running that build or an improvement of it (and if they are not, they will) or will just state that 35 heat neutral pinpoint damages every 4 seconds are fine and we just have to deal with it. It would be too bad as no matter how convoluted they are, these changes have improved my general experience.

Another problem, which they are aware of, are Spiders. Due to netcode issues they have a gigantic lagshield which drives everyone crazy and basically make them incredibly frustrating (unless you are driving one).




TL;DR:

- Recent heat penalties to alpha striking and weapon ongoing rebalancing has been slightly reducing the sniping. More sniping reduction next week with the +1 heat PPC nerf.
- "Some" brawling is back due to said long-range alpha nerf coupled with short-range weapons buffs.
- Seismic is still questionable but the range nerf is significant.
- Spiders' hitboxes are messed up, so they are tiny murdering machines you can't hit due to bad netcode. Need a fix as soon as possible, before real rage ensues.
- Gauss + PPCs is the most efficient alpha-striking build and it's getting annoying even though it is "only" 35 damage (unless they are close and top that with some more weapons). Also growing fast multiple AC5 and UAC5 builds, because they hit hard, fast, and don't overheat.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 31, 2013, 05:05:24 PM
Seismic should give you a general location at far distances instead of an exact at close range.  Make it so the equipment is too sensitive to pick up stuff right on top of you.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2013, 04:50:28 AM
Kintaro, a 55-tons missile based medium, is almost certainly gonna be the next 'mech. Files have been found in the code. (http://www.nogutsnogalaxy.net/forum/index.php/topic,687.0.html)

Here's the thumbnail from the test client files.

(http://www.nogutsnogalaxy.net/forum/index.php?action=dlattach;topic=687.0;attach=688;image)


(http://www.nogutsnogalaxy.net/forum/index.php?action=dlattach;topic=687.0;attach=692;image)


Title: Re: Mechwarrior Online
Post by: Kageru on August 01, 2013, 05:12:18 AM

Looks much like a trebuchet and will probably be about as useful / common.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2013, 06:01:08 AM
Someone already dug out the variants from the game files. It's a 55 tons thing, so armour goes up. It should fit up to 370. The Hero has 5 missile hardpoints (two of which in the CT) and 2 Energy. The others have little differences, one more or less Energy, one more or less Missile. No standard variant has 2 Missiles in the CT though, only 1. There is no ballistic whatsoever on the Kintaro. They can all mount up to a 360 Engine which pushes it at 116 Kph.

Looks like a brawler to me, or a Lights hunter.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 01, 2013, 06:22:37 AM
It was originally meant to be a NARC delivery system.

Which means it's another mech put in that's not going to be looked at.  Why use this when you can use a Raven and also do damage ?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 01, 2013, 03:32:56 PM
Here it is.

(http://static.mwomercs.com/img/gallery/9C566A13D8CD302A54B465CB9585C2C3.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 03, 2013, 05:29:07 AM
The four Spider teams queuing for that new magma map are fucking obnoxious.



Title: Re: Mechwarrior Online
Post by: Samprimary on August 03, 2013, 08:33:20 AM
Of all the things to terrorize this game's already fragile and dwindling playerbase ...

.. arachnaphobia


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2013, 08:49:30 AM
Spiders are insanely broken at the moment, but hit registration is in a very messy state that needs to be fixed as soon as possible.

This is a video I took the other day during the Third Person View test (http://www.youtube.com/watch?v=AVXoiV1Tv0g). It pissed me off so much, look at my first SRM6 Alpha Strike.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 03, 2013, 09:12:48 AM
It's not even that, chaps.  That Map is a fucking Light Paradise.  If it's straight up fight, you can get your base nicked by lights and if it's a resource game, you're PROPER FUCKED.

That map was clearly designed for 12 and it shows so very, very much.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2013, 09:52:50 AM
Wait a second, can you even have a resource map (Conquest) on Terra Therma? I don't think you can, can you? I've played more than 30 matches there already and never got a Conquest, only Assault. I don't think they have implemented Conquest there yet, probably holding it off until 12 vs 12 is in. I might be wrong though...

Anyway, you are right about everything else. At the moment the only way to play Terra Therma without wanting to stab the Devs is to leave someone behind to guard the base, OR to take Command and starting to give people instructions on where to go, what choke points to guard and so on. I was so frustrated with the map that I deciided to do something about it and took Commander Status to at least try. To my surprise, at least five other folks decided to follow my directions and we won. I repeated the experiement a few more times and we won again and again. Turns out it makes all PUG matches better, but it's stressful so not gonna do it more than a couple times every night.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 03, 2013, 10:55:34 AM
You're Wrong.  They have.  It's fucking AWFUL.


Title: Re: Mechwarrior Online
Post by: schpain on August 04, 2013, 03:09:18 PM
Firstly i'd like to couch my response with the following disclaimer:  I haven't played this game in two months.

But why are we hating a map that's light mech skewed?  Weren't we upset that lights weren't getting enough of the spotlight?  i mean, barring dodgy hitboxes on spiders (buggy?) i thought we'd be happy to see more lights and maps for lights to do well in...


Title: Re: Mechwarrior Online
Post by: Ironwood on August 04, 2013, 03:15:56 PM
Yes, quite ;

But the thing is this :  There's no matching based on weight worth a damn, so while we're ok with teams that have a mix, having nothing but heavies or nothing but lights is something you can't control.  The Map (thermal) is so fucking large that if you don't have the same or several skilled light pilots, you can't walk away from bases or resources without them nipping in.

My particular annoyance was 3 games in a row where 4 Spiders dropped in.  It's like people are doing this on purpose and queuing for the resource game on Magma, so it kinda sucks.

It was just quite obnoxious and it shouldn't really happen, but I guess cheese is cheese.


(Also, Spiders have real issues and they ADMIT that Spiders have issues, so there's that, as you say...)

I want fights that you can take any mech to and have fun, but I don't like ones that lead to 'easy win' behaviour.  I'm complaining about this in the same vein as I complain about the Alpha shite that's been going on.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 04, 2013, 03:38:02 PM
The biggest problem, as Ironwood points out, is that you can't pick a 'mech based on the map. And that's a big problem on Terra Therma as it is on Alpine Peaks. Nothing is less fun than dropping in those maps with a short range brawler or a warm 'mech in Tourmaline. It's gonna be fixed with UI 2.0, but at the moment it can be really painful.


Title: Re: Mechwarrior Online
Post by: schpain on August 04, 2013, 10:14:46 PM
that's absolutely a fair call, the 'you can't pick your mechs for your map' and 'you can't weight limit teams' is a long-standing issue, in fact i remember talking to mates prior to the beta going up and we raised those exact issues BEFORE EVEN PLAYING THE GAME.  nice QC there, PGI.

i guess my personal way around it was to run mediums almost exclusively.  that way i had a mix of speed and weaponry if done correctly, but obviously had to be careful because i can't stay on top of a spider and can't face off an atlas...  it has its own drawbacks.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 05, 2013, 05:19:59 PM
Video for the new Hero 'mech, the Kintaro (http://www.youtube.com/watch?v=xcgelolDFeU&feature=em-uploademail), codename Golden Boy, coming with tomorrow's patch.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 01:47:57 AM
Golden Boy with the Feet of Clay ?

Clever.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2013, 01:51:30 AM
I know you didn't miss me last night Ironwood, as I was about to blow you up, but a power outage killed my connection in the middle of the match. Sad.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 02:16:24 AM
Your team was shite and got utterly humped.

Just so you know.

I was the highest on the board.  Are you saying you didn't see that, you bastard ?


Title: Re: Mechwarrior Online
Post by: Slayerik on August 06, 2013, 07:13:14 AM
That's why I always screenshot the domination of those I know!


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2013, 07:19:52 AM
I was about to say: sorry Ironwood. Screenshot or it didn't happen.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 07:40:06 AM
Not really worth it.  Since I mastered the Highlander C, I'm usually top of the board.

Mostly because people are dumbasses that need a facefull of dual UAC loads.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2013, 08:26:44 AM
I meant to ask: do you use any macro with the UAC5 or it is more than efficient without it once you got used to its rhythm in order not to jam it?


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 08:43:06 AM
I just go ahead and jam it.  There's a macro out there, but I've never used it.

I find it's better to just pray to the UAC God.  It makes for a tingly feeling in the pants when you manage to unload a full 4 tons of ammo into some fucks face without a jam.  It's like 'Achievement Unlocked :  Badass Motherfucker'


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2013, 10:25:09 AM
12 vs 12 is live in two hours. Patch notes will follow soon.


Title: Re: Mechwarrior Online
Post by: Merusk on August 06, 2013, 11:26:32 AM
I'm missing how the Highlander C is that much of a pwn machine with only 2 UACs on a fragile arm while I get raped in an atlas trying the same.   What else are you carrying, Ironwood?


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 06, 2013, 11:40:07 AM
I'm missing how the Highlander C is that much of a pwn machine with only 2 UACs on a fragile arm while I get raped in an atlas trying the same.   What else are you carrying, Ironwood?

Balls, Balls of Steel.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 01:29:30 PM
12 v 12 is insane.

Totally insane.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2013, 02:49:07 PM
It is really weird. It's changing everything. And I have no idea in what direction, nor if I like it...


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 02:58:52 PM
It's certainly made LRMs popular.

 :ye_gods:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2013, 03:28:47 PM
What I am seeing is lots of people cluttered in a small, tiny space, afraid of getting anywhere. This will be even more true due to the extreme use of LRM since everyone will gather under ECM umbrellas. And even if you can save yourself from LRMs, there's so much more damage awaiting for you from every direction in the form of 35 alpha damage in the CT. Bottom line, it's too soon to tell, but so far I'd say this has hurt brawling more than it has helped it, and with 8 more 'mechs in every every fight I really didn't see this coming.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 06, 2013, 04:10:20 PM
Brutal, brutal fights and, worse for pugs, if you're not organised you're toast.

I can't seem to manage much tonight, in any of my matches, or any mechs.

Very, very strange twisting to the dynamics and I suspect it might make things more fun at the high end, but the pugs are brutal.


Title: Re: Mechwarrior Online
Post by: Kageru on August 06, 2013, 05:38:29 PM

I saw that coming. The "time to live" for a mech exposed to the enemy zerg was already extremely short, adding another 4 mechs was only going to make it worse.


Title: Re: Mechwarrior Online
Post by: Merusk on August 06, 2013, 06:42:00 PM
It's worse for the game.   You now have camping the likes of which you didn't see outside of a full match of TDs against each other in WoT.   Just sides waiting it out until someone breaks and he gets blown to shit.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 07, 2013, 01:29:54 AM
They need to have multiple spawn points, rather than the zerg.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 20, 2013, 01:03:36 PM
Finally some much needed cheesy fluff and lore stuff that reeks of the old Mechwarrior games. Hope to see more of this, especially with Community Warfare

http://www.youtube.com/watch?v=nf-uET0oCUc


Title: Re: Mechwarrior Online
Post by: Shannow on August 20, 2013, 01:31:45 PM
I got some email about a NA launch event on Sept 26th. That means we are getting community warfare in the next patch right?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 20, 2013, 01:35:46 PM
No.

As far as I understand stuff, Community Warfare is gonna take AT LEAST 6 months to be a complete, real thing. By launch (meaning 28 days from now) we should get community Warfare phase 1, which is just the ability to join a faction and create a Mercenary Corp, but that will do absolutely nothing at first.

Phase 2 will be one to three months after that, and it will be the ability to earn Loyalty Points with said factions, for unknown purposes.

Phase 3, three to six months away, will be the ability to spend your Loyalty Points and for Mercenary Corps (player guilds) to fight for territories and planets.


Title: Re: Mechwarrior Online
Post by: satael on August 31, 2013, 02:04:22 PM
More raging on the current state of MWO (http://www.gamefront.com/mechwarrior-online-forum-ragesplosion/). I doubt this is the kind of publicity they want as the launch (and CW) get closer and closer.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Pennilenko on August 31, 2013, 04:56:37 PM
These fuckers need to go bankrupt and then never be allowed near a game development job ever again.


Title: Re: Mechwarrior Online
Post by: Goreschach on August 31, 2013, 05:31:42 PM
These fuckers need to go bankrupt and then never be allowed near a game development job ever again.

History doesn't seem to indiciate that this will happen any time soon.


Quote from: Wikipedia and Metacritic
PGI Development History
Title               Release Date      Metacritic Score(avg/100)
Die Hard: Nakatomi Plaza(PC)          04, 2002         54
EA Playground(DS)            10, 2007         60
Medal of Honor: Heroes 2(PSP)          11, 2007          69
Need For Speed: Undercover(PSP)         11, 2008         52
Transformers: Revenge of the Fallen(PC,360,PS3)   06, 2009         61
Bass Pro Shops: The Strike(360,Wii,PC)      10, 2009          63
Duke Nukem Forever(PC,360,PS3)         06, 2011         51
Mechwarrior Online(PC)            09, 2013         TBD


Title: Re: Mechwarrior Online
Post by: Merusk on August 31, 2013, 07:02:41 PM
That article was completely balanced and in no way biased and bitter in tone.   :oh_i_see:

That said, I haven't played in a month now.


Title: Re: Mechwarrior Online
Post by: jakonovski on September 01, 2013, 07:32:29 AM
I watched some TotalBiscuit infomercial on MWO and kinda wanted to play, but you guys are harshing my buzz. Sounds like the devs have no idea what they want their game to be.

edit: also, management publicly passing the blame on underlings? This game is doomed.


Title: Re: Mechwarrior Online
Post by: satael on September 01, 2013, 08:48:38 AM
I watched some TotalBiscuit infomercial on MWO and kinda wanted to play, but you guys are harshing my buzz. Sounds like the devs have no idea what they want their game to be.

edit: also, management publicly passing the blame on underlings? This game is doomed.

it's f2p and mechwarrior so in my opinion it's worth trying and the basic gameplay will not change that much even if they fix/break alot of things.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 01, 2013, 09:33:33 AM
If you want to play, wait a couple of weeks more. UI 2.0 will make a difference, and it's worth jumping in when the new shiny hits than right before and be underwhelmed once again by an alpha-looking front end. Also, about the Devs not knowing where they are going, Community Warfare info will be released on the 17th, so one more reason to wait and see if they know what they are talking about or not.

On an additional, random note, looks like there is going to be a potentially interesting panel at PAX (http://prime.paxsite.com/schedule/panel/veterans-in-gaming-embracing-common-ground), with PGI president and MWO Lead Designer, along with Chris Roberts (Star Citizen), Matthew Highby (Planetside 2) and some more people from the Military-themed games galaxy. Bullock and Ekman are poor public speakers in my opinion but I am still curious to see if they have anything interesting to say in a venue like that.


Quote
Veterans in Gaming:  Embracing Common Ground
What impact do military-themed games have on an increasing population of active duty and veteran gamers?  How are large gaming communities leveraging the experience and common frames of reference military veterans provide?  How is this growing segment of dedicated players impacting both game and community development?  How are veteran-run charities and fundraising events changing the landscape of gaming philanthropy?  Hear from both sides of the screen and join Cloud Imperium Games Founder and CEO Chris Roberts, Sony Online Entertainment Creative Director, Matt Higby, Piranha Games Creative Director Bryan Eckman, Piranha Games CEO Russ Bullock, Retired Army Major Brent Russell of Black Widow Company, Retired 82nd Airborne Paratrooper Steven Machuga or Front Towards Gamer and Retired Army Warrant Officer Charles Kibert of BWC as we explore the unique relationship our military veterans have with the game industry.

PANELISTS:
Chris Roberts [Founder, CEO, Cloud Imperium Games], Matt Higby [Creative Director, Sony Online Entertainment], Bryan Eckman [Creative Director, Piranha Games], Russ Bullock [President, Executive Producer, Piranha Games], Brent Russell [US Army, Veteran, BWC Command Group], Steven Machuga [US Army, Veteran, Front Towards Gamer], Miki Rei Bell [US Navy, Veteran, Black Widow Company PAO], Charles Kibert [US Army, Veteran, BWC Senior C&S]


Title: Re: Mechwarrior Online
Post by: Samprimary on September 01, 2013, 09:55:04 AM
I watched some TotalBiscuit infomercial on MWO and kinda wanted to play, but you guys are harshing my buzz. Sounds like the devs have no idea what they want their game to be.

edit: also, management publicly passing the blame on underlings? This game is doomed.

The things which are smushing this game are largely avoidable in the beginning, since (hopefully) you'll start off with no ELO and just be in a rompy robot brawl with other robots.

I'd say get in it and get to feel what we all got to experience. For a time, anyway.


Title: Re: Mechwarrior Online
Post by: eldaec on September 01, 2013, 03:46:37 PM
I bought into this with the founders packages last year but didn't get around to playing till now. As a low effort fps it is fun and pretty kind to old people.

It isn't super deep. But well worth some play time.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 07, 2013, 06:26:42 AM
Quote
Veterans in Gaming:  Embracing Common Ground
What impact do military-themed games have on an increasing population of active duty and veteran gamers?  How are large gaming communities leveraging the experience and common frames of reference military veterans provide?  How is this growing segment of dedicated players impacting both game and community development?  How are veteran-run charities and fundraising events changing the landscape of gaming philanthropy?  Hear from both sides of the screen and join Cloud Imperium Games Founder and CEO Chris Roberts, Sony Online Entertainment Creative Director, Matt Higby, Piranha Games Creative Director Bryan Eckman, Piranha Games CEO Russ Bullock, Retired Army Major Brent Russell of Black Widow Company, Retired 82nd Airborne Paratrooper Steven Machuga or Front Towards Gamer and Retired Army Warrant Officer Charles Kibert of BWC as we explore the unique relationship our military veterans have with the game industry.

PANELISTS:
Chris Roberts [Founder, CEO, Cloud Imperium Games], Matt Higby [Creative Director, Sony Online Entertainment], Bryan Eckman [Creative Director, Piranha Games], Russ Bullock [President, Executive Producer, Piranha Games], Brent Russell [US Army, Veteran, BWC Command Group], Steven Machuga [US Army, Veteran, Front Towards Gamer], Miki Rei Bell [US Navy, Veteran, Black Widow Company PAO], Charles Kibert [US Army, Veteran, BWC Senior C&S]


Here's the full video (http://www.youtube.com/watch?v=dJkSa_BDSeE). It might be interesting for those curious about Mechwarrior, Star Citizen and Planetside, and how they are perceived, played and received by actual ex soldiers. EDIT: The panel would have been so much more fun with Serek Dmart. Too bad he's stuck with elves at the moment.


Title: Re: Mechwarrior Online
Post by: Tmon on September 07, 2013, 05:25:27 PM
Surprised they didn't have anybody from WoT, the game is full of currently serving military and veterans.


Title: Re: Mechwarrior Online
Post by: Shannow on September 07, 2013, 05:27:02 PM
Shouldve seen ww2ol, I'd wildly guess that half the playerbase was current or ex-military.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 07, 2013, 06:11:05 PM
Aren't all the Devs for WoT Belorusian living in Belorus?


Title: Re: Mechwarrior Online
Post by: Merusk on September 07, 2013, 06:14:44 PM
Shouldve seen ww2ol, I'd wildly guess that half the playerbase was current or ex-military.

You sure can't tell from the way they play as teams.  Must be lots of  mechanics and support.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 09, 2013, 12:54:52 AM
They confirmed the tweak (nerf) to the UAC5 in September 17th patch.

I don't know guys what do you think? (the few of you still playing). Honestly, I think the overall state of the combat part of the game is great at the moment. Last patch's nerf to PPCs and Gauss worked for me and I haven't had such good brawls and matches in a long while. Not to mention that my stats skyrocketed, which I take as a sign that the actual meta is much more forgiving to brawlers.

I am worried about ER Large Lasers being the next big thing after UAC5, but in general I feel the game is all of a sudden in a good balance state. Pulse lasers will get a buff and they are pretty much the only weapon completely MIA at this point, but aside from that, what do you think is missing or should be tweaked from a balance standpoint?

On another note, the Orion "Protector" is a very effective machine, and a fun 'mech.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 09, 2013, 01:18:34 AM
I'd tend to agree.  After considerably more playing, it would seem that the sniper meta-game has all but calmed down.  You still get rather good snipers, of course, but it's really not 'The Thing'.  LRM's are useful, Autocannons are the rage and brawling works fine.  I'd say it's in a good place.

Spiders are still fucking mental, though.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 09, 2013, 03:21:11 AM
Spiders make me want to stab myself. Fortunately, the Kintaro 18 with 5 Streaks tends to eat them alive and that feels very, very good. I call that my "anti-stress 'mech".


Title: Re: Mechwarrior Online
Post by: Ironwood on September 09, 2013, 03:31:33 AM
ECM.  Wee bastards.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 09, 2013, 03:35:18 AM
Five Streaks + Beagle. That is, of course, unless there's two of them with a double ECM umbrella (Beagle only pierces one). But even in that case, usually their circling is so crazy that the second umbrella doesn't cover the first one 100% of the time and I still manage to let enough SSRM get through. I am not saying I win every time, but the KTO-18 is definitely an awesome spider-squashing/scout-hunting machine, and you can see that because they usually run away from me.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 09, 2013, 03:46:10 AM
Fair enough.  Apart from my larger heavies, I find the Beagle to be generally not worth it.  It's probably a state of mind I ought to change.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 09, 2013, 03:48:31 AM
I would go as far as saying that Streaks + BEP are at the moment the only real defense against Spiders.


Title: Re: Mechwarrior Online
Post by: Der Helm on September 10, 2013, 08:35:52 AM
Trying again. "Finalizing patch 1/12"


Title: Re: Mechwarrior Online
Post by: Falconeer on September 10, 2013, 09:53:52 AM
Just uninstall and reinstall from scratch. Less chances to stumble on a bug or a corrupted archive.


Title: Re: Mechwarrior Online
Post by: Der Helm on September 10, 2013, 09:56:47 AM
Looks like it just finished. Those guys really can't code for shit.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Der Helm on September 12, 2013, 02:09:10 AM
Played a few minutes on the testing grounds (yay! for being able to select maps now) and found out that my 4LL Stalker does not work anymore. I think this "Ghost heat" is the problem ?

How to people build stalkers (3F, I think?) these days ?


Title: Re: Mechwarrior Online
Post by: Falconeer on September 12, 2013, 02:43:46 AM
Plenty of ways, but honestly I still love the 4LL version, you just can't alpha-strike with it (you can, just once in a while AS IT SHOULD BE). It is still very effective but you gotta time your 2LL+2LL. I group the 2 left ones on the left mouse button and the 2 right one on the right mouse button. Perfect for shooting around corners when "quickly" strafing in and out of cover. One hotter but even more efficient version is the one with 4 ER LL, not only you hit them farther away, but you hit them harder (due to less damage falloff).

Ghost heat is really stupid only because it is not explained anywhere in game, which is a major flaw (that should be fixed in UI 2.0). Other than that, it does a good job in limiting alpha strikes without actually forcing you to change a build.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 13, 2013, 11:45:09 AM
Quote
Greetings, MechWarriors!

Hitting with more power than 1.21 gigawatts, here comes the Catalytic Converter Sale! We've started by taking one number (the price) and lowering it on all non-faction hanging items (50% off non-faction medallion hanging items!) Then it kicked into high gear, and: double GXP conversion (50 XP for 1 )! Then we went into overdrive, meaning that two of our most popular heroes - the Ilya Muromets and Firebrand - are 30% off the  price!

But hurry, this massive power conversion only lasts until September 17 (10am PDT)!

Cheers,
The MechWarrior Online Team

WHAT:

Non faction medallion hanging items, 50% off

50Cal Necklace, reg.  MC, now 250
Air Freshner, reg. 500 , now 250
Peace Necklace, reg 250 , now 125
Fuzzy Dice, reg 750 , now 375
Dog Tag, reg 250 , now 125
XP Conversion
Double GXP Conversion (Convert 50 XP for 1 )
Hero Mechs

Cataphract, Ilya Muromets
30% off, reg. 5250 , NOW 3675
JagerMech, Firebrand
30% off, reg. 4875 , NOW 3412

CATALYTIC CONVERTER SALE - SEPT. 13TH TO 17TH (http://mwomercs.com/news/2013/09/735-catalytic-converter-sale-sept-13th-to-19th)


Only reason I post this is the usual, but very convenient, 50% discount on GXP conversion. The only time when it is really a good idea to buy a few MCs and convert some XP to unlock modules.
Worth mentioning that the Ilya Muromets, arguably the best Hero (Premium) 'mech out there is on sale with 30% off.



Title: Re: Mechwarrior Online
Post by: Shannow on September 13, 2013, 11:48:56 AM
hrrm time to burn some more of that founder MC.

Seriously who the fuck spends money on vanity items. I just don't get it.


Title: Re: Mechwarrior Online
Post by: satael on September 16, 2013, 11:57:29 PM
So it seems there's a new challenge starting at 5pm UTC today (the name "operatiion 24" sounds like the kind of event that I have very little interest for in the middle of a working week (http://mwomercs.com/profile/stats?type=challenges)) but other than that the launch seems to be pretty boring unless they actually have a surprise (content) ready to be patched in.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 17, 2013, 12:49:41 AM
Launch, and the patch, must be the most anticlimatic (read: empty) gaming thing ever, so yes I was thinking of a surprise too but considering that DX11 will hit the test server later this week, new map won't be ready until the end of the mongh, anything CW-related won't make an appearance until the announced party next week, and that UI 2.0 is six weeks away, I can't see what kind of surprise they could come up with.

If I had to guess, I would say a new 'mech, or implementation of 'decals' which were announced for November... 2012.
But honestly, I am sadly not expecting anything today. To me the 'real' launch (meaning when I'll start bugging my friends about trying it and trying it again) will be the day they patch in UI 2.0.

EDIT: Additional ideas for a possible "surprise". Intro movie, and/or music added.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 17, 2013, 05:46:30 AM
For chuckles, here's what I think "Operation 24" will be:

We have 21 'mechs as of now.
The Challenge is what will unlock the remaining three 'mechs that will bring the total to 24, and the community is supposed to "play together" in order to get there, like every player has to play 100 drop, and when they get there they have done their part, contributed to the effort, and earned the "24" medallion.

As soon as the magic secret number (with a public fake counter though, could be a million collective drops, or a bajillion, or be completely scheduled in advance, we will never know) is reached, they declare Operation 24 a huge success and hotpatch the new 'mechs in as a wonderful present to the community for their combined effort, along with the "24 medallion" as a thank you to all those who made sure the servers were packed and active for the launch days.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 17, 2013, 10:27:29 AM
"Launch" day.

Quote
State of the Inner Sphere

It’s been just over two years since we entered pre-production on MechWarrior Online in summer of 2011. We unveiled our plans on Halloween 2011 and then spent another year in development before releasing our first open beta version on October 29th, 2012. Since then we have patched the game over 29 times, and have registered over 1.3 million players, and we continue to see amazing growth and engagement from our community!

Since Open Beta launched, we have added 100s of new features: including visual customization, ELO match making, 13 new `Mechs, 4 maps (soon to be 5), tutorials, testing grounds, new modules and consumables, improvements to the UI and HUD, additions to the end of round summary screens, new user stats, controls options, new team play options and coordination in the form of lance and company commands, the massive 12 v 12 feature, 3PV, new `Mech movement on slopes, `Mech qwirks, and much more. Not to mention tuning, bug fixes, and performance enhancements, which have significantly improved the quality of the game during our open beta phase.

With launch officially here, players can expect MechWarrior to continue to storm ahead with regular semi-monthly patches for the foreseeable future. We have a full slate of expansion features coming out during the next year, which include our new entire re-envisioned user interface, private matches, level and rank system, the ability for players to join and create custom mercenary units, new game modes, Clan technology, and the epic battle to control the Inner Sphere. All of this in addition to our regular monthly content updates and events. Expect us to continue delivering new maps throughout the next year, with some exciting new concepts like Island Metropolis out in October, and Moon Base due out in December.

We have captured the essence of what it means to be a MechWarrior pilot and we look forward to expanding the MWO universe with exciting new content for many years to come!

Operation 24

Celebrate Launch and the fielding of 24 `Mechs on the battlefield with Operation 24! Play any 24 games (win, lose or draw) between September 17th and October 1st (10am PDT) to receive a cool in-game “Operation 24” hanging cockpit item automatically.

Launch Event

On Thursday Sept 26th, Infinite Game Publishing and Piranha Games will host the official MechWarrior Online North American Launch Event and Tournament at The Mezzanine in San Francisco. Registrations to compete in the North American Launch Event Tournament are closed, but you can tune-in to watch the invitational tournament and festivities live at www.twitch.com/mechwarrior (http://www.twitch.com/mechwarrior" target="_blank) from 2 p.m. Details can be found at mwomercs.com/events (http://mwomercs.com/events).


 :uhrr: :uhrr: :uhrr: :uhrr: :uhrr:


Title: Re: Mechwarrior Online
Post by: satael on September 17, 2013, 10:40:10 AM
Well, the operation 24 didn't turn out to be a 24 hour event but I'm somehow even less impressed with what it turned out to be (play 24 games in 2 weeks to get a useless cockpit item that will probably look pretty stupid). A real quality event for launch...  :uhrr:


Title: Re: Mechwarrior Online
Post by: satael on September 17, 2013, 10:49:36 AM
And just when I thought it couldn't get any more depressing I happened to read UNIFORM CODE OF MECHWARRIOR JUSTICE (http://mwomercs.com/forums/topic/136029-uniform-code-of-mechwarrior-justice/page__pid__2753479#entry2753479) (I had to doublecheck that it was actually posted by an IGP community manager and not some overzealous fan)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 17, 2013, 10:53:58 AM
Quote
III. Kerensky's Ordinance
The only insults that are permitted for MechWarriors to refer to one another are 'Dezgra' & 'Surat'.

What is sad is that, outside of the names of the 'mechs, so far this is the most "lore" MechWarrior Online has delivered yet. And it's not even in game.


EDIT: You know, the more I think about it, the more I feel that whoever will land on this game six to twelve months from now will be in for a lot of fun and potentially a great, epic game. It's those of us stuck with the persistent delays that get to rage (or simply lose interest, but it doesn't seem to be my case).


Title: Re: Mechwarrior Online
Post by: Falconeer on September 17, 2013, 11:51:31 AM
Official Launch Trailer... is fan made if I am not mistaken. Meaning, PGI picked up one of those guys who was making videos that put theirs to shame, asked him to rework one of his most succesful creations, and made it official. Good for that talented guy.

http://www.youtube.com/watch?v=ea3spOtjLmI


Title: Re: Mechwarrior Online
Post by: Shannow on September 18, 2013, 08:30:57 AM
Good call on that Ilya Muromets sale. Actually had a +500 damage match with 6 assists last night (godamn my team was a bunch of vultures). Don't think I've ever broken 500 dam before (I play so little I still suck hard). Switched out ac10 for lbx, kinda liking it.

Favourite moment of the night however was AC20ing a Jenner running past my Victor and watching his pristine leg fall off. Suck it.

Still way to much CT coring going on, I've started to strip my mechs of armor to put more shit in because armor on anywhere outside of the CT is almost useless. Still think there is aimbotting happening.


Title: Re: Mechwarrior Online
Post by: satael on September 18, 2013, 08:40:12 AM
WELCOME TO LAUNCH, MECHWARRIORS! (http://mwomercs.com/forums/topic/136159-welcome-to-launch-mechwarriors/) -thread over at the official forums is over 50 pages (1000 posts) in less than a day...and most of the posts aren't very positive. :uhrr:

fake edit: I still personally enjoy the game more or less but the general feeling on the forums and in the in game -chat isn't very happy lately


Title: Re: Mechwarrior Online
Post by: Shannow on September 18, 2013, 09:02:07 AM
I went and read some yesterday just to see how bad it was. Oh boy is it bad. Not even many fanbois trying to defend PGI.


Title: Re: Mechwarrior Online
Post by: Typhon on September 18, 2013, 02:15:17 PM
My favorite so far;

Quote
Congratulations on removing the Beta image from your website.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 18, 2013, 03:54:26 PM
Even discounting them everything on the assumption that the good stuff "is coming", it's hard not to feel angry and pissed as they didn't even give the community a bone on "launch day" for the patience and constant support, financial too, over the past 13 months. Considering they don't have anything ready I don't know what they could have done, but to release the most underwhelming patch to date pretty much felt like a slap in the face. A better event could have been helpful. The NOTHING they produced yesterday put even the diehard fanboi in a bad mood. It is really hard to figure out how they can be so bad at understanding their community-of-customers. I mean, they were in for a beating yesterday no matter what, but a even a simple but real challenge event instead of the bullshit Operation 24 would helped a tiny bit. Or a fucking buff to pulse lasers, dammit.


Title: Re: Mechwarrior Online
Post by: Flood on September 18, 2013, 06:19:16 PM
Well I finally gave in and downloaded to give it a go.  Like some other posters I was initially really excited about the game as a former MWMercs player but the posts here made me a bit hesitant.  All that said now of all times is probably the worst time to jump in mid-stream, but I can't help it I'm bored with my current game library.

Anyway can I get some input on my mech progression / build?  I re-discovered how not good I am at circle strafing, so I ruled out brawling initially.  I hate lumbering around too.  If I continue to play I'll probably spring for a hero mech to ease the CBill grind and get an Ilya Muromets to have a decent heavy in my inventory. 

But I do like scouting and recon, and I actually enjoy being "support" to the heavy hitters, so I ran around in the trial Jenner until I could afford a new mech, and I went with a Raven 3L (http://mwo.gamepedia.com/Raven_RVN-3L).  I know it might not be the optimum choice across the board but I figured I'd get a good base chassis for what role I'm trying to play (assists, recon, counter measures) and I thought it came with a decent engine and modules to swap around later.  The speed is...sufficient, but not great.  The lack of jump jets is a little annoying but not a deal breaker, yet anyway.  Mainly I get legged or side shotted and go boom.

I have about 10-ish games left under my Cadet exp. bonus I think, and a couple million CBills in the bank.  What should I be looking at as far as mech loadout and purchases?  It came with FF armor which I read is a waste compared to Endo, for example.  Any input appreciated.

 


         


Title: Re: Mechwarrior Online
Post by: Falconeer on September 19, 2013, 01:38:54 AM
There is NEVER a good reason to put on FF before Endo, unless you reeeeeally need a little weight boost and can't afford the more expensive endosteel yet, so while they are replicating canon 'mechs default loadouts it is really annoying to buy a variant that requires you to spend some money to fix it right off the box. Especially considering that you pay money even to just remove FF. That said, double heatsinks is a mandatory upgrade, and that's pretty much all I can tell you about the Raven, one of the few chassis I've never piloted.

Where to go next? Hard to say. Based on what you write, seems to me you want to stay away from very slow 'mechs, which pretty much rules out Assaults, and from short range brawling ones, which tend to deliver you a pretty brutal in your first few weeks in the game as you will be hit from all sides constantly and it'll feel like your screen is constantly exploding along with your head.

So, what you are probably looking for is a 'mech that can hit from an optimal distance of 400 - 800m, while not being too slow on its legs. Your choice of weapons should be Large Lasers/ER Large Lasers, PPC/ERPPC in the energy department, or AC5/UAC5, AC10, Gauss in ballistic, and of course LRMs if you want to go full support. Now, what to build with that?

Kintaros (55t) are quite good at the role if you ask me due to their very good speed and mobility, best armour available on a Medium, and lots of missile ports for long range missile support or short range streak-based light-hunting (which supports your Assaults when they are being swarmed by Spiders and Jenners), on top of the standard amount of energy hardpoints. Popular Kintaro builds are conceived around 2ER Large Lasers (to be efficient from all distances) and a few missiles of your choice, or lots of LRM5s for what is the the FOTM most obnoxious build around (literally a rain of missiles that will make people ragequit while seriously messing with their aim).
Despite their armour Kintaros don't have great survivability because the arms don't protect the torso nearly enough, but if you don't fight as a first liner and apply some caution they can be effective and most importantly fun.

Centurions (50T) are much harder to kill for some reason, and equally agile, but they really shine in the frontline due to their innate tanking abilities. You might want to check them but it seems like they are not what you are looking for.

The Catapult K2 (65t) is another good choice. Catapults have the problem of being very easy to disarm ('ears' being big) but the K2 is a little less vulnerable to that due to the interesting ballistic hardpoints in the side torsos. The Catapult is possibly the most agile of all the Heavy 'mechs so far, and jump jets only make it better. There's plenty of valid builds for the K2, and all the other Catapults can be used for support one way or another thanks to the natural predisposition to missiles. Worth mentioning that another weakness of the Catapult is the relatively large cockpit, meaning you would sustain the occasional headshot you would never get in any other chassis.

Jagermechs (65t) and Cataphracts (70t) are certainly good 'mechs too and the Ilya Muromets, as Ironwood can testify, is a deadly one. They both tend to be quite slow (except for the Firebrand, hero Jagermech, which can be fitted to go as fast as 93 kph), so there's some lumbering, but there's plenty of medium-to-long range ways they can be fitted to make them lethal, mostly ballistic based but not just. The Jagermech's high arms position makes it pretty good at shooting over hills for long distance peeking, while Cataphract's lower arms present a problem when it comes to that (lots of shots hitting the ground even when you think you have a clear line of sight). As heavies, they tend to be either very slow but sturdy (standard engine), or a little less slow but very fragile (XL engine), so try some of the trials (they are very good this month) to get a feel of what a Heavy is like before investing real money in a Hero 'mech you might hate when compared to the Raven's playstyle.

A final word for the Victor (80t). The Victor is a lumber, but it is extremely durable, can pack a serious punch, and most importantly can jump which makes it less of a sitting duck and more of a motherfucking charging monster.

Hope it helps, and hope someone else will give you their opinion based about some chassis I might have neglected because I don't drive them.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 19, 2013, 02:09:56 AM
A Raven requires a couple of things :

An XL Engine of the highest you can jam in.
Double Heat Sinks for Fun and Profit.
Endo Steel Skeleton because it's fucking Endo Steel.
An ECM for 'Oh God, Please Don't Kill Me' radar stealth.
I never take Beagle, but I think my thinkin is way outdated on this one.
Streaks are usually the way to go with some pew pew lasers.  It's frustrating to have an SRM6 and miss because, let's face it, you're going full pelt and shouldn't ever slow down.

That said, since the HSR went in, the chances are you'll take an AC20 to your legs and get uber fucked unless you're on a good team that are actively helping.

Enjoy.


Title: Re: Mechwarrior Online
Post by: Kageru on September 19, 2013, 04:46:48 AM

I quite enjoyed the Raven 3L, got it mastered and geared, but trying to play a tactical role in PUG's is ultimately fairly futile.

Though trying to enjoy the hunchback was even harder, mediums are were just fodder at the time. Maybe the heat changes have made them more survivable. Might download it again and find out one day.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 19, 2013, 04:58:10 AM
Sadly, in a PUG every match has its own story. Sometimes you pick up your worst experimental 'mech and end up with 800 damage and 4 kills, and sometimes you drop your favourite, most efficient one only to be cored in the first two minutes and your team ends up losing 12 to 1. There's so much randomness in PUGging that frustration is always round the corner, and I am not sure that is something that can be fixed or will ever be fixed. Matchmaking is in a decent place right now (supposedly) but cannot keep track of group composition, people doing stupid things, and simply the luck involved in the firs few engagements that often determine the outcome.

This is to say that, if you ask me, Mediums are fine now: mobility buffs have been useful and nice, and many variants are really good at hitting hard while keeping very mobile. But still, see above, sometimes they just explode in a millisecond, and that usually makes you want to ragequit and go on the forums to rant about matches with seven Assaults per side. Which is still a problem until they patch in weight limitations.


Title: Re: Mechwarrior Online
Post by: Shannow on September 19, 2013, 05:07:09 AM
When I've had enough of the PUGs I get on the official TS server and sit in the job wanted channel until I get picked up by a group. Easiest way to find a lance outside of joining an actual squad.


Title: Re: Mechwarrior Online
Post by: Flood on September 19, 2013, 01:22:45 PM
Thanks for the replies guys.

I have some CBills saved up but not enough to go too crazy.  So for the immediate future a bigger XL engine is out, although I'd really like one (it comes with an 210XL, which is 97.2 top speed) as it impairs my getaway ability and to mitigate the lack of JJ's.  What I have done so far is upgrade to endo-steel and left the FF armor on and armored up as much as I could / weight allowed, especially my legs and side torso.  I spent my mech XP on the base level efficiencies and have them all except 10% more torso twist.

Config-wise I did some reading and made some changes based on my experiences in game. 

- I love the idea of NARC and being able to drop what is an essence a homing beacon on people, but in reality moving at only 97.2 km/h makes it hard to really "drive by" people without getting maimed, and it relies on other pilots in the PUG to a) be paying attention and b) have some sort of missile loadout, which is kind of random.  So for now NARC is removed.

- ECM stays obviously.  It helps me stay alive and is one of the only real "support" abilities that I bring to the big dudes.

- BAP stayed.  I'm a freakin scout / spotter.  Plus I'm compulsive about seeing as much of the battlefield as possible.  Hoping to eventually get the sensor upgrades and seismic etc.

- TAG stayed in.  It's easy to use on the fly, recycles quickly.  Oddly enough I find that it's not that useful as a missile enhancing module (see reasons above) but rather as a quick counter-ECM measure to help as a spotter against sneaky heavies and shitfuck end-running lights.

- Per Ironwood I removed the SRM6 and put in 2 SSRM2's, with ammo on the side in CASE (it came with the mech and why not for 1 ton I guess).  I'm hoping this will help with the damn lights, which seem to take an inordinate interest in me when they figure out I'm the one lighting them up on the battlegrid for heavies and generally counter-jamming enemy ECM.

As for the pew pew situation, I don't have enough experience to decide what's best, or what I like.  Stock is two ML's.  I'm considering trying a LL, to stand off a bit more and snipe (I really suck with Gauss and PPC's so far), or some form of medium pulse setup, but I have a feeling I'm going to need to upgrade to DHS's for that to effective and I'm loathe to spend the last of my now non-Cadet bonus CBills.  They're coming in slow with no bonus and as a low damage support mech  :facepalm:  I feel like I should just save up for another mech instead of going to crazy on this light.  Heat hasn't been a major concern to me (yet) as there's not alot of situations where I'm really laying on the trigger   

Anyway, overall I'm having fun.  The game has some warts, but since I'm still in the not-having-spent-any-RL-cash group on this it's a pretty fun distraction.  PUG's are well...PUG's, so I lower my expectations there.  My pilot name is floodcore, if anyone wants to run around with a slightly newbish Raven wingman look me up.



 
     

   


Title: Re: Mechwarrior Online
Post by: Ironwood on September 19, 2013, 02:03:44 PM
CASE is a fucking waste of time.  More armor, more lasers, more missiles.

In a Raven, you ain't gonna overheat for an ammo explosion and with an XL, you can't really put the ammo anywhere it won't just fucking cripple you anyway.

CASE is a waste of time and I still don't think it works the way Lant thinks it does.


Title: Re: Mechwarrior Online
Post by: Merusk on September 19, 2013, 04:50:21 PM
You're not going to bait her in to posting, she's in the middle of nowhere Texass on a river.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 20, 2013, 01:03:09 AM
Not that that's what I was doing, but eh ?  She on some kind of no tech trip ?


Title: Re: Mechwarrior Online
Post by: Merusk on September 20, 2013, 03:43:31 AM
Oh I figured you were.  No she bought/ took over her parents 2nd house and it has a spectacular setting on a river near the Gulf.  I figured that's the reason for the steady drop off in posting, since we're all such lovely people.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 20, 2013, 04:03:05 AM
 :heartbreak:


Title: Re: Mechwarrior Online
Post by: eldaec on September 20, 2013, 08:38:41 AM

I quite enjoyed the Raven 3L, got it mastered and geared, but trying to play a tactical role in PUG's is ultimately fairly futile.

Though trying to enjoy the hunchback was even harder, mediums are were just fodder at the time. Maybe the heat changes have made them more survivable. Might download it again and find out one day.


I find the mediums more fun than anything, the cicada seems to be a better armoured raven, and the kintaro is only thing I've managed to be effective with missiles from.


Title: Re: Mechwarrior Online
Post by: Slayerik on September 20, 2013, 11:17:52 AM
Been running a Centurion CN9-D with 340 XL, 2 MLs and a AC/10 ... surprisingly deadly. It goes 121 with speed tweak, is accurate and can take a solid beating (as long as I don't shield myself with the right side and get my AC10 blown off).


Title: Re: Mechwarrior Online
Post by: Ironwood on September 20, 2013, 12:29:52 PM
Centurion has ALWAYS been a fuck-beast.


Title: Re: Mechwarrior Online
Post by: Flood on September 20, 2013, 04:51:29 PM
Well, after much grinding I was able to drop an XL280 into my Raven-3L.  Before the purchase I was like...ehhh I don't think this will make a marked difference.  But, I'm stupid, because of course it made a huge difference.  Going from 97.2 top speed to 129.3, not only can I act as a more effective scout, it allows me more drive-by opportunities, more pick-off kills, and some sweet sweet light hunting ability. (I never understood the hatred of Spiders and Jenners until I played a bit more, the little fuckers)

So now I'm at max armor, DHS, 2 SSRM2's, 2 ML's, TAG, BAP, ECM.  Before the added weight of the engine I was using 2 MPLAS, which I found very effective, but you can't squeeze it all in there with a bigger engine and keep all your ECM goodies too.  Scouting and spotting is still unrewarding in-game and CBill-wise, but my damage is going up per round and I'm managing a couple of kills every few games.  Still having fun playing ultimately.     


Title: Re: Mechwarrior Online
Post by: Ironwood on September 21, 2013, 01:21:54 AM
Why TAG ?


Title: Re: Mechwarrior Online
Post by: Flood on September 21, 2013, 10:08:20 AM
Why TAG ?


I use it to light up mechs hidden by someone's ECM (seems like it's usually an Atlas) and, when the stars align, to assist the missile boats.  I know that ultimately every mech has the same ability to target another mech regardless of weight, but I'm trying to convince myself there's more tactically to the game as a light then putting in the biggest XL I can in mastering circle strafe.

So, how it usually unfolds in PUGs is that everyone runs to point A in a big clump, I run out and try and scout.  Then everyone starts whaling away, with no plan and no coordination.  I try and flank around behind and light up targets and take a few pot shots.  After a few minutes of this the dude bro's in Jenners and Spiders usually move in to score kills on heavies, so I motor over there and try and pick them off.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 21, 2013, 10:21:31 AM
TAG can be really useful. It's NARC I can't manage to do anything with.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 21, 2013, 10:27:48 AM
Unless you've got your own missiles, TAG is relying on your teammates not being retards.

....

So, an utter waste of time then.


Title: Re: Mechwarrior Online
Post by: Kageru on September 22, 2013, 03:19:16 AM

You used to get a nice XP bonus for using it.

But that was about the limit of using it. Maybe if I'd got the pilot mod for longer duration targeting.


Title: Re: Mechwarrior Online
Post by: satael on September 22, 2013, 03:53:25 AM
It's occasionally fun to flank behind the enemies undetected and to tag them and then just watch the rain of missiles fall... then again it's the worst kind of waste of time if no one in your team has lrms or they just choose to use them on that single enemy light running circles around your team's main force.


Title: Re: Mechwarrior Online
Post by: eldaec on September 22, 2013, 03:53:38 AM
TAG can be really useful. It's NARC I can't manage to do anything with.

As I understand it, NARC is a lock on missile that helps you lock on only after you've locked on?

If so I don't get it.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 22, 2013, 06:14:40 AM
Anyone tagged with a NARC is basically a big 'SHOOT HERE' for Missile Users.  It means enemies get a faster, better lock on you.

With TAG, you have to hold that shit down.  With NARC you just attach it to their ass and watch the missiles fly.

Again, assuming you're not teamed with complete retards.

....


Title: Re: Mechwarrior Online
Post by: 5150 on September 23, 2013, 04:32:52 AM
I was under the impression that, unlike the boardgame IIRC, in MWO Narc pods only broadcast for a short period of time?

Otherwise (assuming you always hit) you'd never need to carry more than 12 rounds


Title: Re: Mechwarrior Online
Post by: Ironwood on September 23, 2013, 04:39:14 AM
Not sure.  I always assumed they were timed, yes.


Title: Re: Mechwarrior Online
Post by: satael on September 23, 2013, 05:47:18 AM
I (personally) think that NARC duration is far too short, weighs too much, has too short range and hard to aim compared to TAG to ever be worth it.


Title: Re: Mechwarrior Online
Post by: Merusk on September 23, 2013, 05:56:42 AM
Yes on all those points. It only lasts 20s *if* you hit, carries 12s/ ton and the unit weighs 3 tons and takes 2 slots. 

So almost pointlessly short-duration and limited capacity for 4x the weight and slot usage of a TAG.  :uhrr:


Title: Re: Mechwarrior Online
Post by: Kageru on September 23, 2013, 06:07:05 AM

The main problem with missiles, when I tried to play a missile boat, is that there were generally two outcomes.

1. The enemy mech has cover and knows how to use it -> The enemy team can do damage further and faster than you can acquire and hold a lock and don't have to loiter out of cover, wait for flight time and watch most of the missiles hit an obstruction.

2. The enemy mech is out of cover and distracted / engaged -> He's probably dead before your missiles land anyway.

In neither of those did a narc, or even a TAG really, make much difference. Missiles always seemed like a "filler" or a suppression weapon. But I was in a low tonnage mech so I either carried meaningful missiles and not much else or don't bother, and playing a pure missile boat was not fun.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 23, 2013, 06:21:39 AM
I don't agree.  The game has changed.  It's no longer totally about long range instant mega death.  I find that some LRM pebbling will really, really help survivability and let you chew the other guy up.  As to cover, yeah, it's bad when you meet someone who knows how to use it, but come on.  Of the tiny amounts of maps that we have, only one is really a godsend for cover and even then most assholes just wade into the water.

I would say the only reason that missiles get a bad rep in the current state of the game is the fact that a lot of people don't mind using the 2.5 tons on AMS.  As such, it's a waste to fire your LRM5 x3 at groups.

My Highlander has 2xUAC, 2xMed and 3xLRM5 and I chew shit up good.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 23, 2013, 06:47:43 AM
I really like where LRMs are now. They are not OP because there's many ways to counter them (and the smart LRM user doesn't waste missiles), but at the same time they are awesome at pinning down enemies or forcing them to take another route. Try to close the gap in open terrain to a damn Lurmer that has some mysterious scout 800+ m away handing them your position, and you will find yourself hiding behind a rock for a long time while waiting for backup.
They also are great to force panic into an enemy force often scattering them or confusing them enough to turn their backs on you. Granted, what I just said is very situational and depends on many things, how many LRMs do your team have, how many scouts are painting targets for you, how many ECMs do they have, how many anklebiters are they sending at you, but in general I like that they have become a strong support weapon that can be extremely powerful if left unchecked but at the same time has its own blatant weaknesses.

Reminds me of some long range casters in PvP in certain MMORPGs: you want to kill them first because they are not that great at defending themselves AND even if they are not really nukers they will wreak havoc if left alone.

That's why scouts are learning to equip a TAG (but wouldn't equip a NARC launcher because they cannot afford the weight).


Title: Re: Mechwarrior Online
Post by: satael on September 23, 2013, 07:19:38 AM
I'm having fun playing a missile boat right now (example (http://www.youtube.com/watch?v=ch9yTu5-Weg)) but I'm not too good at it so I use an atlas (but since it's pugs I don't really care about wasting 100 tons of drop weight).


Title: Re: Mechwarrior Online
Post by: Ironwood on September 23, 2013, 07:37:20 AM
Sorry, couldn't really watch beyond 2:33.

You missed. A Lot.  Mostly because you seemed to be aiming at people that were almost certainly in cover, but also because you, like 90% of other users out there, break locks before the missiles hit.  When you do that, they break lock too.  Which usually means that the missile that's streaking towards a moving target keeps moving, but no longer tracks.

Meaning a LOT of your missiles probably hit the dirt about a meter and a half away from the target. 

Not getting at you or being an arsehole (on purpose anyway) but I see a LOT of other users from their cockpit view doing the same thing and it's almost as irritating as the Assholes who let fly with 40 missiles at under 200meters.  Or those guys who have normal PPCs and plink away at the Raven at their feet.

Arg.


Title: Re: Mechwarrior Online
Post by: satael on September 23, 2013, 07:43:54 AM
Sorry, couldn't really watch beyond 2:33.

You missed. A Lot.  Mostly because you seemed to be aiming at people that were almost certainly in cover, but also because you, like 90% of other users out there, break locks before the missiles hit.  When you do that, they break lock too.  Which usually means that the missile that's streaking towards a moving target keeps moving, but no longer tracks.

Meaning a LOT of your missiles probably hit the dirt about a meter and a half away from the target. 

Not getting at you or being an arsehole (on purpose anyway) but I see a LOT of other users from their cockpit view doing the same thing and it's almost as irritating as the Assholes who let fly with 40 missiles at under 200meters.  Or those guys who have normal PPCs and plink away at the Raven at their feet.

Arg.


As I said, I suck at it (but going atlas means I got 3 kills and 3 assists in that match). In my defense most of the early match missile spam is to keep the enemies moving from cover to cover instead of going allowing them to go straight to the target (funny how people look for cover when they get the "incoming missiles"-warning).


Title: Re: Mechwarrior Online
Post by: Falconeer on September 24, 2013, 02:40:38 AM
Yesterday something was really wrong with either the matchmaker or stars alignment. Me and my poor playing friends (they have a K/d ranging from 0.90 to 1.20) played exactly 10 matches together (a group of two at first, then a third joined). We did not just won all of those ten matches, we dominated them. Not only it doesn't happen often to win 10 games in a row, in fact I don't think it ever happened to me before, but it is even less common to win them so easily. I ended the night with 22 kills and 2 deaths (believe me that is NOT my average), and my friends, who usually struggle to get a kill here and there, racked up doubles and even triples easily. It felt like we broke the game, like we were hitting jackpots on a rigged slot machine and we felt bad when around 1am we had to call it a night.

Not sure what was going on, but I felt like sharing. Especially because we are aware that this is not gonna happen again. Our nights are pretty much always 50/50. Even my global score, after about 3000 drops (since last reset) are 50.1% win and 49.9% loss. But yeah, this is not a story of mad skills. It's the story of 10 coop matches of flipping a coin, and getting tails ten times in a row. Weird.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 24, 2013, 02:45:55 AM
Either the good players have left, or the influx of noobs worked out for you.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 24, 2013, 10:05:11 AM
New Hero 'mech announced for next week. It's an Atlas named "Boar's Head".


Title: Re: Mechwarrior Online
Post by: satael on September 25, 2013, 08:17:31 AM
On the positive side MWO's launch is so great that there haven't been any server queues (the wait time to get a match hasn't gotten any shorter with the launch either) and no need for any patches during the first launch week (if you really want to find some good sides to no new content)  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2013, 08:19:27 AM
 :why_so_serious:

Anyway, not sure about you but after they loosened the grip of the matchmaker a couple of days after the patch, I still get a game (grouped or solo) in a time varying from 5 to 30 seconds. I definitely can't complain about that. Is it worse for you?



Title: Re: Mechwarrior Online
Post by: satael on September 25, 2013, 08:33:53 AM
:why_so_serious:

Anyway, not sure about you but after they loosened the grip of the matchmaker a couple of days after the patch, I still get a game (grouped or solo) in a time varying from 5 to 30 seconds. I definitely can't complain about that. Is it worse for you?



Well, it's down to less than a minute but the match I had between this and the last post I made ended up 12-2 in less than 5 minutes played (luckily I was on the winning side) so I think I'd almost take the longer queue times.
As a bonus: Razer Cockpit Dice (http://www.razerzone.com/mechwarrior) (you need to register but otherwise you can get it for free)


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2013, 09:36:42 AM
Thanks. The dice are stupid, but hey a freebie. I still love my nVidia fairie from last year so I am not spitting on this. The annoying part is that it seems to require for you to install the Razer product to register. Not a big deal, (install, register, uninstall), but not the same as a 5 seconds website registration.


Title: Re: Mechwarrior Online
Post by: satael on September 26, 2013, 01:44:19 AM
Today's the launch event and there's a live stream starting 1pm PDT at twitch (http://www.twitch.tv/igp).
I might actually check it out to see if IGP has the will/skill to host a good live tournament stream  :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 26, 2013, 02:48:45 AM
I made a new thread about it, in case someone (me and you) feel like discussing it while it happens.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 30, 2013, 01:54:24 PM
"Breakdown".  (http://mwomercs.com/forums/topic/100089-breakdown/), where the Devs spill some more beans.


Quote
CERES METALS R&D [St.Ives]

Wednesday Sept 30, 3050
Ceres Metals Industries
Research and Development B5, AAlcadis Revised Underground Complex
St.Ives
13:12

Thomas Dziegielewski, Sr Gameplay Engineer
Nice day here on St.Ives. The caverns boast a comfortable 37C near the Sun-Tzu Cooling Vents on level 3.

Ceres metals updates are back online after a much too long hiatus. The 104th Division took over the AAlcadis building for military purposes. We are now located in the basement, sort of. There goes my view... I'll use Breakdown to showcase and explain some upcoming gameplay features released in the not too distant future.


Seismic Sensor Upgrades
* No Seismic sensor detection while moving
* Weapon Hits to Terrain and Weapon Fire cause Seismic events

XP / C-Bills Rewards
* XP/CBills for using Counter ECM advantageously
* XP/CBills for using UAV in an advantageously

Screen Shake and additional effects
* When a dead mech falls to the ground
* Immediate area of a Strategic Strike (Airstrike/Artillery Strike)


*Features are subject to change
*Estimated release date Nov 4th 3050



Title: Re: Mechwarrior Online
Post by: Slayerik on October 01, 2013, 08:23:07 AM
Still playing this, and enjoying it. Found a new sexy setup I like... Kintaro - 20 , I rock an XL 360 with FF and ES, 2 Medium Lasers and 3 SRM6s. Stripped the armor off the arm with the energy slots, and added more DHSes. This thing does 106 without tweak, can take a solid beating and really fucks things up once you get on them. Fun mech.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2013, 09:17:30 AM
Kintaro started like the shittiest 'mech ever and evolved into a really cool thing. I love the scout hunter -18, but I have a build similar to yours on my -20 and I have a lot of fun with it.


Title: Re: Mechwarrior Online
Post by: Shannow on October 01, 2013, 03:23:59 PM
I just put two gauss into my CTF-4X, I feel dirty.

Is there a heavy/assault that has a nice high release point for fire? I'm tired of trying to shoot shit from behind cover and it hitting the wall in front of me.
Stalkers?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2013, 03:30:09 PM
Jagermech DD (alkl of them) is the best pure sniper in the game if you ask me, built for the double Gauss.


Title: Re: Mechwarrior Online
Post by: satael on October 01, 2013, 09:11:38 PM
MMORPG.com's review of MWO (http://www.mmorpg.com/gamelist.cfm/game/694/view/reviews/load/285) is pretty much what you'd expect and really shows that "releasing" the game at its current state might not have been the best idea (though nobody probably cares what MMORPG.com thinks so it isn't that bad)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 02, 2013, 02:06:27 AM
Just for fun, I'll try to put down my 'Evaluation" of MechWarrior Online as of today. This tries to stay away from my feelings for the game, which would easily award it a perfect 10 considering simply how much fun I've been having with this for the past 14 months.



Aesthetics – 4

No doubt the 'mechs look good if you have everything maxed up and you stop for a while to look them up close, but the game and the designers decision make a solid effort to try and make it look like shit. The UI is so ugly that your pretty 'mechs are basically hidden in the store and mechlab screens, so no matter how much you paid them they are for the most part held hostage by the shitty UI. There is never a point in the game, be it in or outside of a match, where you can enjoy some fulfilling 'mech porn. And it doesn't help that so many maps seem to have some sort of film grain or heat distortion or fog, snow, night, or whatever else just to take away even more from the beauty of the 'mechs. And aside of the 'mechs, let's face it,  the maps are a piece of junk. Scale is fucked up, details are ridiculous (oh my eyes every time I see the little cars in River City or Crimson strait!), vegetation and trees are literally a bad joke from EQ1 times, and most importantly colours are an insult. About ten maps and not a single one that makes an effort to vibrate outside of its own washed out palette. I really would like to know what is going on here, it's like they put an effort to make sure the maps look as colourless and bland as possible. As much as I love the 'mech models, aesthetics in this game are unjustifiably terrible for a 2013 game based on the CryEngine 3, and while they make a great comeback when it comes to the actual fighting, with laser scarring 'mechs' armours and autocannon shot booming all over the place in a blaze of what would seem like real 'mech combat from the 31st century, it is simply not enough to save the day.



Gameplay - 9

Luckily, poor visuals do not impact the amazing gameplay. This is where the game shines and earns its right to be played, over and over. First of all, the gameplay is unique. There is no other game on the market that sports big giant metallic things fighting each other in slow motion with a deep layer of tactical and strategical management of your own vehicle and your team. The concept of heat and multiple weapons has always been the genius idea at the core of BattleTech, and while in MechWarrior Online this mechanic has been twisted in dubious ways to remove the dice rolls, the end result while questionable still puts a lot of emphasis on choices, choices and more choices, from the 'mechlab part where you have to conceive and build not just a 'mech that is universally considered efficient, but one that suits your needs and playstyle, on to the actual fighting part where you will have to always be aware of your heat gauge in order to avoid a dreaded self shut down which is the closest thing to self-inflicted Crowd Control and pretty much always leads to a very bad outcome. So, as I was saying, no other game on the market allows for people to test their aim in a FPS environment while at the same time having to constantly consider what weapon to shoot in a pinch (or IF you can afford to shoot at all) based on range, generated heat, size and relative speed of the target, ammo left, state of the portions of their armour based on the 'mech type and so on. This game is one of a kind and while at first look it might just appear to be some sort of 'meched-up' version of World of Tanks the two games don't really share much. Customization, horizontal progression (this is huge: every 'mech including the lightest ones pose a threat to all the other ones. So no chasing higher tiers, cause your weapons will always damage other  'mechs and you will always be dangerous, no matter how new or tiny your robot is), manual aiming mechanics, multiple weapons on a single 'mech, and most importantly different spots on the enemy vehicles to aim to based on different circumstances are what earned this game the infamous definition of "shooter for the thinking person". I jokingly prefer to call it "The first FPS in slow-motion" but that definition doesn't do it enough justice. This game hits a spot that didn't exist before in the gaming world, and while it certainly might not be for everyone, for a multitude of reason ranging from the steep learning curve to the amateurish visual department and up to the lack of features as we speak, it still managed to achieve something unique and obviously engaging enough to keep a vast community on the hook for more than a year based on its gameplay alone.



Longevity - 5

Considering the absolute lack of any persistent element in the game outside of the expansion of your 'mech stable for the sake of it, longevity should be an absolute zero. Community Warfare, a complicated mechanism that will put every single random match into the context of a large scale war with shifting fronts in the huge BattleTech lore is coming, along with the possibility for groups of players to form Merc Corps and wage war to each other in what would be a very simplified version of EVE war for territory. But this stuff has been promised more than a year ago and it is still far away in the future, so the score has to be based on what is there now. And it should be a perfect zero, but as with any game there's no objective evaluation of fun. This has been the game I've played the most in ten years and for that I should subjectively give it a 10. At the same time, in what seems to be a return to the Quake deathmatch times of the 90s not everyone will find enough motivation to stick with it. While the learning curve is a challenge in itself, that pushes you to become better and feel rewarded for it, too much random Public Grouping can easily kill your progress, and even the self-assigned quest to improve your personal stats isn't made any easier when said stats are hidden somewhere on the webpage, outside of the actual client. The game(play) has legs, but in its current state there is simply not enough to do outside of racking up game after game after game of random arenas where the ELO system seems to try hard to make sure you are gonna win and lose pretty much the same amount of games over time, no matter how good you are.


Value – 7

It is a free to play game. It really is free. There is literally nothing you need to spend your money on unless you feel like it. Sure, as a non-paying customer your progression will be slowed down by about 100% as opposed to paying customers, but this doesn't change the fact that you are enjoying the full game for absolutely free and the only thing you are missing on are a few "Premium" ' mechs (here called Heroes) which are in no way better than the standards 'mechs and don't look any different from the in-game currency purchasable variants. Different yes, but better? Not really (although they provide another boost to your in-game currency earning hence speeding up your growth a bit more). So yes, considering the game is absolutely free I just can't see how this could be a negative score. PGI being a company that has to pay salaries, the game has plenty of ways for you to spend real money on it if you feel like it, but for a game with horizontal progression, where every 'mech is efficient and you can pretty much buy the one of your dreams in a couple of weeks and not need anything else ever to be more competitive I say this is a great break from games with infinite tiers of collectible tanks/planes/spaceships where you always feel that you just got owned because you are a tier or two lower than your enemy. This game's business model, at the moment, is in my opinion the best you can ask for from a free to play game. And while I think cockpit flavour items and banners are overpriced, I am not silly enough to care about them, so big 'whatever' here. I am not giving it a higher score simply because I try to balance the "value" score with the lack of general features that are haunting every other aspect of the MWO short of gameplay.



Social – ZERO

This is just the lowest, ugliest aspect of MWO. Sure, a new UI is coming and Community Warfare is coming too. This score could easily jump to a 10 in a few weeks should all the promised features make it into the game the way they have been promised. But as of now, this is a perfect ZERO. Worst UI ever, worst social interface ever, it is close to impossible to do anything with your friends unless you coordinate outside of the game. No private chat, abysmal friend list and party tools. A true disaster. Sure, this is a placeholder system, but one that should have NEVER made it to release if they didn't want to earn a zero in this department.



Polish – 4

The lack of polish is what connects all the issues mentioned so far. There isn't a single polished aspect in this game. Even the celebrated combat part feels so raw polish-wise when you see 'mechs rubberbanding into each other due to a disabled (because buggy) collision mechanic, or when your weapons fail to reach a target stopped mid-air by the invisible corner of a terrain texture, or when hits clearly on target don't register due to a wonky netcode (this has been in fairness greatly improved and almost eliminated recently), or your giant warmachine struggles to climb a 3 feet step or gets hindered by a negligible bump in the terrain. Outside of the combat NOTHING is polished, the interface is a placeholder mess but it seriously looks like something that wouldn't have been that good even in 2002, and everywhere there are signs of what is clearly a project that started small and had to build on top of unstable code in order to keep pushing forward. While many things are about to be dramatically improved, there is no way to say when this will happen and what will happen, so the score for polish as of now can't be any good. 



Innovation – 9

This isn't so apparent at first. But as I said before this game managed to do something that hasn't been done before (that I know of), not in an online game anyway. Introducing simple but effective mechanics borrowed from the tabletop game to create a slow-paced while still skill-based gameplay with lots of room for solo and team based tactical and strategic decisions are what set this game apart from anything else more than the giant robots setting. Having different weapons with really different mechanics is just icing on the cake, and for once a game of this kind deserves an additional mention for having found a way to implement a defense-mechanic which heavily relies on positioning instead of pressing a button (or none at all). Maybe 'innovation' isn't the right word as this game will probably never set a trend, but at the same time there's a need to acknowledge its peculiarities which offer us a new and unique breed of FPS. It might not be everyone's favourite, but there's no denying its gameplay is truly unique and for that the game deserves the highest praise.



THE VERDICT - 70%

The countless flaws of a project that started with an odd lack of talent in many departments and a shortage of money don't overshadow the goodness of the gameplay itself which would shine even if it wasn't for the everly charming giant stompy robots. Having nailed the difficult part down, the actual combat, there is no doubt PGI can improve everything else and eventually bring this game up where it deserves to be, but it is undeniable that they have strained everyone's patience to the limit through bad communication and endless delays. Evaluating only the present state and not what the game could be or become, what we have here is a niche gem with all the problems and issues of 'specialist' games, the shortcomings of unstable software houses and uneven development teams, but with a solid, unique and rewarding core game that is just too engaging and one-of-its-kind to be passed on. Obviously not for everyone, in the rubble of a messy product there's something that didn't exist before which creates a itch that can't be scratched in any other way. It deserves to be tried and have copious amount of slack cut for a good dozen of matches to see if, flaws or not, this is that game you've been looking for for years but couldn't find anywhere.


Title: Re: Mechwarrior Online
Post by: satael on October 02, 2013, 04:30:43 AM
I wouldn't rate innovation anywhere near that high since I don't see the game really innovating much beyond previous mechwarrior games at this point (I'd stick all those + points into the gameplay part of the score and justify the 9 there). Otherwise I pretty much agree with your scoring (and I'd replace innovation with "things promised in the future"-part which I'd score 9 due to the promised UI 2.0, CW, DX11)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 02, 2013, 01:53:48 PM
Sneek peek of a Locust. Weird to 'look up' to a Spider...

(https://pbs.twimg.com/media/BVmUFaDCQAIncdL.jpg:large)


Title: Re: Mechwarrior Online
Post by: Zaljerem on October 02, 2013, 04:48:53 PM
Nice write-up, Falc. I feel pretty much the same way.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2013, 12:31:47 AM
The new map is really cool.


Title: Re: Mechwarrior Online
Post by: satael on October 03, 2013, 05:12:08 AM
The new map is really cool.

It's really good especially compared to the previous (volcano?) map.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 03, 2013, 07:49:04 AM
Getting a little annoyed at Spider madness this patch already. Might have to rush the purchase of the Kintaro-18....5 streak spidah killah!


Title: Re: Mechwarrior Online
Post by: Shannow on October 03, 2013, 08:01:07 AM
I'm feeling the same way here Slayer...annoyed enough to buy a specific mech to kill the damn little shits.

KTO-18 build (http://mwo.smurfy-net.de/mechlab#i=95&l=eec662ab6729d727c95cde60fa8e586bf3de8ccc)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 03, 2013, 08:13:39 AM
I've been running that build since the day they released the stock Kintaros. It is a life saver, seriously, it takes all the spider-stress away and makes the Inner Sphere a better place. Anyway, yes, do it.


Title: Re: Mechwarrior Online
Post by: Shannow on October 03, 2013, 12:05:23 PM
New map is nice. Except for when you fall off a platform and release there were 5 mechs directly under you :P. Kind of wierd thing about the map how whole groups can be passing under you.

Ive decided I love AC10s.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2013, 12:59:10 AM
More Locust sneek peeks. Remember this is tinier and lighter than a Spider.

(https://pbs.twimg.com/media/BVrLdxqCEAAx-jF.jpg:large)


(https://pbs.twimg.com/media/BVrTaT0CQAAqvkL.jpg:large)


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2013, 01:56:25 AM
Who the fuck is going to pilot that shitbox ?

There are frigging AC shells flying about the battlefield that are bigger than it.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 04, 2013, 02:11:58 AM
Role players  :awesome_for_real:

It's what Lori Kalmar and Grayson Carlyle used to liberate Sarghad in Decision at Thunder Rift.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 04, 2013, 03:00:48 AM
It's what *Shagg3rN3wb* used at the battle of Snow Forest FuckedUpAndSodomised.


Title: Re: Mechwarrior Online
Post by: 5150 on October 04, 2013, 05:26:19 AM
Who the fuck is going to pilot that shitbox ?

People who bought the Phoenix pack for the Battlemaster and want to get a little more value from their purchase before they free up the Mech slots........


Title: Re: Mechwarrior Online
Post by: satael on October 04, 2013, 05:47:00 AM
And you never know how weird the hitbox on that mech will be...


Title: Re: Mechwarrior Online
Post by: Shannow on October 04, 2013, 05:47:40 AM
Role players  :awesome_for_real:

 :grin:

Considering how small it is, you throw ECM on that sucker and it would be darn near invisible. I'm buying my Kintaro tonight.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 04, 2013, 07:20:46 AM
Just made enough to pop DHS in my KTO-18, Streak death HOOOOO


Title: Re: Mechwarrior Online
Post by: Shannow on October 05, 2013, 09:46:20 PM
Dropped in my first 12 man tonight.

Couple of things I learned: Don't bring a knife to a gun fight, guaranteed 10 of the 12 mechs you face will be Atlas's, probably D-DC's.

2. WTF PGI, lovely bug on the founders Atlas that makes my Head hitbox as large as my torso. You fucking morons you cant hotfix this shit?

That being said, 12 man's are fun.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 06, 2013, 03:07:13 AM
The Atlas hitbox issue is ridiculous, it should absolutely get fixed immendiately. Why should anyone want to suck for two weeks? Bah...

About the fucked up 12v12 composition, I can't agree enough. The game has been needing weight limits since forever, and while they are coming that just can't happen fast enough. Also, weight limits are part of why the Launch Tournament was fun, even though it exposed another issue: at high ELO level only a handful of 'mechs and builds are being used. But I guess that's a problem that supposedly plague and will always plague any competitive game.


Title: Re: Mechwarrior Online
Post by: Zaljerem on October 07, 2013, 06:34:11 AM
A little note, if you have Founders premium time still banked, and don't activate it before Oct 15, your Phoenix premium time will be added on top - you only have one activation which will activate all of your banked time at once. Activate your Founders premium time before Oct 15 so that the Phoenix premium time becomes a second activation if you want to spread them out.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 08, 2013, 10:38:24 AM
Dropped in my first 12 man tonight.

Couple of things I learned: Don't bring a knife to a gun fight, guaranteed 10 of the 12 mechs you face will be Atlas's, probably D-DC's.

2. WTF PGI, lovely bug on the founders Atlas that makes my Head hitbox as large as my torso. You fucking morons you cant hotfix this shit?

That being said, 12 man's are fun.

I actually did my first 12 mans this week as well. Our comps were usually pretty balanced, last night it was 4 Jenners, 4ish heavys, 4 assaults. I would run a medium in one of the heavy slots most the time. Every heavy/assault had jump jets, and pop-tarting was still a big factor, but at least it takes some relative skill now. Most groups were heavier than us by 50+ tons, and they all got wrecked. We would use base assaults to keep em off guard, not fight it the open, focus fire, etc. The fact that we would disengage and have others retreat when we noticed bad positioning I think is probably the difference though. Picking off people out of position is where it all starts.

Anyway, had quite a bit of fun, though I think 12 mans should reward x 2 cash and XP for how long it takes to get a match, and how long matches generally last.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 09, 2013, 12:39:24 PM
NA Launch Event Presentation Summary and Tournament Finals (http://www.youtube.com/watch?v=njT0l1pSd80).


Title: Re: Mechwarrior Online
Post by: Shannow on October 10, 2013, 08:28:45 AM
I swear the Ilya's CT hitbox is the size of an Atlas. Fucking ridiculous.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 10, 2013, 08:49:41 AM
Seriously? The Cataphract is probably the most used 'mech at all levels, including and especially high ELO and Tournaments. Never heard a single person ever complain about a Cataphract, they have just so many ways to efficiently hurt people.


Title: Re: Mechwarrior Online
Post by: Shannow on October 10, 2013, 09:02:10 AM
Im gonna start taking screenshots of how many times Im CT cored with almost untouched side torsos. It's a little silly. Also considering how quick it happens.

Bought myself an Atlas RS last night so I can make that 4LL, AC20, 2xSSRM2 build someone suggested. Godamn I'm gonna shutdown but someones going down with me!


Title: Re: Mechwarrior Online
Post by: Shannow on October 11, 2013, 03:13:47 PM
Double XP for the long weekend.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 11, 2013, 04:59:23 PM
I am finally mastering those Spiders I have loathed so far. Sweet. Also, long weekend. Double XP will last until Tuesday's patch.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 12, 2013, 01:08:45 PM
FUCK SPIDERS.


Title: Re: Mechwarrior Online
Post by: Flood on October 12, 2013, 10:45:33 PM
FUCK SPIDERS.

+++1


Title: Re: Mechwarrior Online
Post by: Ironwood on October 13, 2013, 01:39:00 AM
It's probably because there's a champion version at the moment, but they're fucking everywhere and they're an utter pain in the dick.

Also, again due to the Champion, there's a shitload of those Guass Dragons running around, but they're not so much of a pain.


Title: Re: Mechwarrior Online
Post by: Shannow on October 13, 2013, 09:34:15 AM
I love how the end game of every match is a game of shoot the spider.

The one spider left from the losing team circle duels 3-4 mechs of the other team until he finally dies. Never having a chance to win the match it just annoys everyone.


Title: Re: Mechwarrior Online
Post by: 5150 on October 14, 2013, 04:57:23 AM

My friend and I took the double xp weekend opportunity to grind through Commando's

Spiders really don't like it when there are two if you flinging streaks at them constantly (Beagle FTW)

I was surprised how few of them could/did try to out run us (most trying to fight) our commandos shouldn't have been as fast


Title: Re: Mechwarrior Online
Post by: Sir T on October 14, 2013, 05:07:41 AM
Tried this last night. I would have to add to falcons list a section of "Newbie accessibility" which I would rate a 3 to 4. Basically you have one tutotial for movement, and I accidentally went into a game with no idea how to control my Mech before I found that (and no warning like "You have not played the tutorial, are you sure you wish to play a game?"). No weapons tutorial, no explanations of the types of weapons. No explanation of leveling, and what the hell is a "trial Mech" that you are given? I forgot to check of some kind of manual was downloaded with the game, but yeah, unpolished is definitely a word I'd use. If I wasn't such a Mech nerd from back in the day I'd have uninstalled the thing.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 14, 2013, 05:31:29 AM
I would rate accessibility to new users down to 2, and I don't give it 1 simply because they added the movement tutorial. On top of everything else you said, let's not even start talking about the hidden values and specifics of weapons and equipment. Or the explanation of mechanics like "what kills a 'mech?" or "what kills me?" or "use R to target and share that info with the team". Or "ghost heat".

Supposedly UI 2.0 will fix all that, and that's when I'll start bothering my friends about trying it.

But I am glad you tried it Sir T, hope you'll like it at least a bit.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 14, 2013, 09:16:31 AM
"What does the 'mech say?" (http://www.youtube.com/watch?v=FF6HYNqCDLI)   :why_so_serious: :why_so_serious: :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Pennilenko on October 14, 2013, 10:27:50 AM
"What does the 'mech say?" (http://www.youtube.com/watch?v=FF6HYNqCDLI)   :why_so_serious: :why_so_serious: :awesome_for_real:

No


Title: Re: Mechwarrior Online
Post by: Falconeer on October 16, 2013, 12:02:14 AM
Have you been gibbed by the new and improved artillery strike yet? It is a lot of "fun" when it happens now, and it does happen.
Anyway, learn to GET THE HELL OUT OF THE WAY when you see the red smoke. You have four seconds before death comes falling from the sky.


Title: Re: Mechwarrior Online
Post by: 5150 on October 17, 2013, 04:32:29 AM
Have you been gibbed by the new and improved artillery strike yet? It is a lot of "fun" when it happens now, and it does happen.
Anyway, learn to GET THE HELL OUT OF THE WAY when you see the red smoke. You have four seconds before death comes falling from the sky.

I'll be honest I've never bothered with them previously as I figured they wouldn't be that special.

Whats the difference between the artillery strike and the airstrike?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2013, 04:39:30 AM
Artillery Strike falls down from the sky in a circular area around the designated area, while Air Strike hits in a short column that extends for about 20 (?) meters from the marked spot.


Title: Re: Mechwarrior Online
Post by: 5150 on October 17, 2013, 04:42:56 AM
Thanks,

Is the direction of the airstrike column determined by anything (such as towards or away from your mech) or is it random?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2013, 04:54:08 AM
I am pretty sure it is a straight line away from your 'mech originating where you dump your smoke canister. I think the whole thing needs more feedback to be not only useful but fun to play. As it is now, it is hard to tell if it hit at all, or even if it actually really happened.



Title: Re: Mechwarrior Online
Post by: Ironwood on October 18, 2013, 07:58:58 AM
I managed 850 on a Kintaro with 2 ML and Streaks.

It was a fucking joy to behold.  Still standing at the end.


Title: Re: Mechwarrior Online
Post by: Sir T on October 18, 2013, 08:00:26 AM
Played a few games this morning. I have not a freaking clue what I'm doing or how to do shit like target mechs or, well, anything. The newbie experience in this game sucks ass. Is there a guide or something out there that someone could recommend?


Title: Re: Mechwarrior Online
Post by: Ironwood on October 18, 2013, 08:02:15 AM
There's a Sam guide somewhere that's an awesome starter for ten (and probably still valid.)

What is it exactly you're having an issue with and what weight do you like punching at ?


Title: Re: Mechwarrior Online
Post by: Sir T on October 18, 2013, 08:11:17 AM
I dont know. Well I went out in the "Trial Dragon" as it was fairly easy to figure out (2 LLs on the left arm - left mouse button, Gauss on the right arm - right mouse button. Ok we can deal with that.) and got unmercifully plastered without doing much damage. (topped out at 88 damage which I assume sucks) But there no explanations for the mech labs or targeting or anything. You can call be rather dense if you like, but I'm not going to go in a mech with, for example, streaks if I don't know how to actually work them. I'll probably figure it out eventually through trial and error and hitting random buttons, but ffs. I accidentally found out B brings up the map for example.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 18, 2013, 08:14:06 AM
Yeah, as discussed, it's the most user-unfriendly game IN THE WORLD and assumes a familiarity with both Battletech and the previous Mechwarrior games.  Even if you have that, it has TONS of hidden changes and bullshit that you have to figure out.  The amount of people who still have no idea how to use ECM is quite stupid.

If I was you, I'd hit up YouTube first - there's quite a few people willing to share strategies and tutorials.

I seem to remember a FAQ and Picture Orientated How To.  I'll see if I can find that fucker.


Title: Re: Mechwarrior Online
Post by: eldaec on October 18, 2013, 09:49:58 AM
When starting out I found anything except medium and large lasers are not worth fucking with, anything slower than about 90mph will get you caught out of position all the damn time, and lights would just get swatted.

That basically works out as play a laser based medium. Then hang around the assaults and try to 'help'.

Usual fps rules apply, keep moving, use cover.

That's what worked for me anyhow.


Title: Re: Mechwarrior Online
Post by: Goreschach on October 18, 2013, 10:13:39 AM
So what's the latest word on when UI2 is going to drop? I'd like to try this again once some real progress has been made.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 18, 2013, 11:39:22 AM
UI 2.0 will be in public test next week, probably Thursday, and if everything goes right it will be released to the live servers with the November 10th patch. That's a very good time to come back. Not before.

Eldaec suggestions are good for starters. The Dragon, unfortunately, while a good 'mech in that configuration, tends to explode very easily due to a huge center torso and the XL engine. Do all your practice on the trial medium, the Centurion 9-A. This 'mech is simply a beast, it takes a little more to get used to the weapons cause the SRMs work like a shotgun with bogus travel time (so it is easy to miss) and the pulse lasers overheat easily and have a very short range (180m optimal, 360m max), but we are talking about a very mobile 'mech that is as sturdy as a dwarf paladin (for stupid bad coding reasons, your torso is small and the arms over protect it). So practice with the Centurion until you feel comfortable enough to buy your own first 'mech which should be one of these:

Quote
what you are probably looking for is a 'mech that can hit from an optimal distance of 400 - 800m, while not being too slow on its legs. Your choice of weapons should be Large Lasers/ER Large Lasers, PPC/ERPPC in the energy department, or AC5/UAC5, AC10, Gauss in ballistic, and of course LRMs if you want to go full support. Now, what to build with that?

Kintaros (55t) are quite good at the role if you ask me due to their very good speed and mobility, best armour available on a Medium, and lots of missile ports for long range missile support or short range streak-based light-hunting (which supports your Assaults when they are being swarmed by Spiders and Jenners), on top of the standard amount of energy hardpoints. Popular Kintaro builds are conceived around 2ER Large Lasers (to be efficient from all distances) and a few missiles of your choice, or lots of LRM5s for what is the the FOTM most obnoxious build around (literally a rain of missiles that will make people ragequit while seriously messing with their aim).
Despite their armour Kintaros don't have great survivability because the arms don't protect the torso nearly enough, but if you don't fight as a first liner and apply some caution they can be effective and most importantly fun.

Centurions (50T) are much harder to kill for some reason, and equally agile, but they really shine in the frontline due to their innate tanking abilities. You might want to check them but it seems like they are not what you are looking for.

The Catapult K2 (65t) is another good choice. Catapults have the problem of being very easy to disarm ('ears' being big) but the K2 is a little less vulnerable to that due to the interesting ballistic hardpoints in the side torsos. The Catapult is possibly the most agile of all the Heavy 'mechs so far, and jump jets only make it better. There's plenty of valid builds for the K2, and all the other Catapults can be used for support one way or another thanks to the natural predisposition to missiles. Worth mentioning that another weakness of the Catapult is the relatively large cockpit, meaning you would sustain the occasional headshot you would never get in any other chassis.

Jagermechs (65t) and Cataphracts (70t) are certainly good 'mechs too and the Ilya Muromets, as Ironwood can testify, is a deadly one. They both tend to be quite slow (except for the Firebrand, hero Jagermech, which can be fitted to go as fast as 93 kph), so there's some lumbering, but there's plenty of medium-to-long range ways they can be fitted to make them lethal, mostly ballistic based but not just. The Jagermech's high arms position makes it pretty good at shooting over hills for long distance peeking, while Cataphract's lower arms present a problem when it comes to that (lots of shots hitting the ground even when you think you have a clear line of sight). As heavies, they tend to be either very slow but sturdy (standard engine), or a little less slow but very fragile (XL engine), so try some of the trials (they are very good this month) to get a feel of what a Heavy is like before investing real money in a Hero 'mech you might hate when compared to the Raven's playstyle.

A final word for the Victor (80t). The Victor is a lumber, but it is extremely durable, can pack a serious punch, and most importantly can jump which makes it less of a sitting duck and more of a motherfucking charging monster.

Scouring Youtube for beginner guides I found a few, I am sure you can do the same. If you feel like it, take a look: >> Beginner guide 1 (http://www.youtube.com/watch?v=Z4IeJT_ZpxI) << - >> Energy weapons guide (http://www.youtube.com/watch?v=yTkxAKeJ8LI) << - >> Ballisti Weapons guide (http://www.youtube.com/watch?v=no8HE92quxs) << - >> Missile weapons guide (http://www.youtube.com/watch?v=lmiEDmn5XYg) << - >> Mechbuilding guide (http://www.youtube.com/watch?v=j0f_ZsRHFIM) <<

A few very generic things:

- R is default to target enemies. Targeting enemies at ALL time is SUPER important because it's the only way to a) see how damaged they are and what weapons they are carrying, meaning at what distance you should engage them, and b) relay their position to your whole team. If you don't press R every every every every every time you have an enemy in your crosshair you are doing ?WO wrong.

- Your first 25 matches will give you pretty much 500% the normal amount of money reward per match. That's your beginner allowance. At the end of the 25 matches you will be able to buy at least one of any 'mech you want. Depending on what you bought you might not be able to equip it to perfection, but point is, evaluate your first purchase carefully because the second purchase won't come that soon (unless you drop money into the Premium account)

- Use cover, a lot, constantly, always, all the time. There is never a good reason to be caught in the open. Not only that will get you killed, but will wreck your real life morale. Nothing worse than having your whole screen shaking, screaming, exploding and yelling at you while playing a videogame. Being attacked in MWO can feel brutal and if you don't turn the volume down can make you feel like you are a bad person that deserves to be punished. You don't want that to happen, so USE cover all the time and stick to the big guys in your group for your first 500 matches or so.

- Some 'mechs cannot be targeted, it is not your fault. They are under the umbrella (aura) of an ECM equipped 'mech. This is long and complicated, for now all you need to know is that you can't target them and it is not your fault. Conversely, if a 'mech in your party has the words ECM on its head, it means that as long as you are within 200m from that 'mech you wil be under their ECM umbrella, which usually saves you from a rain of missiles. You can check if you are inisde the umbrella or not by looking at a little blue eye symbol that should appear on the left side of your screen. If your minimap goes "low signal" it means you are being jammed by an enemy ECM. It means an enemy equipped with ECM is somewhere in a 200m radius from you.

If you play in the American morning it means it's my European night and we could have a chance to drop together eventually. What's your in game name? I wouldn't mind die alongside you and see if I can answer a few more questions you might have.

Hope this helps a little.


Title: Re: Mechwarrior Online
Post by: Shannow on October 18, 2013, 11:52:47 AM
Cataphracts are good for sniping/support. Don't go first, don't brawl. Find good cover, don't be on your own and lay the smack down with those AC/5s.


Title: Re: Mechwarrior Online
Post by: Flood on October 18, 2013, 11:40:11 PM
I'm a dedicated light pilot (and have been since I started a few months ago) so my advice on what mech to start with, and then progress to, would probably be really biased.  My experiences are purely PUG based, so take that into consideration also.  In regards to mech choices, I see a lot of the same mechs being piloted over and over.  For lights it's Spiders, Jenners and now Locusts.  Not as many people pilot mediums right now because in the current game state (PUG'ing) it's a kick in the balls, but mainly you see Hunchbacks, some Blackjacks, some streak loaded Kintaro's.  I have an online buddy that plays a Hunch however, and he is quite good (and deadly).  Heavies are probably the most piloted class, with Cataphracts and Jagermechs all over due to AC'Z BEIN THE BEST WEP TER IS ALPHAALPHADAKKA.  For Assualts it's all Atlas DD-C's and Stalkers.  In most matches it's 50% Jagers and Phracts, 30% Atlai, and then a sprinkling of odd medium and light mechs.

As a newer pilot, these are some things I have found:

- Don't be first, ever.  Let some other folks go out and uh, discover the bulk of the enemy force.  Trotting out ahead of the pack will just get you alpha'ed down immediately.  Unless you really decide to get hard on into being a scout, but that's another discussion.  Just let the battle unfold a bit and then decide on a strategy.

- Corollary to above, try and stick with another mech or two.  In would make sense for your lance to actually move together in this regard, but more often than not some of your lance-mates will be fuck sticks with no sense of tactical placement at all.  As things progress you will get a sense of where (and where not) to go and why, but if all else fails, get yourself behind the damage sinks bulk of your team and stay safe.

- Try and apply at least some damage to any enemy you feasibly can.  Kill Assists = CBill rewards, which is what you need (and will be grinding for).

- Hit "R" constantly.  This is the single biggest WTF I see when spectating on matches.  Players brawling, sniping or generally whaling away will never hit "R" to lock their target and display the damage on the enemy mech, much less their weapon loadout.

- If you decide to try and use TAG, you can get CBill bonuses for applying TAG (well, keeping it applied) when teammates score a missile strike.

- ECM is win.  It's probably the most game changing tech in MWO.  If at all possible to equip on your mech, do so.  If not, as mentioned above, learn to stay under the ECM umbrella of teamies it will definitely extend your "alive time".

- Don't brawl.  Or rather, if you brawl expect to get shot up and demoralized until your skills, mech equipment and efficiencies improve.

- Use cover, always.  To put it another way - if you become really, really paranoid about being one-shotted out of the blue no matter where you are on the map, then you're closer to being safe (but you're still not, really)

- Shooting off components (mainly arms) is a pretty good CBill reward.  See point above regarding kill assists.

- Speed, generally, is life.

- Don't chase lights.

- Anything other than a 1v1 fight is death for you.  If you see another enemy mech marker appear on your minimap when engaged (even if you can't see them visually) you should move to the bulk of your teammates as immediately, and evasively, as possible.  Of course in a big melee this isn't applicable.

- Upgrade to double heatsinks as soon as possible.

- Your back armor is your weakest point, try not to show enemies your back too much.

- NARC isn't worth it, period.


Well, I'm a bone picking Raven pilot with ECM and a decent top speed, so my info may not be the best, but if you want to drop together sometime, I'm "floodcore" and I play mainly PST nights and weekends.  Have fun!!

   


Title: Re: Mechwarrior Online
Post by: satael on October 19, 2013, 07:42:36 AM
Had the best game (damagewise) playing a light mech in a long time (and small pulses seem to be the key, thanks Slayerik)  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on October 19, 2013, 07:55:42 AM
700 in a Commando is really, really cool. Except for your enemies, of course.


Title: Re: Mechwarrior Online
Post by: Flood on October 19, 2013, 09:48:43 AM
That's a hell of a round Satael, nice one.


Title: Re: Mechwarrior Online
Post by: Shannow on October 19, 2013, 03:54:56 PM
Fuck me , nice one!!!

I was proud of my 744 dam 5 kill atlas match. Course then I discovered print screen doesn't work in mwo and had no record.

Best part though was the other team had a pre made from our squad, oh the post match ribbing was glorious.


But 700 dam in a commando....I bow to your skill.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 20, 2013, 12:45:39 PM
The age of the UAC is well and truly over.

 :heartbreak: :ye_gods: :heartbreak:


Title: Re: Mechwarrior Online
Post by: Sir T on October 20, 2013, 02:04:15 PM
If you play in the American morning it means it's my European night and we could have a chance to drop together eventually. What's your in game name? I wouldn't mind die alongside you and see if I can answer a few more questions you might have.

I am a euro, so I can play around the same time as you. Mu usual name was taken so I went with Sir T on this game.

Thanks for the help all. I know when I played the board game I was the guy who threw LRMs all over the place, so I might go with a Catapult and sit back and rain death on enemies if I can figure out how  :grin:


Title: Re: Mechwarrior Online
Post by: 5150 on October 21, 2013, 04:50:10 AM
The age of the UAC is well and truly over.

 :heartbreak: :ye_gods: :heartbreak:

Why do you say this? My 3x UAC Muromets is still good (except that I suck leading shots with ballistics)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 21, 2013, 04:58:52 AM
I still like my 4xAC5 Cataphract, especially because all the weapons are in the arms and that allows me to hit things, pinpoint, with unusual aiming agility. But regardless of the 70 tons, the XL engine on such a slow 'mech really makes it fragile and every match is a hit or miss, depending if I can position myself in a vantage point, or if my team gets charged early and I die in a matter of seconds.


Title: Re: Mechwarrior Online
Post by: Merusk on October 21, 2013, 05:03:37 AM
That was my experience with the Cata and why I sold it.  I figured if I was going to be in such a slow machine I'll add another 20-30 tons and just run around in an Atlas or Stalker.



Title: Re: Mechwarrior Online
Post by: 5150 on October 21, 2013, 05:08:26 AM
I might go with a Catapult and sit back and rain death on enemies if I can figure out how  :grin:

Press R to target
Hold reticle over target until reticle goes red
Release rain
Keep reticle over target until missiles land (cross hairs flash red on hits)*
Repeat

There are pros and cons to using multiple launchers on alpha strike or chain fire (backspace key with the weapon group selected) YMMV

*If you are not seeing the red flashes than either your missiles are hitting terrain or being shot down by AMS fire (a single AMS, under static conditions, apparently shoots down 3 missiles per salvo so against a single target even with an LRM 5 you should land hits)

If you/your spotter losses lock or you dont keep the reticle red the missiles will land where the target was when you lost lock - against slow/stationary targets this will still result in hits but forget about hitting lights like that!

Also be aware of the launch flightpath to avoid hitting the terrain you are hiding behind and dont bother using LRMs on anything closer than 180m

-edit-
Forgot to mention. Some Mechs launchers (Particularly the Catapult) have doors which need to open before you can fire (this will result in a slight delay before your first salvo goes out, and they will close automatically after a short delay unless you keep shooting).

On LRMs this probably wont make a huge difference but on SRMs it can be the difference between a hit and a miss. the ? key opens/closes the doors and they will stay in that state

Also note the number of missile tubes on the Mech model as this will determine the number of waves your salvo launches in (again not really an issue on an LRM Catapult but significant on other Mechs such as the Stalker 5M which has a single tube launcher where the default Narc sits apparently)

Apparently keeping the doors open makes it easier to crit those locations but I can't say I've noticed any difference.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 21, 2013, 05:41:24 AM
The age of the UAC is well and truly over.

 :heartbreak: :ye_gods: :heartbreak:

Why do you say this? My 3x UAC Muromets is still good (except that I suck leading shots with ballistics)

It's my Marmoset that I'm specifically mourning, also my Dual UAC Highlander ;  In my experience the UAC is now jamming at a rate that makes it entirely useless.  Possibly I'm just getting reamed by random numbers, but I use UAC's a LOT and it's really, really noticeable for me.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 21, 2013, 05:43:15 AM
If you don't have a spotter who can assist you with LRM's, then the whole 'sit back and just fire' will net you nothing and get you hated.

If you're good enough to use them as a support on mechs that you can see, it makes all the difference.  90% of 'fire and forget' jockeys that I see in random groups end up with really, really low damage numbers.


Title: Re: Mechwarrior Online
Post by: Shannow on October 21, 2013, 06:27:38 AM
I haven't used UAC's in a while, I went to a 3 AC 5 CTF-4X and love it. God help the mech that gives me time to fire on it cause I'm going to make your life miserable.
My double gauss Ilya is either feast or famine. If I'm not getting shot at I'm going to fuck you up, if I get charged I last about 3 seconds.

Also have to mention I had a 680 damage match with a CDA-3M last night. We were in a pre-made lance of Cicadas and a Quickdraw. F'ing deadly. Basically zoom around until we see 1 or 2 mechs on their own and then descend on them like a pack of rabid vultures.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 21, 2013, 08:52:48 AM
We call that 'CICADA MADNESS' around these parts ;)


Title: Re: Mechwarrior Online
Post by: eldaec on October 21, 2013, 09:42:34 AM
My rules for LRMs....

Don't fire at anything more than 700 away.
Don't fire at anything you can't see.
Don't fire at anything others aren't shooting.
Accept you'll do less than 5 damage to a worthless component on each volley and that their main role is to panic people and make their screen shake.


Title: Re: Mechwarrior Online
Post by: Merusk on October 21, 2013, 09:54:38 AM
What the spinny ship said.  They're still fun but you're not going to be topping damage unless both your team and theirs are terrible, terrible players.


Title: Re: Mechwarrior Online
Post by: satael on October 21, 2013, 10:54:59 AM
My rules for LRMs....

Don't fire at anything more than 700 away.
Don't fire at anything you can't see.
Don't fire at anything others aren't shooting.
Accept you'll do less than 5 damage to a worthless component on each volley and that their main role is to panic people and make their screen shake.

my rules:
fire if someone has a tag on the target (even if >700m or no LOS)
chain-fire for increased suppression effect
artemis is essential if you want lrm to be actually worth anything other than suppression
make sure you have some other weapon than lrm to use for close range


Title: Re: Mechwarrior Online
Post by: Falconeer on October 21, 2013, 12:47:09 PM
Just had a game with a certain "f13baka". Anyone of us?


Title: Re: Mechwarrior Online
Post by: Sir T on October 21, 2013, 02:43:22 PM
Thanks for the advice on LRMs guys. I'll have to do some thinking I would guess. Anyway, the other issue is that my Ping is generally crud at peak times, so LRMs i thought would help do stuff without me getting involved in a brawl while fighting through butter. Anyway some more games I guess.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 21, 2013, 03:11:45 PM
Add me, Mr. T.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 22, 2013, 02:27:11 AM
My Graphic Card does NOT like the new patch.  Constantly stopping and restarting the driver.

It's pretty fucking unplayable again and it hasn't been like this in quite a few patches.



Title: Re: Mechwarrior Online
Post by: Falconeer on October 22, 2013, 05:37:33 AM
I heard it might not like Win 8.1 instead of your videocard. Could it be the case?


Title: Re: Mechwarrior Online
Post by: satael on October 22, 2013, 05:56:02 AM
MWO is really wonky when it comes to graphics. While I have been lately lucky enough to limit my problems to a few missing textures now and then it's kind of disconcerting how the fps suddenly goes off the scale (meaning there's no limiting of any kind) for me for a few seconds the screen goes all black between loading screen and ready screen (and I can hear the fan on my gpu rev it to max for those seconds).


Title: Re: Mechwarrior Online
Post by: Ironwood on October 22, 2013, 06:06:05 AM
I heard it might not like Win 8.1 instead of your videocard. Could it be the case?

Of Course !  That'll be it !

Does it matter that I have Windows 7 ?

 :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on October 22, 2013, 06:20:55 AM
Could it be the case?

That's why I asked, you arse!  :drillf:


Title: Re: Mechwarrior Online
Post by: Ironwood on October 22, 2013, 06:26:28 AM
lol.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 22, 2013, 06:33:54 AM
I really hope they will implement a 1v1 duel mode too with the upcoming deatmatch skirmish feature.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 22, 2013, 06:41:15 AM
I'm actually still hoping for a single player game.

Yeah, yeah, I know, that's moronic.  But hey.


Title: Re: Mechwarrior Online
Post by: Shannow on October 22, 2013, 06:43:47 AM
I want some Solaris map modes.

FFA.

Locust only FFA.

King of the Hill FFA.

Maybe somewhere to blow off stress between map battles...


Title: Re: Mechwarrior Online
Post by: Ironwood on October 22, 2013, 06:57:42 AM
Some of the randoms at the moment are full of locusts.  They're surprisingly effective in swarms.


Title: Re: Mechwarrior Online
Post by: Sir T on October 22, 2013, 07:30:28 AM
Newbie report! I have bought my first mech!! Oooh virgin territory!

After reading down the thread today I decided to go for support, since my graphics card is really old and I start getting frame rate slowdown. And since I suck its nice to contribute without even doing anything, and having me as a heavy along might be depending on me too much.

So I put off my catapult purchase till I actually know what the fuck I'm doing, and I went for a Raven - 3L. Based on the flat statement that NARC isnt worth it I pulled off the Narc pod, and then I decided to yeank out the XL engine as I'd like to last a little longer in a fight. I put in a 205 standard engine to replace it, and a couple of heat sinks. So I have The TAG, all the ECM goodness, a couple of Med lasers and an SRM 6. Top speed 94.8, which is alright, only a drop of 3kph from the XL engine and using a standard makes it a bit more survivable. I'm going to stick with the other mechs for now and TAG stuff. And I don't think I could overheat this thing if I tried.

Was just in a fight and it works pretty ok. I don't know what the hell TAG does but its cool to use. I might Swap the SRM for a few streak 2s once I get a bit more adventurous.

So, onwards and upwards!


Title: Re: Mechwarrior Online
Post by: Slayerik on October 22, 2013, 09:14:26 AM
Buy Double Heat sinks on everything. I like having a minimum of 1.3 heat eff.

95 is pretty slow for a raven, but I guess ok if you decide to hang with some big dogs. I usually go the MAX SPEED MAX BALLS approach, but you gotta know what you are doing to be out front.


Title: Re: Mechwarrior Online
Post by: Sir T on October 22, 2013, 09:23:30 AM
Well, like I said its only 3kph less than the standard configuration, and I've already lost a torso and survived in a game so I think the tradeoff is worth it.

I might buy another raven chassis and rig that for scouting and speed. But for now running around and protecting the big boys is pretty fun, and I'm actually surviving matches so hey :D


Title: Re: Mechwarrior Online
Post by: Flood on October 22, 2013, 10:18:12 AM
Newbie report! I have bought my first mech!! Oooh virgin territory!

After reading down the thread today I decided to go for support, since my graphics card is really old and I start getting frame rate slowdown. And since I suck its nice to contribute without even doing anything, and having me as a heavy along might be depending on me too much.

So I put off my catapult purchase till I actually know what the fuck I'm doing, and I went for a Raven - 3L. Based on the flat statement that NARC isnt worth it I pulled off the Narc pod, and then I decided to yeank out the XL engine as I'd like to last a little longer in a fight. I put in a 205 standard engine to replace it, and a couple of heat sinks. So I have The TAG, all the ECM goodness, a couple of Med lasers and an SRM 6. Top speed 94.8, which is alright, only a drop of 3kph from the XL engine and using a standard makes it a bit more survivable. I'm going to stick with the other mechs for now and TAG stuff. And I don't think I could overheat this thing if I tried.

Was just in a fight and it works pretty ok. I don't know what the hell TAG does but its cool to use. I might Swap the SRM for a few streak 2s once I get a bit more adventurous.

So, onwards and upwards!


Huzzah for another Raven pilot!  Yes the leg hitboxes are a slap in the face for those of us who haven't been playing for like 8 months but hey! (nah, seriously it's a fun mech and all I ever pilot) 

I've found an XL280 gives me the best speed to loadout carrying compromise.  You're not going to be zipping along at uber top speed but you're still fast enough.  I think 129ish stock and 142.6 with Speed Tweak.  With an XL280 you can do FF, Endo, DHS's and still have a few weapon config choices.  Mess around in Smurphy's and see what going up or down a few engine sizes will get you based on your goals. 

ECM - just glue it in there and forget about it.  I've tried a sniper (2 x ERLLas plus TAG, BAP) and a couple of striker type setups: 2 x MPLas, 2 x SSRM2, with TAG, and 3 x MLas, 2 x SSRM2, dropping TAG for BAP.  The first setup runs cooler and you can get TAG assist bonuses, the second puts out a bit more damage and BAP helps with scouting and, importantly now with the new "changes", quicker SSRM locks.  You're going to find yourself fighting other lights, and despite all the changes and dual AMS wielding Locusts streaks are still one of the best weapons against other lights (Spiders - eat a dick) If you're willing to stay closer to the stock setup and drop a laser you can, I think, cram most everything back in there countermeasure-wise.  I've used AMS on a couple builds, but honestly, LRM's don't scare me much and if I'm getting creamed by multiple missile salvos I'm probably in the wrong place anyway.

HERE (http://www.mechspecs.com/forum/index.php?PHPSESSID=1f104345f1548907c3b816e31e1489f2&board=45.0) is a link to some Raven 3L builds (and associated comments) that I used to sort of spark some ideas.  Caveat some of them are pretty dated compared to the current state of the game, so check the posting dates on those.

Congrats on your new mech!  Have fun tell us how it goes. 

 


Title: Re: Mechwarrior Online
Post by: Sir T on October 22, 2013, 10:42:15 AM
Well, I just stuck two streak 2s on it in place of the SRM 6. And promptly went out and realized that I should have swapped the ammo for streak ammo. Ooopsie! I've already been running with Light wolfpacks and I'm starting to hold my own. And I'm also sticking with heavy packs to cover them with the ECM as well. Very enjoyable.

Its got TAG, BAG, Guardian ECM on it with 2 Med lasers and two streak 2s with a ton of ammo, along with the FF armour of the 3L. All in all, good for now.


Title: Re: Mechwarrior Online
Post by: Slayerik on October 22, 2013, 11:42:26 AM
Does it have Double heat sinks? If not, it's a bad mech.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 22, 2013, 12:00:29 PM
Well, I just stuck two streak 2s on it in place of the SRM 6. And promptly went out and realized that I should have swapped the ammo for streak ammo. Ooopsie! I've already been running with Light wolfpacks and I'm starting to hold my own. And I'm also sticking with heavy packs to cover them with the ECM as well. Very enjoyable.

One lesser known fact about ECM is that it can be switched on-the-fly to "disrupt" mode, which means you will lose your ECM protection, but will jam anyone else's in a 180m radius. That is particularly useful if you are dueling against another light that has ECM and prevents you from getting a lock for your Streaks. Hit J, default key, and go into disrupt mode and voila, you'll get a lock for your missiles and everyone will see them on the map too (otherwise it'll look like you are fighting a ghost). This is importnat to jamp those big Atlas DDC with ECM too, a very useful tool for your team. That said, remember that you can only jam one ECM at a time, so if there are two enemy ECMs in the same area, your disrupt mode won't work until dies or goes out of range.


Title: Re: Mechwarrior Online
Post by: Sir T on October 22, 2013, 03:07:59 PM
Double heat sinks installed. Mech speed up to 105.  :grin:


Title: Re: Mechwarrior Online
Post by: Slayerik on October 22, 2013, 03:09:19 PM
He means COUNTER mode. It is in disrupt mode by default.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 22, 2013, 03:11:18 PM
Duh... yeah. Ugh.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 23, 2013, 11:15:08 AM
Great, another Raven pilot...

(Really though, glad you're enjoying it.)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 24, 2013, 12:02:42 PM
New modules coming in late November:

Quote
Hill Climb Module
The deceleration received when climbing inclines is reduced by [10%]

Advanced Gyro module
The screenshake amount is reduced by [33%]


Title: Re: Mechwarrior Online
Post by: Falconeer on October 25, 2013, 11:33:35 AM
GXP conversion at half price for the weekend until Tuesday (http://mwomercs.com/forums/topic/140809-the-stomping-dead/).


Title: Re: Mechwarrior Online
Post by: Ironwood on October 25, 2013, 11:51:31 AM
Always worth it if you haven't got all the modules.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 27, 2013, 04:44:52 AM
Nah, it's official ;  I can't stand the Orion.  Any variant.  It's a shit mech for me.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 27, 2013, 06:43:52 AM
To fight against or to pilot? Did you get one?

The one I have the most success with has a very simple setup, Standard Engine, 2ER Large Lasers, 1 AC20. It can poke anyone from long distance and punish them badly when they get close. It can even hold its own against Spiders if you can land a couple of big shells.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 27, 2013, 07:21:32 AM
To pilot.  It's just a big lumbering tub of shit that gets cored.


Title: Re: Mechwarrior Online
Post by: Shannow on October 27, 2013, 01:40:03 PM
Had a very satisfying moment against a spider last night .  Was watching one across the map, about. 700m range.  He stopped for a second so I let go with a dbl gauss.  Dead spider.  Ahhhhh.  Makes me feel so much better.


Title: Re: Mechwarrior Online
Post by: Shannow on October 28, 2013, 12:04:37 PM
Are missiles the red-headed step child of MWO? I don't even own any LRMs anymore as they seem to be completely ineffective. I picked up a Centurion last week to try it out and find SRMs to be too darn slow to be effective (and Streaks take forever to lock).

I have actually found my most effective mech is now a CDA-2A with 6 MLs and enough DHS to fire them. (Speed Tweaked to 141kph) I simply zoom around the map till I find someones back and put a cpl of volleys into their CT rear. If they turn I disengage (and hopefully get ganked by my team) if they don't turn 6 MLs can ruin your day pretty darn quick.

Are QKDs any good? Liking the idea of a strike mech with JJs with plenty of energy slots...I just dont see a lot of QKDs ever.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 28, 2013, 02:45:45 PM
I disagree entirely.  I find streaks fun and damaging, SRMS with Artemis are deadly and LRMS are in a very good place.

It's all about the useage, I think.  Certainly, I wouldn't really want to use SRMS without Artemis as the spread is worse than an LBX.


Title: Re: Mechwarrior Online
Post by: Shannow on October 28, 2013, 03:06:05 PM
My cent has 3 SRM 4s with artemis and personally I find them almost useless...their travel time to target is simply too slow. Probably just need to work at it more but after everyone raved about centurions I've been disappointed so far.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 28, 2013, 03:27:33 PM
Remember that a centurion has a hatch.


Title: Re: Mechwarrior Online
Post by: Flood on October 28, 2013, 04:06:56 PM
Are missiles the red-headed step child of MWO? I don't even own any LRMs anymore as they seem to be completely ineffective. I picked up a Centurion last week to try it out and find SRMs to be too darn slow to be effective (and Streaks take forever to lock).

I have actually found my most effective mech is now a CDA-2A with 6 MLs and enough DHS to fire them. (Speed Tweaked to 141kph) I simply zoom around the map till I find someones back and put a cpl of volleys into their CT rear. If they turn I disengage (and hopefully get ganked by my team) if they don't turn 6 MLs can ruin your day pretty darn quick.

Are QKDs any good? Liking the idea of a strike mech with JJs with plenty of energy slots...I just dont see a lot of QKDs ever.


As a light pilot I am not overly concerned about LRM's in most games.  Once and awhile I'll run into another light that is actually targeting for a missile boat (one of my favorites: the pilots that put a heavy item on the their TAG key and just run around with it on permanently) and I'll get hammered, but most of the time I'm able to duck and weave away from LRM strikes due to speed / maneuverability.

Regarding streaks - I've been using streaks pretty much since I started playing, and the recent fix has made them harder to use certainly.  However there's not many other weapons that are as reliably effective against other lights, so I keep them in place.  Modules, specifically Advanced Target Decay, are almost mandatory to get the most out of streaks.  I run Advanced Target Decay, 360 Target Retention and Target Info Gathering.  Along with BAP, and...Artemis.  I've read / heard that Artemis supposedly works with streaks (as a bug) so I slapped that in there too, just because, hey it can't hurt.  If you get into a circle fight then using streaks can be (more) difficult now - my suggestion would be to try more of a strafing / slashing / drive-by maneuver to get the streaks off.  I will come in on a diagonal line at full speed and let loose a full volley of lasers and streaks when I'm almost on top of them, then veer off and try to circle around for another salvo.  Again, much of this is dependent upon your overall speed, as being faster makes all of the above much, much easier.

For regular SRM's, they seem to be extremely lethal in bunches, but like most things, the problem is hit registration, targeting, lag, et al.  My experience has been you either need to be very good at leading targets (aka guessing if missiles will actually all hit), or have enough armor to be able to line up on a target and let fly without being blown to bits first to use them effectively.  So on lights I find regular SMR's to be hard to use, but on say... a Kintaro's for example, or heavier specific SRM boat mechs they dish out great damage.

Cicada's look awesome to me, and I've been tempted a few times to blow some CBills, but the lack of ECM except on one variant turns me off.  Playing with ECM a lot is honestly sort of easy mode.  :oh_i_see:

Streaks....give love a chance!   




Title: Re: Mechwarrior Online
Post by: Sir T on October 28, 2013, 05:11:03 PM
I'm finding the dual streaks on my Raven-3L to be more effective than the SRM 6 simply because the guaranteed hit is just so much better for my crappy accuracy. The SRM 6 wasn't bad at all though, if you just have one missile slot its certainly not a bad choice.

In the other Raven variants I'm playing around with I have an LRM 15 on one on them and I find it great for light harassment. And TAG is just brilliant for getting XP and so on.

I'm undecided on losing the BAP or the AMS for my mechs... :S BAP is good because it jams ECM but I tend to blow through a lot of ammo with the AMS, so it defiantly gets use, even if its killing missiles targeted onto other people.


Title: Re: Mechwarrior Online
Post by: Shannow on October 28, 2013, 05:49:47 PM
ECM is for the weak. Fight fast, fight smart and it's deadly.


Title: Re: Mechwarrior Online
Post by: Flood on October 28, 2013, 10:54:23 PM
I'm finding the dual streaks on my Raven-3L to be more effective than the SRM 6 simply because the guaranteed hit is just so much better for my crappy accuracy. The SRM 6 wasn't bad at all though, if you just have one missile slot its certainly not a bad choice.

In the other Raven variants I'm playing around with I have an LRM 15 on one on them and I find it great for light harassment. And TAG is just brilliant for getting XP and so on.

I'm undecided on losing the BAP or the AMS for my mechs... :S BAP is good because it jams ECM but I tend to blow through a lot of ammo with the AMS, so it defiantly gets use, even if its killing missiles targeted onto other people.

You'll have to see what works best for your playstyle, but if it was me I'd drop AMS.  You free up it's weight plus the ammo weight.  Again, I find that I can neutralize most LRM attacks by how I pilot my mech, and speed.  Once and awhile I run into another streak wielding light that picks a fight with me, but not often enough for me to want to pack AMS.  Just zip from cover to cover, always always always, and remember you'll make most of your CBills as a bone picker and opportunist.  Streaktaros and other assorted SRM boats you don't want to engage anyway so...*shrug* 

But, if you drop BAP, I doubt you'll see that much of an effect in how you use your sensors in a PUG battle.  I've run BAP and Advanced Sensor Range together, and yes the range increase is noticeable, but again when I dropped that setup I didn't feel hampered really.  The ECM countering aspect is a definite point though.

Glad you're still havin' fun though!


Title: Re: Mechwarrior Online
Post by: eldaec on October 29, 2013, 12:35:35 AM
If you fight in the crowd, AMS has more team utility. If you hunt stragglers and scout for other lrm guys, BAP does.

Imo.

Either one frees up 1.5 tons.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 29, 2013, 12:20:33 PM
Looks like the next Hero 'mech is gonna be a weird Catapult, called the Jester.

(Double AMS...)

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Jester.jpg)


Title: Re: Mechwarrior Online
Post by: 5150 on October 29, 2013, 12:30:00 PM
Remember that a centurion has a hatch.

Isn't that just the Wang?


Title: Re: Mechwarrior Online
Post by: Ironwood on October 29, 2013, 12:32:22 PM
No, I'm sure it's a hatch.


Title: Re: Mechwarrior Online
Post by: Typhon on October 29, 2013, 01:12:16 PM
Cent has hatch.


Title: Re: Mechwarrior Online
Post by: Sir T on October 29, 2013, 02:04:16 PM
 The ECM countering aspect is a definite point though.

Snag is that if you have both BAP and ECM on, the ECM countering of the BAP does not work.

I'll probably lose the AMS. The extra sensor range is good for scouting around.

Got a new graphics card today, definite improvement in mech enjoyment :grin:


Title: Re: Mechwarrior Online
Post by: Shannow on October 30, 2013, 12:52:36 PM
For shits and giggles last night we did a premade with 3 Ilyas and an Orion.

Each Ilya had 3 UAC/5s and the Orion 2 UAC/5.

Not as successful as we would've like but fuck it was fun taking down Atlas's in like 4 seconds..:) (tends to attract a loooot of negative attention)

The daka daka was rather awesome, the overwhelming silence when all of us jammed at the same time was hilarious..:)


Title: Re: Mechwarrior Online
Post by: Ironwood on October 30, 2013, 01:38:29 PM
Watching 4 Jager/Riflemen going mental with 4 AC's each is also a joy.  The Battlemaster with the 3 AC on the arm is also a giggle.



Title: Re: Mechwarrior Online
Post by: Sir T on October 30, 2013, 05:35:24 PM
Had a lot of fun tonight in my Ravens. I was doing over 100 points of damage in multiple games with My Raven 3L and an LRM packing Raven 2X. The Raven 4X with the Jump Jets though, I don't know what the heck to do with it. I'm grinding it to get the Elite stuff, but I cant get it to work at all. In keeping with the last 2 posts I have had must success by sticking an AC 2 on it and sniping and TAGing stuff around corners. Its the one Raven I have that I feel really needs an XL engine to move fast and use the JJs, but it will take a LOT of money grinding to get one for it. Ho hum. Still, only 4000xp to go on it before its elited and I can forget about it for a bit.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 31, 2013, 10:30:08 AM
Amazing player-made guide to the 'mechs we have so far (https://docs.google.com/file/d/0BxGxfIt-Ap7MVnR5bGJDR0V2OEk/edit?usp=sharing). Interesting to notice that Garth Erlam (Community Manager and Dev) said he's gonna use some of it for the descriptions in UI 2.0. While it is time that they put some lore and descriptions in the new interface, it is worth noting that -surprise- they aren't ready and probably not even being worked on yet.


Title: Re: Mechwarrior Online
Post by: Sir T on October 31, 2013, 12:34:22 PM
Very nice indeed! Definitely have a close look at it later.

Been having some really great matches tonight. I went one on one with an atlas (which was a trial atlas do the guy probably was new) and stripped a torso before running off. Did 330 damage that game. Been having some fantastic fights in the LRM variant as well. I'm loving this.

Anyway, I've kind of settled on a setup for the Raven 3L

http://mwo.smurfy-net.de/mechlab#i=33&l=fedd60661c5853e0433e9cedbe51f503a2a17b54

Its essentially the standard variant with the narc gone, the XL engine replaced with a standard, the SRM 6 replaced with 2 streaks, and the armour beefed up. Now that I have the speed tweak it clocks in at 114, which to be honest is absolutely fine for me. I can chase off Jenners and whatnot with the streaks, and I can get where I'm needed. I think, as well, that too much speed would disorient me, and frankly I've lived so much after losing torsos in this that I don't thing the XL tradeoff is worth it. I can run in and out and around a brawl and fill the air with streaks, and I can sit there tagging as well as the TAG is in all my weapon groups (why not, it costs no heat) I'm still playing around with the placement of things and I swap the beagle and the AMS back and forth, but that's essentially the mech I will keep.

The LRM variant I'm using still needs upgrading but I'm having so much fun with it I don't care. Here it is

http://mwo.smurfy-net.de/mechlab#i=34&l=5cd5ba8fbe72da55cf6089e3369dc99b603db62d

Its got an LRM 15 with Artemas, 3 small pulse lasers, a TAG and a BAP. The small lasers have a max range of 180 which is the LRM minimum range, so when the enemies come inside that range I stop shooting LRMs and break out the small pulse lasers, which means I run cool. Yes it's slow, but it can brawl somewhat effectively and it does the range harassment really well. And the nice thing is that with the TAG in both weapon groups and on one of its own I can be TAGing them for other players if I get stuck brawling with them so they can get utterly plastered by my team mates missiles, giving me Cash and XP without even realizing. And the Tag burns through enemy ECM, making them target-table. And afaik they help my own Missiles.  :drill: I'll probably take the BAP out for a bigger engine when I have the spare C-bills.

Anyway, that's where I am for now.

*edit* I spel gud

Anyone up for meeting up some night for some team fun?


Title: Re: Mechwarrior Online
Post by: Shannow on November 02, 2013, 05:14:47 AM
What times do you play t.  I'm on past 9pm us est time.  Can find me on the comatar ts.


Title: Re: Mechwarrior Online
Post by: Hoax on November 03, 2013, 10:16:47 AM
I keep waiting for PGI to grow the fuck up as devs (I'd know because they would get rid of ghost heat and instead fix the actual heat scale and overheat penalties) so I can play this game that I'd like to play again. Sadly its become obvious that will never happen.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 03, 2013, 10:23:41 AM
Ghost Heat is an acceptable cheap mechanic if they can implement an easy to read tool in the mechlab so one can understand how it works and build around it. It is a fact that "ghost heat "made the game more balanced and varied.

I think what the only thing this game needs very badly is fucking Community Warfare. And with that the damn BattleTech lore.


Title: Re: Mechwarrior Online
Post by: Hoax on November 03, 2013, 10:55:07 AM
No its 100% unacceptable and 100% poor design. If the meta is more varied and more balanced its probably because they nerfed PPC's into the ground. Ghost heat is fucking clownshoes design.

It doesn't reduce pinpoint accuracy.

Its yet ANOTHER anti-newbie mechanic.

Its fucking stupid and illogical.

It means instead of boating you have to artificially design around this stupid band aid mechanic.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 03, 2013, 11:22:07 AM
No its 100% unacceptable and 100% poor design. If the meta is more varied and more balanced its probably because they nerfed PPC's into the ground. Ghost heat is fucking clownshoes design.

It doesn't reduce pinpoint accuracy.

Its yet ANOTHER anti-newbie mechanic.

Its fucking stupid and illogical.

It means instead of boating you have to artificially design around this stupid band aid mechanic.

I agree it is 100% poor design. But it made the game better, so I am cool with it.


Title: Re: Mechwarrior Online
Post by: Sir T on November 03, 2013, 11:56:04 AM
I think its a bad design simply because there's nothing in the UI that says you are going to get extra heat if you fire these 3 weapons together. As a fix its good enough for Government work, but its the hidden nature of it that's a bad thing, IMHO.


Title: Re: Mechwarrior Online
Post by: Shannow on November 03, 2013, 12:04:10 PM
Sadly I have to ask.  Wtf is ghost heat


Title: Re: Mechwarrior Online
Post by: Sir T on November 03, 2013, 12:16:38 PM
Basically when certain weapons are fired together, after a certain number they generate extra heat on top of the total heat of the individual weapons.

There's a chart here http://mwo.smurfy-net.de/#weapon_heatscale


Title: Re: Mechwarrior Online
Post by: eldaec on November 04, 2013, 02:23:59 AM
Sadly I have to ask.  Wtf is ghost heat

If you fire more than an arbitrarily defined number of weapons that are in the same arbitrarily defined set within 0.5 seconds you generate an arbitrarily defined amount of extra heat.

For instance more than 6 MPL or ML, more than 2 PPC or ERPPC.

The groupings and values are posted somewhere in the forums and nowhere else as far as I know.


Title: Re: Mechwarrior Online
Post by: eldaec on November 04, 2013, 02:54:33 AM
If they want to avoid boating they should have just made the weapon costs more pronounced.

Eg. They can have Energy weapons generate a truck load of heat, ballistics weigh a metric fucktonne, and missiles use ridiculous amount of slots.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 04, 2013, 03:17:02 AM
Again, I find the mechanism of having weapons generating "exponential" heat when fired together not only accetpable gameplay wise but even reasonable within fake-logic, there's nothing weird in some heat generating systems to get hotter when used at the same time instead of just applying a flat value on top of each other.

And it works very well not as an anti-boat mechanism (no reason to), but as an anti-alpha mechanism.

The values are always arbitrary, nothing wrong with that, everything is already arbitrary: range, falloff, bullet speed, heat values, damage. The big problem here is the RIDICULOUS lack of documentation. If this system happened to be already in the game before beta started AND MOST IMPORTANTLY if it happened to be documented and explained, we wouldn't have so many problems with it.

And this has nothing to do with the fact that weapon convergence should be a factor, or that damage should not be pinpoint for all weapons, and so on.


Title: Re: Mechwarrior Online
Post by: Shannow on November 04, 2013, 07:15:49 AM
They REALLY don't want you to have 2 AC20's on your mech huh.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 04, 2013, 07:30:38 AM
Lots of mechs can manage it.

On a related note, it can really fuck up your day.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 04, 2013, 08:20:53 AM
They REALLY don't want you to have 2 AC20's on your mech huh.

See, that's the kind of annoying misconception I am talking about: you can have 2 AC20 on your 'mech exactly as you could before. NOTHING CHANGED.

What changed, is that you can't shoot them *exactly* at the same time, because due to the lack of convergence mechanics that would be like having a single 40 damage bullet hitting a pinpoint locaton and that is stupid. Now you have to shoot them with a slight delay from each other, and honestly I can't see the big deal. Again, I think this helped the game.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 04, 2013, 08:41:16 AM
Well, you still can.


Title: Re: Mechwarrior Online
Post by: Merusk on November 04, 2013, 08:41:23 AM
Inability to develop & apply convergence instead of using heat to fix that should tell you how terrible they are at their jobs.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 04, 2013, 08:52:48 AM
Inability to develop & apply convergence instead of using heat to fix that should tell you how terrible they are at their jobs.

I agree that they are terrible at their jobs. It took me a year to realize it.

That said, I think that adding convergence mechanics, or some sort of cone of fire, and removing the pinpoint element, could potentially make the whole "shooting" mechanics a little less fun and engaging. We will probably never know, but I think part of the snappy, rewarding fun in this game comes from the pinpoint accuracy. It feels extremely satisfactory to hit EXACTLY where you wanted, especially in a game like this where different locations play such an important role.

So I agree that they didn't dabble with convergence because they are inept, but I also think that there is a chance the game would have been less fun with convergence/cone-of-fair/recoil, etc.


Title: Re: Mechwarrior Online
Post by: Sir T on November 04, 2013, 09:16:08 AM
For 23.52 heat instead of 12 heat I'd still push the button on 2 AC 20s. Its an acceptable game mechanic for me. but perfect but it gets the job done. I think its better than seeing a mass of 6 PPC stalkers walking around pinpont shooting everything for 60 HP RIGHT THERE.

For example, from last march http://www.youtube.com/watch?v=YGT-x32L9q8


Title: Re: Mechwarrior Online
Post by: Ironwood on November 04, 2013, 09:17:50 AM
No, Sorry, Falc, but I reject your premise entirely.  Pinpoint accuracy on a big walking mech of death should only happen with a very skilled pilot who's standing still and an idiot across from him.  All of which can be simulated in one fashion or another.

Beyond that, the excitement is coring or heading someone with luck.

But instead, we're doing the heat thing.  Fuck the Heat thing.  The Heat thing should be for other things.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 05, 2013, 12:37:42 AM
 Looks like with the next patch, November 19th, (http://mwomercs.com/forums/topic/141263-hit-box-plan-of-action/page__pid__2893418#entry2893418) there is going to be a revision of hitboxes on most 'mechs, especially the messed up (one way or another) ones.

Looks like they want a little more "legging" and a little less "coring".

Quote
UPDATE (Nov 4):

First on deck:
- Awesome
- Atlas
- Orion
- ..... and the SPIDER!  :o


Just keeping my promise to you that I'd keep you up to date. The first wave of tuning will appear in the mid-Nov patch.

One of the more notable things we're doing is splitting the pelvis into more appropriate sections. Imagine that we've given these Mechs thongs to wear. The thong still applies to CT (front or back), but the majority of the pelvic area will now go to the left and right leg.


Clarification:
Remember.. this is hit box tuning. As in when a Mech registers damage, it goes to the appropriate component on the Mech. This has nothing to do with hit detection which is part of HSR and is being investigated on a different development train.
 


Title: Re: Mechwarrior Online
Post by: Ironwood on November 05, 2013, 12:41:00 AM
Good.  Up until now, the legs are mobile ammo storage areas.

When the Clans hit, they'll become mobile Double Heat Sink Storage Areas.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 05, 2013, 09:59:03 AM
So, the Jester, Hero Catapult, is in this update. It looks cool ONCE YOU CHANGE THE COLOURS.

Anyway, here's the default paint scheme:

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Jester%202.jpg)

Hardpoints:

Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Center Torso: 2 Energy
Right Torso: 1 Energy, 1 AMS
Right Arm: 1 Energy


Title: Re: Mechwarrior Online
Post by: Sir T on November 05, 2013, 10:15:58 AM
So, it is an energy boat. Can we say 6 medium laaazors!  :why_so_serious:

Yeah I'll be buying it. I just got the Champion Catapult an in my third game I got 555 Damage without Artemis. (and I forgot to screen shot it) I figured if I was going to get a new mech, and I wanted a Catapult, I might as well get a C1 that's already mostly tricked out and with a small bonus. Turns out I'm good at LRM chucking. Who knew? The 4 Streaks are actually good for close in fighting as well. I haven't altered a thing yet.

Oh and

What times do you play t.  I'm on past 9pm us est time.  Can find me on the comatar ts.

I usually play between 6 and 9 UK time. If you want to arrange some playtime I can get up around 2ish and we can do a few drops together. You will have to tell me when you want to drop together and what Comstar TS is though :D


Title: Re: Mechwarrior Online
Post by: Falconeer on November 05, 2013, 12:02:18 PM
The video that goes with it. (http://www.youtube.com/watch?v=dmTrmVXzdBQ)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 06, 2013, 03:42:33 PM
DirectX 11 Public Test tomorrow.

Quote
Welcome to the Public Test!

Please note that the Public Test Server will ONLY be available during the scheduled times.
You will not be able to connect during off hours.

Nov 07th 2013
Focus: DirectX11 Public Testing*
Morning Test: 10am-12pm PST
Afternoon Test: 4pm - 6pm PST
*A DX11-compatible GPU will be needed to perform the test.

Quote
Known Issues:

1. For your first match: Caching of shaders results in chuggy gameplay for the first game.
Please ignore your first game in your observations of frame rate.

2. In-game: DX11 Performance is known to be around 5-15fps lower than DX9 on average for this build, and is still pending future performance work. This is on par with out-of-the-box CryEngine3 performance.

3. In the Options Menu: Selecting DX11 and TXAA then switching to DX9 can result in a black screen.


Title: Re: Mechwarrior Online
Post by: Sir T on November 07, 2013, 06:49:49 AM
For that feeling of "Gee, I remember the graphics being better" I found a video of all the Mechcommander games side by side. Yes even mechcommander 1

http://www.youtube.com/watch?v=J7w88yQVlVY (http://www.youtube.com/watch?v=J7w88yQVlVY)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 07, 2013, 07:31:06 AM
Two things worth mentioning:

- Cockpits in MechWarrior 3 (1999) looked better than MWO's (2013).
- Trees in MechWarrior 4 (2001) looked better than MWO's (2013).



Title: Re: Mechwarrior Online
Post by: Ironwood on November 07, 2013, 07:53:29 AM
MechWarrior 3 was always my favourite, but even with my rose tints, I don't remember it looking and playing that good.  Was there a new version released or was it tarted up for the video or what ?


Title: Re: Mechwarrior Online
Post by: Sir T on November 07, 2013, 08:19:09 AM
Well it was played on a modern computer so I imagine there is an emulator or something out there. I don't honestly know though


Title: Re: Mechwarrior Online
Post by: Ironwood on November 07, 2013, 08:42:01 AM
That video shows quite clearly why I liked 3 over 4.

4 was just shite.


Title: Re: Mechwarrior Online
Post by: Shannow on November 07, 2013, 09:56:15 AM
How's the new patch?  Any less coring?  I hate being away on patch weeks ;P


Title: Re: Mechwarrior Online
Post by: Falconeer on November 07, 2013, 11:07:19 AM
Patch is another big amount of nothing. The "less coring" will probably happen over time with the hitbox revisions which will start on November 19th but will take many patches since they are doing them on a 3-4 'mechs each patch.

On a DX11 note, I can't pick a resolution and I am stuck in 1024x768 and lots of other people are experiencing the same issue  :why_so_serious: :why_so_serious: :why_so_serious:

EDIT: Ok, I finally fixed it and I am running it in my 1920x1080 which is my usual resolution. And I swear I can't see any difference. I know they said DX11 wasn't going to be a big a major visual update, but I wish someone could point out to me at least one minor update cause I can't see it for the life of me. Ah well, eventually this is gonna be the the foundation for some new features, like decals. In fact, if there is anything that looks improved, it's the paintjb of the Sarah Jenner (but I might be imagining things).



Title: Re: Mechwarrior Online
Post by: eldaec on November 07, 2013, 12:05:16 PM
Smaller hitboxes are going to be counteracted by a playerbase that will get progressively better at coring.

Use more XL engines, use less armour outside the CT and stop worrying about it.


Title: Re: Mechwarrior Online
Post by: Sir T on November 09, 2013, 11:27:12 PM
Sounds to me like some kind of semi-distributed damage mechanism would just be good for the game. The Tabletop was designed around that.

Anyway, I wrote out a guide for MWO for another forum I'm on. I also stole borrowed Falc's guide for the next post I made to give them a complete picture. Thought I might as well post it here for new players. Its under the spoiler tag.



Title: Re: Mechwarrior Online
Post by: Falconeer on November 10, 2013, 06:01:23 AM
This is really cool Sir T. Well done.


Title: Re: Mechwarrior Online
Post by: Shannow on November 11, 2013, 01:17:20 PM
Recipe for success in MWO:

Find 3 semi-competent Atlas pilots, group in 4 man.
Take high alpha mech that isn't an Atlas (Shannow's weapon of choice: Dual Gauss Ilya)
Sit 50 metres behind Atlai.


We did 10 drops like this last night, won 9, I was first or second in damage in 8 of them. People tend to function poorly when they see 3 Atlai then start getting dbl Gaussed.

I make no apologies. :D


Title: Re: Mechwarrior Online
Post by: eldaec on November 11, 2013, 02:58:55 PM
Or drop with 4 atlas ddc and put a gauss and a couple of ppcs on each Atlas. And still have room for 3 srm6 should you need to shotgun anything close.


Title: Re: Mechwarrior Online
Post by: 5150 on November 12, 2013, 04:37:51 AM
Or drop with 4 atlas ddc and put a gauss and a couple of ppcs on each Atlas. And still have room for 3 srm6 should you need to shotgun anything close.

I was part of a 3x DC Atlas drop last week. Battle was going badly at first (most of our force tried to flank but they also flanked) until they hit us - then it all went south for them...... recommended!


Title: Re: Mechwarrior Online
Post by: Sir T on November 12, 2013, 05:54:01 AM
Had a fun game couple of nights back on the "Fuck spiders" theme. Running my Catapult and I saw that our base was getting capped so I ran back to kick the capper out. As ever alone, because everyone believes that actually doing stuff like dealing with capture points is dishonorable. Anyway, rounded the corner and saw nothing, but as I closed to 200 meters I saw a red Triangle over a Spider sitting there not moving. I think he had powered down and was capping while counting on being undetectable. Unfortunately for him I had a Beagle probe.  :grin:  First thing he knew about that was when all 4 streaks hit him followed half a second later by all 30 LRMs, and then the Streaks walloped him again as he was powering up. I was giggling like a little girl.  :drill:


Title: Re: Mechwarrior Online
Post by: Shannow on November 12, 2013, 06:11:29 AM
There is an immense level of satisfaction to be derived from killing bugs isn't there?

Reminds me of the smart arse locust pilot who was running circles around me last night, before I snap shotted him with the dbl gauss..:D +1 deflection shooting.


Title: Re: Mechwarrior Online
Post by: Shannow on November 14, 2013, 07:12:40 AM
I did 1088 dam in a match last night (god bless the PUGs).

Go figure that I have 70 rounds of gauss for 2 GR's. I ran out. That's a total of 1050 damage. I do also have 3 MLs which didn't get used much till the end.

Would love to get match by match statistics of weapon accuracy, cause I certainly didn't miss many in that one.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 14, 2013, 07:17:25 AM
Remember you get the damage of the ammo you forced to explode in enemy 'mechs. But I am also pretty sure PGI's stats system and telemetry tools are fucked.


Title: Re: Mechwarrior Online
Post by: Shannow on November 14, 2013, 08:17:13 AM
But I am also pretty sure PGI's stats system and telemetry tools are fucked.

Well that would be true to form, wouldn't it?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 19, 2013, 05:23:33 AM
Vote for a potential "new" Marauder.  (http://mwomercs.com/forums/topic/142773-marauder-contest-top-5-voting/)

Anyway, according to one of Bryan's tweet, the problem with Marauder, Warhammer, etc, is that Harmony Gold has to approve of any new design (or basically promise they won't sue over it), but they conveniently have been vetoing them all, no matter how different they are from the originals.


Title: Re: Mechwarrior Online
Post by: Sir T on November 19, 2013, 05:52:13 AM
At this stage I'd just come out with a "Mireauder" and a "Wirehammer" and say FU to Harmony Gold.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 19, 2013, 05:59:48 AM
I don't get it.  All those mauraders look just like the original anyway.

Surely they're not gonna get away with that?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 19, 2013, 08:46:22 AM
I think that's the problem: there is NO WAY to make a Marauder that doesn't look like a Marauder. If you can, then it's not a Marauder and so there is no point anymore.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 19, 2013, 08:49:08 AM
In other news:

Quote
Ceres Metals has been given a public contract for the development on an Autonomous Turret System for base protection purposes. The turrets will activate and shoot at hostiles within range. We will start with a Dual Machine-gun and Twin small laser prototypes. In certain cases the turrets will also house and advanced AMS. Once development is complete, we will release the system in Training Grounds for pilots to practice with before rolling them out on the front lines.


Estimated release : Late Dec 3050 - Early Jan 3051

The end of CapWarrior Online?


Title: Re: Mechwarrior Online
Post by: Merusk on November 19, 2013, 09:01:29 AM
 :oh_i_see:

If all you want is a brawl, take the goddamn bases out.  It's not hard.

Adding something that can kill a lone mech is stupid.  It will mean those 2v1 matches where you're hunting down the last guy and instead decide to cap will end in time outs. That last guy will just snipe the others till it's 1v1 and now you have to chase him.

If it can't kill a lone mech, why bother.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 19, 2013, 09:28:22 AM
Maybe it can't kill a lone 'mech but it damages them enough that they will be easier to take out when defenders come back. If the turret is standing, it'll keep shooting you in the same spot so eventually you can choose where to have your armour damaged while you are there capping.


Title: Re: Mechwarrior Online
Post by: satael on November 19, 2013, 09:49:49 AM
How would those turrets work for conquest mode? (if they actually did any damage you'd be stupid to go for capping especially in a light mech when it comes to pug games)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 19, 2013, 01:23:03 PM
Updated with more info.

Ceres Metals has been given a public contract for the development on an Autonomous Turret System for base protection purposes. The turrets will activate and shoot at hostiles within range. We will start with a Dual Machine-gun and Twin small laser prototypes. In certain cases the turrets will also house and advanced AMS. Once development is complete, we will release the system in Training Grounds for pilots to practice with before rolling them out on the front lines.

Autonomous Turret System Spec/Features
Range : 100 - 200m
Targeting : Targeting Data sharing between turret for intelligent focus fire
-AMS on certain models
-Ground based and Tower mounted versions
-Front Facing shield on some models

Estimated release : Late Dec 3050 - Early Jan 3051


Title: Re: Mechwarrior Online
Post by: eldaec on November 19, 2013, 03:23:12 PM
So the capping mech just has to shoot the base a bit first.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 19, 2013, 04:04:54 PM
More for the future...

Quote
A Rework to Artemis

While working through the rules of Mech Lab, we revisited the implementation of Artemis and how it was handled in terms of your inventory.

Currently, when you upgrade a Mech to Artemis, we would automatically convert your missile launchers to Artemis enabled launchers. You would then be able to remove those Artemis launchers and use them as regular launchers on other Mechs. This was never the intention and upon further reflection, it would make more sense to have Artemis and non-Artemis launchers be their own unique items.

That being said, what we are planning to do is the following:
The cost of upgrading Artemis is being significantly reduced. (750,000 CB to 250,000 CB)
Artemis and non-Artemis launchers are now unique items and cannot be mixed and matched.
Artemis missile ammunition is already its own item type and will not change.
Any Artemis equipped Mech in your current inventory will have its launchers automatically converted to the new Artemis Missile Launcher item type.
Removing Artemis from a current Artemis enabled BattleMech will require a repurchase of standard missile launchers if you so wish to use them.
The cost of the two missile launcher system types (Artemis/Standard) will not change (Artemis version being 100,000 CB more).
TL;DR – Artemis upgrades will be cheaper. Removing Artemis will require you to repurchase the non-Artemis launchers if you still want to use those weapon systems.

e.g. Your BattleMech has an Artemis-SRM4 launcher. If you want to rebuild your BattleMech to have non-Artemis weaponry, you will have to buy a standard SRM4 launcher if you don’t have one in your inventory.

SPECIAL NOTE: The current UI2.0 build being made for Public Test contains this new Artemis functionality if you’d like to see how it works.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 20, 2013, 01:51:22 AM
That, at least, makes sense.


Title: Re: Mechwarrior Online
Post by: Goreschach on November 20, 2013, 02:29:18 AM
Not really. If artemis weapons and ammo are now complete separate from the regular items, and must be purchased separately, then why do you even need the artemis upgrade? Why are they still exclusive? Why aren't they now just different weapons?


Title: Re: Mechwarrior Online
Post by: eldaec on November 20, 2013, 02:32:11 AM
If they were just different weapons you could mix and match on the same chassis, which would be a mess when calculating lock times and similar.

This is exactly the same model as heat sinks, and ferro armour.

Now we just need to remember to make sure all artemis chassis have their missile hardpoints filled on the day.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 20, 2013, 03:21:56 AM
Not really. If artemis weapons and ammo are now complete separate from the regular items, and must be purchased separately, then why do you even need the artemis upgrade? Why are they still exclusive? Why aren't they now just different weapons?

Because the upgrade is making sure your mech can handle the weapons once mounted.  It's like SCSI and SAS.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: eldaec on November 23, 2013, 04:17:06 AM
30% off the Cicada 3M this weekend - easily the most fun mech I've tried.


Title: Re: Mechwarrior Online
Post by: Slayerik on November 25, 2013, 09:27:22 AM
3M is a great mech. 4 MPL, ECM, and a 320 or 340 XL ... back rape


Title: Re: Mechwarrior Online
Post by: Shannow on November 25, 2013, 09:39:31 AM
For some reason I always preferred the 2A.

6xML, 141kph, didn't need the ECM.

Back rape indeed.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 27, 2013, 02:47:16 PM
Quote
Hello MechWarriors!

Your feedback from our last public test of UI 2.0 has been well-received as we continue working behind the scenes to make it a top-notch user-experience. Thanks to everyone who has taken the time to give us constructive feedback, this has been crucial to the process and we will continue to look to you for your suggestions and thoughts on your overall experience.

Preview Notes
Nov 28th 2013
Focus: UI 2.0 Preview - Part Deux
Test Time: 12pm-6pm PST

In this build we would like your feedback regarding the following
Pilot Tree Screen.
Camo Screen
Mechlab Upgrades Screen.
Mech XP can be exchange to GXP.
Artemis change.
Patch size is very large due to recent object.pak reconfiguration
Important note - You CANNOT launch into a match, but it is possible to go into the Testing Ground
Major Fixed Bugs
Fixed a crash when clicking "Mech trees" on certain 'Mechs in Skills tab
Fixed a crash that would occur when clicking Skills tab
Fixed an issue where the top bar would be non-functional after re-logging in
Fixed an issue with armor not being saved
Fixed an issue where launching in testing grounds will not launch in the chosen map
Fixed a placeholder message when logging in while servers are offline
Added checks for engines and heatsinks when launching in Testing grounds
Fixed several issues where errors occurred when checking out
Fixed issues where “Save Configuration” prompt was triggered when not supposed to
Restricted naming a mech to alphanumeric characters to prevent 'Mech corruption
Fixed numerous selection issues
Various other stability improvements
You can find out more about the Public Test Program here: http://mwomercs.com/...-schedule-info/

Please respond to our Poll after completing the test: http://mwomercs.com/...-feedback-poll/
You can identify new Bugs here: http://mwomercs.com/...-20-new-issues/
You can provide quality feedback here: http://mwomercs.com/...-questionnaire/
These threads will be opened at 12:15pm during the Test and will remain open until midnight PST.

We recommend getting the Public Test version downloaded as soon as possible, to reduce wait and download times during the Test period.

http://mwomercs.com/forums/topic/143568-public-test-ui-20-preview-20/


Title: Re: Mechwarrior Online
Post by: Sir T on November 28, 2013, 04:40:55 PM
(http://imagizer.imageshack.us/v2/1024x768q90/10/dl29.png)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 29, 2013, 08:44:21 AM
Black Friday sale (http://mwomercs.com/forums/topic/143554-black-friday-sale/page__pid__2948805#entry2948805), which for the first time features bonus MCs with every package.


(http://infinitegamepublishing.com/wp-content/uploads/detailed_page_black_friday_new.jpg)


Title: Re: Mechwarrior Online
Post by: Sir T on November 29, 2013, 10:26:40 PM
https://www.youtube.com/watch?v=iZoew1nP8Fg (https://www.youtube.com/watch?v=iZoew1nP8Fg)

Someone showing off the UI 2.0 playtest

All the clicking and clunking would slowly drive me nuts.


Title: Re: Mechwarrior Online
Post by: Shannow on November 30, 2013, 09:09:52 AM
Early testing would suggest Dual AC20 Jagers are overpowered.

3 Matches, 6 kills, 1520 damage dealt.


Title: Re: Mechwarrior Online
Post by: Sir T on November 30, 2013, 06:03:50 PM
Well, heres another much longer in depth look at UI 2.0

http://www.youtube.com/watch?v=jAiYtz3zFow (http://www.youtube.com/watch?v=jAiYtz3zFow)


Title: Re: Mechwarrior Online
Post by: Viin on November 30, 2013, 07:40:11 PM
This game is hard. Just in case anyone was wondering.


Title: Re: Mechwarrior Online
Post by: Flood on November 30, 2013, 09:07:58 PM
Gratuitous asshole brag:

(http://i.imgur.com/V6QNzvi.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on December 01, 2013, 04:54:16 AM
1182 in a Raven?

Brag away, brag away.


Title: Re: Mechwarrior Online
Post by: Sir T on December 01, 2013, 05:34:10 AM
Gotta love artillery and airstrikes.


Title: Re: Mechwarrior Online
Post by: Flood on December 01, 2013, 05:48:36 PM
1182 in a Raven?

Brag away, brag away.

That was a weird scenario where the entire enemy team minus a shot up Jager and a defending Atlas variant (just remember it wasn't a DDC) were all that was left.  On my team it was a Locust and I.  We ganged up on the Jager and took him down but he damaged the Locust so badly that the Atlas got him right away.  After that it became "my turn radius is tighter than yours" and I just whittled the Atlas down until I cored him from behind.  He was at basically full armor, hence the huge damage numbers.  It sure looked good on the stat sheet though.


Title: Re: Mechwarrior Online
Post by: Sir T on December 01, 2013, 05:57:18 PM
They have released the stats for the Griffin and Wolverine

http://mwomercs.com/forums/topic/143674-project-phoenix-sabre-mech-specifications/



Title: Re: Mechwarrior Online
Post by: Falconeer on December 02, 2013, 01:41:53 PM
I spent half of the day insulting PGI and Bryan Ekman on the official forum especially for their recent silence and lack of updates and as a result the thread got locked and Bryan Ekman decided to spill some of the beans that he's been saving for the zombie apocalypse. So here's four new Command Chair posts about some different topics.



READY SCREEN AND POST MATCH SCREEN (http://mwomercs.com/forums/topic/143848-ready-screen-and-post-match-screen/)

Quote
Players can select and ready [1] `Mech from their DropShip and launch into a match with it. The DropShip will feature up to [8] slots and needs to be preconfigured before a player joins the ready screen. A player cannot add a `Mech to the the DropShip in the ready screen. The player will start with [2] DropShip slots and be able to put any owned or Trail `Mech into a slot. Players can customize add or remove consumables to their currently readied `Mech. If a player does not have any consumables, they can purchase them with CB or MC.

Players can chat with other players via several channels including group, All, Team, Lance, and Command. All will go to anyone in the match, Team will go to your team, Lance to your lance, and Command is only available if the player is a lance or company commander.

Players can also organize into lances using the standard organization elements found consistently throughout the front and back end menus. These include the ability to take company and lance command, along with ability to resign commands. If a player is a company commander, he can move players around from one lance to another and remove or promote players to the lance command position. With one exception. A pre-made group can lock their ranks and prevent players from moving players from within their group around. A group is unlocked by default.

The player list view will need to display relevant information about each player currently involved in the match. These include their full name, faction association if any, rating, currently selected `Mech, their DropShip contents, ping, and ready state. Opposing team player information is hidden with the exception of their full name, association, and ping.

Post Match Screen

Players will return to the ready screen after a match and be greeted by a post game summary. The summary screen should echo the End of Round Summary screen featuring earnings, stats, and awards. Players will be organized into their previously associate teams and lances. Players will be held at the post game summary screen for [60] seconds before returning to the ready screen. Once back at the ready screen, the process begins again for both public and private matches. Player can chat using the standard chat interfaces in the post match screen.

Please take part in the official feedback thread to comment: http://mwomercs.com/...tures-feedback/




PUBLIC MATCHES (http://mwomercs.com/forums/topic/143845-public-matches/)

Quote
Launching into a public match is the default gameplay path. Players simply click the launch button in the front end and they are matched against other players.

Matchmaking

A Mercenary player with no allegiance via the contract system will be placed in a random alliance bucket. Players with an allegiance will be place in their appropriate faction alliance bucket along with any other faction players. There will be [2] alliance buckets created. Once players are placed into alliance buckets, they are matched against each other by using their Elo score.

Public Ready Screen

After matchmaking, players enter a game instance and are held at the ready screen. The Public Ready Screen has two phases.

Phase One – Voting [60+] seconds

Players have three choices during the voting phase, and may only chose to vote for one option. Vote for a match, vote to shuffle the match selection, or abstain from voting. Voting options (match/shuffle) are represented by an image. To place a vote, the player needs only click on the image. The current vote count is overlaid on top of the image. Once a player has voted for either a match or shuffle, that vote is locked in. Voting for a match has no cost, while voting to shuffle has a nominal escalating CB and then MC fee for each successful vote passed. This fee is collected from all players who opted to vote for a shuffle. If a shuffle wins, two new matches are randomly created and the voting process starts over again.

NOTE: the final design of the shuffle is subject to some other design considerations currently being reviewed.

Phase Two – Ready Up [60+] seconds

Now that the match is locked in, players can begin to organize and plan for the battle. The first order of business will be meeting the tonnage restrictions. Each team tonnage total must fall between [240] and [480] tons. Players can bring up to [8] BattleMechs with them to battle. For the purposes of lore, these are transported in a DropShip. Selecting a `Mech readies the `Mech and adds it to your teams total tonnage. The team’s tonnage will be displayed at the top of the team’s player list, showing each person’s `Mech and weight. The number will show total weight and the amount above or below the min/max tonnage limits. Players are encouraged to quickly organize through a match bonus mechanism. A match CB bonus starts at [10%] and goes down to [0%] at a rate of [1%] every [6] seconds. If both teams manage to ready up quickly, each player will receive a match CB bonus on any earnings they may receive.
Once all players are readied, and the tonnage limits are met for each team, the match is locked in and a [10] second countdown clock starts.

NOTE: This ready screen will remove the need for a match ready screen.

We encourage you to leave your feedback in the official thread here: http://mwomercs.com/...tches-feedback/




PRIVATE MATCHES (http://mwomercs.com/forums/topic/143844-private-matches/)

Quote
The goal of a private match is to allow two groups of players to challenge each other to a custom match of their own design and at their own leisure. We have identified a need from our user base for supporting competitive play between groups of players, and by guilds wanting to practice or train. They currently use 12 man groups and synch dropping to achieve private match functionality. Reducing the friction of this complex coordination by supporting the concept of two competitive teams engaging in offline competitions can be solved with private matches.

Creation

The process of creating a private match begins in the Front End UI. A player has two options, Public Launch or Private Launch. Selecting Private Launch triggers the creation of the Private Launch Ready Screen. If the match creator is also a group leader, he will bring his group with him into the private ready screen. If a player is part of a group and not the leader, they will first need to leave the group in order to launch a private match.

Inviting Players

When inviting a player, the match creator can do it 1 of 2 ways. First, the match creator can click “Invite Player” button and manually type in the player’s name. The second is to click a name on their friends list and select Invite Player. This alleviates the need to have a player on a friends list before being able to invite them. Anyone in the private match can invite another player, unless the match creator has locked the match. A match is unlocked by default.
A message is sent to the invited player, if they accept the invite they automatically join the ready screen. In order for a player to accept an invite they must have at least one `Mech readied and in a good launch state. If a player is inside a group, and not the group leader, they will need to leave the group first before accepting the invite. If the player is a group leader, they can accept on behalf his group which adds all of the players within that group to the ready screen. If for any reason a player fails to receive or declines and invite, the invitee should be notified of the reason.

Private Ready Screen

The ready screen allows the creator to invite or remove players, organize them into lances and teams, assign leadership roles, and customize the match parameters. Moving players around should be easy, ideally by dragging them from a list of unassigned players into team A or team B. Once on a team, players should also be able to self-organize, unless the match creator has locked out player organization control.

Basic Match Parameters:
Game Mode (Skirmish, Assault, or Conquest)
Premium Match Parameters:
Map
Tonnages Rules (Min, Max)
Even Teams (Yes/No)
Match Time ([5-25] mins)
View Mode (1PV, 3PV, or Both)
Launching


Once all of the conditions for launching a match have been achieved, the match owner can elect to trigger a launch into the game. Since there may be a limited number of dedicated servers available for use as a private match, a queuing mechanic needs to let players know their estimated wait time before the match is kicked off. The queue should be sorted by first come first server into two tiers. Premium Users and Basic Users. Within the premium user queue, matches are ranked and order based on their aggregate Premium User Score. This is defined as the sum of all players current active premium booster time left.

Premium Match

If the match creator has a premium booster (details forthcoming), they will have access to the premium ready screen options.

Note: Any numbers or words found with [ ] are for demonstration only and subject to change.

To provide feedback, please follow this link to the official feedback thread: http://mwomercs.com/...tches-feedback/




COMMUNITY WARFARE - LAUNCH MODULE (http://mwomercs.com/forums/topic/143849-community-warfare-launch-module/)

Quote
The following features are part of Community Warfare and grouped into a common concept called the launch module. Some of these features will be released on their own after UI 2.0.

Game Instance

A major overhaul to how players experience MWO is underway as part of the planned Launch Module. In the current version of MWO, players click the launch button and are matchmade against each other based on weight and Elo. A match is kicked off and 24 players come together, duke it out, and return to the front end. This is one game cycle that has a clear beginning and end. The new cycle is much more user friendly, allows players to continually play against each other if they choose, allows them to rejoin matches and game instances if they crash out, and allows the matchmaker to fill in missing spots as players leave, or quit the game.

For more information on each state, please visit the following links:
Ready and Post Match Screens - http://mwomercs.com/...t-match-screen/
Public Matches - http://mwomercs.com/...public-matches/
Private Matches - http://mwomercs.com/...rivate-matches/



Title: Re: Mechwarrior Online
Post by: Falconeer on December 02, 2013, 02:43:50 PM
More, this time from Paul Inouye.

PROJECT UPDATE (http://mwomercs.com/forums/topic/143857-project-update-dec-22013/).

Quote
Project Update:
Community Messaging:
We are currently changing some of the avenues for community information updates and plan to get this stuff out ASAP. One of the changes is to the Ask the Devs format of Q and A.

Current plans are to shift the regular forum updates to a video format which will hopefully be a little less time consuming as the current method of communication. Our first video is targeted for mid-December if everything works out as planned. Stay tuned for updates around that time.

UI 2.0:
We are currently working toward a release candidate of UI 2.0 which is to bring the functionality of the current UI with the improved flow and experience as well as the new store interface. A large part of the dev studio is involved in this process and the hard work of all involved is now showing a better polished version of the UI as each milestone is put up on the Public Test Server. The upcoming Public Test Server build of UI 2.0 will include the updated Pilot Tree screens, Mech Efficiency screen, the XP>GXP conversion tool and the preview version of how Artemis will be working in MechLab.

We would like to take this opportunity to thank the community for the feedback so far on UI 2.0 and with each new build, we have been implementing a lot of the community’s feedback into UI 2.0. With each release we put on the Pubic Test Server, we gather both detail metrics from the servers as well as valuable feedback in the feedback thread. It is this information that allows us to make sure we are hitting key points in the delivery of UI 2.0 to make sure we’re on target for its live release.

Our target is to launch UI 2.0 as soon as possible and iron out the kinks over the next few months. I can tell you this, it will be buggy (not game-breaking) and we’ll be addressing both internal requirements and your feedback on a week by week basis. This means we’ll be splitting the UI2.0 team to have some people working on nothing but bug fixes, and the other group will be working on core feature items and updates. The bug team is the team that will be doing to a weekly cycle and we’ll be able to track updates a lot faster as we push the fixes into the normal patch process.

Community Warfare:
The first set of features for Community Warfare have been broken down and reviewed by engineering. The systems engineers have a roadmap and schedule in which they will start addressing the needs of all new systems required by Community Warfare and are working on the core layout for faction/unit gameplay. What this sums up is… engineering has done all project management breakdowns and specs for the upcoming feature and code clean-up and preparation is being worked on in a special new branch build (much like PTS). Some of the core new features, like database sharding for improved load handling, have been completed and are in that branch now.

We will update as each feature of Community Warfare enters development so you will know what order to expect things to start appearing. Right now all development is heavily, under the hood.

Another feature that will be updated is the Match Maker. A full analysis has been performed on the current system and fixes/updates are now planned. This is not a trivial update and may be included with the release of Phase 1 Community Warfare. Tonnage limits, grouping, Elo calculations are all reliant on these changes and we will fill you in with more detail, as these tasks move into production.

Gameplay:
A new game mode is being added. Skirmish will be released mid-December which is essentially Team Death Match. The inclusion of this mode is the first game mode specific step toward Community Warfare and the game modes that will be required for planetary control and community conflicts. It’s also a way for us to gather metrics on what may eventually turn into a Solaris game mode further down the line.

The Attack/Defend Mode is in progress and we have some functioning turrets that will be fortifying Forward Operating Bases in the mode and the game mode is being investigated for any retrofit issues with the older maps. This game mode in particular will have to take into consideration special rules or functionality for Community Warfare and how defensive positions operate and are possibly upgraded. This will be the first game mode to see a potential “respawn” system. We will update when we prep this mode to go live.

BattleMechs:
All BattleMechs are going through micro-tuning in terms of their hit boxes, quirks and abilities. We have just completed the first draft of upcoming new modules and pilot talents that will allow us to further refine the roles that the various BattleMechs partake in. We are also looking at chassis/role specific module slots being added to BattleMechs so that they do not occupy general module slots which can be considered as generic modules. As an example, players who equip a specialized Scouting module may receive higher XP/CB gains when performing scouting actions and players who equip a specialized Brawler module may receive higher XP/CB gains when performing support actions etc. Our plan is to start ramping up generation of these new modules and talents as soon as possible.

Clans:
Design has started to focus on Clan Tech. It is at this time that we must stress once again that we will not be bringing Clan Tech into the game as it was originally written. Game balance is going to take precedence over any values/behaviors found previously in other MechWarrior/BattleTech titles. Yes, there will be growing pains but we will make sure that Clan Tech does have a unique flavor when compared to InnerSphere Tech but not to the extent of everything just being over powered out of the gate.

Currently on the hot-seat is a discussion as to how Clan BattleMechs will be customized. We will update everyone once the final call has been made and who knows, maybe one of the planned BattleMechs will be announced soon™!

Map Gameplay Elements:
New layouts have been done for spawn locations and base/resource collector locations across all maps. The motivational drive was to keep the spawn locations fair and at the same time have players able to enter combat sooner. This is more evident on the larger maps.

Player Experience:
The art team has proven technically that cock-pit glass is now functional. This means a little more immersive effect when you’re sitting in the cockpit of your BattleMech. I’ve seen the effect and it’s very cool and non-intrusive so expect to see this coming soon with the next few new BattleMechs appearing on the battlefield. Previously released BattleMechs will be retrofitted over the coming months with their own glass treatments.

The Next Map:
The new map HPG Manifold has gone through some major polishing since you last saw a sneak peak of it and is ready for release.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Manifold.jpg)



Title: Re: Mechwarrior Online
Post by: Shannow on December 02, 2013, 05:36:04 PM
Well done Falcon. Productive trolling!   New map looks sweet.


Title: Re: Mechwarrior Online
Post by: Sir T on December 02, 2013, 07:54:24 PM
There is a rumour that tomorrows patch will introduce a Hero Jenner. Can you spot my lack of excitement?


Title: Re: Mechwarrior Online
Post by: satael on December 02, 2013, 09:33:27 PM
So any news on when the DX11 is going to be released?

edit: what a useless post to be my 1000th on this board


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2013, 12:49:27 AM
A Hero Jenner with 4 missile hardpoints, which means 4 Streaks, which means a light that is the bane of lights. Interesting. I hope they call it "Nemesis".


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2013, 01:34:47 AM
Sneek peek of the defensive turrets.

(https://pbs.twimg.com/media/Bag1FFOCQAAX97H.jpg:large)


Title: Re: Mechwarrior Online
Post by: Ironwood on December 03, 2013, 01:39:14 AM
There is a rumour that tomorrows patch will introduce a Hero Jenner. Can you spot my lack of excitement?

Wait, we have 2 of them, no ?


Title: Re: Mechwarrior Online
Post by: Sir T on December 03, 2013, 05:34:40 AM
I think there's the founders Jenner and Sarah's Jenner, but they are the Jenner D I think with a 30% C'Bil Bonus. This is a new mech.

Of course I could have thought of other mechs that needed one other than the Jenner...


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2013, 06:09:20 AM
I understand values are open to change considering how far away we are from those tonnage limits being implemented, but they mentioned a max tonnage of 480. That's an average of 40 tons a 'mech. As much as I'd love a huge drop in average weight per match, they can't be real (lore or not).


Title: Re: Mechwarrior Online
Post by: eldaec on December 03, 2013, 08:44:17 AM
480 with one Atlas and one Orion would leave everyone else in a Spider.

The general limit won't be 480.

Having the weight limit a random roll could work well with the drop ship idea, but what happens when people start bringing 8 Atlaii in a drop ship? Or do we have bring at least one from each weight class or something?


Title: Re: Mechwarrior Online
Post by: Sir T on December 03, 2013, 12:50:04 PM
I think people should have a look at the maps before they log in and drop dead of a heart attack after this patch.

http://mwo.smurfy-net.de/map#n=canyonnetwork&m=conquest

Basically, all the lances have been split up into different starting places rather than all starting at the base. In at least one case (tourmaline) the short straw lance is further away from its teammates than the enemy.

W. T. F.


Title: Re: Mechwarrior Online
Post by: Shannow on December 03, 2013, 01:50:17 PM
Cause I'm lazy: Is there a FREE program that I can use to take screenshots and possibly video from within MWO?


Title: Re: Mechwarrior Online
Post by: Falconeer on December 03, 2013, 04:17:09 PM
Oxide, the hero Jenner - Video (http://www.youtube.com/watch?v=LAObCHcJw6U). It's nice.

Shannow, I use unlicensed Bandicam.


Title: Re: Mechwarrior Online
Post by: Sir T on December 03, 2013, 09:10:36 PM
Yes it is nice. I have to say they have a history of doing great vids for their hero mechs. I like the Misery and the Protector ones.


Title: Re: Mechwarrior Online
Post by: Ironwood on December 04, 2013, 01:38:06 AM
Yeah, but look chaps, it's a Jenner.

I mean.  A Jenner.

We did that ?


Title: Re: Mechwarrior Online
Post by: Hoax on December 07, 2013, 04:16:00 PM
When?

Quote
Before people jump in saying how it fixed 6 PPCs stalkers or more "LOL You just want 4 PPCs again LOL!" I would like to remind people of all the reasons Ghost Heat is the single worst game design element ever committed to a game:

Absolutely no UI. No indicators as to Ghost Heat limitations, when it kicks in, how much it has kicked in, etc. are given to players outside of that small hardcore handful of us that read the forums and/or spend time in Smurfy's. This is while they try to appeal to a casual demographic, no less.

Rewards Macros and External Programs. Due to reason #1, the half-second timer isn't even indicated to the player so they know when it is safe to fire again. Thus most good players running boated weapons turn to macros to time it for them, while more casual players lose damage by trying to count it in their head, risking firing too early and cooking themselves.

Many weapons nerf'ed that weren't problems. 9 MedLas? Not a problem. 4 Large Lasers? Not a problem. 4 AC/2? Not worth noting. Yet, these were all implemented hard and fast and have not been tweaked once.
Completely illogical linking. 1x LRM20 3x LRM10 = 4x LRM20 Ghost Heat for 50 missiles. 2x LRM20 2x LRM5 = 0 Ghost Heat for 50 missiles. The list continues. Should ER Large and Large Pulse really be linked together?

It's massively overly complicated. I know where the limits start and learned all the bizarre linkage rules, like how LRM5s are exempt, Streaks don't count towards a limit, how LPL and ER Large share a pool, etc. But then we get to the actual heat calculation which.. God help you. All most of us deal with is "Over X = Bad." But there is no rhyme, reason, or clarity at any given time as to why some ghost heat is so much worse than others, without complicated charts from the developer (that made things even worse) and large tables of numbers that actually at least show us some results (3rd party fanbase).

Most of all, it didn't really work. What ultimately killed the PPC boat was fixing the XML data file for the PPCs. 4 PPC Stalkers - which were far better than 6 - continued until the day that happened, as did the general PPC Meta. There was a sharp drop in boat builds after Ghost Heat arrived but almost all of them were by people who didn't understand the rules for it and overcompensated with horrible builds. Twin AC/20 builds remain popular and pinpoint damage wasn't impacted in the slightest, just different weapons were used for it.

I could go on and on with examples and problems but there have been probably 2,000 pages devoted to why Ghost Heat is seriously the worst thing ever. It should have been vetted by all the programmers along the way and it should have been shutdown at the meeting the idea was brought up. Ghost Heat is probably the reason so much hate got poured directly onto one person, because that person is either both blind to the reaction or too stubborn to listen.

I'd really like to play this game again..


Title: Re: Mechwarrior Online
Post by: Falconeer on December 10, 2013, 02:50:47 PM
Wolverine from next week's patch in the new map.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Wolverine%20x.jpg-large)


And the Griffin.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Griffin%20x.jpg-large)


EDIT: fixed links.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 11, 2013, 03:38:24 PM
I do have to say that yeah, the moment in which I was reading the "green chalkboard" explanation for Ghost Heat was among the most surreal I've had in gaming-related stuff.

The ABSOLUTE most surreal moment is something I can't even really talk about yet but will someday. One of my coworkers already did, anyway, so, yeah.


Title: Re: Mechwarrior Online
Post by: Merusk on December 11, 2013, 04:36:58 PM
I just realized I haven't logged-in in almost 2 months and I can't pinpoint why.  I think the continual presence of "melt your core in .5 seconds with pinpoint damage" group play in my solo PUG experience is the reason.  I think I'm just going to uninstall.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 12, 2013, 05:45:11 AM
They say the new hitbox-thong fix is helping a bit with that, about 10% more damage ends up in the legs instead of the CT.

Anyway, the game needs new match modes, and Community Warfare. Everything else is secondary. Hard not to be bored after more than a year with the same thing over and over and over and over and over.


Title: Re: Mechwarrior Online
Post by: Merusk on December 12, 2013, 07:11:56 PM
I'd agree if I weren't still playing World of Tanks on a regular basis after two years.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 13, 2013, 12:34:35 AM
Anyway, next Tuesday's patch is bringing two new 'mechs, a new map, and for the first time in a year A NEW GAME MODE: SKIRMISH! (which is nothing more than Assault without bases to cap).


Title: Re: Mechwarrior Online
Post by: Sir T on December 13, 2013, 12:41:35 AM
(which is nothing more than Assault without bases to cap).

Woo bloody hoo.


Title: Re: Mechwarrior Online
Post by: eldaec on December 13, 2013, 12:44:31 AM
I just realized I haven't logged-in in almost 2 months and I can't pinpoint why.  I think the continual presence of "melt your core in .5 seconds with pinpoint damage" group play in my solo PUG experience is the reason.  I think I'm just going to uninstall.

Compared to any other fps 18 months after launch I still find MWO positively forgiving.

But it is just an fps, even more so than WoT.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 13, 2013, 01:09:12 AM
One of the things I like about MWO as an FPS over some other First Person Shooters is that it doesn't punish you by killing you in a split second, it punishes you by torturing your eyes and ears with painful destruction, screenshake and an overall intense feeling of being in danger and helpless. To each their own, but there aren't many games where I felt that I really didn't want to take damage because I was aware it was going to be almost physically painful (unless you turn down your volume, of course). I am also pretty sure that's why many people hate it, at least some of the people I know.


Title: Re: Mechwarrior Online
Post by: Sir T on December 13, 2013, 01:25:53 AM
I tried Battlefiend  :oh_i_see: a couple of years ago and it was basically one shot dying over and over inexplicably for me and fairly obvious cheating all over the place. Gee the tank shot me around a corner while its turret was pointed in the other direction oookaaay. MWO is far more tactical, and at least gives you time to get your ass into cover if you are under fire, though the aimbots are a bit annoying. At least I assume those guys that can knock 70 points off my center torso instantly from half the map away are using aimbots.

I also enjoy the visceral thump thump thump of your feet and the rhythmic screen shake when you are moving around.


Title: Re: Mechwarrior Online
Post by: eldaec on December 13, 2013, 06:45:57 AM
One of the things I like about MWO as an FPS over some other First Person Shooters is that it doesn't punish you by killing you in a split second, it punishes you by torturing your eyes and ears with painful destruction, screenshake and an overall intense feeling of being in danger and helpless. To each their own, but there aren't many games where I felt that I really didn't want to take damage because I was aware it was going to be almost physically painful (unless you turn down your volume, of course). I am also pretty sure that's why many people hate it, at least some of the people I know.

I'd agree, and add that when I die I usually feel it is my own damn fault either for running too far from the group, or because I spent too long in the open trying to get another shot in.

The coring thing stopped bothering me long ago. If no one is shooting anything except your CT, fit an XL engine to anything except an atlas, stop putting so much armour on your damn legs, and use the space to fit more guns.


Title: Re: Mechwarrior Online
Post by: Shannow on December 13, 2013, 09:15:00 AM
Pretty much what eldeac said.  Once I really started playing the game I got less annoyed with the coring issue.  Realized it happens to everyone.  If I don't want to get shot I have to stop wandering off on my own or getting greedy for another shot.

That and pack dual ac20s.. :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on December 13, 2013, 12:07:22 PM
Cockpit view preview from the Griffin.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Griffin%20cockpit.jpg)

And cockpit preview of the Wolverine.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Wolverine%20cockpit.jpg)

I like that they are slightly getting more and more unique with the new models, and sligthly more refined.


Title: Re: Mechwarrior Online
Post by: Shannow on December 13, 2013, 03:30:17 PM
Griffin is hawt


Title: Re: Mechwarrior Online
Post by: Zetleft on December 13, 2013, 05:40:38 PM
The Clans are coming (http://mwomercs.com/clans) in June. 

Oh joy I've never liked the clans and I doubt they have any idea how to balance any of that.  500 bucks for a shiny limited edition gold mech wow.  I'm glad I rarely play this game anymore. 


Title: Re: Mechwarrior Online
Post by: Falconeer on December 13, 2013, 05:45:56 PM
I made a thread about it. Anyway, they should be sent to prison for the 500$ crap, but I would call that "The Roberts Effect". Now that the Star Citizen Cult opened the gate, we'll see more and more of this.


Title: Re: Mechwarrior Online
Post by: Shannow on December 13, 2013, 07:37:19 PM
I am going to enjoy killing dickweed clanners with IS mechs and the total of 60 dollars that I put into this game.


Title: Re: Mechwarrior Online
Post by: satael on December 13, 2013, 09:25:56 PM
Quote
Become a Gold Khan member.
Own the most exclusive.

Extremely Rare
Limited Edition
Gold Skinned Clan Mech
$500

If I wasn't such a battlemech fan I'd be uninstalling the game right now without waiting to see how the community warfare turns out.


Title: Re: Mechwarrior Online
Post by: Sir T on December 14, 2013, 12:11:45 AM
Yeah, I bought the overlord pack, but fuck that. IF they come out in June I'll enjoy crushing their dreams. The only Clan mech I would be in any way interested in is the Mad Cat, the rest can jump in a fire.

I am kind of regretting not getting the saber pack with the overlord pack, as I love the Griffin, but I'll buy it with C-Bills.


Title: Re: Mechwarrior Online
Post by: Merusk on December 14, 2013, 09:44:02 AM
I made a thread about it. Anyway, they should be sent to prison for the 500$ crap, but I would call that "The Roberts Effect". Now that the Star Citizen Cult opened the gate, we'll see more and more of this.

Yep, as I'd said would happen years ago when microtrans first started happening.  The next step will be that you HAVE to spend a minimum of money to be competitive, because folks will only shell-out big bucks for so long without requiring they are able to faceroll after spending so much.  Maybe not these particular games, but it's in the near future.


Title: Re: Mechwarrior Online
Post by: Shannow on December 14, 2013, 11:02:26 AM
I think we've been down that path before though with other games where players got really pissed off with the play to win mechanics.

Frankly I don't give a fuck if they offer a mech that'll give you a blowjob for $1000. If someone dumbass wants to buy it, good on him. Maybe it'll go to hiring better coders. They aren't forcing me to buy shit. I paid for a founders package and considering the time I've spent on game now, I got my money's worth. I can also kick most mechs ass in game. So who cares..:)


Title: Re: Mechwarrior Online
Post by: Sir T on December 14, 2013, 11:33:51 AM
I was in a game just now where some clown was boasting he had 12 gold mechs. My response "If you spent $3000 on this game you need help" literally had the whole map laughing in chat.

And then there are the "do you think buying the clan package is a good idea?" which turns into them justifying their purchase.

They have made a mint on this already. Reminds me on when people were spending thousands to get the Jemhidar attack ship in STO


Title: Re: Mechwarrior Online
Post by: Sir T on December 16, 2013, 07:48:10 AM
(http://i.imgur.com/P136CJY.png)


Title: Re: Mechwarrior Online
Post by: Sir T on December 16, 2013, 01:42:45 PM
This has been fastest growing thread in MWO history.

http://mwomercs.com/forums/topic/144745-clan-collections-feedback/

Its worth a read if you want some quality Its rrrraaaaAAAAGEE.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 16, 2013, 02:01:52 PM
I tried to read it but it's impossible. 288 pages in 48 hours, no way.


Title: Re: Mechwarrior Online
Post by: Sir T on December 16, 2013, 02:21:42 PM
Works out at about a post every 30 seconds on average. And as I was typing this the I just got an email to buy the clan collections. Er... nope :D


Title: Re: Mechwarrior Online
Post by: Falconeer on December 17, 2013, 11:39:46 AM
HPG Manifold - New Map video. (http://www.youtube.com/watch?v=98GEILOa24A)


Title: Re: Mechwarrior Online
Post by: Shannow on December 17, 2013, 11:56:29 AM
Kinda looks like a Hawken map..:P

Ok that was bitchy, looks nice.

If PGI were smart (haha yes I know) they'd up the chance of this map happening in the random generator for a few days. Mind you, going on PGI's coding skill they'd probably have to implement a patch to do something that simple..;P~


Title: Re: Mechwarrior Online
Post by: Falconeer on December 17, 2013, 12:12:56 PM
Well, there's a surprise with the new map. It's in space, so no sounds. Kind of. It is really interesting though, such a new experience.


Title: Re: Mechwarrior Online
Post by: Sir T on December 17, 2013, 12:40:59 PM
Gosh, there's music! in the game!!!  :uhrr:


Title: Re: Mechwarrior Online
Post by: Shannow on December 18, 2013, 10:42:42 AM
They must be feeling the backlash, just got an email with 7 days of free premium time...(which I wont say no to)

Need a new mech set to work on. I have a founders Atlas, 2 CDAs, 2 Jagermechs, an Ilya and a QKD all elited. What next?
Don't like LRMs/Missiles much. Wouldn't mind an assault but can't stand how slow my Atlas is. Should I start some lights?


Title: Re: Mechwarrior Online
Post by: Zaljerem on December 18, 2013, 10:44:00 AM
7 days of free premium time, use code HAPPYHOLIDAYS at mwomercs.com/redeem


Title: Re: Mechwarrior Online
Post by: Falconeer on December 18, 2013, 11:02:28 AM
Yeah, and a Christmas doll. I guess it's their way to do a "Come back and see what changed for 7 days!" sort of thing, which is not a terrible idea considering the new map. Everyone who has ever had an account should get an email.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 18, 2013, 03:26:54 PM
what do i do if my entire library of mechs vanished, the game hard crashes my computer 5 minutes into any match, and i can't buy new mechs


Title: Re: Mechwarrior Online
Post by: Falconeer on December 18, 2013, 03:52:21 PM
Uh? Never heard of that. Do you get any kind of error message? Look it up in the support forum maybe.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 18, 2013, 04:48:56 PM
what do i do if my entire library of mechs vanished, the game hard crashes my computer 5 minutes into any match, and i can't buy new mechs

Maybe this will help?

Quote
Greetings MechWarriors,

The servers will be coming down for Maintenance at 4:20 PM PST tonight on Dec. 18, 2013 to deploy a hotfix for the "Pure Function Call" error.

They should be back up relatively quickly afterwards.

Cheers
Destined


Title: Re: Mechwarrior Online
Post by: Shannow on December 18, 2013, 08:20:45 PM
Sound on new  map makes life interesting


Title: Re: Mechwarrior Online
Post by: Samprimary on December 18, 2013, 10:33:22 PM
I sure hope that helps :/

It's easy enough to hate on this game without it dicking my account over so ... er, thoroughly.

(http://i.minus.com/iXNaxQN5NOiYN.gif)


Title: Re: Mechwarrior Online
Post by: Falconeer on December 19, 2013, 09:43:17 AM
(https://dl.dropboxusercontent.com/u/3584773/MWO%20single%20player.png)


Title: Re: Mechwarrior Online
Post by: Merusk on December 19, 2013, 09:52:18 AM
promises are easy


Title: Re: Mechwarrior Online
Post by: Falconeer on December 19, 2013, 10:10:15 AM
Yeah I honestly don't believe that. I mean, I believe it as it would make them money even if it sucked, but at the same time it would take people away from the online version. In any case, they need all the buzz they can get so yeah that sounds like a completely an empty tweet.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 19, 2013, 10:31:55 AM
Private matters.

Quote
UPDATE (Dec 19)

*dons a fireproof suit*

Due to unforeseen private matters, the artist I work with was away for a week. Yes, this means a delay in the hit boxes again. However, we just finished the updates and they HAVE been checked into the build and is guaranteed for the Jan 21st build. In addition, we've investigated 2 additional Mechs on top of the regular 4. The full list is now:
Jagermech (Pelvis area split for leg/CT distribution, more of the shoulder added to the arms)
Cataphract (Pelvis area split for leg/CT distribution, Rear center torso reduced by 20%, more shoulder added to arms)
Blackjack (Pelvis area split for leg/CT distribution, Rear L/R torsos increased by 15% reducing the Rear CT size)
Stalker (Pelvis area split for leg/CT distribution, Front CT increased by 5% but will be gaining more protection from the side torsos, Waist area split to distribute damage across the torsos instead of all CT)
Plus the:
Kintaro (CT reduced by 10%, shoulder area added to arms increasing arm hitboxes by approximately 10%)
Catapult (Pelvis area split for leg/CT distribution, increased the size of leg penetrating the hip by 5%, head hitbox reduced by 20% (yes it was that oversized) )

Again sorry for the delay.


Title: Re: Mechwarrior Online
Post by: Sir T on December 19, 2013, 07:59:37 PM
They are decreasing the sise of the head on the Catapult? But how am I going to protect my Center Torso now? :(

Anyway someone found something interesting on the MWO forums, Take a look at "the plan"

http://www.mwomercs.com/theplan

*edit* And an interview with the head MWO guy with plenty of damage control content.

http://massively.joystiq.com/2013/12/19/mechwarrior-onlines-bullock-on-golden-mechs-and-future-content/


Title: Re: Mechwarrior Online
Post by: Shannow on December 20, 2013, 07:21:02 AM
Sad that I am finding time in the morning before going to work to play a few rounds so I can maximise my free premium time.


Seriously just hire a decent server coder and institute a few fun game modes and a ladder. Call them Solaris modes...FFA with same type of mechs, 3025 mechs etc.

I'd spend a few drops each day dropping in FFA just for shits and giggles.


Title: Re: Mechwarrior Online
Post by: Sir T on December 20, 2013, 07:30:24 AM
A 3025 mode would be awsome. Single heat sinks on terra therma. AAAAGH!!! :D


Title: Re: Mechwarrior Online
Post by: Shannow on December 20, 2013, 07:43:22 AM
Not just 3025, 3025 STOCK.



Title: Re: Mechwarrior Online
Post by: Lantyssa on December 20, 2013, 01:02:18 PM
I'd play the shit out of that.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 20, 2013, 01:44:00 PM
New "official developer promises" about the MWO we'll never see.

Player Levels and Modules revamp (http://mwomercs.com/forums/topic/145774-community-update-player-levels-and-modules/).

Quote
Player Levels

To get the feeling of progression into the game a level system for players is being investigated. The system uses the overall Mech XP gathered over a lifetime. The maximum level aimed at is [50] and, utilizing the current player data set, around [10] % of all players will be in end-game content, which is considered to start from level 35. Another way of earning more XP in the future will be playing together in your group/lance. An intuitive command system will support team play. More info on this will come.
Tied to player level, the Mech efficiencies are also split up into different levels and tiers. As players gain levels, they will unlock tiers sequentially, one after another and will be able to buy the efficiencies in the next level tier. The 2x multiplier for basic efficiencies that got activated automatically after having bought all efficiencies in the elite modules will be removed with the level system, as it is reincorporated into the efficiency tiers.

Modules

Currently there are a lot of new modules in the planning phase as well as a system on how modules will be grouped into sub-categories. Modules will be assigned to different categories (Module Hardpoints).

The module categories are:
-    Weapons
-    Movement
-    Sensor
-    Pilot Feat
-    Support
-    Flexible

Each of those Hardpoints will have module slots to equip the module of choice. Besides fixed categories, some modules will be in a “flexible” category. These can be equipped in the flexible slots. Due to the high number of modules the overall number of slots available may be increased as well. We are also looking into separating consumables from modules in order to make them two different categories.

As you can see in the list above a new type of module is being looked into. The category Pilot Feat describes the connection between a pilot and his Mech. This allows pilots to keep a Mech running a little longer even though the damage it took would normally cause the Mech to shut down. It can also be described as the pilots’ willpower to carry the Mech a little further. These modules offer powerful boost but come with a downside for a short amount of time.
Modules will be grouped in tiers. You can think of them like different levels of one module providing better advantage with each tier.

Example

As an example let’s have a look at how this would work on the new module “Longer Medium Laser”. All numbers used are for the purpose of the example only and not meant to be final balancing.

Tier 1 “Longer Medium Laser 1”:
-    Increase the maximum range of a Medium Laser by [3] meters, increase heat output by [0.1]
-    Cost: [2.000] GXP
Tier 2 “Longer Medium Laser 2”:
-    Increase the maximum range of a Medium Laser by [3] meters, increase heat output by [0.1]
-    Cost: [3.000] GXP
Tier 3 “Long Medium Laser 3”:
-    Increase the maximum range of a Medium Laser by [4] meters, increase heat output by [0.15]
-    Cost: [5.000] GXP
Tier 4 “Long Medium Laser 4”:
-    Increase the maximum range of a Medium Laser by [4] meters, increase heat output by [0.15]
-    Cost: [6.500] GXP
Tier 5 “Long Medium Laser 5”:
-    Increase the maximum range of a Medium Laser by [5] meters, increase heat output by [0.2]
-    Cost: [8.500] GXP

To unlock a higher tier the player has to have the stage below unlocked already. For example, to unlock Tier 4 of this module, Tier 3 has to be purchased.
In total there are around [90] modules planned only for the weapons. A lot more are to come for different categories.

Note: We are considering resetting pilot trees and refunding already purchased talents with GXP. The plans mentioned above are long term goals and may not come all at once.


Title: Re: Mechwarrior Online
Post by: eldaec on December 20, 2013, 02:41:59 PM
Quote
Player Levels

(https://dl.dropboxusercontent.com/u/85841906/double-facepalm.gif)


Title: Re: Mechwarrior Online
Post by: Typhon on December 20, 2013, 02:55:37 PM
There's just no way around it, they really are stupid.  How did they manage to get as far as they did?


Title: Re: Mechwarrior Online
Post by: Pennilenko on December 20, 2013, 04:36:25 PM
How did they manage to get as far as they did?
The pure desperation of Mech fans for any game at all that gives them their nostalgia fix.


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 20, 2013, 09:12:43 PM
No.  No fucking levels.  I want LESS levels.

FUCK.  Vet status used to mean a bit better aim and less likely to tip over.  I don't want more than that.  ARGH.


Title: Re: Mechwarrior Online
Post by: satael on December 20, 2013, 11:02:42 PM
Wow, I thought that having to wait for community warfare might kill my interest in the game but adding player level grind (for actual in game benefits and not just status etc) will almost certainly get me to uninstall the game.  :ye_gods:


Title: Re: Mechwarrior Online
Post by: Sir T on December 21, 2013, 03:05:48 AM
Urrgh, The fact that I could master a mech and then thats it was a positive as far as I was concerned. I'm sick to death of chasing my tail in other games.


Title: Re: Mechwarrior Online
Post by: eldaec on December 21, 2013, 05:28:26 AM
Most of the "community" seems to regard this as a jolly good idea.


Title: Re: Mechwarrior Online
Post by: Merusk on December 21, 2013, 09:27:11 AM
Most of the "community" seems to regard this as a jolly good idea.

The vet community of a PVP game thinks giving power gradients that let them pwn noobz easier is a good idea?

Fucking SHOCKED!


Title: Re: Mechwarrior Online
Post by: Goreschach on December 21, 2013, 11:03:25 AM
I am astounded that these chucklefucks managed to acquire the battletech license. We seriously need some kind of behind-the-scenes exposé after PGI goes belly up.


Title: Re: Mechwarrior Online
Post by: satael on December 21, 2013, 11:16:00 AM
I am astounded that these chucklefucks managed to acquire the battletech license. We seriously need some kind of behind-the-scenes exposé after PGI goes belly up.

As bad as they might be, they are still above the average (in my opinion) when it comes to license games. As much I like whine about PGI's blunders I've still (more or less) kept playing the game though the current talk of player levels might be too much even  for me...


Title: Re: Mechwarrior Online
Post by: Ironwood on December 21, 2013, 12:00:38 PM
I haven't.  Ironically, it was the fuck huge patch that killed it for me.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Merusk on December 21, 2013, 12:11:10 PM
Me either.  I stopped about a week after the ghost heat patch.  I tried again last weekend and after patching for 2 hours, got raped by a pinpoint squad in 2 games and then finally uninstalled.


Title: Re: Mechwarrior Online
Post by: Sir T on December 21, 2013, 07:28:47 PM
One of the things that's annoying the frack out of me is that in an ordinary pug drop there is no wight balance at all. I've only just noticed it when I was only one of 2 assaults in the team and then I see 3 atlases and 2 stalkers walk around the corner. It seems that they try and match teams of equal ELO "skill" which means you can have one side MASSIVLY out-tonned but the players are of equal "skill" dontchaknow. That's real balance.

What idiot thought this was a good idea? The final straw tonight was when I was in a game with no assaults at all apart from the 5 on the other team. I actually started taking screenshots of the ending screen tonight and I'll probably unload on the mwo forums at some point with evidence that this is total bullshit and causing massive in-game imbalances and will prepare to be shouted down and totally ignored.

The group I have joined however is joining the Proxis community warfare simulation so that will probably keep me playing.


Title: Re: Mechwarrior Online
Post by: Samprimary on December 27, 2013, 09:30:59 AM
Fuckhuge patch, went back in, still all pinpoint squads, and my FPS seemed capped at 10 for no real reason, end.


Title: Re: Mechwarrior Online
Post by: satael on December 29, 2013, 02:16:13 AM
Uninstalled MWO. I plan to reinstall it once DX11 is added into the game (or maybe I'll wait until CW is in the game in some meaningful way though that might take "a whille")


Title: Re: Mechwarrior Online
Post by: Kageru on December 30, 2013, 07:14:42 PM
Impressive, it's even worse than I remember it being. Less variation in mech chassis, weapon loadouts and even mission complexity with all the new death-match modes. And the games still tend to deliver one-sided results.

The idea that the developers can make clan weapons "different but equal" is hilarious when they can't even create balanced variety in the elements they already have.


Title: Re: Mechwarrior Online
Post by: HaemishM on December 31, 2013, 12:50:18 PM
Yep, finally uninstalled this. Don't think I've played it in a year and nothing they've said since has made me think I should.


Title: Re: Mechwarrior Online
Post by: Sir T on January 15, 2014, 01:23:37 PM
Another Pubic public rest of UI 2.000000ooooo.....

http://mwomercs.com/forums/topic/147754-2014-public-test-schedule/



Quote
Welcome to the Public Test!

Please note that the Public Test Server will ONLY be available during the scheduled times.
You will not be able to connect during off hours.


Date
16-Jan-2014

Focus
UI 2.0 Preview - Part 3⅓: Day of the Rise of the Return of the Revenge of the Mechs with a Vengeance beyond Thunderdome :awesome_for_real:

Test Time
Morning: 10am - 12pm (PST)
Afternoon: 4pm - 6pm (PST)

Important Notes
=Player Data has been cloned from the Live database on January 7th, 2014.
=Purchases or account changes made after this date will not be reflected in this Test.
=If you changed your password after the 7th, please retain the old password to access this Test.
=Accounts activated on or after January 8th will not be able to participate in this Test.

More details to come!



You can download the client here : http://mwomercs.com/...c-test-program/
Read the FAQs here : http://mwomercs.com/...ublic-test-faq/
The Known Issues are here : http://mwomercs.com/...t-known-issues/

Please leave your feedback in the relevant thread! Also note that we will only be accepting feedback in this particular thread, and other threads relevant to this particular testing will be closed.

The Feedback threads will be open for 2 hours following the test.
Please do your best to concisely answer all of the provided questions in the amount of time allotted.



Title: Re: Mechwarrior Online
Post by: Falconeer on January 17, 2014, 12:27:17 AM
I've spent some time with it yesterday and I think it's fair to say that the new UI is a disaster.

The level of incompetence of these people is literally unbelievable.


Title: Re: Mechwarrior Online
Post by: Sir T on January 17, 2014, 05:46:10 PM
Yet more features that will be coming when the High altitude Bacon Squadrons attack New York

(http://abload.de/img/tonnage0nrpa.jpg)


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 27, 2014, 11:00:54 AM
So I upgraded my GeForce 250 (old, but solid as a rock when it comes to MWO) to a GeForce 570 (used, but the price was right (free)).

Initially I would continually crash out of matches. Did some forum digging and limited my FPS to 55 via user.cfg - that seems to have helped, but the texture issues on Frozen City are beyond annoying.

Just about done with this whole mess. When UI 2.0 hits and is a complete clusterfuck, that will probably be the end for me.



Title: Re: Mechwarrior Online
Post by: Sir T on January 27, 2014, 08:15:04 PM
I actually reduced my settings to low and textures to medium a few weeks ago. Not only did it largely stop the crashes, but Frozen city textures now load every time :)

Next week for ui 2.0 goodness. Cant wait for the weeping and gnashing of teeth :D


Title: Re: Mechwarrior Online
Post by: Zaljerem on January 28, 2014, 06:40:29 AM
I actually reduced my settings to low and textures to medium a few weeks ago. Not only did it largely stop the crashes, but Frozen city textures now load every time :)

Next week for ui 2.0 goodness. Cant wait for the weeping and gnashing of teeth :D

Thanks, I'll try this for the texture issues; limiting the FPS seems to have fixed the crashes for me.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 03, 2014, 09:22:16 AM
New 'mech is a light, the Firestarter. (http://www.sarna.net/wiki/Firestarter_(BattleMech)) 35 tons.

Look at those fuel canisters.


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Firestarter.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on February 03, 2014, 09:58:05 AM
Looks sweet! Probably useless, but looks sweet!

btw do we get our big patch this week?


Title: Re: Mechwarrior Online
Post by: Sir T on February 03, 2014, 11:40:17 AM
Tomorrow is the day!! Reserve your popcorn now! :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on February 03, 2014, 01:53:41 PM
Yes, UI 2.0 -1 (so basically UI 1.9  :why_so_serious: ) is tomorrow. Somehow I suspect a huge fiasco considering the terrible state of the mechlab we've seen in the public test, and that will kill the will to play of so many people.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 03, 2014, 02:22:18 PM
FUCKING BE THERE.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 04, 2014, 11:08:54 AM
Ember (Firestarter), new hero 'mech, video. (http://www.youtube.com/watch?v=hN6GnaUho8w)


Title: Re: Mechwarrior Online
Post by: Sir T on February 04, 2014, 11:27:01 AM
The servers are down for maintanence. THIS IS SO EXCITING!! I can taste the tears already!


Title: Re: Mechwarrior Online
Post by: Sir T on February 04, 2014, 01:35:36 PM
Ok. loaded it tried it. Mostly it will take a LOT of getting used to. However that stupid chunk when you mouse goes over anything will slowly drive me up the wall.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 04, 2014, 03:16:46 PM
Crash, crash, crash, FAIL.

 :uhrr:


Title: Re: Mechwarrior Online
Post by: 5150 on February 05, 2014, 03:52:48 AM
Is the X-5 worth getting at 50% off [given that it doesnt have jump jets or ECM]?

I don't tend to do well in anything less than a heavy (this maybe due to my crappy framerate due to needing a better graphics card), my medium stable currently consists of:

Founder Hunchback
Wang Centurion
Phoenix Shadow Hawk
Phoenix Griffin
Phoenix Wolverine



Title: Re: Mechwarrior Online
Post by: Shannow on February 05, 2014, 10:21:27 AM
I have a X5 and I like it, but ill admit Im just as good if not better in a 2A. Still a cpl of Cicadas in a wolfpack are fricken deadly.


Title: Re: Mechwarrior Online
Post by: Ironwood on February 05, 2014, 12:33:39 PM
Words can't describe how awful this new UI is.



Title: Re: Mechwarrior Online
Post by: HaemishM on February 05, 2014, 01:45:54 PM
Tried to install it on my new computer at work - it's never been installed on this machine before, though I did copy all my settings from my previous computer using Transwiz. I just wanted to see how bad the UI was.

It will not allow me to install the game. Running the installer tells me there is a previous version. Uninstall the previous version from the Control Panel (since it had copied my settings). Still won't install. Even tried changing the install location to a different folder - it then tells me that folder location is in use, EVEN THOUGH THE FUCKING FOLDER DOES NOT EXIST.

Fuck these guys.


Title: Re: Mechwarrior Online
Post by: Lantyssa on February 05, 2014, 02:59:49 PM
Words can't describe how awful this new UI is.
You know what I want for the Mech Lab?  Nothing more than the basic damn BattleTech sheet.  Why in all the gods' names do I need to select each section to then load it up?  I should be able to go drag stuff from one list on the right into each section and be done with it.


Title: Re: Mechwarrior Online
Post by: Shannow on February 05, 2014, 03:51:30 PM
We got a UI reskin. That's it. Not even new social tools.

 :facepalm:


Title: Re: Mechwarrior Online
Post by: Falconeer on February 05, 2014, 04:18:58 PM
No, a reskin wouldn't have messed up the mechlab. That said, they stated that the "smurfy" mechlab will be up in about a month. Meh.


Title: Re: Mechwarrior Online
Post by: Sir T on February 05, 2014, 05:54:15 PM
The Smurfy mechlab is the one we had before this.

Having big pictures of components covering half the screen and forcing the actual bit where you load your components off into a much smaller space and forcing it into half covering the most important thing on the screen, namely your mech, becasue theres no more room. Who in gods name thought that was a good design. Its ficking horrible. My 4 year old nephew could do better, since he's big into jigsaw puzzles. Whoever came up with that and got it into the game must be blowing the boss.

However there is a few nice shortcuts you can do for other things, like finding what modules are on mechs by simply clicking down the mech inventory. That's a nice feature, pretty minimalist. So whoever came up with that did good work. And its really nice to be able to spin your mech around in the lab.


Title: Re: Mechwarrior Online
Post by: Sir T on February 05, 2014, 06:21:38 PM
http://mwomercs.com/forums/topic/149554-february-5th-hotfix/page__pid__3127636#entry3127636
Quote
I am pleased to announce that a small hotfix will be deployed on February 5, 2014 at 10am PST to address the following issues occurring for some players:

View PostDestined, on 04 February 2014 - 11:12 AM, said:
Players may on occasion become stuck shortly after login with a 'Connecting' message displayed onscreen. This issue will normally manifest if the client was closed immediately after changing the selected `Mech.
The Activate Button for Banked Premium Time is currently non-functional.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 05, 2014, 11:38:03 PM
I really wish they could explain to me why I can't spin my 'mech in the home screen and have to go to the mechlab to do it. The first thing that comes natural, as in ANY other game where you pilot a big machine/robot/tank/ship/car/airplane is to spin your thing as soon as you see it. Why in the universe is it fixed in the home screen in MWO? These guys' heads are built backward.


Title: Re: Mechwarrior Online
Post by: 5150 on February 06, 2014, 04:31:54 AM
Has anyone else noticed an FPS drop since UI 2? (despite the fact that the core gameplay wasn't changed?)


Title: Re: Mechwarrior Online
Post by: Falconeer on February 06, 2014, 05:54:26 AM
It's probably the new font. Changing that wasn't a small feat! It's a heavy set of characters, but don't worry it will be optimized with DX11.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 06, 2014, 03:50:12 PM
This video is fuckin amazing! (http://www.youtube.com/watch?v=8cuPvFMkV6A) When do you think we'll be able to play that game?


Title: Re: Mechwarrior Online
Post by: Falconeer on February 11, 2014, 01:34:12 PM
Video log #2. Devs being awkward and all. (http://www.youtube.com/watch?v=M07mAMz-i_0)

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Devs.jpg)


EDIT: Also Firestarter available for MC.

(http://infinitegamepublishing.com/images/mwosale-2014-02-11-firestarterformc.jpg)


Title: Re: Mechwarrior Online
Post by: Falconeer on February 17, 2014, 04:22:01 PM
Incoming nerf to Highlander and Victor, mostly agility ones (because of Jump Jets).
I approve.

Quote from: Paul Inouye
I'll chime in here since the write up was well thought out and presented. (Not that other posts haven't been the same, but I'm being prodded by other internal influences)

Josef above touched on the critical issue that we are looking at... increasing the time to kill. I'll go as far as saying this... some of the medium and heavy 'Mechs went through a quirk balance pass. This has not happened for any of the assaults. Currently, assaults are a little too agile for what they are... the giant sledge hammers of the battlefield. The two Mechs which are currently above expected behaviour are the Highlander AND the Victor. Now keep in mind, it is not just the chassis that is the problem in this case, the jump jet effects on turning and lift also compound the issue with these two 'Mechs specifically. We will be addressing both issues at the same time.

Remember.. the nerf gun is a mid caliber gun... it can do little to medium changes but it's not going to render the targets useless.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 21, 2014, 10:20:28 AM
Free 'mech!

Quote
Win 5 games before Tuesday February 25 and receive a free Champion Centurion CN9-A(C)! We'll also include a Mech Bay to store you new Champion, so stay sharp and win 5 battles for the glory and the goods.

The InnerSphere needs all the defenders it can get! This offer is available to old and new players alike, so be sure to grab your friends and have them join us in the Mech-blasting mayhem for this rare chance at grabbing a Champion Mech and Mech Bay for free!

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/t1/1780853_607079259360054_1988752725_n.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on February 21, 2014, 11:45:58 AM
cant believe i actually paid for one of those. HATED that mech.


Title: Re: Mechwarrior Online
Post by: Sir T on February 21, 2014, 07:32:51 PM
So, win 5 games and get a free mechbay and some cash?  :drill:


Title: Re: Mechwarrior Online
Post by: Falconeer on February 27, 2014, 01:38:16 PM
LAUNCH MODULE UPDATE – FEB 27, 2014 (http://mwomercs.com/forums/topic/151705-launch-module-update-%E2%80%93-feb-27-2014/)

Quote
Launch Module Update – Feb 27, 2014

The Launch Module, a new means of connecting players together in a more comprehensive and structured manner with the ability to play in a space that suits their own needs.

This Launch Module incorporates changes to how teams are assembled in the Match Maker and how groups are dealt with when queuing for matches. A separate game space is created as well that allows players to take more control of their experience in terms of a player controlled Lobby.

In this post, you will learn about the following:
Changes to the Solo/Group Public Match
Addition of Free Private Matches and Premium Private Matches
How the design and engineering team made certain key decisions on getting the features implemented.
Surprising Stats:


Let’s start with some surprising facts pulled from the game server’s metrics:
Out of all matches launched, 84% are solo launches.
16% are group launches. (We omitted our 12-mans because they will be dealt with separately)
Of that 16%, 8% are 2-man groups, 4% are 3-man groups and 4% are 4-man groups.

(https://static.mwomercs.com/img/paul/LM01.png)


Fig 1 – Group vs Solo Launches


This was very surprising to us as it was assumed that most launches would have been groups.
That being said, we looked at our overall goal of what we wanted the player experience to be when players launch into our game. Right now we have issues of lopsided teams in terms of Mech builds and overall tonnage. Another thing we kept in mind was the number of team players being mixed with the solo players.
We deem that public matches are where we, the developers, set the rules and expectations of the end player experience. Private matches are where the players set the rules and expectations of the end player experience. (Private matches detailed further down.)


Our Vision for Player Experience:
Drop into a match and play against a team of reasonably equal skilled players and equally balanced lance builds.
The ideal lance build would consist of 1 Assault, 1 Heavy, 1 Medium and 1 Light ‘Mech to bring the full breadth of play types to the battlefield. We do understand that this isn’t the best lance build within a company since you’d probably want to have your scout lance, skirmish lance, support lance and assault lance. This 1/1/1/1 build however would bring lances together that made a company build a lot more strategically balanced.
Teams should not be mixed with multiple groups on 1 team and solo players on the other. An equal balance must be maintained due to the groups having much more communication and can affect how a team performs.
As a 12-player group, we want the player to be able to choose who they fight against. This is a major feature for the competitive groups and league players alike.
Here are our steps involved with solving these issues in a way that keeps our vision integrity intact and at the same time address some of the hot topics within the community.



Tonnage:
Our initial plan was to implement a fairly rigid tonnage limit into team building. While this did solve the issue of a specific weight class outnumbering the other weight classes drastically, there were some key edge cases that came to light while we went through the design.

Issue 1:
The ability to create lop sided builds still existed. If a team wanted to, they could create a team of 6 Assaults and 6 Lights and still fall within the tonnage limits. This is not the type of gameplay we envisioned when looking at the restrictions.

Issue 2:
Players would not always be guaranteed to play the ‘Mech they wanted. Imagine a 2-man group with the proposed 120 ton limit. If a player and his friend both bought the Atlas with MC because they thought it looked cool, they would not be able to group up and play together since they’d be 80 tons over the limit. 1 Atlas would require the other player to play a Locust and there is no other option. What if the other player didn’t own a Locust? The group would then be at a stalemate and not able to launch.

Issue 3:
Players trying to min/max the system would drive a meta that once again does not fall into the vision of our player experience. Min/max will happen but we can control it to a certain extent.

Our Solution:
Instead of restricting team builds by tonnage and causing these weird edge cases, we decided to implement a team building limitation based on Weight Class. This means for each ‘Mech of a certain Weight Class, there is one on the opposing team. On top of that, we will enforce a 3/3/3/3 team build based on Weight Class as well. That is, a team is to consist of 3 Lights, 3 Mediums, 3 Heavies and 3 Assaults. No more, no less in each class.

This helps keep our vision point of a lance being created using a 1/1/1/1 lance build. 3 Lances, each at 1/1/1/1 giving a team build of 3/3/3/3. This 3/3/3/3 build is also a lot easier for new players to understand and it is also a good way of preventing a single weight class dominating a team’s build.

With this solution, players are able to launch in any ‘Mech they own without having to worry about a tonnage limit restricting their ability to do so. Those two players who wanted to play in a group of 2 Atlases are now able to do so. The Match Maker at this point would simply queue them as a group of 2 Assault Mechs.

Also within this solution is a restriction to the amount at which a team of players can min/max the team builds in terms of tonnage preference of one ‘Mech over another.

Queuing Solo vs Groups:

A big problem we had back in Closed Beta was the fact that a 4-man group in an 8-man team could sway the course of a battle drastically. This became less of an issue when we increased the size of teams from 8 to 12. Just because it was less of an issue does not mean it went away completely. Depending on how the match maker assigned groups to teams, it was still very possible to have 2 4-man groups on a single team and various permutations of team size as well. With the release of the Launch Module, we plan on addressing this on a new level.

Yes, groups will still mix with solo players but on a much stricter level. Each team will have a maximum of 1 group in it. No longer will 2 groups of 4 be put on the same side. It will still be possible that a group of 4 is on one team and a group of 3 or 2 on the other but the Match Maker will try to find groups of equal sizes first and only go for smaller groups if even groups are not available.

Also, the Match Maker will not balance a group of 4 with 2 groups of 2 as it will be hard limited to 1 group per team. A double 2 player group combination does not necessarily balance directly with a 4 player group since they won’t be directly communicating with each other.

Group Sizes:

As indicated in Fig 1, at the opening of this post, 84% of our player base launches solo. When it comes to groups, the highest percentage of groups kicking off is 8% being 2-man groups. 3 and 4-man groups make up 8% combined and are split equally at 4% each.

Now one thing we had to keep in mind when determining the maximum group size was the issue we first had where a 4-man group on an 8-man team could sway the outcome drastically. That being said, the same could be said about a 6-man group in a 12-man team. Instead of just picking arbitrary numbers to limit group sizes, we decided to stick with lore and allow players to form a lance. Ideally we would have stuck with a 3-man group to make the match maker’s job a little easier with the 3/3/3/3 team structure but BattleTech™ has always been about the lance.

We had mentioned earlier that we wanted to allow groups of 2-12. With the above investigation this has proven to be troublesome. Groups of 5-11 would have 2 issues. A group of 5-11 can sway the battle too much in a 12-man team, and groups of 5-11 would have to be matched equally on both teams in order to keep it balanced and to do that would drastically increase wait times for matches to kick off.

When it comes to the 12-man queue, we plan on watching the number of players still playing in this queue. We have a feeling that the majority of these matches are being played by the competitive crowd and that the functionality of Private Matches (explained later in this post) would be used by them rather than public drops. We expect a drastic drop in 12-man public matches but will monitor the match counts to see what will come of the 12-man public queue. Right now, the only way for a 12-man team to earn rewards is in the public queue. If we find that the 12-man public queue is just not worth the overhead, we will probably put rewards into the 12-man Free Private Match but not the Premium Private Match as the Premium version allows too much player customization and opens a large venue for exploiting the system to farm CBills and XP.

Stretch Goal for Matching Tonnage Even More Rigidly

Along with the Class balancing, we are looking into making the Match Maker take into consideration the tonnage of the Mechs it’s polling to put into teams. For example, the Match Maker would not only say a player has a Heavy, but a 75-ton Heavy. If available, find another 75 ton heavy to put on the other team. If another 75-ton Heavy is not found, it will try for a 70-ton Heavy and eventually try to match the tonnage as closely as possible when building the two teams. This will dramatically increase the tonnage accuracy between the two teams in terms of balance. Even though this is a stretch goal, it is the desire of the team to push hard to get this in for the first iteration of the Launch Module. If it does not make the release date, we will make sure it’s in one of the immediate follow-up patches.

What the Solo Public Match Queue Looks Like:

(https://static.mwomercs.com/img/paul/LM02.png)

Walkthrough:
A solo player can still select which Game Mode they wish to drop into.
Upon clicking Launch, the player is bucketed into one of 3 tiers based on their Elo score. 0-1000 = Tier 1. 1001-1500 = Tier 2. 1501-2800 = Tier 3. (Keep in mind, these thresholds will be tuned as we monitor games being played.)
The now Elo Ranked Player is put into the Match Maker queue and their Mech’s Weight Class is recorded.
The Match Maker now looks for any games available that have room for the player’s Mech Weight Class and are in the same Elo tier.
When an opening is found, the Player is injected into a Team in that game.
The Match Maker fills both teams with 3 Assault Mechs, 3 Heavy Mechs, 3 Medium Mechs and 3 Light Mechs.
When both teams are full, the Match Maker kicks off the game and players connect to their dedicated server and play a match.
Upon completing the match, players are returned to the front end where they can re-prep their Mechs for the next match.

What the Group Public Match Queue Looks Like:

(https://static.mwomercs.com/img/paul/LM03.png)

Walkthrough:
On group creation, max group size = 4
A maximum of 3 Mechs in one weight class is allowed (e.g. max of 3 Assaults, 4th player cannot bring an Assault)
When the group leader clicks Launch, they start the queue process.
Match Maker calculates average Elo.
Average Elo is used to put the group into their respective Elo tier.
Match Maker now gets the ‘Mech weight class of each player in the group.
Match Maker will check available games for room for the group.
If there is no room for the group’s Mechs, the Match Maker will create a new lobby for them to join.
One group per team is hard limited so a group of 4 can be matched with a group of 2, but the match maker will not match a group of 4 with 2 groups of 2.
All extra slots on a team with a group in it, will be filled with solo launch players fitting the weight class restriction.
12-man Public Matches
The 12-man public matches do not change from how they operate right now with the exception that they must adhere to the 3 Assault, 3 Heavy, 3 Medium, 3 Light team build restriction.

Private Matches


Private Matches are where the players get to choose the rules and limitations of a match. There are two types of private matches:
Free Private Match
Premium Private Match
In the Free Private Match, players can create a group up to 12 and launch into a pre-match lobby. In this lobby, the creator of the lobby (group leader) will have to invite the rest of the players to fill out the full 24-man match. Inviting a group leader to a private lobby will pull that leader and his group into the Lobby provided there is room.

(https://static.mwomercs.com/img/paul/LM04.png)

What this allows players to do is to choose who they play against (a major win for the competitive crowd).
The option available to the Free Private Match creator is the same as the public launch option, that being which Game Mode is to be played. The Free Private Match creator also has the ability to drag and drop people from one team to the other if needed. Both Team Leaders can sort players amongst the 3 available lances on their own team.


The Premium Private Match behaves the same way as the Free Private Match with a few exceptions. These include:
Ability to set game mode.
Ability to select map.
Ability to select view lock (1st person only, 3rd person only, both).
Ability to select tonnage limits or remove tonnage limits completely (yes, actual tonnage limits).
Ability to set match time.
In order to create a Premium Private Match, the lobby creator must have Premium Time active on their account.

(https://static.mwomercs.com/img/paul/LM05.png)

If the leader of the opposing team has Premium Time active on their account, a final option is made available. This is the ability to create uneven teams (12v10 for example), of varying sizes. This includes the ability to create 5v5 games, or 1v1 games.

The reason for the need of a second Premium Time for this last option is that games that are not full 12v12 cost us extra dedicated servers that normally would be used for full matches. Dedicated servers running 1v1 games are not running optimal player/server loads and are more expensive to run. There was a thought to have all lance leaders to have to have Premium Time but we figured that was just too much and hard to organize so we settled on having the leaders of both Team 1 (who is also the lobby creator) and Team 2 being the only two who would need to have Premium Time active.

Special Note: The use of Premium Time to get access to the more advanced options is currently a temporary implementation. The plan is to eventually move to a pay-per-use model which will fit much better into both the player experience and business model requirements.

Expected Release Date:
With all of the changes to both the Match Maker and Lobby systems, this feature is going to go through extended testing. That being said, we are going to be pushing out the expected release date to April 29th, 2014.




Title: Re: Mechwarrior Online
Post by: Sir T on February 27, 2014, 10:20:15 PM
As an aside, I bought the Protector Orion Hero Mech in he sale, and I don't find the center torso to be particularly vulnerable. Whatever they did to it seems to have worked properly.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 03, 2014, 02:58:31 PM
Next 'mech leaked: Banshee. Assault. 95t.


(http://i.imgur.com/TLfhb96.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on March 04, 2014, 02:42:05 AM
While that looks cool, it just reminds me how much I hate the new mech lab and how little I've played since the last patch.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 04, 2014, 03:57:19 AM
Honestly, I tried to not let the new mechlab hinder me and to just play the game, and it's impossible. While the UI 2.0 could be bearable, the mechlab is NOT. It's impossible to know what's on your 'mech and what was fun -fiddle with the lab- is now a terrible chore. At the moment all I can do is log in and play with my already made 'mechs as if they were stock. Thinking of tuning them gives me a headache and frustrates me. So yeah, until they fix the mechlab, fuck them hard.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 04, 2014, 11:17:24 AM
New Banshee Hero 'mech video. "La Malinche." (http://www.youtube.com/watch?v=FXra-OHm-dE)

EDIT: Always a good idea to make a promo video where you clearly show how terrible your environment is with its ghost trees totally unaffected by 95 tons giant of steel, gently fading into it.

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on March 19, 2014, 07:22:22 AM
There's a little tournament thingie (http://mwomercs.com/tournaments) that will run for a couple of days. Nothing serious, just some bullshit, but at least it's faction-flavoured.

Quote
Greetings MechWarriors!

This weekend we're having a Faction Challenge! This is your chance to take your skills to the Battlefield with House Pride! All participants who play 10 matches will receive a free Gazelle Dropship cockpit item automatically!

Step 1: Sign-in and choose your House Faction before opting-in by Friday March 21st at 10:00 am PDT on our website at https://mwomercs.com/profile/faction.

Step 2: Opt-in on our website before Friday March 21st at 10:00am PDT on this page.

Step 3: The contest period lasts from Friday March 21st 10:00am PDT until Sunday Mar 23rd 11:59pm PDT. Compete against your fellow MechWarriors for a chance to win glory for your Faction and MC prize packages!

The top five player scores in each House Faction will be awarded an MC prize package. All players who have opted-in and are members of the winning Faction (calculated by the combined score of the top 50 players in each Faction) will receive their House Banner or dog tags as a cockpit item!

Important: Remember to choose your Faction early! If you change your Faction House after the beginning of the tournament, your scoring and rewards will continue to be reflected in the Faction you had selected when the contest began. Scoring will only be considered for matches where you drop alone (not in a team).

Opt in
Best 10 matches over the course of three days.
Score Formula:
Kills × 20 + Kill Assist × 10 + (Damage Done – Team Damage) ÷ 15 + Wins × 20 + Loss × 5
1st Tie-Breaker: Number of Matches Played (Less the better)
EG: My best 10 matches out of 20 is better than your best 10 matches out of 50
2nd Tie-Breaker: Team Damage (Less is better of course)
EG: My 10 best matches with 100 team damage total is better than your Best 10 matches with 150 team damage total.

You can actually win c-bills, but more importantly I think this is the first step towards Community Warfare, or at least some sort of faction metagaming. After all, the house who gets the gets the highest score here will win bragging rights for a long time.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 19, 2014, 09:23:29 AM
Looks like I'll be running my 'phract exclusively for this.

Steiner!


Title: Re: Mechwarrior Online
Post by: eldaec on March 19, 2014, 02:20:57 PM
Go house 'the green one'!


Title: Re: Mechwarrior Online
Post by: climbjtree on March 21, 2014, 01:00:02 PM
I just started playing this again with a buddy, if anyone is active go ahead and add me to your friends list.

I'm Toha Brandt in game.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 21, 2014, 03:45:31 PM
I'll add you to my Friend List.

In the faction thing, Steiner is leading.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 22, 2014, 06:24:48 AM
No House incites nationalism loyalty like the fake Germans.  House Weeabo is the only one that comes close.


Title: Re: Mechwarrior Online
Post by: Kitsune on March 25, 2014, 03:48:43 PM
Most nerds have a giant boner for the Federated Suns, thanks to their being the 'good guys' for most of the novels.


Title: Re: Mechwarrior Online
Post by: Lantyssa on March 25, 2014, 08:53:48 PM
Maybe.  They always struck me as Divine Right types, and that was a big turn-off.  I think team Banzai was the only thing I liked about Davion.


Title: Re: Mechwarrior Online
Post by: 5150 on March 26, 2014, 05:53:06 AM
Steiner were the 'good guys' of the 2 old Crescent Hawks games which might also sway people to the blues

That and Hersperus II


Title: Re: Mechwarrior Online
Post by: Sir T on March 26, 2014, 08:04:07 AM
Federated suns were House Davion, not Stiener. Stiener was the Lyran Commonwealth.

Anyway The Stieners have the Atlas with ECM, and also field HIGHLANDERS.

Just realized I haven't played this in a Month.


Title: Re: Mechwarrior Online
Post by: 5150 on April 01, 2014, 04:46:00 AM
I forsee unhappy fanbois over the MWO April Fool http://mwomercs.com/news/2014/04/815-urbanmech-arrives-on-battlefield (http://mwomercs.com/news/2014/04/815-urbanmech-arrives-on-battlefield)


Title: Re: Mechwarrior Online
Post by: Falconeer on April 01, 2014, 06:33:30 AM
The only way they could fix the bitter rage that will spawn from this is if they actually ended up doing it. Also, 360° torso twist? That would be fun.


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 01, 2014, 06:48:44 AM
I'd totally buy an Urbie if they were available.

An amusing twist would be if everyone drops in an Urbie during matches today, or a King of the Hill mode with Urbies against one Atlas.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 14, 2014, 11:11:41 AM
Regarding the Launch Module and Team Sizes (http://mwomercs.com/forums/topic/155572-regarding-the-launch-module-and-team-sizes/), by Paul Inouye.

Quote
With the upcoming Launch Module, there are still questions on whether or not we will be dealing with group sizes that are over 4 and under 12. As already mentioned in the previous design update for the Launch Module, those group sizes created a rift in how teams are balanced and having to try to determine an arbitrary number of players we would consider over powered in the public queue.

We have stated that 5-11 man teams will not be supported for the Launch Module and we are not changing that. However, it does not mean that the 5-11 man conundrum was dumped off the plate and into the trash. It meant that we do not have the resources at this moment to get the Launch Module out on time and include a special rule set for odd number 5-11 man groups. As the numbers indicated in the previous post showed, group launches, no matter what size, were always going to be a smaller subset of the overall game population.

Our design goal then became to ensure a much more even team build for the public matches and to add the private match lobby system for the competitive crowd. Even with that distinction, we added additional functionality in the private match lobby to somewhat address the needs for smaller group launches as well. It does not directly fix the issue of 5-11 man groups, but it does let them have SOME kind of option to play the way they want to play.

We have in our backburner an idea for the Group Only queue. This system will allow groups of any size match against each other. It would probably replace the current 12-man public queue. The problem areas come around the groups that are 11 in size. There will not be single player groups to fill that 12th slot so the Lobby is now soft locked and players will not be able to launch. Some of you may suggest that allowing solo players the ability to drop into the group queue would be the solution. A solo player would have MUCH greater success at winning in the regular public match than up against teams.

This leaves us with yet more restrictions: the Grouping interface cannot allow teams of 11 players, the Match Maker cannot create groups of 11 players (5+6, 4+7, 3+8, 9+2, 5+2+4, etc). An additional problem that arises is the exact tonnage matching that happens in the public queue. We will not know what Mechs players are bringing to the lobby. The 3/3/3/3 rule still works but we cannot ask the Match Maker to match exact tonnage per weight class when players are already in a lobby.

Now that you know some of the edge cases, let’s look at what we can do, but you need to keep in mind these problem areas.

Public/Single Player Queue
Solo players
2-4 man groups. 1 group per team as it is now.
Group Queue
Allows 2-10 man groups.
Groups can only play against other groups.
No solo players.
Match Maker will not make a team of 11 players
Probability of longer wait times for teams to be built.
Cannot incorporate exact tonnage matching like the other queues.
Private Matches
2-24 players by invite only.
Can set game options/restrictions.
Used for competitive X vs Y players
Now that you see what is planned and the edge cases surrounding implementation of a group only queue, we’re still deciding when this important feature would fit into our development schedule.


Title: Re: Mechwarrior Online
Post by: Shannow on April 16, 2014, 07:11:58 PM
Free bay and TDR for winning 5 matches this weekend. They sounding a little desperate?


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 16, 2014, 07:55:02 PM
They did the Centurion win give-away a month or so ago.  I'm not sure if I'd call it desperate or not, but it's probably a good way to ensure a healthy population during the weekend.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 24, 2014, 07:53:29 AM
So, Paul Inouye was on NoGutsNoGalaxy, and while he said a lot of stuff we don't really care about anymore, he said this about Community Warfare:

Quote
On Community Warfare;
44:40 - Fully understands the doubt in the delivery of CW. Guarantees that CW is going through design lock down.

45:15 - Want everyone who plays to have a role in the IS. Taking over a planet is epic, want everyone to be involved.

46:10 - They want to do CW right first time rather than having to design on the fly.

46:35 - Involving engineering in the process more from the start, rather than telling the engineers to design it as it is on the page

48:10 - They have a small team so key features come first. UI2.0 took all the resources for CW, then launch module took all the resources, then Clans took all the resources.

51:10 - Decision was to get content out then let people play with the content whilst they build CW.

The things you CANNOT do these days with a "small" team of 50+ people...


Title: Re: Mechwarrior Online
Post by: Sir T on April 26, 2014, 12:53:06 PM
Busted off my Misery and played some maps for the first time in 2 months during the "win 5 games" promotion (won 6 games out of 8 for the record)

Holy fuck the basic gameplay is good. I had forgotten how brilliant the feel of being in the cockpit is. Pew pew freaking pew raaargh! Actually beat an Atlas DDC one on one. Well it was on Terra Therma and the idiot kept shutting down, and I only shut down once. And he didn't have ECM equipped. But I still technically beat an Atlas!  :drill:

Its such a pity the people running this are such incompetent cocks as the core gameplay is solid as a rock.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 26, 2014, 03:15:16 PM
I agree 100%. I just played a few games yesterday and had the same feeling. Although, in all honesty, there have been a few games where the lack of organization in our team ended in such an insta-stomp that I was on the verge of headbutting the screen.

Then again, this happens:

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Gold%20Timberwolf.jpg)

ONLY 50 TIMBER WOLF GOLD KHAN COLLECTIONS REMAINING! (http://mwomercs.com/forums/topic/156553-50-timber-wolf-gold-khan-collections-remaining/)


 :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see: :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on April 29, 2014, 12:42:59 PM
The Launch Module explained (video). (https://www.youtube.com/watch?v=a8clRFyibwg)



EDIT: AND of course something went very wrong. It could be that everyone is trying out private matches (they don't give out Cbills or XP though), or it could be that there aren't enough players to support 3/3/3/3 queues anymore, or it could just be a bug. But no game is starting. At all. You queue up and all you get is "failed to find a match" after 1 minute of "Searching..."

Well....   :why_so_serious:>


EDIT 2:

Quote
Greetings MechWarriors,

We are aware of an issue causing longer wait times and failed matching. Following the patch, we have seen an immediate change in behavior from both public and internal testing with hangs and loops in the matchmaking logic.

After a couple of reboots to the Matchmaker, which players will have experienced as failed attempts to match, the issue continues to resurface. As such, our next step is to temporarily disable 3/3/3/3 to determine if this makes any change to the behavior. This means matchmaking weight class restrictions will not function until further notice.

Please stand by for more details as they come.

 :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Sir T on April 29, 2014, 11:24:45 PM
Time to sit back in your cockpit and use your lazors to warm up some popcorn...


Title: Re: Mechwarrior Online
Post by: Falconeer on May 03, 2014, 03:16:11 AM
The most important feature of last patch and possibly the last 12 months, 3/3/3/3, doesn't work, and won't be in for an unknown while.

Quote
On the April 29th patch the Launch Module feature was released and with it updates to the game’s matchmaker. These matchmaking changes included 3/3/3/3 which is a restriction to ensure each team has the composition of 3 light Mechs, 3 medium Mechs, 3 heavy Mechs and 3 assault Mechs. Also we added another new restriction to ensure that each team could have at most 1 group. For those of you who participated in the Public Test with these changes, you’ll know that the testing of these matchmaker changes was successful, with a large number of our participants enjoying the format of the matches.

Unfortunately, after the April 29th patch went live, we were forced to disable both of these changes due to problems the matchmaker began to experience under our production load. In addition to disabling these changes, another bug was discovered, in which users in the 12 user group queue were being incorrectly matched with users in the solo/2-4 user group queue.

This week we have been very busy working on fixing these problems to get them back out for everyone in the May 6th patch.

Here is the current status update:

The bug involving the 12 user group queue matching with solo/2-4 user group queues has been identified and confirmed fixed and will be in the May 6th patch

A problem with the single group per team feature of the matchmaker was identified and fixed and will be in the May 6th patch. This feature of the matchmaker will be re-enabled; however, it will be monitored closely. In case problems with the matchmaker arise again, we may be forced to disable it.

The 3/3/3/3 restriction created larger queue sizes (as predicted) on production; however, this highlighted a flaw in the underlying implementation that wasn’t known prior. We hope to have this issue solved as soon as possible, and will update the community with a date when it becomes available.

We thank everyone for their patience as we work on bringing 3/3/3/3 and the 1 group per team features of the matchmaker back online.


Title: Re: Mechwarrior Online
Post by: Lantyssa on May 03, 2014, 05:55:45 AM
Was the flaw that 90% of people queue in Heavies and Assaults, and instead of putting groups on separate sides you went for one per team, thus creating a massive backlog that the system could never figure out how to fill?

"Look guys, I know you're stupid, but a matching algorithm isn't that hard.  Build the opposing teams at the same time instead of filling a complete side then the other one.  The lobby should be to give people time to load after the teams are already set, that way the matchmaker can draw from the pool of everyone who is queued."


Title: Re: Mechwarrior Online
Post by: Sir T on May 03, 2014, 07:25:33 AM
Was the flaw that 90% of people queue in Heavies and Assaults, and instead of putting groups on separate sides you went for one per team, thus creating a massive backlog that the system could never figure out how to fill?

Stunningly, when I read 5 minutes ago that 3/3/3/3 meant assaults/heavies etc, I immediately grasped the massive flaw in that. Lets face it, the standard meta build for a while was 4 Jenners and as many Highlanders as you could cram in. The least played class out there is Meds, and I'll admit, i have fun in my Misery, an assault, more than any other mech.

And hilariously, I got this in my Email this morning!

(https://gallery.mailchimp.com/ab08b1e44d32f493373bb01cc/images/newsletter_bonus_private_screenshot_01.jpg)
(https://gallery.mailchimp.com/ab08b1e44d32f493373bb01cc/images/newsletter_bonus_private_screenshot_02.jpg)
(https://gallery.mailchimp.com/ab08b1e44d32f493373bb01cc/images/newsletter_bonus_private_screenshot_03.jpg)

Look over there! There be GOLD in them thar mechs!!! And thar be Private Matchmaking that we turned off this morning!

Screenshots "here" (http://mwomercs.com/news/2014/05/849-gold-stormcrow-adder-screenhots-revealed?utm_source=MechWarrior+Online+Mailing+List&utm_campaign=694f0ac461-MWO_newsletter_mcsale_2014_05_02&utm_medium=email&utm_term=0_4313429d07-694f0ac461-35799269)


Title: Re: Mechwarrior Online
Post by: Falconeer on May 07, 2014, 12:43:30 AM
(https://dl.dropboxusercontent.com/u/3584773/MWO%203%203%203%203.png)

Can you believe this? This has been in design and testing for MONTHS. Then it finally went live last week. After literally three minutes it was obvious it didn't work and was preventing any match to start so they had to turn it off. A week later, we learn that the feature it took them months to design and code is undergoing a "proper review/design and fix" and there's no ETA for it?

Unbelievable.


Title: Re: Mechwarrior Online
Post by: eldaec on May 07, 2014, 03:07:39 AM
Would it be so hard to count the number of each size class in the queue when making a match, and then fill both teams in proportion to that?

I mean, it doesn't sound hard, so maybe I'm missing something.


Title: Re: Mechwarrior Online
Post by: Sir T on May 07, 2014, 03:57:38 AM
Because ages ago they decided to match teams based on their rating of the skillz of the player rather than the weight of the mech. I lost count of the games where I was one of only 2 assaults on my team and then I see 2 atlases, 3 stalkers and a couple of highlanders walking around the corner. If they just stated matching by weight alone they would have people burning down the forums about how unfair it is that they are not matched up against people of their skillz and that the player is the real balancing factor and a Commando can so take an Atlas with skeeel and blah blah.

I'd say fuck them. If they are still trying 3/3/3/3/3/3/3/3/3/3/3/3/3 AND matching for their player win rate rating no wonder the system chocked.


Title: Re: Mechwarrior Online
Post by: eldaec on May 07, 2014, 05:47:05 AM
I can only speak for myself, but I live a lot longer in a Cicada than an Atlas, and really don't worry when I see an Atlas lumbering over a hump in the road.

I've never seen the big attraction of weight class matching, but if you must have it, it doesn't seem very hard to do.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 08, 2014, 03:35:13 AM
The private match interface finally provides a tool for tournaments. So they are running one. (http://mwomercs.com/news/2014/05/854-mwo-tournament-series-beta-first-engagement)

Quote
We're excited to present our first in a series of team-based tournaments! We'll kick the First Engagement off with the new Launch Module system, which allows for groups of players to choose their opponents in a pre-match game lobby.

(...)

Prizes:
1st Place team members (including substitutes) will be awarded a Hero `Mech of their choice, 30 days of Premium Time, a T-Shirt and an exclusive Tournament Victor's Skin*.
2nd Place team members (including substitutes) will be awarded a Champion `Mech of their choice, 30 days of Premium Time and a T-Shirt.


But what I really like about the launch module is that it easily allows for all sorts of matches, even or uneven, with or without weight limitations, and ultimately even duels. This is a one on one between two well known members of the community, HomelessBill and Victor Morson (https://www.youtube.com/watch?v=OM4514TW5dk). Not a great duel, but the potential is there.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 19, 2014, 01:38:56 PM
The MWO official Tournament is underway and PGI decided this match was worth recording, commenting and sharing on Youtube.

https://www.youtube.com/watch?v=gybDmkE-ubY

I never thought something with 'mechs could be this boring but somehow the dull commentary, the subpar spectator tool and the puzzling strategical gameplay make it a real snoozefest. The real question is why did they decide this was worth posting on the official Youtube, why did they think it was a good idea. TOTALLY MAKES YOU WANT TO DOWNLOAD AND PLAY RIGHT NOW, RIGHT?! Launch Tournament, 7 months ago, showed more potential. Maybe Skirmish mode is even worse than Assault for eSport purposes, but regardless this company and their strategies never ceases to amaze me.

Trivia: the winning team, Frati Mazzolatori, is an Italian team.



EDIT: A mistake on my part, I didn't realize they are upoading ALL matches, so I guess they decided on this before they happen to realize how terribly boring they could be to watch. It's not like they picked just one match to upload.


Title: Re: Mechwarrior Online
Post by: Pennilenko on May 21, 2014, 11:50:54 AM
So I get my new stick in that I plan on using for Elite: Dangerous two days ago.  Yesterday while recovering from space vertigo, which was fricken awesome (no sarcasm), I got the bright idea to reinstall MWO and try my new stick out in it. I mean my thinking was that I used to love the shit out of some Mechwarrior with a joystick well over a decade ago, it would be awesome to play this shiny new Mechwarrior with a new awesome stick I just got.

This game is fucking shit with a joystick. How do you do a Mechwarrior game that plays like fucking shit with a joystick? How? Fucking Hell. I know it is not stick quality either because my new stick is amazing in many other games, very tiny dead space, quick responsiveness. Nothing I did in the options panel made things better.



Title: Re: Mechwarrior Online
Post by: Samprimary on May 21, 2014, 12:20:20 PM
to be fair, in any game in which there was ample and complete joystick support for mech driving, mouse+keyboard was superior

the mouse in particular is an astoundingly responsive and precise tool to use, in comparison to a joystick. now, it would have some downsides if you were in a force feedback cockpit or something, but.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 21, 2014, 12:37:52 PM
Eeeeh, I have to agree with Samprimary. I totally get the desire to play with a joystick considering the lore and the history of the game franchise, but the aiming in this one is of the FPS variation, and there's nothing that beats a mouse when it comes to that.

It's funny because when the game was still in closed beta they were in the talk with Razer for a custom joystick (the Artemis) (https://www.youtube.com/watch?v=NMqO_k5B2LE) which was actually prototyped (picture) and showed at the beta nVidia tournament. I wonder at what point Razer realized this was a rocky boat to be on, and ultimately a game that couldn't be played with a joystick.

(http://images.mmorpg.com/images/newsImages/232012/IMG_20120606_101053_t.jpg)


Anyway, for all of you who are pissed at the game development but would still love to love it, come back in 12 months. It should be closer to release by then.


EDIT: Pennilenko, check this thread. (http://mwomercs.com/forums/topic/11546-annoucing-the-razer-artemis/page__view__findpost__p__1738155) It has some suggestions from joystick users for joystick users.


Title: Re: Mechwarrior Online
Post by: Pennilenko on May 21, 2014, 12:59:15 PM
I just want to point out that I am not one of those nutters that prefers weird control schemes instead of high precision convenient set ups.  I was only looking for some nostalgia and was expecting at least semi passable stick performance.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 22, 2014, 11:47:38 PM
Quote
Status of the Matchmaker: I have both good and bad news. The release of the 3/3/3/3 feature has been as frustrating for us as it has been for you. Many have speculated that the feature simply has been proven unviable and we should be looking for alternative ways to match our players. Here is where I can state the good news that it actuaully seems that we have proven the feature to be very viable and fun. In explanation: now that we have the Queue window we actually were able to prove that players are willing to adjust there behaviour and play more Light and Medium mechs so long as they know that the two sides are even which was always a critical component of the 3/3/3/3 feature. We actually saw the Queue's for the 4 weight classes even out very effectively. On top of that when matches were kicking off the matches were noticable by everyone involved to be very fun and and much more consistently competitive.

Now the bad side unfortunately what we found was that the feature is unviable in the currently way the matchmaker has been written. Therefore it is going to be necessary to do a rewrite of the matchmaker code. Now I should mention that it was always going to be necessary to rewrite the matchmaker code to support the faction based matching necessary for CW which was basically upon us anyhow, but we had hoped in the meantime 3/3/3/3 would be active. So this has changed our plans and we have had to bump the MM rewrite up to top priority. Karl Berg is now assigned to start and complete this rewrite and we will start out by completing just the existing design of 3/3/3/3 and get that active then complete it to support CW. So as to an ETA all I mentioned in the VLog is that I promise to give you an updated ETA in about 2 weeks time, but I am hopeful it will only be in the ~1month timeframe.
In summary: 3/3/3/3 seems very fun, competitive and viable. But it will need some rewrite of the MM to actually turn it on. I will get back to the community with an updated ETA in about two weeks time.

Thanks everyong for your patience, can't wait to get this feature live.
Russ

How is all of that even possible at professional coding/programming/developing level? Can anyone mention something like this ever happening in any other commercial product before?


Title: Re: Mechwarrior Online
Post by: Typhon on May 23, 2014, 05:38:11 AM
That is very worrying... well, if the bar was at a reasonable level.  It's kind of just business as usual with this crew.

What is more disappointing is that they aren't saying, "damn, this just isn't going to work with this matchmaker, we'll have to re-write is... hmmm, maybe will invest in a more flexible way of having players choose their mechs".  One month timeframe says to me they are going to rush/halfass in something that doesn't address any of the major issues, it just (barely) gets the job done with the exact same UI they are using now.

The match-making as defined puts the onus on the player to play the healer (light) or tank (medium) instead of picking a mech that you want to play, or pilot a mech as part of a contract.  I really like the idea of a match having a certain budget (4v4, 8v8, 12v12) and mission objectives and contract payment/bonuses.  Player experience/skill with a certain mech/weight class acts as a factor in determining contract rate.   You know, all the shit they'd need to be in place to have an rich clan vs sphere conflict.  Instead we'll get a dirty bandaid. 

I really really really hope someone buys them out.


Title: Re: Mechwarrior Online
Post by: Samprimary on May 23, 2014, 08:54:15 AM
It's kind of just business as usual with this crew.

pahtc notes world of macwarrior: online

by paul inoyue age 13

- due to implementation problems with the developer post explaining why community warfare is delayed, the developer post explaining why community warfare is delayed has been delayed for quarter 2, 2015 while we shore up some scaling issues

- ghost heat now has a bedsheet on it with holes cut in it for eyes so you can see out of it. this will make it more spooky for players

- pgi now accepts bitcoin and actual irl gold in exchange for gold mechs

- in response to concerns that the flamer is the most uselessest weapon and nobody but the legitimately uninformed and stupid players use it because it does not do anything, we have buffed the weapon with a crit coefficient for exposed left arm internals that gives you a .025% chance to do 22% extra damage on that 'tick' to any flamers present in that arm — to prevent players from abusing this newfound power, heat generation has been increased and weight has been raised by one ton for inner sphere flamers, (or 11GeQ and 10.2 Metric Batchalls per clan flamer)

- due to the success of the gold mech clan invasion packages and having to make rent this month, we are introducing the platinum mech superclan megainvasion packages. superclan mechs are basically Transformers and can turn into lambos and bentleys or like mack trucks if you're into that, we don't judge

- jenners are now submarines that can fire lostech 'torpedos' at mechs in river city's river or the lake on forest colony, and play theme from Jaws. jumpjets allow limited 'flopping' motion on waterless maps

- heavy metal now plays dubstep on kill

- players using Premium time can use the old heatvision mode that basically made you the Predator

- PPC's now fire homing lock-on hyperintelligent energy like in Mech Assault, because seriously what was up with that it like literally made NO sense

- LRM's are slated to have a hotfix this afternoon to make them completely broken and useless, and then a second emergency hotfix is planned on 5/25 to make them godly overpowered for some unforeseen reason. Please adjust your builds appropriately

- ECM is being overhauled to a new system. Players affected by enemy ECM will receive strongly worded SMS text messages to their phone urging them to ignore extant targeting on a particular target.

- matchmaking?

- we are aware of and are looking into the issue where users are spontaneously disconnecting from patch not





Title: Re: Mechwarrior Online
Post by: HaemishM on May 23, 2014, 09:01:01 AM
You know, matchmaking in LOL ranked solo queue was pretty goddamn bad, and it's still better than their shit matchmaking.

Why are you picking your mech BEFORE getting matched up or even knowing what map you are going to play or what team you are going to play on? That one decision right there is the reason this fucking game can't even put in a reasonably balanced matchmaking system.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 28, 2014, 09:36:24 AM
Drama:

the subreddit MWO has been for a long time the place to go for all things MWO out of the official forum. A while ago inner frictions led a big group to create another subreddit, called OutreachHPG. The angriest stayed on r/MWO, the more lenient towards PGI went to OutreachHPG. That's why, for example, Russ Bullock had his AMA on r/OutreachHPG instead of r/MWO last week.

This led to some arguing around until the PGI Community Manager, Niko Snow, posted something along the lines of "r/MWO is a cesspit of angry posters banned from the official forums".

Quote
I do not think that particular subreddit (r/mwo) can be defined as a base for our fans or customers any longer...

Rather, since the change of management, and the resulting diaspora of our active Reddit fans towards r/OutreachHPG and other Subreddits. r/mwo has essentially become an echo-chamber for those who have been banned from our services for repeated abusive behavior.

Here's the whole, long post. (http://mwomercs.com/forums/topic/159498-on-rmwo/page__p__3406355#entry3406355)

Obviously, a lot of people took that very badly and as a result, after among other things an ultimatum by the admin of r/MWO, Niko Snow issued an apology. Which I can't even read because my brain can't stop twitching for all those "it's" "it's" instead of "its" in the first few lines. What the actual fuck Mr. Community Manager?

Quote
Indeed, r/mwo had around 4000 subscribers...While many have changed hubs with the change of it's moderation team and the removal it's moderation standards, in past months: Many others remain, and some have been painted as the targets of my messages in this thread. I'd like to take a moment to add an additional apology to those people: Whether they are an impassioned pilot who has never been intentionally abusive towards a staff member or another player, or whether they are a casual who has just stumbled into the crossfire.

To those people I would like to clarify where my frustrations lie...it is with individuals.

... and so on for another two thousand lines. Anyway, boring.

In the meantime, they have released the #4 Video Log but I haven't had time to watch it yet so here it is. (https://www.youtube.com/watch?v=uF2bWDmFL9w) I'll update with the usual amount of vapor-info when I'm done with it. Apparently they talk about the mysterious warhorns, Clan weapons and the unique Clan modules.





EDIT (stuff that is in the video):

- Warhorns are cockpit items that play various sounds when you kill someone, like the Heavy Metal Highlander but with an additional visual representation in the cockpit.
- Bonus Clan modules are: faster rate of AMS, increased range and duration of NARC, reduced fall damage, increased movement speed when legged, and finally a defensive target-decay accelerator.
- Clan Weapons: ACs will be firing bursts, LRMs will be firing streams, lasers will have longer duration. Clan LBX won't be able to switch ammo ("due to inherited problems with out weapon system...") so it'll switch mode of firing.
- Autocannon nerfs incoming, for all models (AC5, AC10, AC20), mostly shortening their range.
- Possible nerf to artillery.
- Increasing fall damage on bigger 'mechs (preparing for DFA?)
- and finally Russ Bullocks takes 6 minutes of video to tell us that the matchmaker is broken and they have no idea how to implement 3/3/3/3 or weight limitations ("Because of how the matchmaker has been written").   :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious:



P.S: If you watch until the end you can see a couple of teases. The concept and modeling of a Leopard class dropship, and a dev playing around with a motion tracking device which lets him look around the cockpit by moving his head.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2014, 10:29:04 AM
Official post by Paul about the incoming weapon and balance changes. (http://mwomercs.com/forums/topic/159594-weapon-balance-changes-where-are-they/)

Quote
Weapon Changes

It's been a while since the last round of weapon tuning has happened. Two things were the root of this.

First off, the tournament was in progress and we cannot change gameplay variables while it's going on. This doesn't mean investigation and updates were not made during this time. June 3rd is about to have quite a few weapons tweaked.

The second reason is that there were some major potential fixes for SRMs. While this has been improved, it has not been fixed completely. The engineering team is still working diligently on finding out the root cause and even as I write this, there are investigations into some other possible causes.

That being said, here are the next weapon numbers and why they were done.

First off... AutoCannons. All AutoCannons have had their fall off range reduced in the same manner as the AC/2. Instead of having triple the max range, all AutoCannons are now double. This is going to bring AutoCannons into brawling ranges and also slightly affect the PPC/AC combination at long range.
AC/5 and UAC/5 have had their max range reduced from 1700m to 1240m
AC/10 has had its max range reduced from 1350m to 900m
AC/20 has had its max range reduced from 810m to 540m
SRMs are next. While investigating further fixes within this weapon system, we realized that the spread on all SRMs were set to 6 meters. This means the spread on an SRM/2 is just as wide as an SRM/6. This has been updated to make bit more sense and naturally increases the viability of all SRM systems.
SRM/2 has had its spread reduced from 6.0m to 4.8m
SRM/4 has had its spread reduced from 6.0m to 5.2m
SRM/6 has had its spread reduced from 6.0m to 5.7m
ALL SRMs have also recieved a 0.15 damage increase. This is to help average out DPS when missiles hit and miss due to Host State Rewind issues.
SRMs damage increased from 2.0 per missile to 2.15 per missile.
It was also found out by the community that the impulse on the SRM/4 was out of line with the other SRM systems. These have all been reduced to the SRM/4 value.
SRM/2 has had its impulse (screen shake) reduced from 0.192 to 0.11
SRM/4 has no changes made to impulse.
SRM/6 has had its impulse (screen shake) reduced from 0.192 to 0.11
Laser systems are next. To make the Small Lasers (SL and SPL) a little more viable in the brawl area, they have had their ranges increased slightly. The small lasers are now able to engage just outside the minimum range on a PPC.
Small Laser has had its range increased to 100m up from 90m and its maximum range increased from 180m to 200m.
Small Pulse Laser has had its range increased to 100m up from 90m and its maximum range increased from 180m to 200m.
The Medium Pulse laser was also investigated and to bring it in line with the ML and taking into the account the doubling of tonnage, the base heat generated has been reduced slightly and the range has been increased slightly.
Medium Pulse Laser has had its range increased from 200m to 220m and its max range increased from 400 to 440m.
Medium Pulse Laser has had its heat reduced from 5.0 to 4.6
Last on this list is Air Strike and Artillery Strike. The intention of these has always been an area denile system for getting enemies to not camp in a single spot. It is working but the amount of damage is still a bit high and even noted in the current tournament as being a little over powered. The following changes have been made:
Air Strikes have had the spacing between shells increased by 20%. This is around 8-9 meters.
Artillery Strikes have had their area of effect increased from 60m to 75m (spacing out the shells more).
Both Air Strikes and Artillery Strikes have had their base damage reduced from 40/shell to 35/shell.
Just a FYI, we are constantly monitoring weapon usage and will continue to make balance changes when we can and where we can.


Title: Re: Mechwarrior Online
Post by: Lightstalker on May 29, 2014, 02:50:44 PM
Are these changes meant to adjust actual in-game imbalances, or to induce players into spending more through mechs and weapon systems they may have been neglecting by creating a different set of imbalances?

I'd say they are swinging the pendulum back and forth between extremes, but I wouldn't be so quick with these guys to assume any part of the system was a fixed pivot.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2014, 03:25:32 PM
If anything these fixes won't really change much, they are very mild across the board. The one thing I'd really love to see nerfed is jump sniping, the crosshair should be shaking the whole time, not just while climbing. Anyway, weapon balance for the IS weapons could be close to decent with this last tuning pass, but the shit will majorly hit the fan in exactly two weeks, with the new Clan weapons.

EDIT: Russ Bullock tweeted about some upcoming changes to Jump Jets: heavier 'mechs will generate more heat while jumping (having to use more thrust, realistically) and will take more damage when landing from a jump.


In other news some fans released a teaser for a Mechwarrior cartoon, called Mechwarrior Revival (https://www.youtube.com/watch?v=56yGc-zVH_E), and while it has none of the *necessary* 80s feeling, I enjoyed it more than I would have thought after the first 10 seconds. Give it a look.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2014, 03:53:11 PM
(https://dl.dropboxusercontent.com/u/3584773/MWO%20Paul.png)



 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on May 29, 2014, 03:57:10 PM
Last update for the night.

Tournament Quarter Finals going live on Twitch right now.

http://www.twitch.tv/igp


Title: Re: Mechwarrior Online
Post by: MahrinSkel on June 02, 2014, 09:03:17 PM


 :oh_i_see:
Having been the guy wielding the nerfbat, I can understand what he is trying to say: Once you have internalized the dynamics of gameplay, you gain far more from fiddling around, "What if we tighten up the graphics on level 3?" in a test environment, and from metrics drawn from the live environment results, than from actually being an active player (which tends to lead to "pet class" problems, as developers see the problems with their preferred style of play more clearly and tend to favor it, even if only with more attention).  But that's a really bad way to answer it.  He *literally* just said that he's too busy to come down from his ivory tower and actually play the game the way the players do.

--Dave


Title: Re: Mechwarrior Online
Post by: Pennilenko on June 03, 2014, 09:03:48 AM
He *literally* just said that he's too busy to come down from his ivory tower and actually play the game the way the players do.

So um, he went to the Ghostcrawler school of game design?


Title: Re: Mechwarrior Online
Post by: Sir T on June 03, 2014, 09:05:06 AM
Played a few of rounds again today. Was really gratified to find that they have FINALLY added an option to remove that "plunkplunk" sound from the interface. Its in audio and its a tic box next to "frontend sounds"

Unfortunately, that just nakes the other flaws of the interface far more annoying. Gamers, huh?  :grin:

Gameplay is still fairly solid, but the latency issues involving lights reared its ugly head again (lights are basicly too fast for the code to keep up with so you can shoot a light dead center and nothing happens as in actuality you are shooting in a completly different direction to the direction you think you are shooting in) So I got a bit frustrated. Core gameplay is still fun as kech tholugh.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 04, 2014, 01:46:35 AM
They are resetting/realigning the timeline, back to 3049 (http://mwomercs.com/forums/topic/160035-returning-to-3049/) so the Clan Invasion will be in tune with the lore when Community Warfare will hit.
This is good news because I have been missing the Battletech lore like crazy. As much as I love stompy robots, Battletech/Mechwarrior ARE the lore and it's criminal to skip it. Without it, you are left with ugly, improbable designs. This game would be so much better if we had in-client lore, flags, banners, history, and so on. But knowing PGI, this won't happen until 2029. Hell, this thing doesn't even have your stats in-client, it needs to launch an external browser.

They are also allowing players to join one of the first 4 Clan factions.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Factions.png)


Quote
Rolling Back to 3049 and Why.

Greetings MechWarriors,

We will be rolling back the timeline to 3049 for a few reasons, with the biggest of them being Community Warfare. If we stay at our current timeline of 3051: We end up well beyond the Third Wave of the Clan invasion the Free Rasalhague Republic is in dire straits, and later this year would see the completion of the Fourth Wave. This is not the essence of Community Warfare as we intended to have had when the Clan vs Inner Sphere fighting broke out in MWO.

This rollback has some inconsistencies involved with it. For example, the “S” variants of some of the Clan ‘Mechs are not available until 3050+. However, 3050+ is when they become widely used throughout the conflict zone, not necessarily when they were created. Players can think of it this way… having access to the “S” variants is sort of like having access to the advanced prototypes of these ‘Mechs. We will have to bear this inconsistency for now as the Clan Packs are being released before Community Warfare.

That being said, rolling back to 3049 puts us in a position where the Clans start taking planets in the Periphery around August. When we launch Community Warfare later this year, players will be able to partake in the Periphery conflict and then move into the First Wave of Operation Revival, where the Clans really start to push into the Inner Sphere itself. This is the true feeling of the Clan Invasion that we wanted from the initial conception of the game and originally suggested a 1-to-1 timeline.

When Community Warfare is ready, the Clans will only occupy a small number of planets. This is where players will have the ability to follow a recreation of the Clan Invasion by forcing their way down into FRR territory and harassing House Steiner and House Kurita along the way. However, if the Inner Sphere players are organized, they can even change the course of BattleTech history and try to stop the Clans in their tracks.

Regarding the 3 additional clans that join the invasion in Wave 4 (Clan Nova Cat and Clan Steel Viper) and just after Wave 5 (Clan Diamond Shark), we are planning on pulling them into the conflict closer to their reveal dates next year (i.e. as soon as possible).

We hope you understand our desire to re-align the timeline to really help bring the impact of what Community Warfare will mean in MWO. We would greatly appreciate your thoughts on the impact of this timeline change and you can provide it here in the feedback thread.


Title: Re: Mechwarrior Online
Post by: Sir T on June 04, 2014, 03:10:49 AM
Heh, the only reason the clans got as far as they did is because the Inner Sphere had no idea who the hell they were and were not ready for them. When they released the clan books people read through them and basically said "uh, is that it?" They had to pretty much invent Clan Diamond Shark as a specialized jumpships clan with all the jumpships needed to carry their sorry asses. When the clans paused for 6 months and then got going again I think they managed to take a total of 3 planets in a year (and they were actually losing a few battles as well, such as the Grey Death Legion kicking Clan arse on Pandora). Hell, the FRR was basically invented in the story to give the clans a weak enemy to push right through deep into the inner sphere.

Basically, the clans would be crushed by an Innersphere lining up to fight them. Unfortunately, that wont be reflected in game terms as everyone and their mother will be driving their shiney gold omnimechs so in game the Clans will outnumber the Inner sphere, at least for a while.

But yeah resetting to 3049 is a good move I think.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 04, 2014, 06:08:59 AM
It's only a good move if they're actually ready to launch.

Were they more organized, I'd say they having it working under the hood.  Seeing the results of 3/3/3/3 I'd say it's going to need another reset.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 04, 2014, 03:38:25 PM
Uh oh. Half the community hates the reworked Clan logos so as usual they yelled at

 (http://mwomercs.com/forums/topic/160213-clan-logos/PGI which is not putting up a vote to see what Clan logos to go with.[/url)
Quote
Greetings MechWarriors,

Few things in life evoke as much emotion as artwork. Today, I am not very interested in the debate of the subject of whether beauty is in the eye of the beholder, as I am in giving you, the customers, what you seek.

The overwhelming message that we are hearing is that the Clan players want to receive the same treatment that the Inner Sphere (IS) factions received with regards to symbolic artwork. That would be defined as taking previous faction logos seen in past games and applying a "mild refresh", instead of the "Heavy Rework" the existing ones have undergone.

I should also point out that I have received at least a few "you better not change it now I love the new one" responses. The caveat is that a part of getting the same treatment as the IS means that we're not going to be able to give the players the option to choose between them. Such a change would require new code functionality to the website as well as needed changes in the game client. In this circumstance, we will have to go with the majority vote.

We are currently recreating the clan logos under the "mild refresh" process used with the IS logos. No, they won't simply be the exact old logos either since there is enough ambiguity on rights ownership of artwork to prevent such from being feasible. Additionally, this way they should fit in perfectly with the existing IS logos. Once this art is complete, Niko will put up a poll and it will be a very simple two choice poll. The "Heavy Rework" set or the "Mild Refresh" set.

Assuming the "Mild Refresh" option is selected, I wanted to explain in more detail why it might take the time it does to enter the game itself: The game client itself goes into lock down on a 2-week testing protocol to achieve approval status before release to live production. As this remains an aesthetic concern, this is not something I would ever consider a hotfix for; The best case scenario is June 17th patch. There is also the Clan cockpit content that has been created which will need to go through some changes, so it's a certainty that this particular content received on June 17th will use the "Heavy Rework" artwork. Changing that content to use the "Mild Refresh" artwork would come sometime after June 17th. date to be decided.

The silver lining is that we can make the switch on the website for use on the forums very quickly and that could likely happen within the same week as the poll. Another bonus I can offer is that we have heard the excellent suggestion of using the "Dagger Star" graphic for use as a general clan tag for those wanting to represent one of the other Clans until they can join the invasion. As to timing of the Dagger Star icon, that may have a dependency with the game client since it’s a new clan faction. I don’t have all the answers on this yet but wanted to let you know that yes we will be adding that as an option in the relatively near future.

Okay so that is the update, we are going to try our hardest to give you the customer what you want. Niko will update us with the poll as soon as we can manage.

Thanks.


Russ Bullock


Title: Re: Mechwarrior Online
Post by: Goreschach on June 04, 2014, 10:39:00 PM
gusy the icons are hardcoded. we cant llet users cahnge them


Title: Re: Mechwarrior Online
Post by: Sir T on June 04, 2014, 11:40:52 PM
I think what he is really saying is that the original precious clan logos are protected artwork that they cant use due to rights issues. So stop getting your panties in a twist, you whiners.

Personally, on my list of issues with the Clans and the game in general the sodding logos are WAAAAAY down on my list. It just shows the religious awe some people have with the clans.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 05, 2014, 12:33:07 PM
Clanners are seriously crazy.


Title: Re: Mechwarrior Online
Post by: Shannow on June 05, 2014, 01:25:38 PM
Clanners are munchkins. They exist in every game ever played. Battletech is just a bit more blatant about it.

That being said if you are over the age of 25 and love clan munch you need to kick yourself in the head. HARD.

I still want a 3025 tech only option.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 05, 2014, 01:54:21 PM
Not really fair.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 05, 2014, 02:21:10 PM
Clanners are munchkins. They exist in every game ever played. Battletech is just a bit more blatant about it.

That being said if you are over the age of 25 and love clan munch you need to kick yourself in the head. HARD.

I still want a 3025 tech only option.

Clan stuff has been around and dominant in Battletech lore for like 25 years.  It's part of the game whether you think it's OP or not.  The people that are going apeshit about stuff being incorrect are most likely the older players than the younger ones.


Title: Re: Mechwarrior Online
Post by: Typhon on June 05, 2014, 03:53:32 PM
Yeah, I have no idea where any of that Shannow posted comes from.  My intro to the Battle Tech world was with Mech Warrior 2, where you played, GASP, the clan.  Thus, my love of all things clan.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 05, 2014, 04:45:34 PM
Some of us were playing prior to the video games.  Or our first was MW1 where you could play beloved 'mechs such as the Triangle-with-Legs, the Rectangle-with-Stick-Arms, or the Cone-with-Triangle-Gun.


Title: Re: Mechwarrior Online
Post by: Shannow on June 05, 2014, 05:46:41 PM
*mutter mutter bloody young kids mutter mutter*

Ok, I'll give it to you that if that's all you've known then you can legitimately like the Clans.

Most of the people I've known who liked Clan tech were the sort of kid who rocks up to your D&D session with his own 'special character' that had the special +5 long sword of doom and innate ability to make gold fly out its arse...you know the type.

The tech is simply overpowered. 3025/50 tech requires you making sacrifices and trade offs , you know having skill and shit.


Title: Re: Mechwarrior Online
Post by: Sir T on June 05, 2014, 06:43:11 PM
The clans were always very big in America. In Europe they tended to go with Inner Sphere games and the clans really were not that popular.  I still remember the near revolt that happened in America when the Clans started getting their ass kicked. Good times. But yeah, the people I knew who were clanners tended to be the steller munchkins of the gaming groups. The first Btech novel I read was actually a clan novel and it turned me off the game and universe for a few years.

And there was only one Bteck game where you played a Clanner, and there was a grand total of zero Inner sphere mechs in that game. (Though one of the paths in MW4 ended with you joining the clans.)


Title: Re: Mechwarrior Online
Post by: MahrinSkel on June 05, 2014, 06:45:56 PM
My 3025 TR has a Marauder on the cover.  To me, if you wanted powerful, you wanted Lostech.  I'm old, and you kids are on my lawn.

--Dave


Title: Re: Mechwarrior Online
Post by: Evildrider on June 05, 2014, 07:07:54 PM
*mutter mutter bloody young kids mutter mutter*

Ok, I'll give it to you that if that's all you've known then you can legitimately like the Clans.

Most of the people I've known who liked Clan tech were the sort of kid who rocks up to your D&D session with his own 'special character' that had the special +5 long sword of doom and innate ability to make gold fly out its arse...you know the type.

The tech is simply overpowered. 3025/50 tech requires you making sacrifices and trade offs , you know having skill and shit.

Well I'm 40, I don't know if you can call me a young kid, and I've always had grounded GM's and DM's.  So there really wasn't any of that munchkin stuff.  Maybe it's because I didn't play too much out of my groups when I was younger that I didn't run into all the stuff that would make me rage.  In my MW games we legit played the Clan.  Meaning, we stuck to the tactics they used from the books.  The only clan tech our group ever got was from salvage.

I do know the type of which you speak though.  I've been to enough conventions and ran into those kind of people.  All I'm trying to say is not everyone that likes clan stuff is a an asshole or a power gamer.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 06, 2014, 01:27:11 AM
Some of us were playing prior to the video games.  Or our first was MW1 where you could play beloved 'mechs such as the Triangle-with-Legs, the Rectangle-with-Stick-Arms, or the Cone-with-Triangle-Gun.

Yes, but the reason I posted that it's not fair is we're NOT the majority anymore.

Sorry.


Title: Re: Mechwarrior Online
Post by: Merusk on June 06, 2014, 05:26:21 AM
Being old, what a bitch that is.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 06, 2014, 05:41:34 AM
I've played the tabletop since before the Clans even existed (or before they were exported to Italy...) and I really disliked them at first cause they made all my favourite 'mechs look weak. But even more annoying than someone wanting to play Clan 'mechs were those kids wanting to build their own 'mech, which -surprise-was always an over-optimized 100 tons monstruosity. "It's within the rules!"


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 06, 2014, 06:07:32 AM
Yes, but the reason I posted that it's not fair is we're NOT the majority anymore.

Sorry.
Yeah, but the majority are dumb.  And they should feel bad.  Harumph.  <waves dual-wielded canes>


Title: Re: Mechwarrior Online
Post by: Ironwood on June 06, 2014, 06:34:48 AM
Yeah, they don't even UNDERSTAND DFA.

Also, they've never picked up another mechs arm and beat the fucker to death with it.


Title: Re: Mechwarrior Online
Post by: Merusk on June 06, 2014, 06:39:20 AM
You guys sound like WW2 Calvary.   :grin:


Title: Re: Mechwarrior Online
Post by: Typhon on June 06, 2014, 06:46:20 AM
I've never played the tabletop and we're talking about a video game - it's up to the very capable development studio to continue their tour de force of balancing weapons, mechs and associated systems.  I'm sure that they have thought through all of this.   :grin:


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 06, 2014, 08:25:26 AM
Also, they've never picked up another mechs arm and beat the fucker to death with it.
Or set a forest on fire or shot an SRM-2 Inferno as infantry.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 06, 2014, 08:40:22 AM
I've never played the tabletop and we're talking about a video game - it's up to the very capable development studio to continue their tour de force of balancing weapons, mechs and associated systems.  I'm sure that they have thought through all of this.   :grin:

 :heart:


Title: Re: Mechwarrior Online
Post by: HaemishM on June 06, 2014, 10:02:12 AM
Or had your bloody light mech get cored and set off a reactor explosion that killed the bitch what killed you.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 06, 2014, 10:06:49 AM
Or had your bloody light mech get cored and set off a reactor explosion that killed the bitch what killed you.

Haha, I took out 4 mechs in just that fashion when my firestarter got a bit to hot.


Title: Re: Mechwarrior Online
Post by: Hoax on June 06, 2014, 11:18:37 AM
Ghost heat still a thing? Have they added actual aim penalties to overheating yet? Have they added cone of fire yet?  :dead_horse:


Title: Re: Mechwarrior Online
Post by: Falconeer on June 06, 2014, 11:34:12 AM
Geez Hoax only a year has passed! Give them a little time already, they need sleep too!


Title: Re: Mechwarrior Online
Post by: Goreschach on June 06, 2014, 11:37:13 AM
Yeah, they work almost as slowly as whoever it is that's supposed to send this bloated corpse of a forum to the graveyard.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 06, 2014, 11:57:02 AM
That's because as soon as they will get out of beta put in more 'mechs more maps UI 2.0 The Clans Community Warfare players will come back and the game will finally gets the popularity it deserves.


Title: Re: Mechwarrior Online
Post by: Sir T on June 06, 2014, 07:25:59 PM
I've never played the tabletop and we're talking about a video game - it's up to the very capable development studio to continue their tour de force of balancing weapons, mechs and associated systems.  I'm sure that they have thought through all of this.   :grin:

To be fair, the weapon and system balancing has been reasonably good. Point of example, double heat sinks having an effectiveness of 1.4 rather than 2, which was a problem on tabletop with DHS getting 20 heat dissipation for free from the engines


Title: Re: Mechwarrior Online
Post by: Falconeer on June 07, 2014, 03:57:08 AM
Finally, maybe, eventually, hopefully, they have fixed SRMs (http://mwomercs.com/forums/topic/160440-srm-update/) after about a year if not more.

Quote
SRM Update

Okay MechWarrior's here it is!

The "Buckton fix" as it has been known by has been completed internally. Brian Buckton did a good job of pointing out a potential problem area and recorded some video and so on. Additionally, Neema Teymory who has put many hours into hit detection and Host State rewind spent many hours exploring the issue and has completed the fix.

You heard me right, the fix is complete and will be present in the June 17th patch. In short, the bug worked something like this: Even though the server and client agreed that you did indeed achieve a HIT, a series of weapon missile explosion codes would then ignore the damage you should have caused. The end result is more damage for SRM's and I can at least state that you will indeed notice the difference!

This fix will be present in the June 17th patch, we hope you enjoy!


In all honesty, everyone has their reason for quitting this game and those are fine. Hell, we have 52 people in the roster thread up there, so you would think people liked it even if only for a minute. But then, at some points the meta became disgusting, pug stomping a far too common occurrence, and in general the lack of quality of life elements didn't give it the stickiness of something like World of Tanks. But the core part was great in 2012 when we all loved it, and it is still amazing and improved two years later. MWO most likely lost its chance to become big due to both technical and communicative incompetence from the top floors, but the game was fun and it still is. I doubt it'll ever be able to recover from the terrible word of mouth and some inevitably aging visuals, but it's a unique game, the only one of its kind, and even with all the blunders from the past it still kicks ass. It's a tragedy for a game like this to have such idiots running the show.


Title: Re: Mechwarrior Online
Post by: HaemishM on June 07, 2014, 05:59:40 PM
I'll be willing to try it again when they put in Community Warfare.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Samprimary on June 09, 2014, 12:14:11 PM
Oh, yeah, this game was fun as fuck for a while. It had a not-stagnant, brawly meta and gameplay was loose enough that you could fuck around and play robot fite and have a hell of a lot of fun. Then the organized full-team gameplay got stagnant, slowly birthing long range high alpha peek'n'snipe shitfests.

It would be at this point that a competent developer would have nipped that in the bud! But apparently this broke their fucking minds or something.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 10, 2014, 07:08:02 AM
The new "private match" interface allows for lots of great things, like duels, or uneven matches, or pretty much anything you and your friends prefer. I've been Like this 3025 Tournament. (http://www.reddit.com/r/OutreachHPG/comments/27r9oi/3025_league/)

I remember lots here complaining about the chosen year for MWO and beingparticularly in love with 3025.
You should put a team together, no excuses.

Quote
I know the Merrick Civil War league puts in some tech restrictions, but we'd be going full bore with this one. No XLs, no DHS, no fuzzy dice. Is there some interest in the MWO community at large for this as a recurring weekly league?
I envisioned teams meeting every Sunday evening, and doing a best of three matches. 10 points awarded for whoever took the best of three, and then one point for each kill in each match, regardless of win or loss, to encourage actually fighting. Let that run each week for 6-8 weeks depending on the number of teams we get signed up, then a seeded tournament the following weekend.
Anyway, let me know if there is interest (or if there is another 3025 league already and I just haven't heard about it, as I said, a bit insular). Thanks!


Title: Re: Mechwarrior Online
Post by: Samprimary on June 10, 2014, 07:14:41 AM
problem is, the game as designed would make no double heat sinks an absolutely miserable experience


Title: Re: Mechwarrior Online
Post by: Falconeer on June 10, 2014, 07:22:49 AM
Well, longer TimeToKill. Which I am sure is what lots of people around here would love.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 10, 2014, 10:09:36 AM
Final game of the "Run Hot or Die" League, the longest, most important and oldest community driven League. It's a pretty cool match, probably thanks to the self-imposed limitations that were in the rules (no Assaults). This is from the cockpit of a Firestarter.

http://www.twitch.tv/mfmadiuvo/c/4434133


Title: Re: Mechwarrior Online
Post by: Samprimary on June 10, 2014, 11:38:26 AM
Well, longer TimeToKill. Which I am sure is what lots of people around here would love.

Does this timeframe restriction allow for gauss rifles?


Title: Re: Mechwarrior Online
Post by: Hoax on June 10, 2014, 12:57:59 PM
Yes.


Title: Re: Mechwarrior Online
Post by: Shannow on June 10, 2014, 01:07:55 PM
3025 allows for GR?
Since when?


Title: Re: Mechwarrior Online
Post by: Hoax on June 10, 2014, 02:11:32 PM
Oops my fault. I guess the gauss rifle variants of things like the Highlander were "lost" at that point. So no GR in 3025.

My first Battletech purchase was the Tech Readout for 2750 which for sure had GR mechs but I guess they were mostly SLDF/Comstar stuff and are not considered available for 3025.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 10, 2014, 05:23:05 PM
Correct.  Everything in 2750 was Lostech.  The Grey Death Legion finding and releasing the data core to the wild is what allowed a lot of those old technologies to resurface.

Personally I don't mind the 2750 stuff, either.  There's room to improve some really lackluster 'mechs, but there are still weight, space, and heat trade-offs for most.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 11, 2014, 01:24:58 AM
Someone else is now trying to set up a "stock" 'mech League. That sounds cool.
You know what would be even cooler? A 2vs2 "House rules" f13 League.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 11, 2014, 01:00:27 PM
"High Profile" 1v1 duel tonight at 9.30pm EST, which was supposed to be broadcasted live on the MWO Twitch Channel with Dev support but one of the two players refused to have his gameplay peeked at so it'll only be available from this other guy's perspective (http://www.twitch.tv/legopirate). What happened here is that two users (LegoPirate and Victor Mosron) who merrily dislike each other kept bickering on reddit until they finally decided to resolve it with a duel. The thing got enough attention that, as I said, Karl Berg of PGI offered to log into the match with his dev tools and do a live commentary of sorts.

I am sure no one here gives enough of a fuck, but since I have taken up the role of reporting anything that I consider vaguely interesting about Mechwarrior and its complicated development, here's the link to the duel thread. (http://www.reddit.com/r/OutreachHPG/comments/27uvcv/legopirate_vs_victormorson_930pm_est630_pst/) I really like how much the goddamn Private Match Lobby has unlocked a level of meta-game that was really needed.

I also want to remind you all that since PGI isn't skilled enough to develop a ladder of any kind, the community organized itself with an actual "Solo Ladder" (http://www.mwoladder.enjin.com/) based on 1v1 duels. All of this only makes the potential wasted by PGI burn even harder.


Title: Re: Mechwarrior Online
Post by: Shannow on June 12, 2014, 10:29:27 AM
Graci to Falcon for keeping us informed. See frankly I'm still too lazy to log in. Private matches? Whoopee. I don't want to have to ORGANIZE my own battles. I want to simply hit the 'stock mechs only' filter and find a game, or the 3025 tech only filter. That shit shouldn't* be to hard to do.
And ladders would be fun.


* but PGI.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 14, 2014, 12:40:28 PM
Kicked this up again.  A fair few mechs and shit I've not seen before.  The whole 'pregame' UI is utter, utter cancer.  Mech lab horrendous.  Purchasing Horrendous.  Pilot Skills horrendous.

That said, I LIKE that they've added more, particularly the weapons ones.  Good call.

Then I played two games, which I won, and reminded me how much the actual MECH BIT can be tons of fun.

Then it went into 'Searching' for a third game and, frankly, it's been there for 20 minutes.

Fuck this shit.  Just Fuck it in the Earhole.

So much promise.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 14, 2014, 01:34:56 PM
The searching for 20 minutes is a bug. No matte what 'mech you select unless your ELO is insanely high you never wait more than two minutes. Really weird. Just logout and log back in, I bet money that it will find a game right away.

About everything else, in three days the 8 Clan 'mechs and their new weapons are going to be released. I strongly suggest you to take a stroll on that day because you are gonna see so much new stuff. Also, you are gonna be obliterated because these things are very OP, but at the same time brawling is back which means a lot of stuff blowing up everywhere. No one knows what they are doing with the new 'mechs so it almost feels like the first days of 2012.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 15, 2014, 11:54:32 AM
Development VLog #5 (https://www.youtube.com/watch?v=q0xBX_QEfpw)

It would be 8 minutes of your life wasted if it weren't for what you can spot for a few seconds at about 6:20.

That's right. A "Community Warfare" screen...


Title: Re: Mechwarrior Online
Post by: Samprimary on June 15, 2014, 01:29:55 PM
The searching for 20 minutes is a bug. No matte what 'mech you select unless your ELO is insanely high you never wait more than two minutes. Really weird. Just logout and log back in, I bet money that it will find a game right away.

About everything else, in three days the 8 Clan 'mechs and their new weapons are going to be released. I strongly suggest you to take a stroll on that day because you are gonna see so much new stuff. Also, you are gonna be obliterated because these things are very OP, but at the same time brawling is back which means a lot of stuff blowing up everywhere. No one knows what they are doing with the new 'mechs so it almost feels like the first days of 2012.

What wait. What. Don't you give me false hope like this.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 15, 2014, 01:45:53 PM
It is impossible to tell if (or HOW MUCH) the balance is going to be screwed up by the Clans, but the absolute confusion that is ensuing *because* of the Clans, coupled with the ultimate SRM fix is providing a kind of messy fun that has been missing for too long. It could end in two days, if the meta people find out what to use and what to drop too soon, but I am pretty sure the first few days are going to be exhilarating. Give it a cynical shot on Tuesday, it's free right?

You can read around the comments coming from the Public Test: pretty much everyone is saying "I haven't had this much fun since..."


Title: Re: Mechwarrior Online
Post by: Samprimary on June 15, 2014, 02:07:26 PM
'i haven't had this much fun since I could peek over a ridge and not have my right torso sniped off instantly'


Title: Re: Mechwarrior Online
Post by: Falconeer on June 15, 2014, 02:41:48 PM
That reminds me that additional nerf to jumping and jump sniping is coming with the July 1st patch.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 18, 2014, 02:00:49 AM
More fluff... or more 'mech packs to buy?

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Clan%20assist.png)


Title: Re: Mechwarrior Online
Post by: 5150 on June 18, 2014, 04:44:41 AM
"Mayday

To anyone who can assist. We are under attack from unknown forces. Markings unknown"



Title: Re: Mechwarrior Online
Post by: Lantyssa on June 18, 2014, 05:34:02 AM
You can buy the new ComStar 'mechs using 3079 tech now which will be available in two years.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 18, 2014, 11:23:57 AM
Right, I've played this all day.

I'm done again.

Fuck this shit.  It's awful.


Title: Re: Mechwarrior Online
Post by: Sir T on June 18, 2014, 11:49:32 AM
Please tell us more!  :grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 18, 2014, 12:34:26 PM
What's to tell ?

If you paid more cash to these clowns, you got Mechs that will enable you to compete at this new level.  If you didn't, you're probably getting either righteously fucked or you occasionally drop in to a group that knows asshole from elbow and squeeze out a win.

The Mech lab is still utter shite.  Confusing and horrendous as previously discussed.

It crashes.  It jerks.  It had one game today where everyone disconned except for 3 chaps who went around shooting all the stationary targets only to find that nothing was registering due to the high lag, so all 3 of us just quit.

It's a fucking shitshow of a game run by a fucking shitshow of a company and, frankly, it could have been so much fucking more, but once again HardCore Fucking in the ass.

I can see WHY Falc might have thought the beta was great because everyone was betaing at the same level and learning the same shit and were walking around in nice shiny looking Timberwolves.

But now it's released it changes precisely DICK.  It's the Same Fucking Game and if you Fall For It again, hell mend you.

Once everyone's figured out WHICH Clan weapons fuck you up, it's going to be right back to Uber/cookie cutter builds and I ain't hanging around for it.

Fuck this game in the lughole.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 18, 2014, 10:32:38 PM
I am giving it a spin.

I'm driving the same old Rhino Stalker, getting up in the faces of Dire Wolves and beating them all to hell. It's fun! And I can just see already it's cause people don't know shit yet about how to leverage clan tech for its probably soon to be deduced obvious supremacy.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2014, 06:47:00 AM
Not sirbrucing, just using quotes to address the different issues more efficiently (which is probably what sirbrucing means  :why_so_serious: )

The Mech lab is still utter shite.  Confusing and horrendous as previously discussed.

I agree 100%. Pathetic.

Quote
It crashes.  It jerks.  It had one game today where everyone disconned except for 3 chaps who went around shooting all the stationary targets only to find that nothing was registering due to the high lag, so all 3 of us just quit.

Never seen this happen before. Never have a crash myself, which doesn't mean it doesn't happen, but I've never been in a game with more than two disconnections out of twentyfour players. Never had more than 140 ping by playing across the ocean. No idea what was going on there, but it sounds accidental and rare.

Quote
It's a fucking shitshow of a game run by a fucking shitshow of a company and, frankly, it could have been so much fucking more, but once again HardCore Fucking in the ass.

Again, agree 100%, but at the end of the day that is in your head. When you drop in a game, you either have fun or you don't. The wasted potential can only frustrate you up to a point (or during lunch break, at work).

Quote
I can see WHY Falc might have thought the beta was great because everyone was betaing at the same level and learning the same shit and were walking around in nice shiny looking Timberwolves.

But now it's released it changes precisely DICK.  It's the Same Fucking Game and if you Fall For It again, hell mend you.

I don't really know what to say here. I played about twenty games yesterday in my Hunchback and ended up with a slightly positive record. And I am not a good player. Of course it's the Same Fucking Game, the same fucking game a bunch of us loved a couple of years ago. If you didn't like it before you are not gonna like it now. But if you liked it back then and you hate it now then I really don't know. Is it Ghost heat? That's the only meaningful change I can think of since August 2012. Other than that it's the same fucking game you used to like.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 19, 2014, 06:51:02 AM
Arg.

That's fine.  I had a huge big rebuttal here, but what's the point.

Maybe it's just me.



Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2014, 06:52:15 AM
I am giving it a spin.

I'm driving the same old Rhino Stalker, getting up in the faces of Dire Wolves and beating them all to hell. It's fun! And I can just see already it's cause people don't know shit yet about how to leverage clan tech for its probably soon to be deduced obvious supremacy.

Dire Wolves are terrifying, but they are the slowest 'mechs in the whole game, they have the narrowest torso twist in the whole game, and can't really spread damage by twisting as they have to face you pretty much the whole time they are shooting at you. A IS light 'mech positioned behing a Dire Wolf is basically guaranteed to kill it without any chance for that 100 tons monster to fight back, it simply can't turn fast enough.
 
That's an interesting concept behind the Clan 'mechs. For the most part, the longest laser burntime and the streaming AutoCannons and LRMs force them to face their targets more than the IS counterparts. As a result, they have more offense but less defense. Not sure if that will ever come out balanced (I doubt it) but it's a nice try.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2014, 06:53:38 AM
Arg.

That's fine.  I had a huge big rebuttal here, but what's the point.

Maybe it's just me.



Look, I would probably agree with 70% of your rebuttals. I just don't understand how the core game has aged so badly, for you and the others. It is probably me actually.


Title: Re: Mechwarrior Online
Post by: Goreschach on June 19, 2014, 08:59:40 AM
The nova with the 12 small lasers looks cute. Not sure how many cbills it'll cost once it's in the mech shop, but I might try it out eventually. Not even bothering to play now.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 19, 2014, 09:18:11 AM
Dire Wolves are terrifying, but they are the slowest 'mechs in the whole game, they have the narrowest torso twist in the whole game, and can't really spread damage by twisting as they have to face you pretty much the whole time they are shooting at you. A IS light 'mech positioned behing a Dire Wolf is basically guaranteed to kill it without any chance for that 100 tons monster to fight back, it simply can't turn fast enough.
 
That's an interesting concept behind the Clan 'mechs. For the most part, the longest laser burntime and the streaming AutoCannons and LRMs force them to face their targets more than the IS counterparts. As a result, they have more offense but less defense. Not sure if that will ever come out balanced (I doubt it) but it's a nice try.
I am dedicated to the assault mech mentality. I understand how your pacing and placement with an assault has to revolve around momentum and deliberation. People in dire wolves right now are waltzing around corners and into lines of fire they can't easily rescind on, and I see it, so I remove them for being unworthy. dezgra, stavrag, etc

But at the same time I realize that once I come across a dire wolf that knows what the fuck they're doing, I'm going to get exterminated like the rodent I am because the Daishi hardpoint setups and clan weaponry are absolutely, completely superior.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 19, 2014, 10:06:26 AM
The autocannons are the top notch in dakka dakka technology.


Title: Re: Mechwarrior Online
Post by: Sir T on June 19, 2014, 10:26:02 AM
I don't think the core game has aged at all to be honest, and that's not peoples problem. I have had a blast when I log on for a few games of pew pew. However, the BS around the core game is what has gotten peoples noses up. And after a few games you start noticing the BS more and more.

I mean jump sniping could be fixed tomorrow. Hi your aiming goes all over the place during your entire jump not just when your JJs are firing. There, fixed. Was that so fucking hard? The whole long range sniping thing is not so easy to fix, but then I've never had that much of a problem with it either.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 19, 2014, 10:30:58 AM
I mean jump sniping could be fixed tomorrow. Hi your aiming goes all over the place during your entire jump not just when your JJs are firing. There, fixed. Was that so fucking hard?

I am with you 100% about that. And they actually did it, remember? Exactly like that. And somehow, for the first and last time ever, fucking PGI listened to the loud minority and changed it back after two weeks with the excuse that lots were claiming to have seizures due to the crosshair shake. FUCKING PLEASE. See? That really gets me mad again, just to think about it. I really loved those 14 days during which jump sniping was simply not possible.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 19, 2014, 11:10:46 AM
Even Aiming should be subject to random, in my opinion.  Cone Fire Bitch.


Title: Re: Mechwarrior Online
Post by: Hoax on June 19, 2014, 04:57:07 PM
Yeah, I said that, anyone who played Solaris or MPBT3025 said that. You need to create uniform hitbox sizes and you need a cone of fire otherwise the default heat/damage/range values aren't fair at all. PGI decided to re-write those values 400 times for each one and invent incredibly stupid fucking shit like ghost heat instead of doing it right, from the beginning, one time.

Fuck them.

They got cone of fire wrong. They got hit boxes wrong. They got collision wrong. They got walking through trees wrong. They got sliding and falling down hills wrong. They got heat penalties so wrong it makes my vision go red.


Title: Re: Mechwarrior Online
Post by: Merusk on June 19, 2014, 05:42:18 PM
It's ok. You won't take any internal damage for another 6 months. Then another 3 before it becomes something to be concerned about.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 20, 2014, 01:14:53 AM
Yeah, I said that, anyone who played Solaris or MPBT3025 said that.

Yeah, I know.  I just like bitching about this game.

Had some fun in my Trebuchet last night.  I'm really ping-ponging between the OP of the Clan mechs and then watching So Many Fucking Bad Pilots in them.

I swear to God, some asshole in a Warhawk and he couldn't hit SHIT.  It was embarrassing to watch.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 20, 2014, 01:10:34 PM
(http://i.imgur.com/HpxTI2y.jpg)

Community Competitive Event. (http://mwomercs.com/forums/topic/161335-clan-vs-inner-sphere-a-templar-production/)

Really curious to see how this goes. Note that it is 10 Clan 'mechs vs. 12 IS 'mechs.

Quote
The Clans vs. The Inner sphere
22Jun14 @ 1600 EDT.

To celebrate the arrival of the clan mechs and the exciting new content to MechWarrior Online. The Templar Mercenary Corps is putting on a one day Clan vs. Inner Sphere event!!

Format:

10 vs.12 Clan v. Inner Sphere. IS drop deck is limited and must have 8 unique chassis. Clans cannot use strikes. Round Robin (IS vs Clan), Best 2 of Three Drops. All Maps are Random.. Best 2 teams,(1 Clan, 1 IS), in a championship round.

Drop 1: Conquest; 550T
Drop 2: Skirmish; 720T
Drop 3: Random Game Mode; Clans pick Tonnage


Title: Re: Mechwarrior Online
Post by: Sir T on June 22, 2014, 09:49:58 AM
Played a bit last night, as I found out they were offering the Original 4 mechs (Atlas, Catapult, and 2 others) ar half price, so I decided to complete my Catapult collection with the C1. I also played a bit with my Raven 4X, and I think this is the game where I saw what a bunch of clanners with a clue can do, because there were more clanners on my side in that game, An Atlas walked around a corner, I locked it up for everyone and suddenly it was covered in green beams from 1/4 way across the map. Needless to say the Atlas went down. My team won 12-2. Ouch.

Yeah, pretty inane update. I also saw in glbal clanners typing the immortal phrase "IS mechs still are viable... They have faster more maneuverable mechs..." Yeah, BS.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 22, 2014, 10:29:42 AM
And smaller Center Torsos. That's true.

Anyway, the real problem is the 2 Gauss + 2 PPC Dire Wolf. There are ways to counter it, but if you don't do it fast it unleashaes a consistent amount of very long range 50 pinpoint damage alphas. Bleargh.

Anyway, the moment the infamous 3/3/3/3 will get in, if ever, things will get better. At the moment there's too many heavies and assault. Too much firepower on the field.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 22, 2014, 11:43:00 AM
The only thing keeping it remotely level at the moment is the skill.

Seriously, get into a game and pod yourself early.  Then spectate at what these chucklefucks that dropped hundreds on these mechs can do.  It's fucking clownshoes of the highest order.  Half of them can't hit for shit.

I did, however, watch a group of 4 wolves who dropped together and who WORKED together just fucking take apart everything.  It was brutal.



Title: Re: Mechwarrior Online
Post by: Samprimary on June 23, 2014, 03:54:35 AM
And smaller Center Torsos. That's true.

Anyway, the real problem is the 2 Gauss + 2 PPC Dire Wolf. There are ways to counter it, but if you don't do it fast it unleashaes a consistent amount of very long range 50 pinpoint damage alphas. Bleargh.

good lord.

Only with the clans could you outfit your mech with a long range 50 pinpoint alpha and then also just be all like 'meh i'll also bring four er medium lasers along just in case'

http://mwo.smurfy-net.de/mechlab#i=171&l=2639718d3b331935d968f0fe68a0ae9bd9bed4d4


Title: Re: Mechwarrior Online
Post by: Samprimary on June 23, 2014, 04:00:07 AM
this is also patently ridiculous just to show you could strip off one of those uac10's and prime on a bunch of cooling.

http://mwo.smurfy-net.de/mechlab#i=173&l=197f9ecd7905dae56c35e35b28ef82ec66d1da37


Title: Re: Mechwarrior Online
Post by: Ironwood on June 23, 2014, 04:33:28 AM
The Dire Wolf has so many fucking weapons, you can't even find them all, never mind fire them all.

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on June 26, 2014, 03:23:48 PM
Mind Blown. (https://www.youtube.com/watch?v=wBWV4G5Pu_8)

(http://1.bp.blogspot.com/-YG_09rutiP4/U3Y0Vj2uW_I/AAAAAAAABTs/JCUcpjRCjzs/s1600/wang.jpg)




(http://3.bp.blogspot.com/-ykK-8-8Kims/UX97bHuvU7I/AAAAAAAABBU/QdlVeJVF2gQ/s1600/P1060138.jpg)

Watch the damn video. You can even change the weaponry on it.

http://reversedisabled.blogspot.co.uk/


Title: Re: Mechwarrior Online
Post by: satael on June 26, 2014, 08:54:12 PM
That Yen Low Wang looks really great  :heart:


Title: Re: Mechwarrior Online
Post by: Samprimary on June 26, 2014, 09:25:11 PM
I can see it happening in advance.

"IS LANCES > CLAN LANCES" (during the initial learning period)

then

"DON'T BRING IS TO A COMPETITIVE MATCH SHITBRAIN" (during the discovery that clan mechs are clan mechs)


Title: Re: Mechwarrior Online
Post by: taolurker on June 27, 2014, 05:21:39 PM
Worth logging into this for the free mech bay and premium time.

http://mwomercs.com/forums/topic/161961-complimentary-premium-time-and-mech-bay/


Title: Re: Mechwarrior Online
Post by: Sir T on June 27, 2014, 09:38:52 PM
I can see it happening in advance.

"IS LANCES > CLAN LANCES" (during the initial learning period)

then

"DON'T BRING IS TO A COMPETITIVE MATCH SHITBRAIN" (during the discovery that clan mechs are clan mechs)

I said that would happen months ago.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 28, 2014, 12:19:27 AM
Yeah. Now the question is to find out at last how much of a comical divide we can have between stalwart IS defenders' version of things, versus ... well, clan mechs being clan mechs.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 28, 2014, 01:42:49 AM
More data and analysis here (http://mwomercs.com/forums/topic/162901-is-vs-clans-with-science-and-100-more-charts/).

(https://dl.dropboxusercontent.com/u/3584773/MWO%20IS%20vs%20Clan.png)

(https://dl.dropboxusercontent.com/u/3584773/MWO%20IS%20vs%20Clan%202.png)

(https://dl.dropboxusercontent.com/u/3584773/MWO%20IS%20vs%20Clan%203.png)

(https://dl.dropboxusercontent.com/u/3584773/MWO%20IS%20vs%20Clan%204.png)


Title: Re: Mechwarrior Online
Post by: Ironwood on June 28, 2014, 07:49:05 AM
The Stalker still does very well with Large Lasers.  I doubt that it's solely LRM stats.


Title: Re: Mechwarrior Online
Post by: Sir T on June 28, 2014, 09:41:15 AM
Seconded on the LL stalker. The Misery can pack a wallop close range if you stick an AC 20 on it as well, though I run mine with an LBX-10 for now.


Title: Re: Mechwarrior Online
Post by: Samprimary on June 28, 2014, 03:14:09 PM
oh snap. large laser stalker's back?

four or six lasers?


Title: Re: Mechwarrior Online
Post by: Merusk on June 28, 2014, 03:18:51 PM
Four never went away while I was playing. Granted it's been almost 9 months since I uninstalled.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 28, 2014, 03:26:15 PM
You can even use the 6 one if you really want but it's inefficient since you have to stagger-fire by 0.5 secs now, so 3 groups of 2LL (with no Ghost Heat penalty) or 2 groups of 3LL (with a bearable Ghost Heat penalty if you are not in melee range).


Title: Re: Mechwarrior Online
Post by: Ironwood on June 28, 2014, 03:54:08 PM
Four.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 29, 2014, 09:30:44 AM
I just had a great match in my Golden Boy Kintaro, which I use fitted with 2 ER Large Lasers and 2 Artemis SR6 to be able to hit decently from any range. Anyway, I scored 740 damage and picked up 4 kills and 4 assists. I was the second to last to die leaving only an Atlas in our team to battle their last 'mech, a Warhawk, in a nailbiter game-deciding 1 on 1. Our Atlas only had its back internals exposed but was completely fine in the front, and with 4 LL (other weapons gone) it had more than a chance to kill the enemy Warhawk which had all its three front torsos exposed. Easy win, right?

Wrong. The Warhawk had elevation while our Atlas was down in one of the Canyons of Canyon Network. For fairness, that's not an easy position for an Atlas with all low-mounted weapons, but with the Warhawk so badly damaged carefful aiming should allow enough damage to go through and snatch the win. But no, our Atlas kept chain-firing (for no reason) its 4 LL against the crest of the ridge while trying to climb it, which is impossible in an Atlas, hugging the goddamned mountain. The Warhawk kept its elevated position and exploiting our guy's dumbness peppered it a bit with some AC. We were all yelling in chat to backpedal to get a better shooting angle, so... guess what the idiot comes up with?

HE TURNED AROUND AND MOVES AWAY FROM THE RIDGE. He didn't go reverse while keeping up the lasering, no, he turned the fuck around, leaving its exposed internals open for the Warhawk to score the easy kill without any chance of retaliation.

Fuckin' uneblievable. I couldn't resist and in an effort to help the guy I typed in chat "Are you new, Xenes? You had exposed internals in the back, you shouldn't have turned around..." and before he can answer the post match screen came up and noticed this guy had the LEGENDARY FOUNDER badge.

*sigh*

I fucking love and hate this game.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 29, 2014, 10:24:25 AM
Founders can be dumbasses too.  Look how many of them have Clan mechs they have No Fucking Clue on.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 29, 2014, 10:29:42 AM
You know, I was just surprised at his/her absolute lack of understanding of the basics. A Founder has been in the game for almost two years so if anything you would think they know how it works. I understand having terrible aiming and bad positioning, but turning your exposed back when you have an armored front in a 1 on 1?


Title: Re: Mechwarrior Online
Post by: Merusk on June 29, 2014, 10:56:40 AM
It's almost as if founders fucked off or sold accounts due to terrible implementation and blatant cash grabs!

Noo.. who would have POSSIBLY done that. :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 29, 2014, 11:04:12 AM
The thought had occurred.



Title: Re: Mechwarrior Online
Post by: Falconeer on June 29, 2014, 11:06:02 AM
Ha, that actually makes sense.


Title: Re: Mechwarrior Online
Post by: Shannow on June 29, 2014, 01:09:41 PM
I had my first battle in 4+? months (God fucking hell who the fuck designed that UI?  :uhrr:) and I'll attest to the fact people are idiots.
I mean shit it took me a cpl of minutes to even remember how to turn on my advance zoom and chain fire and I still finished with 4 kills (hahah locusts, you amuse me so).


Title: Re: Mechwarrior Online
Post by: Sir T on June 30, 2014, 04:22:30 AM
Since we are swapping "people are idiots" stories

First game in my new Cat C1 stock apart from heat sink swaps to double and maxed armour (fuck fighting the UI to do anything else, I wanna play) I shut myself down with blasting my 4 meds too much and I hadn't figured out how to set them on chain fire. Then I wake up and turn around to find myself faced by 4 meds (2 hunchbacks and 2 others I cant remember) with me backed up against a canyon wall with them all inside LRM range. I finally remember how to set to chain fire but I basically write myself off at this point. So what do you think they did?

THEY BLEW MY FAT USELESS LRM ARMS OFF!! Hello? And then started firing at my sides while my Lazors cored one and blew the side off another. I actually lost a side torso (XL Engine? Hell no!) before they decided to actually fire at my big fat center. I was sitting openmouthed at the screen. I mean I'm not the best player in the world but fuck sake I'm Genghis Khan compared with those clowns.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 30, 2014, 05:01:15 AM
Do you know how many still don't target enemies? It must be my present ELO bracket (pretty low considering the shitty 'mechs I force myself into. Last night for example I wanted to make a few idiotic statements so I went around with my Awesome Pretty Baby for nine matches, racking up 2 kills and 9 deaths in the process), but when I die and spectate other people it's just mindblowing how many I still see just shooting everything they have (including LRMs) point blank, shutting off repeatedly, without targeting shit. The same people you see disappearing from the map while the enemy score goes up by one because they died in a lone corner of the playfield withouth even the courtesy of signaling enemy presence.

So yeah, you must have faced a whole band of non-targeters. They love to spray you with weapons, who knows where you could be holding ammo?  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Ironwood on June 30, 2014, 08:33:55 AM
Yeah, that FUCKS ME RIGHT OFF.

It takes seconds to press the R key and you get information on what the fuck is going on.  We had one chap and all the spectators were screaming at him to target.  The 3 guys he were up against - one was fully armored and the other two were nanoseconds away from death.

You can imagine which one this dipshit was whaling on.


Title: Re: Mechwarrior Online
Post by: Lantyssa on June 30, 2014, 09:56:08 AM
I wish I'd fight these guys.  I always go up against the one who can hit with pinpoint accuracy regardless of facing, movement, or cover.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 01, 2014, 08:41:22 AM
Interesting screenshots from their brand new Match Making Command Centre that will go live with tomorrow's patch. In case it wasn't clear, this is a Dev tool, but I am curious and this shows some of the logic behind the matchmaking and the hidden ELO.

(https://pbs.twimg.com/media/BrZVI4vCAAAr7mW.jpg:large)


A couple more behind the spoiler.


Title: Re: Mechwarrior Online
Post by: Shannow on July 01, 2014, 08:55:30 AM
What would be interesting to see is statistics tying battle win/losses to ELO differences and mech weight differences.

Seeing how much correlation there is would be interesting to determine how accurate ELO is as a skill marker.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 01, 2014, 04:57:50 PM
biggest issue is group elo vs individual elo


Title: Re: Mechwarrior Online
Post by: Samprimary on July 01, 2014, 09:34:38 PM
Yeah. Now the question is to find out at last how much of a comical divide we can have between stalwart IS defenders' version of things, versus ... well, clan mechs being clan mechs.

ahh, the payoff. Read someone today literally saying "[The Timberwolf] is not strictly OP, but it performs better at everything than any other chassis."


Title: Re: Mechwarrior Online
Post by: Ironwood on July 02, 2014, 01:28:55 AM
 :grin:


Title: Re: Mechwarrior Online
Post by: satael on July 02, 2014, 01:55:57 AM
Isn't the divide going to get even greater once all the clan pilots get their pilot skills maxed out?  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 02, 2014, 02:08:57 AM
Absolutely, yes, but so will be the nerfs. And there will be nerfs. The problem is that they will take a long time cause PGI wants to sell as many Clan 'mechs for real money as possible before hitting them with the nerfhammer.


Title: Re: Mechwarrior Online
Post by: Sir T on July 03, 2014, 02:25:38 AM
I just logged onto my twitch account for the first time in forever, and I loged onto the No guts no galaxy stream, and there was a dev there who had was just answering a querstion, I didnt see the Q but this is his answer...

Quote
Paulinouye: Kin3ticx: that's part of the flavor of Clans.. they need their unique feel... we just took them down a notch and made more of their damage splash rather than pin point to allow them to keep their range/tonage/size power

SO there you go...

(edit) oh and later after saying they would be re;leasing Clan modiles and then doing the next tier for both...

Quote
Z0eff: moar range for my ER mediums?

Paulinouye: Z0eff: They should reach out to 2KM soon

Excuse me while I start screaming. I hope he was trolling...


Title: Re: Mechwarrior Online
Post by: Falconeer on July 03, 2014, 03:28:40 AM
He was trolling. All the ranges have been cut down in the past few months, and the weapon modules tend to increase your range by 1% and things like that. Nothing to fear about that.

In other news, looks like 3/3/3/3 works. Yesterday there were so few Assaults around (only 3 Assaults and 3 Heavies per side can be in any given match that the game felt very refreshing to me. As a Medium 'mechs lover myself things were much more enjoyable yesterday, and my Hunchback, Kintaro and Centurion felt definitely more useful.

Then again, MWO wouldn't be a PGI game without some stupid choices, and since they put back 5-12 grouping, there are lots of reports of groups of 5 being constantly steamrolled by groups of 12. Not sure if that could have been helped in any way. The 12-players queue was pretty much empty so they had to give something back for those who like to play wth a full team. Sadly, that doesn't work out for some other small teams. Too bad.


EDIT: Some observation from the match maker engineer Karl Berg.

Quote from: PGI's Karl Berg
The matchmaker should be providing weight class for weight class, even when it is forced to deviate from 3's. This means if the other team had 6 to 8 assaults, your team will have the same.
8 of one weight class seems really unlikely though. Exactly one game, out of all the games played today so far, has had 8 of one weight class.
edit: Just running additional numbers; 1.2% of solo games have had 6 of one weight class, and 5% of group games have had 6 of one weight class. The majority of these games happened during the morning hours when we were still tuning behaviours for production; so hopefully games like this are very rare for you.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 03, 2014, 01:02:44 PM
Well I met Arthur Parker and Samprimary today hiding in random games. Come back y'all, no reason to be ashamed.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Samprimary on July 03, 2014, 03:51:11 PM
Well I met Arthur Parker and Samprimary today hiding in random games. Come back y'all, no reason to be ashamed.  :why_so_serious:

wait which name again?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 03, 2014, 03:56:08 PM
Lefteye. And you are GG Unit, right?


Title: Re: Mechwarrior Online
Post by: Samprimary on July 04, 2014, 12:46:03 AM
i am, if you see me drag me into groups always.



Title: Re: Mechwarrior Online
Post by: Falconeer on July 04, 2014, 12:51:20 AM
I'll drag you down. I play inefficient 'mechs because I like to play with a handicap, so I blow up a lot. You sure you are up for that?


Title: Re: Mechwarrior Online
Post by: Ironwood on July 04, 2014, 01:30:51 AM
I am.


Title: Re: Mechwarrior Online
Post by: Sir T on July 04, 2014, 07:51:37 AM
If you see me online shoot me an invite too. I'm only on a couple of times a week but I'm up for detonating a lot. I have cunningly hidden my identity by calling myself Sir T.


Title: Re: Mechwarrior Online
Post by: satael on July 04, 2014, 10:53:00 AM
Argh, I thought that people were exaggerating how awful the new mech lab is... but sadly I just got a first-hand taste on the horror. It was almost enough to make me uninstall the game again before even playing a single match...almost.  :oh_i_see: :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 04, 2014, 11:16:15 AM
Pro tip: if you click "Select 'Mech" in the upper left corner, a new screen that allows you to select the 'mech to play with and also swap consumables and modules on the fly will pop up. This was just added a few days ago, and helps a lot finding the 'mech you want to play with.

About everything else, it's mindblowing how many things are missing or inefficient in the mechlab still. Sure, you get used to it, and they improve it from time to time, but considering it's an interface that took them A YEAR to make I would definitely consider it the biggest testament to their ineptitude.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 04, 2014, 01:11:00 PM
The old interface was better, so that's saying something.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 04, 2014, 03:32:39 PM
How the fuck can a Warhawk only do 15 damage in a match ?  WAKE THE FUCK UP.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 06, 2014, 05:50:54 AM
Something's really changed tho - I'm having fun again.  I think the team balance shit is working or something...


Title: Re: Mechwarrior Online
Post by: Sir T on July 06, 2014, 06:42:14 AM
Well, it was as little fun to see 6 Jenners swarming over a ridge as it was to see 4 Atlases and 2 Stalkers rounding a corner.

Its what I was trying to get at pages ago - equal weight (in this case wight classes) mean equal potential capability on both sides.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 06, 2014, 07:52:14 AM
Last night around 1am (CET) I was about to go to sleep when Samprimary and his friend invited me to group up. Ended up going to bed at 6am, and I only noticed it was that late because daylight invaded my room. We died a lot, but damn we had fun. Also, all hail the 3 AMS + ECM Kit Fox.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 06, 2014, 11:22:33 PM
yeah we were being cruelly reintroduced to the lrmpocapyse, then falconeer was like !~i have an idea~! and we strapped our stalker AMS's on and he strapped the 3AMS/ECM arm to his clan mech and basically stood around us going

YOUUUU SHALL NOT PASSSSSSSS

Once I saw a full C-LRM 20 fly straight at us and just .. just vanish.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 07, 2014, 01:44:09 AM
The Kit Fox is a wee bastard of a mech.


Title: Re: Mechwarrior Online
Post by: Shannow on July 07, 2014, 08:12:26 AM
Hahaha playing a completely stock, no upgrades Jenner F on Mount Doom last night.

Holy fuck was my heat management bad.... and it was awesome!

That's why I want a 3025 unmodded battle option.  :dead_horse:


Title: Re: Mechwarrior Online
Post by: satael on July 07, 2014, 09:27:53 AM
I've been having the most fun since I reinstalled the game with a 170kph ERPPC Death Knell.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2014, 01:14:09 AM
You are everything that's wrong with the game.   :why_so_serious:

It's good to see that lights are finally where they should be.  Support, Support, Support.  I've seen so many lights that want to get in and brawl and then just fucking die.  I've also seen those ECM AMS lights that are protecting the group and doing the scouting, hitting the NARC and if you have those chaps, you're probably going to win.

LRM's are just a HUGE part of the game again and if you go outside, remember to take your AMS Brolly.  It's even worth slamming in another ton of Ammo frankly.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 08, 2014, 02:18:14 AM
And just yesterday Russ Bullock said they are gonna "unfuck" Lights, cause apparently fall damage has hurt them more than any other class with the result that no one plays them anymore putting a lot of stress on the new matchmaker. The good news is that they are going to fiddle with the jumping damage a little more, since apparently it hasn't really hit meta-Victors at all.

Anyway, I agree with you. And the new most annoying thing are brawling Firestarter-Embers.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2014, 02:29:57 AM
That surprises me;  I haven't noticed any slowdown of jumping wee bastards at all.

The Madcats and Summoners are also still mental jumpers too.


Title: Re: Mechwarrior Online
Post by: Sir T on July 08, 2014, 06:59:32 AM
Time to dust off my Raven Methinks!  :grin:

(edit) Ok had a couple of games before the secondgame  caused a "memory allocation error" half way through.  :oh_i_see: Now the jumping would not really effect me as I always left some fuel for my Jets for landing, buit I did notice that dropping 2 feet into a small hole in the landscape now did a fair amount of damage to my legs, sending them into orange after a couple of drops that I would have not even noticed before. I did have a lot of fun however. The spread in the matchmaker was 16% Lights and meds, and 33% Heavies and assaults. I have a feeling however that the reason that "no-one playes lights" is that there is no more of the stupid 6 man jenner zergs running around, and 3 man jenner swarms are vunerable to the Mediums that ARE around now. And that means that the "Jenner's ARE NOT OP!!" crowd are now playing something else.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2014, 08:03:33 AM
I'm going to repeat, because I can :

The majority of people I've met playing Clan Mechs are fucking awful, awful pilots and shots.


Title: Re: Mechwarrior Online
Post by: Sir T on July 08, 2014, 08:08:55 AM
I know! I poped over a ridge with like 3 clanners and they all opened up on me and I think only 2 shots hit. Then I went to to toe with a Nova and won by simply running back and forward a few times behind the same ridge.


Title: Re: Mechwarrior Online
Post by: Kail on July 08, 2014, 01:27:55 PM
Stupid question, sorry if it's been answered but I didn't see it: is there some kind of "practice" mode or bot matches or even a way to make an empty lobby to test stuff in?  I did the tutorial, but I still have no idea WTF I'm doing, so not crazy about jumping in the deep end right off the bat.


Title: Re: Mechwarrior Online
Post by: taolurker on July 08, 2014, 01:42:25 PM
Testing Grounds button on the left side of Mech Store, Kail.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 08, 2014, 02:30:40 PM
Bear in mind that the New UI will have the left side at the right side and the buttons will all be greyed out and will crash the client if you press them.


Title: Re: Mechwarrior Online
Post by: Kail on July 08, 2014, 03:04:40 PM
Awesome, thanks!


Title: Re: Mechwarrior Online
Post by: Falconeer on July 09, 2014, 12:58:59 AM
I can seriously say that no other game has hooked me like this in the past 10 years. I've been playing pretty much non-stop since August 2012, and 95% of the time alone. And just when I thought I was out, they pull me back in. I'm back to 5 hours a day and that horrible "just one more match" syndrome that kills my sleep time. Not sure if this is because of the recent changes or just because I am broken.

Anyway yes, it feels like all the negligible changes they've made over the past 6 months somehow made the game better. Better matchmaker, slightly less obscenely heavy teams, skirmish mode that takes away the base capture nonsense, Clan 'mechs that shake things up with different weapons sounds and shapes, a new UI that while terribly inefficient makes your 'mechs look pretty, new maps, improved hitboxes and hit registration, and lower alphas and dps (except for Clanners) across the board.

I loved PGI for bringing back MechWarrior, then I hated PGI for wasting all the goodness, now I am still pissed at PGI but daaaaamn I love the game. And Community Warfare, eventually, will happen too.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 13, 2014, 01:41:19 AM
This is cool. (http://www.swigview.com/l5SgfXt) A huge brawl between "stock" IS 'mechs (Marik Gunfighter Alliance) vs. "stock" Clan 'mechs (Clan Jade Falcon), with videos from both perspectives.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 13, 2014, 02:28:45 PM
You know, about an hour after you posted that I was watching one of my teammates (I was long dead) destroying every fucking thing in sight with a 'normal' Hunchback.

Did Ac20's get a buff or something, because he was utterly able to rock out with his cock out.  It was scary to watch.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 13, 2014, 02:56:09 PM
Not sure why, because whenever they target my right torso I am out of the game in minutes, but my Founder Hunchback 4G with AC20 and 3 ML is my most succesful 'mech with a K/D close of 2.67.

EDIT: The Hunchback and in the same fashion the AC20-based Blackjack are all about keeping a low profile until it's time to come out while the big guys are beating each other and wreck havoc with the cannon. These Mediums are particularly effective in finishing an XL-equipped 'mech since 20 damage are often enough to destroy what's left of an exposed side torso, and that's also why they are having a harder time versus the Clans and their fake-XL engines.


Title: Re: Mechwarrior Online
Post by: Sir T on July 13, 2014, 04:10:03 PM
Yeah, if its true that engine crits don't have any effect on the game and 3 engine crits wont kill you like in Table Top, then there is literally no downside to C-XLs.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 14, 2014, 03:56:04 AM
I loved PGI for bringing back MechWarrior, then I hated PGI for wasting all the goodness, now I am still pissed at PGI but daaaaamn I love the game. And Community Warfare, eventually, will happen too.

I just pretend the game has only been out for a quarter as long.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 14, 2014, 04:39:15 AM
Clan XL engines have no drawbacks whatsoever, except for the fact that you can't change them so you are stuck with whatever speed your 'mech was built for.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 14, 2014, 04:46:06 AM
Yeah, if its true that engine crits don't have any effect on the game and 3 engine crits wont kill you like in Table Top, then there is literally no downside to C-XLs.

Sorry, what ?

EDIT : Oh Right.  Hmmm.  Was it that way in TT as well for Clans ?  I didn't think so.

Second EDIT :  The Clans only have 2 crits in the shoulders tho.  Maybe that's why ?  You have to actually either get 2 shoulders or get to the core ?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 14, 2014, 05:07:47 AM
Yes, you need to destroy both side torsos to stop a Clan 'mech, which is two times harder than killing an XL-equipped IS 'mech. The only thing close to a drawback is that Clan 'mechs usually have wider Center Torsos than IS 'mechs.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 14, 2014, 05:16:56 AM
In my opinion, the two heaviest Clan mechs are pretty much a liability.  They can be hit from anywhere, it usually hits the CT and lights just walk right over them.

Watching a locust take out a Dire Wolf this weekend was a joy to see.  The lumbering shitbox couldn't touch him at all.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 14, 2014, 05:26:47 AM
That's true, but you haven't known destruction until you have seen a Dire Wolf with 2 Gauss Rifles and 2 C-ER PPC. No matter how slow it goes, when it gets there stuff just melts and pops. It's depressing. It's just too much frontloaded pinpoint damage (50) in the same spot and from any range, over and over.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 14, 2014, 04:07:44 PM
So, I had this Wolverine 7K and I didn't know what to do with it. So I slapped a 300 XL in the engine, 2 LL on its right arm and 2 SRM6+Artemis on its left torso. After 8 matches I had a pathetic score of 2 kills and 7 deaths. What the hell?! I was tempted to file it under "unrecoverable garbage" but since I really wanted to master all the mediums, I decided to not give up. In an effort to gain some close range punch and forget about long distance poking, I traded the 2 LL for 3 ML, but added an additional SRM6 and some AMS because it helps. And the score went off the roof. Over the next 6 games I scored 17 kills and 3 deaths. Now granted, the sample is very limited, but it's utterly satisfying when you feel that a couple of sensible changes unlocked the full potential of a 'mech transforming it from garbage to pubbie star.

You also get an unsolicited picture because the guy deserves some celebrating.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Wolverine%207K%20Manny%20Pacquiao.png)


Title: Re: Mechwarrior Online
Post by: Maven on July 14, 2014, 10:35:59 PM
Nice render.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 15, 2014, 01:01:07 AM
You're surprised that a Mech called 'Wolverine' made a good short range brawler ?

 :grin:


Title: Re: Mechwarrior Online
Post by: angry.bob on July 15, 2014, 11:15:00 AM
Hmmm, so is there a special thing with buying a clan mech? They weren't anyplace I could see to buy them other for real money, but matches were full of them.

Also, the 90 days of premium time that I never activated have dissppeared. Fuckers.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 15, 2014, 11:34:45 AM
Clan 'mechs are/were preorder only for a while, now they will be released two a months over the next four months, for real money first, then game money. You can check the release schedule here. (https://static.mwomercs.com/img/news/media/3f3f464991a6fd2872f487ade355bb36.jpg)

About the "banked" Premium Time, it doesn't show until you press "activate". Even if it says you have zero days, try pressing that button and a pop up asking you if you want to activate your xx days xx hours banked Premium Time should show up.


Title: Re: Mechwarrior Online
Post by: eldaec on July 16, 2014, 01:28:37 AM
I find I play mediums almost exclusively. If I get around to patching this and starting it up again, which clan mech, if any, do I want?


Title: Re: Mechwarrior Online
Post by: Ironwood on July 16, 2014, 02:32:30 AM
I've had a play about with the Clan Mechs on Smurfy and as far as I can see they're quite dissapointingly limited in terms of loadout.

I'll still buy a timber wolf when it's out though.  I also really, really like what people are doing with the Kit Fox.  He's a wee shit.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 16, 2014, 05:47:44 AM
I've played extesnively with the Nova but haven't tried a single round with the Stormcrow yet. I find the Nova very enjoyable with all those lasers, but you have to keep in mind that you'll be facing the enemy a lot due to the longer laser duration of the Clan weapons unless you go the PPC way, which is totally fine. Few 'mechs feel more "pew pew" than the one that goes around with 12 ER MLs, 6 in each arm.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 16, 2014, 05:58:09 AM
Also, it can jump.  I've seen one or two good Nova Pilots and they usually just lop arms off other mechs then jump away like fleas.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 16, 2014, 10:47:08 AM
Looks like they introduced an interesting matchmaking feature with yesterday's patch. Basically, since the group queue puts together groups of twos with group of nine regardless, the larger your group the bigger will be your "ELO handicap", meaning, if you are grouped say with 7 other friends, and there are only groups with less people in the other team, the matchmaker will compensate by picking smaller groups with a higher average ELO than your group. In short, the advantage of having more people in voice chat would tentatively be compensated by having to face better players with less communication.

EDIT: About the Nova, yes I love that it jumps too. But I have to say, yesterday's patch hit jumpers pretty hard. Personally I am happy, I hate bunny hopping in all games, but it'll just be a matter of adjusting over the next few days. I think it's a welcome change.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 16, 2014, 11:02:15 AM
Why is this still down ??


Title: Re: Mechwarrior Online
Post by: Kail on July 16, 2014, 02:11:39 PM
I also really, really like what people are doing with the Kit Fox.  He's a wee shit.

Can you elaborate on this a bit?  I'm still trying to get the hang of this game and lights look cheaper than the other mechs (not to mention the Kit Fox is the only buyable clan mech at this point) but I generally fail pretty hard in my Locust.  I think I remember Falc saying something about an ECM equipped Kit Fox, but all the versions of it I can see all say "no" for ECM.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 16, 2014, 02:16:13 PM
The Locust is not a Light 'mech, it is, unfortunately, a death trap. The Kit Fox is an Omni 'mech so while you can't find a specific variant with ECM, you can mount on its right arm the right arm of the C-variant, and that arm alone has 3 AMS slots and an ECM one. This is interesting since the C variant is not available per se, but some of its component are. So you can buy ANY Kit Fox, and then purchase the "C" Right Arm separately, and there you go.


Title: Re: Mechwarrior Online
Post by: Typhon on July 16, 2014, 02:25:24 PM
Is this still offline?  Every time I tried to patch today I got the "down for maintenance" message.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 16, 2014, 02:29:40 PM
Uh? Not at all, I am playing. Weird..


Title: Re: Mechwarrior Online
Post by: Ironwood on July 16, 2014, 04:09:17 PM
You need to change DNS.

The Patcher is fucked for some regions.  Switch to 8.8.8.8 and patch.

It's utter wank.  Typical PGI Shit.  Even tho it's not their fault.  The Cunts.


Title: Re: Mechwarrior Online
Post by: Hoax on July 16, 2014, 10:56:20 PM
So I've played less than 10 games but:
-Ghost heat is terrible. Stupid. Does nothing to fix anything and is literally the worst.
-They have made Alpine even worse with the jump jet and climb speed changes. I wouldn't have thought it was possible but they did it.
-I have played the lava map and the Total Annihilation Core planet map (outer space, metal thing) and both of them are bad like Alpine. They make your mech feel like its around 7' tall at best. Its awful. How come these maps are so bad?
-Dear god the mechbay is just.. wow.
-The social feature is still incompatible with playing the game. Nice.

For real. Fuck this game. It doesn't even feel like big robots. Robots sure but little tiny ones. Even with the FOV change so that you definitely feel like you are in a cockpit. I'll try for another day or three but I can't see this working for me. The game just isn't very good, the maps are worse and these guys make a mess of every change they make.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 17, 2014, 02:09:09 AM
I logged in last night after patching and got humped 12 games  in a row.

It was horrid and shocking.  Teammates consistently sucked and I was top damage in about 9 of those games.  3 times in a goddamned fucking Kintaro.  With Clan teammates.

HOW IS THAT POSSIBLE.

I think, honestly, this is turning into a game where you need a team or you live with frustration.  On Game 11, I got so pissed off with Zoomed in Cunts shooting my Stalker in the back that I just turned round and headshot the ShadowHawk that was doing it.

I mean, I'm in a Stalker, for fucks sake.  Doing about 10kph.  Backing off Slowly.   If you don't have the fucking vision to see what's going on around you....

Anyway.  Very bad MechWarrior night.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 17, 2014, 02:17:07 AM
Few videogames can make me go to bed with such a sour taste in my mouth like this one. Some nights are just awful. Yesterday though was good for me, at least until I played solo. Then I teamed up with my son and a RL friend and we got demolished by being put in the group queue versus apparently better groups then ours.

Seriously, the "solo" queue is all kinds of random, so you go from winning 12-0 and playing like a god, to losing 0-12 without even the chance of firing a single weapon. But even with the ELO handicap, the group queue isn't any different except maybe for being even more brutal on average, and at least there's a lot of matches in between those two extremes even though I tend to forget them when raging about being wiped over and over.

I don't feel that MWO is unique in this, every single arena game I played in the past few years has been the same: get random decent teammember and you are in for a good fight. Get random imbeciles and you want to hurt humans. Smite and DOTA are perfect examples, as you get stuck into a game with complete idiots for 30-40 minutes and there's nothing you can do other than just suck and hate.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 17, 2014, 05:20:06 AM
alright, let's get together and fail together today.

4pm eastern?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 17, 2014, 06:06:47 AM
That's cool, assuming I can make basic timezones calculations, it should be 10pm here and 9pm in Great Britain. I'll look for you in game.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 17, 2014, 06:59:58 AM
I should be on at 9.

We got comms somewhere ?



Title: Re: Mechwarrior Online
Post by: Sir T on July 17, 2014, 07:01:43 AM
9pm UK time I can do. Care to have me join you guys for hurt and pain?

ANYVAY, last night was a doozy. Map forest canyon, guy says to head down to the tunnel to gatch them coming in one at a time, I say shure. I had been watching some Godzilla movies so I delt the need for sise so I brought along my Misery. SO there we were, and then a Daishi (dire wolf) and a 3 or f other clanners appear at the other side fo the falley to the tunnel. I duck back and forth fire,m fire again and again, then I wonder wehy the rest of my team who were all around me werent firing...

And then realized they ahd all buggered off back out of the valley and were standing around in a clump, leaving me and a centurion to square off against 2 clan assaults, a Nova, and something else.

The other thing I not=iced is that I WAS FUCKING PRISTINE!!!

How the fuck can you be shot at by several clan mechs including a fucking DIASHI!! and have ZERO shots hit on a goddam Stalker!! while I a guy who does not play a massive amount and with a crappy aim anyway is landing damage with my massive triple large lasers and LB 10. AND the 4 clanners were busy hiding from me as the Cent and I were oh so threatening to them ya know. AAAGH. Eventually I turned around and ran back to my teammates and ov course they took the opportunity to run out when my back was turned and core me from the back. Newb mistake on my part but Jeez

Next game was in toxic valley and my team contented themselves with sitting around the caldera and I and a raven had to run around sturring things up as I hate turtling. And I definitely scored more hits than I got back despite being shot at by dual dire wolves at one point.

And the sad thing is I cant remember how to use the zoom feature. Clanners cant aim for shit.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 17, 2014, 07:41:41 AM
I love the storie from the field. Especially the ones about idiots.

And yes you are more than welcome tonight. One cool thing is that now there are no group limitations anymore, so the more the merrier. One shitty thing is that we'll be destroyed until we uninstall. But it's gonna be fun.

Also, install Ventrilo edit: MUMBLE (not Ventrilo) in case we get on the same server we were on last time.

EDIT: We are on right now if anyone wants some f13 action.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 17, 2014, 01:36:44 PM
i am so there, i can only just sometimes see friends on, because reasons?


Title: Re: Mechwarrior Online
Post by: Ironwood on July 17, 2014, 02:08:30 PM
Alas, currently involved in an Elena disaster.  If I can get out of it, I'll be there !!


Title: Re: Mechwarrior Online
Post by: Sir T on July 17, 2014, 02:30:04 PM
Samprimary achievement unlocked - Gold Diashi kill.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 17, 2014, 03:04:42 PM
i have a long history of gold daishi hunting

(http://i.imgur.com/jzKX9IK.png)


Title: Re: Mechwarrior Online
Post by: Samprimary on July 17, 2014, 04:02:01 PM
we saw you for like, a second, irnwood


Title: Re: Mechwarrior Online
Post by: Falconeer on July 17, 2014, 04:37:15 PM
It was a lot of fun to merrily die together over and over, especially in Alpine. We should do this more often (and more people should join).


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2014, 12:45:34 AM
we saw you for like, a second, irnwood


Yeah, sat down, joined your group then drama kicked back in.  Never breed, it ruins your gaming. Long weekend now tho so it might still happen!


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2014, 03:28:38 AM
Anyway, Merc Corps creation is coming in August. I think the f13 Merc Unit will be a lot of fun to put together, no matter how small. I also heard it'll take about 275M to buy a Dropship, but I am sitting on 110M and counting right now, so it should be doable, eventually I guess.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2014, 03:48:49 AM
You're sitting on WHAT ?

I have 20 and that's a fucking miracle...


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2014, 04:09:11 AM
I am not particularly proud of it, or especially good (at all). In fact, for how much I play, I am terrible at the game. But that value is just a combination of Premium Time, Hero 'mechs, and lots and lots of playing. The "stats" page says I've played 3500 matches, and that's without counting the first 6 months of beta when the stats weren't tracked which would probably bring the total up to 5000 or so.

I also checked the "Game modes" tab of the Stats page for some more data, and turns out since stat tracking is active I've earned a total of 414M, which means I spent so far 309M on 'mechs, parts, modules, upgrades and so on. Which is much more than I thought considering I have about 85 'mechs but most of them are Founders (4), Phoenixes+Sabers (6x3=18), Clans (24), and Heroes (7), meaning I didn't use Cbills to get them. So out of 85 I've only paid for 32 'mechs with Cbills although you still have to pay for their upgrades and parts, double heat sinks, engines, etc.


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2014, 04:10:06 AM
You have about 85 mechs.........

You're reaching Arthur Parker levels mate.  Dangerous.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2014, 04:52:09 AM
I've met Arthur Parker a couple of times in the game in the past two weeks. It seems like he just abandoned f13, but he still plays MWO from time to time. Too bad he's gone.

Anyway, Samprimary is sitting on 70M! Considering he has about three 'mechs, can you imagine how many Stalker games it took him to get that much?  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Merusk on July 18, 2014, 05:31:42 AM
Sam's good, and the Stalker is a really solid mech so not as many as you might think.  My stalker was a money earner and I'm terrible at keeping damage on one section.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 18, 2014, 06:21:43 AM
I'm poor as dirt, but then I run around in lights half the time, and suck in my heavies the remainder.


Title: Re: Mechwarrior Online
Post by: Shannow on July 18, 2014, 08:17:14 AM
Got one shotted by a direwolf about 1 minute into a match last night. So much for clanners who can't shoot...BAH!


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2014, 08:52:20 AM
Take comfort in the fact that he probably stripped the back off a teammate trying to get you.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 18, 2014, 11:23:12 AM
In one match i was watching a person piloting a daishi, carefully threading it backwards around a pillar into cover while keeping fire on the exposed front of a mech charging it.

I chided him for breaking the rules; daishi players have to be incompetent as a counterbalance to their loadout, or the game's balance is just out the fucking window dude


Title: Re: Mechwarrior Online
Post by: Ironwood on July 18, 2014, 11:29:45 AM
Ach, there are good Clan players out there.  It just seems that the greater percentage of them.... aren't.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2014, 11:52:43 AM
Accordingto Bullock, they sold 25000 Clan Packages, with roughly 50% of those being Masakari (the 240$ ones). That alone would be 240$ x 12000 = 2.880.000 $


Title: Re: Mechwarrior Online
Post by: Shannow on July 18, 2014, 11:57:42 AM
25000???  :uhrr:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2014, 11:58:52 AM
That's what he said on NoGutsNoGalaxy. Of course, he could be lying. I heard humans do that a lot whenever it's convenient to them.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 18, 2014, 12:00:55 PM
You sure that was twenty-five thousand and not twenty-five hundred?  I could believe the latter.  Well, I could believe the former, too, but it's much sadder.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 18, 2014, 12:05:28 PM
25k. I heard it myself but it is confirmed by this recap of what was said in the episode. I am copy-pasting as a form of light news about MWO.

Quote
NGNG#115
Hosts: Phil "Sean Lang", Daeron "Bombadil"
Co-Hosts: Brandon "Cattra Kell", Tyler "JagerXII"
Special Guest: Russ Bullock, President @ Piranha Games

Discussion Topic: The Clan Invasion
Approx. 25,000 Clan Packages sold (about 50% of those were Masakari Packages)
Still injecting approx. 500 Clan 'Mechs a day
Inner Sphere vs. Clan balance
Dire Whale: 2xERPPC, 2xGAUSS
The next Clan 'Mech

Discussion Topic: New MatchMaker
Solo/Group Queues
More fine-tuning
Inner Sphere vs. Clan events now possible

Discussion Topic: Maps
Map production has begun again
"Mech Factory" industrial city map likely first, then "Swamp"
PGI open to community input regarding future map production and direction

Discussion Topic: Community Warfare
Merc Corp association is step 1 and will hopefully be ready in August
The basics of CW combat and planetary conquest by end of 2014

Discussion Topic: Jump Jet & Fall Damage Changes
Is fall damage too punishing? No it isn't.

They are considering preventing 2 Gauss to shoot at the same time with 2 PPC. Either 2 Gauss and 1 PPC or 2 PPC and 1 Gauss. The spare one gets a "cooldown/delay". Explanation: the power plant cannot sustain all that power output at the same time.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 18, 2014, 12:37:24 PM
"activation of a gauss rifle's charge period prevents the firing of any PPC within a second of the use of gauss rifle charging, whether the gauss was fired or not"

additionally, doing a heat-for-projectile-speed trade would be great to seriously decouple ppcs from gauss


Title: Re: Mechwarrior Online
Post by: Hoax on July 18, 2014, 03:37:46 PM
Oh good more game ruining complicated tack on systems that nobody will know about beforehand instead of just adding cone of fire. Fucking awesome.


Title: Re: Mechwarrior Online
Post by: Zetleft on July 18, 2014, 07:13:50 PM
Played for the first time in a long time.  Gameplay is as I remembered but holy shit is that mech lab shitty.  I don't think I'm gonna change out any equipment in my mechs anytime soon. 


Title: Re: Mechwarrior Online
Post by: Falconeer on July 19, 2014, 12:42:35 AM
To be fair, while the new mechlab is an unexcusable HUGE STEP BACK, and basically a deadly piece of shit, you get used to it after a while and messing with your 'mechs becomes almost OK.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 19, 2014, 01:15:41 AM
From the PGI office, a Community Warfare Inner Sphere map sneek peek.

(https://pbs.twimg.com/media/Bs3ebNnCEAE79Va.jpg)


Title: Re: Mechwarrior Online
Post by: Falconeer on July 20, 2014, 02:05:13 PM
"Childish Satisfaction" picture of the day. It's worth noting though that me with a Griffin and the other Inner Sphere medium 'mech, a Shadow Hawk, have scored 11 out of 12 kills. Take that, filthy Clanners.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Griffin%206%20kills%20925%20damage.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on July 20, 2014, 03:30:22 PM
Wait, where's Tboz and Chilli?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 20, 2014, 03:45:38 PM
Busy recording apocryphal music.


Title: Re: Mechwarrior Online
Post by: Hoax on July 21, 2014, 11:03:34 PM
Whats with the 2x exp stuff? Why is every mech 2x xp and is that real?

Also with the trial mechs being the (C) versions now how does that work in terms of exp. Like if you buy the normal variant after using the (C) mech are you going to transfer over exp or do you lose it unless you get the (C) vers?

How the fuck can these maps suck so much? Why are there so many hills that make you feel small, why is skiing a thing in a mech game. God I fucking hate these maps, you might be able to overcome most of the stupidity if the maps were great but they are total shit.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 21, 2014, 11:39:00 PM
The 2XP thing is for your first win of every day.

Not sure about the XP you make with trial/champion 'mechs. Clearly they are good 'mechs now but I can't remember if ou can make any experience with them or it's lost until you buy your personal one.

Maps mostlly suck, yeah.


Title: Re: Mechwarrior Online
Post by: 5150 on July 22, 2014, 04:49:29 AM
IIRC Champions are 15% cbill bonus (heros are 30% and founders are 25%). Clan mechs work differently, my understanding is that the bonus is split among the prime omni pods (not sure how thats going to work when the primes are available for cbills......)

You do gain xp on trial mechs but you can't spend it on boxes until you own the chassis


Title: Re: Mechwarrior Online
Post by: Falconeer on July 22, 2014, 05:47:07 AM
Dark Horizons: Mechanized Corps. http://store.steampowered.com/app/266470/  :awesome_for_real:  :why_so_serious: :drillf:  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Hoax on July 22, 2014, 05:54:31 AM
IIRC Champions are 15% cbill bonus (heros are 30% and founders are 25%). Clan mechs work differently, my understanding is that the bonus is split among the prime omni pods (not sure how thats going to work when the primes are available for cbills......)

You do gain xp on trial mechs but you can't spend it on boxes until you own the chassis

I know you used to gain xp on trials and then if you bought the chassis it was there for you.

I know the whole idea of the Champ mechs.

What I don't know is if you use the JR7-F Champ mech for free bc trial a bunch and then buy the JR7-F normal mech will you have 0 xp or does the xp carry over to the normal version?


Title: Re: Mechwarrior Online
Post by: Falconeer on July 22, 2014, 06:04:22 AM
What I don't know is if you use the JR7-F Champ mech for free bc trial a bunch and then buy the JR7-F normal mech will you have 0 xp or does the xp carry over to the normal version?

The XP carry over, according to what 5150 says and what I actually remember (now) too.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 22, 2014, 06:25:58 AM
Yeah, champion 'mechs don't have their own skill lines.  They share the base model.  The (C) and (F) tags just act as a bonus at the end of a match.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 22, 2014, 11:46:19 AM
Biggest leech ever?

Don't get me wrong, I am not proud of this, at all...

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Griffin%206%20kills%20129%20damage%20biggest%20leech%20ever.jpg)


Title: Re: Mechwarrior Online
Post by: Samprimary on July 22, 2014, 05:53:59 PM
any of you around? I need to procure friends' talents for staged matches


Title: Re: Mechwarrior Online
Post by: Sir T on July 22, 2014, 06:59:59 PM
I can't sleep so I'll see if you are still around.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 22, 2014, 07:05:28 PM
Friend "Suicidal Alphastrike"


Title: Re: Mechwarrior Online
Post by: Sir T on July 22, 2014, 07:09:16 PM
Friend thingie sent


Title: Re: Mechwarrior Online
Post by: Hoax on July 23, 2014, 08:52:53 AM
So what setting do I need to turn up so that NV or Thermal are even halfway useful? Even in the tunnel night vision is just a green mess that does not help and thermal seems to have a max vision that is way less than what I can see with it off.

Also I cannot get over how shit these maps are and how shit jj's are. I don't like jets but using trial mechs I often have them. They feel terrible.

This fucking game has so many moments where you feel so shitty as a player, falling down hills, sliding down hills, trying to climb up hills, using jump jets to do anything but arrest free falls or bunny hop tiny things... I don't remember it being this bad.


Title: Re: Mechwarrior Online
Post by: Merusk on July 23, 2014, 09:01:49 AM
Thermal is only useful close-range on night maps so you can see tiny bits poking out from behind buildings or catch the 'through holes' in debris.  It used to be predator-mode but they nerfed it to hell and back because all other vision modes were inferior.

NV was never useful when I played, even on night maps.  They weren't full-dark enough to justify using it over normal vision and it was always inferior to Thermal even with increased range of vision.


Title: Re: Mechwarrior Online
Post by: Hoax on July 23, 2014, 09:46:12 AM
 :heartbreak: RIP Predator Vision.

I don't mind them going away from the time when Thermal was just hands down superior to everything else but I'm hard pressed to come up with any reason to use vision modes so far after coming back. I used to use NV on some maps I feel like.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 23, 2014, 09:56:49 AM
In all honesty, I *have to* use thermal vision in both Forest Colony and Frozen City. I know they are daylight maps, but thermal vision just removes a lot of distractions for my eyes and make it easier for me to aim. Especially in some areas of frozen city where there's a lot of fog. About thermal, I consider it a necessity in River City Night. But as you pointed out they are not mandatory, in all cases if your eyes adjust quick enough you an do without it and both thermal and night visions have severe drawbacks (limited range for NV, lack of depth for thermal). I like them, and they have already hinted at more foggy maps. But then again, it's all about how good your eyes are. Mine aren't good at all and all the three vision modes come in handy.


Title: Re: Mechwarrior Online
Post by: Sir T on July 23, 2014, 07:27:44 PM
The particular gamma setting of your monitor come into play as well. I cant see a thing without night vision on river city night.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 24, 2014, 07:22:26 AM
Same here.  It's nearly pitch black for me.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 24, 2014, 10:59:46 AM
I hate but am glad that Predator Vision is gone, but I hate it but I am glad it is gone.

When Predator Vision was a thing the entire game quickly became nothing but predator vision and there was no variety in environs whatsoever (unless you counted that Caustic was a generally green backdrop to every other map's blue). Everything was a grainy bluefield backdrop with mechs contrasted heavily against it even from behind smoke and flare and even if they were just peeked out a little bit. POW.

Maybe it could become a super premium Clan thing to represent their general superiority at everything, eh? EH?



Title: Re: Mechwarrior Online
Post by: Merusk on July 24, 2014, 11:23:29 AM
Oh hey.. THAT's how you balance clan vs. IS.  Give IS old Thermal vision.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2014, 10:06:21 AM
All Hero 'mechs are 50% off for the weekend.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 30, 2014, 12:26:25 AM
THE GAUSS / PARTICLE PROJECTION DIRECTIVE (http://mwomercs.com/forums/topic/166212-the-gauss-particle-projection-directive/)

For those of you who don't know, there's a problem with the Direwolf and its ability to mount 2 Gauss Rifles and 2 PPC and shoot them at the same time for about 50 (and change) pinpoint damage to one location from long range. It can do it over and over with very little drawbacks, if at all. Solutions are needed, so PGI came up with two ideas. One idiotic, the other one unpopular but in my opinion quite cool and needed.

Quote
Hey folks,

I'm going to pre-empt the concern that nothing has happened with the PPC/Gauss combination in the game and Russ mentioning work being done on it for this patch.

The new firing mechanic that Russ was mentioning is indeed in the game right now but it is set to off. The reason for this is that it's a very complex active system which is going to directly affect your weapon triggering. Yes we have complex systems in the game like Heat Scale but Heat Scale is passive. There's a big difference in a player's experience when the active triggering mechanism is changed, much like the Gauss Charge. The Gauss Charge however is a single stage active change, the Gauss/PPC system that is on hold right now is a 3 stage active change.

The Mechanic:
A Gauss Rifle is a charging weapon.
A PPC is a heavy energy draw weapon.
In the case of a 2+ PPC - 1 Gauss equipped 'Mech, the following will happen:
While the Gauss Rifle charges, the pilot can only fire 1 of the PPCs. Choice is the pilots.
While the Gauss Rifle charges, the pilot cannot fire both PPCs simultaneously.
If the pilot decides to fire 1 PPC, there is a 0.5 second period in which the 2nd PPC cannot be fired.
In the case of a 2+ PPC - 2 Gauss equipped 'Mech, the following will happen:
If the pilot charges 2 Gauss Rifles, no PPCs will be able to fire.
This PPC lockdown effect lasts for 1 second after the Gauss Rifles have fired or auto-discharged.
We are in constant talks about this and MIGHT bring it on-line on the Public Test Server for you to provide feedback and thoughts on the mechanic.


One of the other solutions I've been looking at is slowing down the PPC projectile. What this gains is the ability of a target 'Mech to spread incoming damage more effectively by twisting its torso out of the line of fire. The number I've been toying with is 750m/s for PPCs and 850m/s ERPPCs(IS and Clan). Now if you're wondering what the current speed is, it is 1500m/s. So yes... that is a 50% decrease in projectile speed for PPCs.

What this translated into is that at 1000m, the PPC projectile hits its target just under 1 second after a simultaneously fired Gauss round. At 500m, it is around 1/4 of a second. Optimal target distance for the PPC/Gauss combo falls into the 600-700m range which allows enemy 'Mechs to close the gap a little easier vs PPC equipped 'Mechs. This also means that the PPC/AC20/AC10 combinations will be affected as well. A 50% decrease in projectile speed seems overly excessive but it really does bring the feel of the PPC/Gauss combo back into alignment with the rest of the game.

I'd like to, at this time, ask that you give your thoughts on these two solutions in the feedback thread for this post. Please keep in mind that the numbers listed in this post are testing values only and not the final, to be put into game numbers.

I understand that that both of these mechanics seem fairly heavy handed but it's time to bring this weapon combo into alignment with the other combinations of weapons.

Basically, it's either create a new convoluted and undocumented mechanic which we could dub "ghost cooldown", or to slow the PPC projectile down to old MechWarrior games level and make it a dodgeable weapon. I vote for the latter, time to break the PPC+AC5 combo too and give people more reasons to use less pinpointy weapons.


Title: Re: Mechwarrior Online
Post by: satael on July 30, 2014, 12:36:55 AM
So would the slowdown affect all ppcs and not just the ones paired with gauss? Given how great the mech lab is it's going to turn into another hidden feature that most players will not know about unless they venture deep into the cesspit known as mwo boards (not to say that any other games' official boards are much better).  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on July 30, 2014, 12:46:38 AM
It would affect all PPCs. As I said, at the moment the PPC is still too good of a weapon all around. It's not that it needs a nerf, it just needs something to make it different from an Autocannon with infinite ammo.

A little cone-of-fire would be great, you know  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: satael on July 30, 2014, 01:06:17 AM
I'd really like a cone of fire especially one that would be affected by movement (mostly to mess with the pop-tarts) but unfortunately they've chosen to go with a different design (I just think that stuff like multiple weapon alpha strikes would have been (more) easily fixed with adding a bit of extra scattering for simultaneous fire rather than the ghost heat system)


Title: Re: Mechwarrior Online
Post by: Ironwood on July 30, 2014, 01:24:29 AM
The new Awesome is rather.... awesome.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 30, 2014, 01:47:39 AM
I brushed off my favourite 'mech ever (because of lore and style, not performance), the Pretty Baby, and I my first 7 matches have been 7 deaths and 0 kills. I almost headbutted my monitor at some point and bit the keyboard. Seriously, first 7 matches after the "buff" and I get to die seven times and kill zero?! My global average with the Pretty Baby pre-buff is 1.54 K/D so this is just a slap in the face.

Then, in the next three matches I killed 11 (4, 4, 3) and only died once.

Not sure what's going on, but I guess the matchmaker is always stronger (or weaker) than any buff or nerf.

Anyway, love the new quirk system. Also love the reinforced Hunchback Right Torso.


Title: Re: Mechwarrior Online
Post by: Sir T on July 30, 2014, 07:05:47 AM
ANy of you guys what to team up at some point in the next few days? I feel the urge to tank in my Raven again.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 30, 2014, 07:16:09 AM
Sure, I am up at least a bit pretty much every European night. If I see you I'll shoot you an invite.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 30, 2014, 07:16:44 AM
Why don't they just slow down the Clan PPCs?  They get splash damage, and the IS versions just aren't all that.


Title: Re: Mechwarrior Online
Post by: Hoax on July 30, 2014, 08:45:55 AM
Do they ever address cone of fire? What is their fucking problem? This entire discussion of ppc fixes is retarded. I'm going to have to uninstall this game in protest again aren't I.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 30, 2014, 08:47:25 AM
They will never use cone of fire. They like it the way it is AND claim cone of fire would be a problem for their terribly programmed netcode.


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 30, 2014, 11:46:32 AM
They like it the way it is except for the dozen combinations of weapons they don't.  Host-state Rewind, Missile Splash, PPC Splash, Gauss + PPC, LBX and missile spread, UAC spread...


Title: Re: Mechwarrior Online
Post by: Kitsune on July 30, 2014, 12:03:41 PM
It would fix a lot of the pinpoint issues if they simply added recoil.  Shooting missiles, giant metal balls, artillery cannons, and lightning bolts should all provide some jerk to the reticule.  Make is spaz out enough that trying to trigger an alpha with a pile of gauss cannons or PPCs will make the projectiles shotgun all over the target instead of all hitting the same spot.  Boom, problem solved.

Lasers by their DoT nature aren't as big a deal for pinpoint accuracy, so that goes well with the fact that you shouldn't have any kind of recoil from them.


Title: Re: Mechwarrior Online
Post by: Samprimary on July 30, 2014, 11:43:40 PM
'the cone of fire we already effectively have for jumpjetting? oh we could never implement it it would be bad for our netcode'


Title: Re: Mechwarrior Online
Post by: eldaec on July 31, 2014, 12:26:30 AM
Netcode seems a strange excuse when the pin point issues exist only on low rate of fire weapons.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 31, 2014, 02:20:28 AM
They ran another stealth test yesterday where the matchmaker only grouped IS 'mechs with IS 'mechs, and Clan 'mechs with Clan 'mechs. As a result there have been a few IS vs. IS and Clan vs. Clan but for the most part it has been IS vs. Clan and you can imagine the outcome of those matches. I played in 5, always piloting an IS 'mech, and we lost all five matches 12-0, 12-3, 12-1, 12-0, 12-4.

In short, it was the expected massacre. Especially missile wise because the Clan 'mechs have so much room for weapons that they all carry some LRMs because why not. I had AMS mounted on all my 5 engagements and believe me when I say 1000 ammo ran out in about 10 seconds (usually on scrap missiles that weren't going to hit anyone anyway - a fucking AMS toggle would be useful!).

I haven't read any appropriate assessment of this last minute decision/test and while I agree that they needed something similar for the sake of future balance, and the test server is not nearly enough, it wasn't cool to be caught in that meatgrinder without any warning. I could have switched to Clan, but then I would have been part of the problem.

Anyway, they already said that in the future Clans won't be able to use Artillery Strike (for lore reasons), only the less useful Air Strike, and that supposedly IS vs. Clan matches will be 12 vs 10. We'll see.

Here are some discussions about it if you are interested:

http://www.reddit.com/r/OutreachHPG/comments/2c6a6x/whats_up_with_this_is_v_clan_silliness_in_solo/

http://mwomercs.com/forums/topic/166407-clan-vs-is-happening-again/


EDIT: Bryan Ekman hinted at the possibility of introducing ELEMENTALS as a consumable in the future. I can't even.


Title: Re: Mechwarrior Online
Post by: Sir T on July 31, 2014, 06:24:30 AM
The white knighting going on for the clans is hilarions "See the fact that a lot of the IS are sub 200 mmeans they are shit so clans are balanced!!" "Ever think that maybe its becasue the second they peak out they are cored?"

But hey the devs speak!

http://mwomercs.com/forums/topic/166407-clan-vs-is-happening-again/page__view__findpost__p__3597935

Quote
Hey folks,
You seem to have noticed that for the last 2 hours or so, the solo queue had been separating IS 'Mechs vs Clan 'Mechs on each team. If the Match Maker cannot create a full IS vs Clan match, it will put players into IS vs IS or Clan vs Clan. This was a pre-emptive test for Faction warfare as we roll towards Community Warfare. We were able to get some great telemetry from the Matchmaker on this and we are eager to apply what that data is teaching us.

Thanks for participating!

Thanks for participating in this unannounced test and we are lying about how long its been going on. SUKKERS!!


Title: Re: Mechwarrior Online
Post by: Ironwood on July 31, 2014, 06:29:39 AM
Oh For Fucks Sake.

If Community Warfare involves being endlessly cunted by superior Clan Mechs, that's going to go soooo well.


Title: Re: Mechwarrior Online
Post by: Sir T on July 31, 2014, 06:48:59 AM
Reading some more of that stupid thread on the MWO forums it seems to be clanners screaming that there are always more new players on the IS side because all trials are IS. And New people cant shell out money for clan mechs of course, which means that those people who are playing clan are MORE DEDICATED VETERANS who are JUST BETTER!!

You know, the same shit you hear in every single game when one side is totally overpowered. I'm winning BECAUSE OF MY LEAETY SKILLZ. *sides are balanced up and suddenly the leet players get splattered or stop playing*


Title: Re: Mechwarrior Online
Post by: Ironwood on July 31, 2014, 06:54:37 AM
FROST SHOCK!!!


Title: Re: Mechwarrior Online
Post by: Shannow on July 31, 2014, 07:23:20 AM
In ww2ol we called that 'Superior communication and tactics!'


Title: Re: Mechwarrior Online
Post by: Lantyssa on July 31, 2014, 09:22:24 AM
Clanners are hilarious in their denial.


Title: Re: Mechwarrior Online
Post by: Sir T on July 31, 2014, 10:13:58 AM
Clanners are hilarious in their denial.

yup. Its gone from "these are people who are invested enough to pay for their mechs" to "hurr hurr look at the crap heroes that they paid for therefore they noobs"

http://mwomercs.com/forums/topic/166407-clan-vs-is-happening-again/page__view__findpost__p__3600150

Quote
Posted Today, 08:38 AM
Quote
Quote
Stop pretending, you paid for an advantage and you got it.

Yep. With this MM switch on, you paid to have no True Noobs on your team.
I love the layouts in these. Dragons. Bad old Heroes like YLW that you can tell were baby's first hero (from the sale). I mean, these are teams I cringe at dropping into even IF there was a MM making it 12 Clanners on the other side. They make my noob sense tingle.

Witness how even a few grossly unskilled pilots result in ritualized roflstompings by even an average-skill group with no anchors to potentially drag them down.

See the clanners are winning because they have no true noobs on their side!


Title: Re: Mechwarrior Online
Post by: Merusk on July 31, 2014, 01:40:08 PM
I love internet people's ability to play victim and draw incorrect assumptions from personal data.

"I still die, therefore clan isn't overpowered."


Title: Re: Mechwarrior Online
Post by: Samprimary on July 31, 2014, 04:40:32 PM
Quote
Anyway, they already said that in the future Clans won't be able to use Artillery Strike (for lore reasons), only the less useful Air Strike, and that supposedly IS vs. Clan matches will be 12 vs 10.

I hope they just do this. It'll be the least shitfucked of their any possible attempt at balance.


Title: Re: Mechwarrior Online
Post by: Sir T on July 31, 2014, 07:56:50 PM
Quote
Anyway, they already said that in the future Clans won't be able to use Artillery Strike (for lore reasons), only the less useful Air Strike, and that supposedly IS vs. Clan matches will be 12 vs 10.

"In the Future" meaning next year when the Mad Cat is finally available for Cbills.

Anyway, the Kit Fox is in the bay avalible for MC. Its around 2600 to 2800 MC apiece, about what a standard heavy IS mech would be.


Title: Re: Mechwarrior Online
Post by: Hoax on July 31, 2014, 09:12:12 PM
I wouldn't even be sure that 12 vs 10 would be fair. 8 vs 5 would if anything favor IS but I'm not convinced at all that 12 vs 10 is enough, they need to give them a lot more than that.


Title: Re: Mechwarrior Online
Post by: Speedy Cerviche on August 01, 2014, 08:40:10 PM
i just dl'd this game, pretty good bhut there only seems to be few maps, and only ticking ctf + tdm game modes. is there more?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2014, 12:30:04 AM
There is about 10 maps, and 3 game modes: Skirmish (destroy all enemies), Assault (capture enemy base OR destroy all enemies), and Conquest (hold more control points than the opposition for long enough OR destroy all enemies).

The map rotation is random but I am pretty sure the system makes some maps show up more often. You can check them all by visiting the training ground and picking one.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 03, 2014, 07:21:48 AM
Caved and bought a Kit Fox and a Nova.

Conclusion :  yeah, it's pay to win.

Kit Fox is utter garbage until you slam the ECM 3 AMS arm on it.  Then it's pretty fucking OP.


Title: Re: Mechwarrior Online
Post by: Hoax on August 03, 2014, 08:13:20 AM
The clan mechs are some of the most blatant and awful p2w I've ever seen in any game. Introducing them like this with no balances at all in the MM system shows what money grubbing shitlords PGI are. Then again this is a game where there are pay only better consumables so I've known that for a long long time.



Title: Re: Mechwarrior Online
Post by: satael on August 03, 2014, 09:12:30 AM
The clan mechs are some of the most blatant and awful p2w I've ever seen in any game. Introducing them like this with no balances at all in the MM system shows what money grubbing shitlords PGI are. Then again this is a game where there are pay only better consumables so I've known that for a long long time.



I would say that World of Tanks and the gold ammo there is/was more obvious but atleast they didn't try to hide the fact.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2014, 11:37:03 AM
The Clan 'mechs are ridiculously overpowered, but you are not guaranteed to dominate at all since there's an equal number of Clan 'mechs in the other team. Yeah, like gold ammo in World of Tanks with the difference that gold ammo won't ever be available for in game money. I am not defending IDIOTIC PGI decisions, but even if you want to call that pay2win, it's gonna end in one to four months when all 'mechs will be available for Cbills. The infamouse anti-missile Kit Fox will be available in ten days. In the meantime, it's a pride thing. I don't use my Clan 'mechs because I don't like to cheat.


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Clan%20release%20schedule.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 03, 2014, 11:42:49 AM
Your argument makes no sense.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2014, 11:47:17 AM
Let me simplify and rephrase:

it's pay2win, the sugar coating is that it's only gonna last a few months.


Title: Re: Mechwarrior Online
Post by: satael on August 03, 2014, 11:52:33 AM
Is there any information yet on what the "clan hero mechs" will be like?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2014, 12:01:24 PM
Ha! You got me there. Fair point.


Title: Re: Mechwarrior Online
Post by: Speedy Cerviche on August 03, 2014, 01:20:59 PM
How do I find out info about mechs I might want to buy? The store doesn't show weapons, neither does the website. Or am I missing something?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 03, 2014, 01:26:02 PM
Store only shows stuff you can purchase with real money. Go to Mechlab and then click somewhere at the top of the screen to switch to "purchaseable" 'mechs. When you have them all visible, just over one and you'll get a pop-up with details about the 'mechs. Or you can click on "Mech Details" in the lower right side. Anyway, short answer: Mechlab ---> purchaseable.


Title: Re: Mechwarrior Online
Post by: Sir T on August 03, 2014, 04:09:31 PM
Had a match yesterday with 4 clan mechs on one side and zero on the other (mine). Due entirely to my lack of skillz the match was a fairly close 12-1


Title: Re: Mechwarrior Online
Post by: Sir T on August 03, 2014, 04:13:54 PM
I would say that World of Tanks and the gold ammo there is/was more obvious but atleast they didn't try to hide the fact.

Gold ammo is only the most obvious PTW system in WOT. There's also pay to skip all the upgrading you have to do to get the tank up to the level were you stand a chance, and pay to have 100% crews rather than grind up the XP system where the mid point is actually 82%, and pay for premium time where you are not losing money on every match. But don't worry, if you don't pay they wont broadcast your shit stats to everyone else Oops they do.

But thats an argument for another thread :D


Title: Re: Mechwarrior Online
Post by: Hoax on August 03, 2014, 09:36:35 PM
In WoT there aren't pay only tanks that are 20-40% better than their in-game currency counterparts.

As Falc pointed out eventually clan mechs will be purchasable by everyone but that will leave us with a MM metagame where if you aren't using a clan mech you are fucking over your team because the MM'er is fucking awful.

Instead of using a combination of c-bill cost and tonnage to balance sides or anything even remotely clever they use weight classes and clan vs is (maybe) and elo (maybe). Which means if you aren't piloting a 55-ton medium or you try to use any heavy that isn't a MadCat you are letting your team down.

Which is of course, fucking stupid, so par for the course with PGI.


Title: Re: Mechwarrior Online
Post by: Merusk on August 04, 2014, 09:21:01 AM
In WoT there aren't pay only tanks that are 20-40% better than their in-game currency counterparts.

Indeed, in WoT the Pay-Only tanks are inferior to the grind tanks of their tier in specific ways, or nerfed after the initial buy to make them so.  They're just +credit machines or work well in the hands of someone who knows how to use them, like any other tank.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 04, 2014, 09:47:40 AM
Gold ammo end any conversation about pay2win.


Title: Re: Mechwarrior Online
Post by: Merusk on August 04, 2014, 10:43:41 AM
Except gold ammo can be bought with standard currency, not just Gold.

Which is why it's SOOOOOO fun to use it against players nowadays. I've got all the tanks I want so my credits go straight to ammo and repairs. Buahaha.


Title: Re: Mechwarrior Online
Post by: Sir T on August 04, 2014, 01:54:04 PM
My point in Wot is that you pay to skip the grind of having an inferior tank, You can buy a tank and immediately pay to skip the upgrade phase where the tank is utter crud. And you can pay to bounce your crew to 100%. That means that you are paying for every tank you have to be immediately 40% to 60% better where as the free playing losers have to stick with being an IS mech for a long while

And you can use premium tanks to generate the XP that you pay to convert to free XP. After a while you can buy any tank you want at full upgrades. Its more subtle than just gold ammo. And of course while the losers are grinding away to get their tanks and crew up to clan standards their stats go to shit, which is why your stats are broadcast. You don't want to be refereed to as a tomato? Pay the fuck up, loser.

Gold ammo is just icing on the cake. But to get gold ammo you need credits, and wouldn't premium time get you more credits...


Title: Re: Mechwarrior Online
Post by: Falconeer on August 04, 2014, 03:08:25 PM
World of Tanks, although different, is just all around a better crafted and executed game than MWO by many orders of magnitude. Sadly, it is also more pay2win than MWO. I would have kept playing it much more if it weren't for gold ammo. I went through that shit in 2003, in Lineage 2. Soulshots? No thanks.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 04, 2014, 03:35:33 PM
A new fan-made video (https://www.youtube.com/watch?v=lR3lHWm36Uw) that makes you even angrier at PGI.


Title: Re: Mechwarrior Online
Post by: Sir T on August 04, 2014, 04:56:51 PM
Yeah, I think we can all agree that WOT is better polished game.

And yeah that's a nicely made video.

Of course I took the opportunity to look at the mechcommander opening vid. :D

https://www.youtube.com/watch?v=Dd2rpFW4zms


Title: Re: Mechwarrior Online
Post by: Falconeer on August 06, 2014, 11:28:28 PM
New post about what is coming in August. (http://mwomercs.com/forums/topic/167089-august-update-and-roll-out/)

Quote
Hello MechWarriors,

I would like to set the stage on what to expect for the month of August, especially with regards to the much anticipated feature of Community Warfare Module 1.

The first thing you will see in August is a commitment to getting back to weekend events, we are going to have multiple events in August and will try to make them increasingly faction oriented.

One of those events will be an IS vs Clan event that will help gather important balancing information. Stay tuned for news of our first event this very weekend.

Here is a timeline breakdown of August:

Aug 8th-12th: Faction-themed sale with an associated personal challenge event.

Aug 12th: Spider Hero – “Anansi” SDR-A for sale (MC); Summoner Mechs for sale (MC); Kit-Fox Mechs for sale (C-Bills); Rec Room Warhorn for sale (MC)

Aug 15th: Faction-themed sale and casual 12 vs 10 Clan balance test using the Private Match window and streamed over Twitch with rewards for participants. Please set aside time this weekend if you feel you have a strong opinion on the 12v10 balance question.

Aug 19th: Nova Camo Specs unlocked; Vindicator Hero for sale (MC): Hero mech version released Aug 19th with MC a week later and C-Bills the week after that as per the established pipeline.

Aug 19th-26th: Community Warfare Module 1 release. I have indicated a range here because were working hard to get this out as soon as possible. There still remains a reasonable possibility this will come out with the Aug 19th patch but let’s just say it’s going to be close and we want to make sure it functions properly. Therefore, if it’s not quite ready for the Aug 19th patch, one option might be to add a patch later that week like Friday the 22nd, But were confident that worst case scenario will see CW Module 1 released no later than Aug 26th.

Aug 22nd-24th: Faction-themed sale and associated event.

Aug 26th: Vindicator Mechs for sale (MC); Dire Wolf Mechs for Sale (MC); Nova Mechs for sale (C-Bills); Lunch Truck Warhorn for sale (MC)

Aug 29th-31st: Faction-themed sale and an associated event.

Some of you have been wondering exactly what is in CW Module 1, let me redirect you to Paul’s post here which remain accurate: http://mwomercs.com/...ost__p__3481510

As an added bonus: Here are some links to sneak-peeks of CW module!

-Russ

NOTE: All of these screens are still works-in-progress and the planetary data is based off of 3025 data. The 3025 data will be updated to 3049 prior to launching the feature.


(http://static.mwomercs.com/img/russ/CW_FT001.png)



(http://static.mwomercs.com/img/russ/CW_FT002.png)



(http://static.mwomercs.com/img/russ/CW_FT003.png)



(http://static.mwomercs.com/img/russ/CW_FT004.png)



(http://static.mwomercs.com/img/russ/CW_FT005.png)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 07, 2014, 01:12:01 AM
Yeah, I think we can all agree that WOT is better polished game.

And yeah that's a nicely made video.

Of course I took the opportunity to look at the mechcommander opening vid. :D

https://www.youtube.com/watch?v=Dd2rpFW4zms

I regularly drop with players who are every bit as good as Hardcase.


Title: Re: Mechwarrior Online
Post by: Hoax on August 07, 2014, 05:03:54 PM
10vs12 test finally.

There is no better evidence that p2w/founder/gold bullshit is cancer for game communities than the countless threads of clan buyers saying anything to convince themselves they didn't buy their wins:
http://mwomercs.com/forums/topic/167060-perfectly-done/

Quote
If you actually look at the data, and not just w/l you'll likely find clan players are better overall skillwise while IS players are not. IS player will still have those that are very skilled and can potentially beat clan teams, but since the IS has more players that are of lesser skill, the skilled IS players still end up losing.

Quote
I don't think that Clan mechs need to be nerfed; they are on par with the top tier of IS mechs, except that one of them needs buffs (Summoner). A lot of IS mechs need buffs, which is part of why people complain so much.





Title: Re: Mechwarrior Online
Post by: Samprimary on August 07, 2014, 11:17:14 PM
I am just amazed that 12v12 clan vs is matches were ever approved. Of course, I also have trouble believing that even with the inevitable results of that test that people will still believe "clan isn't overpowered!"


Title: Re: Mechwarrior Online
Post by: Sir T on August 08, 2014, 12:48:38 AM
Its very hard to convince someone of whats staring them in the face when their entire self worth is riding on not believing it. Or they are getting paid in wins.


Title: Re: Mechwarrior Online
Post by: Kitsune on August 08, 2014, 12:58:19 AM
The entire point of the clans is that they're overpowered.  From the very get-go in the 90s, they were intended to be overpowered.  The fact that they are in fact turning out to be overpowered is not something that should be surprising anyone, ever.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2014, 12:58:44 AM
I have two Clan mechs.  You cannot convince me at all that they're not overpowered and pay to win bullshit.

The recent Clan v IS matches that I played in brought it into crystal clear sharp relief;  there wasn't any match where the IS was able to kill over half the Clan mechs.  Indeed, the games where we lost five Clanners were a testament to good play and teamwork by the IS.

What amuses me slightly though is that I got my ass back into my IS mechs and found them all excruciatingly sup-par, except for those that I actually enjoyed.  Playing most of them was painful, but doing 600 damage in my wee SRM Kintaro ?  Still a fucking joy.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2014, 02:02:47 AM
Tweets from Russ Bullock, on this topic:

Quote
Let you guys in on a little sneak peak on my upcoming clan vs IS balancing pose. Clans won 90% of matches - 90%! - now hear me out.

Yes more vet players run clans but MM accounts for this, average diff in teams ELO went from just 40 to 90 in favour of the clan teams.

That is not very much, at most might account for a 60/40 win ratio. Yes a few other factor come into play but...

Clan vs IS right now? Not even close. More balance changes are absolute necessary. We will run the test this weekend.

But this does not mean we are leaning towards 12v10 but we need to do the research before we decide.

So let's keep the emotion down and gradually work through this together before CW battles start later this fall.

A more detailed post on this will come early next week at the latest, leading out to the 12v10 event.


Title: Re: Mechwarrior Online
Post by: Hoax on August 08, 2014, 07:29:47 AM
I don't follow why people are opposed to 10v12? Clan guys stay OP and can brag about winning against number advantage. Lore people are happy because clanners work in stars. What's the drawback that I'm not seeing?

If I piloted clan mechs I'd much rather play 10vs12 than deal with 50 rounds of nerfs to every weapon system and popular load out.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2014, 07:33:01 AM
I'm still of the opinion 12v10 still ain't fair.


Title: Re: Mechwarrior Online
Post by: Hoax on August 08, 2014, 08:06:02 AM
12 vs 10 can be fair enough depending on what the match maker is going for, though they could take away more consumables from the clans for lore reasons to try to address the CW balance when people will be trying their hardest to win.

Lets say its 12 vs 10 and the match maker has been adjusted so that it considers mech tonnage not weight class (no more 75-ton only heavies or you are a scrub).

If you give the sides equal tonnage obviously the clans go back to smoking the shit out of the IS.

What if instead you say the avg mech weight is ~55 tons and you give the IS side ~660 and the Clans ~550? What if you give the Clans even less? You could easily find the "sweeter" spot.

If OTOH you insisted on this incredibly shit weight class system...

Take 1 assault and 1 heavy from the clans so MM is forcing:
3L, 3M, 3H and 3A vs 3L, 3M, 2H and 2A. That might be enough.

If it isn't you could tweak Clan composition to something more like:
3L, 3M, 3H and 1A

Or you could tweak IS composition because we all know that in IS v Clan its the fact that IS lights do nothing compared to clan lights to something else say:
2L, 2M, 4H and 4A

Point being in typical PGI fashion they don't ever talk about the match maker when the match maker is the entire problem and solution. Right now it is using a shit parameter (weight class) poorly to balance teams.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2014, 08:45:56 AM
True.

Has anyone noticed the huge impact that the consumables modules has made ?  (Literally.  Large Craters.)

There's a lot more airstrikes and artillery barrages and it's rather awesome.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2014, 08:52:18 AM
Do you like all that artillery? I don't. But anyway, they said they are going to limit the consumables slot to 1 strike per 'mech, no matter what.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 08, 2014, 09:01:37 AM
Yes.  I like it.


Title: Re: Mechwarrior Online
Post by: HaemishM on August 08, 2014, 09:46:36 AM
If I remember my mech lore from the old days, 12v10 is still not enough. It should be more like 6-8 clan v 12 IS mechs.

Hell, the minute they said they were going to add the clans in, everyone who knew anything about Battletech immediately said that the clans will be overpowered BECAUSE THEY ALWAYS WERE. That was the whole fucking point of the clans - a bunch of organized soldiers with superior weaponry kicking the shit out of the Inner Sphere. That PGI is in anyway surprised by this is just a testament to their fuckstupidity.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 08, 2014, 10:07:51 AM
Especially since players don't have to follow any of the Clan social conventions.  Exploiting those were the only reasons the Inner Sphere managed to fight them to a stand-still, and it still took Comstar fanatics in better than Star League tech 'mechs to win Tukkyid.

By the time Clans gave up some of their less tactically effective ways the IS was advancing its research and using salvaged clan tech in anything they could throw it in.

About the only way they could balance it now would be to let IS 'mechs mount Clan weapons.  They'd still have disadvantages in heat sinks and engines, but they could at least make up some firepower.  I'd say add a salvage system, but that would be difficult to not let players game.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2014, 10:10:49 AM
Anyway, I listened to the NGNG podcast and Bryan hinted at other nerf solutions in gthe future, like more negative quirks on specific Clan 'mechs, and some possible changes to some mechanics, like blowing off one of the side torsos where the Clan XL engines wings are located inflicting some penalties. He didn't commit to anything, but seems like they'll nerf the Clans even more and they prefer to go with more nerfs than to force 12v10. Nothing seems set in stone yet.


Title: Re: Mechwarrior Online
Post by: Hoax on August 08, 2014, 10:14:18 AM
Well more nerfs instead of 12vs10 would be the less fun and more stupid solution so I'm 100% positive that's what they will do.


Title: Re: Mechwarrior Online
Post by: satael on August 08, 2014, 10:19:06 AM
So they broguht down the servers for a patch and now it fails to find matches for me (tried mechs from light to assault)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2014, 11:34:17 AM
Steiner Challenge weekend. (https://mwomercs.com/news/2014/08/914-steiner-challenge-win-mechbay) A free 'mechbay to everyone who kills 20 enemies while using a Lyran Commonwealth 'mech.

Quote
===================TRANSMISSION BEGINS============================

 

Friends, Lyrans, MechWarriors!

 

The Lyran Commonwealth is searching for fresh mercenaries to assist in peacekeeping operations along its borders.

 

To that end, a royal challenge has been issued: The Archon will provide an additional Mechbay for free to each pilot who successfully kills any 20 hostiles while piloting a Lyran Mech.

The challenge begins Friday 10AM PDT / 1PM  EDT / 5PM UTC and it ends on Midnight at Sunday 11:59PM PDT / Monday 2:59AM EDT / 6:59AM UTC

 

This challenge is open to all MechWarriors, including those already sworn to other Houses or none, so long as they pilot one the Mechs listed below while achieve their kills:

Awesome AWS-8Q

Awesome AWS-8R

Awesome AWS-8T

Awesome AWS-8V

Awesome AWS-9M

Battlemaster BLR-1G

Battlemaster BLR-1G(P)

Battlemaster BLR-1S

Battlemaster BLR-3M

Battlemaster BLR-3S

Banshee BNC-3E

Banshee BNC-3S

Cicada CDA-2A

Cicada CDA-2A(C)

Cicada CDA-2B

Cicada CDA-3C

Centurion CN9-A

Centurion CN9-A(C)

Centurion CN9-AL

Centurion CN9-D

Commando COM-2D

Commando COM-3A

Cataphract CTF-3D

Cataphract CTF-3D(C)

Firestarter FS9-H

Firestarter FS9-S

Firestarter FS9-S(C)

Griffin GRF-1N

Griffin GRF-1N(P)

Griffin GRF-1S

Griffin GRF-3M

Hunchback HBK-4G

Hunchback HBK-4G(F)

Hunchback HBK-4H

Hunchback HBK-4J

Hunchback HBK-4P

Hunchback HBK-4PC3

Hunchback HBK-4SP

Highlander HGN-732

JagerMech JM6-S

Jenner JR7-D

Jenner JR7-D(F)

Jenner JR7-D(S)

Kintaro KTO-18

Kintaro KTO-18(C)

Locust LCT-1E

Locust LCT-1V

Locust LCT-1V(P)

Locust LCT-3S

Orion ON1-K

Orion ON1-K(C)

Quickdraw QKD-4G

Quickdraw QKD-4H

Shadowhawk SHD-2H

Shadowhawk SHD-2H(C)

Shadowhawk SHD-2H(P)

Stalker STK-3F

Stalker STK-3F(C)

Stalker STK-3H

Stalker STK-4N

Stalker STK-5M

Stalker STK-5S

Trebuchet TBT-5N

Trebuchet TBT-7M

Thunderbolt TDR-5S

Thunderbolt TDR-5S(P)

Thunderbolt TDR-5SS

Thunderbolt TDR-9S

Victor VTR-9B

Victor VTR-9K

Victor VTR-9S

Victor VTR-9S(C)

Wolverine WVR-6R

Wolverine WVR-6R(P)

 

Please be advised, all non-Phoenix/Founders variants listed above are also on sale with a 35% discount, courtesy of the Lyran Commonwealth Armed Forces. This is in addition to a 50% discount on all House Steiner cockpit items and 4 related paint colours. Both sales shall last for the duration of this challenge.

 

On behalf of the Archon, The Noble House of Steiner and the citizens of the Lyran Commonwealth thank you for your assistance.



====================END OF TRANSMISSION===========================


Title: Re: Mechwarrior Online
Post by: Hoax on August 08, 2014, 12:16:00 PM
I average just under a kill per match in my STK-5M lrm boat but that was before everyone will be going purely for kills. I really would have preferred they tie it to victories, its really mean to light pilots and people who play the game as a team game instead of just loading big alpha assaults.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 08, 2014, 01:09:18 PM
With the 5M I enjoy a brawler build that I wouldn't dare to call competitive but that is pretty fun if you are part of charge with many other 'mechs. Especially now that the PPC has been nerfed so you'll get smashed from a distance much less. It's:

5x SRM6
4x ML
1x LL


Updated:

3x SRM+a
4x ML
1x LL

Engine: STD 300
Speed: 62.8 (with Speed Tweak)
Heat MGMT: 1.29
Alpha Strike: 67.7

The alpha is around 93 (!) damage but of course you get a huge ghost heat spike when you shoot the 5 SRM together, so it's better to "alpha" with only 3 SRM and keep the other two to double tap in case you miss. You are slow as hell (I get to 60 with this build) but you are tough as nail and you punch really hard from close range. Don't take this as a real advice, just something to try and have fun with if you are tired of long range missiling.

You can also remove 2 of the SRM6 and change them with 2x SSRM2 and a Beagle Probe for when stupid Lights get too close and try to exploit your slowness. Your alpha goes down but you won't have to worry about Ghost Heat anymore and you will still hit very hard while also having some counter for the little pests.

EDIT: I just had a couple more matches with it and decided to remove 2 SRM6 and put Artemis on the remianing 3. That gave me more focused damage, and allowed me to put in an additional Heat Sink AND boost the engine up to almost 63 Kph. As I said, it's pretty fun when you are up close, as it retains a 68 not-too-shabby alpha strike. Just racked up 6 kills in two matches with this build.


Title: Re: Mechwarrior Online
Post by: Hoax on August 09, 2014, 05:33:18 PM
I got 22 kills in 27 games to get the mechbay. Which is quite a better ratio than I usually have when everyone is piloting clan bullshit.

The 15% off Steiner mechs applies to c-bills which was nice. Picked up the costly 7M Treb at a discount even though I don't follow why it is a "Steiner" mech.

Most importantly I learned that the Orion is complete dogballs shit, bad weapon positions and huge hitboxes.


Title: Re: Mechwarrior Online
Post by: Fordel on August 09, 2014, 07:32:29 PM
Most importantly I learned that the Orion is complete dogballs shit, bad weapon positions and huge hitboxes.


That's been true since Mechwarrior 2  :why_so_serious:



Title: Re: Mechwarrior Online
Post by: Ironwood on August 10, 2014, 12:31:25 AM
I fucking hate my Orion.  Arms are too low down to hit fucking anything.  Seriously, if there's even a small rock in the way you can forget it.

Shit mech.


My love affair with my Kintaro continues.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 10, 2014, 07:21:41 AM
I'm up to one kill.  Plenty of assists, but I'm guessing those won't count.  Don't think it's going to happen because I don't have the time nor assaults in my bays.


Title: Re: Mechwarrior Online
Post by: satael on August 10, 2014, 08:03:11 AM
I'm not a very good player but this latest challenge (get kills with steiner mechs) is really bringing out the worst in people as everyone seems to be chasing the kills instead of trying to win the game. b :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 10, 2014, 09:35:58 AM
I hate to give advices cause I like to consider myself a shitty player and I can't really teach anybody anything, but seriously folks just copy my Stalker 5M build. Got 20 kills in 7 matches and I am to 3.10 K/D in the solo queue with it. Alternatively, super cheap Hunchback 4G: AC20 + 3ML. A natural born finisher, easy go get a couple of kills per match as long as you don't lead a charge (2.40 K/D with it). And no, I don't stand back to steal kills, even if I wanted to that would require a surgical precision I simply don't have.


Title: Re: Mechwarrior Online
Post by: Sir T on August 10, 2014, 10:08:25 AM
Whats your stk build


Title: Re: Mechwarrior Online
Post by: Hoax on August 10, 2014, 10:19:22 AM
Its posted up thread. I found that people play like retards and kamikaze charge with AC20 hunches and AC40 jagers a lot more. Also there is almost no ECM.

LRMs are super effective in this environment as are solid SRM builds to pop the AC20 = kills brigade. Beyond that just play smart by forgetting about the kill goal. It took me 11 games to get my first 5 kills. My next 10 kills were in 8 games as I adjusted back to playing like less of a retard. Then I got stuck on 19 for awhile which again was mostly my fault as I was cracking under the strain of almost having it done and trying to force that final kill.

When in doubt:
Firestarters - 35 Ton Lights
Jenners - 35 Ton Lights
Hunchbacks - 50 Ton Mediums (Outclassed by Shadowhawks)
Shadowhawk 2H - 55 Ton Medium
Cataphracts - 70 Ton Heavies
Stalker - 85 Ton Assaults

Those are the better in their weight class options for this event. Some people like Griffins and they can certainly lrm which again is very strong in an all IS no ECM battle.


Title: Re: Mechwarrior Online
Post by: Sir T on August 10, 2014, 10:22:01 AM
Ok yes, the previous page. I'm a retard.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 10, 2014, 11:54:11 AM
I hate to give advices cause I like to consider myself a shitty player and I can't really teach anybody anything, but seriously folks just copy my Stalker 5M build.
Requires having a Stalker.  A Commando doesn't cut it for getting kills.  Assists yes, kills no.  If I have time to do more drops I'll go in my Cataphract, but the 3D is the least optimal of my three.

I guess I just really suck in comparison to y'all, but 300 hundred damage is a really good match for me.  I can't hit at range, and brawling is a quick death in this game.


Title: Re: Mechwarrior Online
Post by: Hoax on August 10, 2014, 01:41:08 PM
I'm a very bad light pilot, I hate playing death by a thousand cuts style. I average just under 150 damage per match on all 3 of the lights, which are stock trial rentals, I've put any time into. 300 damage on a light is good for me.

I did pick up around 5 of my 20 kills in lights because I make sure I'm getting first win of the day bonus to minimize leveling pains.

All that said, its too late now probably but the KTO-18(C) and SHD-2H(C) are both serviceable mechs we all have access to since trial mechs count for kills. The Kintaro especially because again, if everyone is piloting lumbering IS mechs (assaults and heavies have been at like 40% usage in the trench) with AC20/40 and nobody has ecm...  Dear god its easy pickings for lrm boats with some speed like the KTO-18.

My kill average is over a kill per map on that mech and I know that has risen since this weekend because it takes a long time to kill clan mechs with lrms.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 13, 2014, 01:52:38 PM
Vindicator art. It's coming next week. Hide your money.

(https://static.mwomercs.com/img/news/media/76d2bf927a3c95f35e0eae6b90a621dd.jpg)


Title: Re: Mechwarrior Online
Post by: Hoax on August 13, 2014, 05:26:24 PM
Hide your money? Its a shitty mech in almost every way. Hopefully its energy arm will sit high at least but by lore design its a pretty garb mech I wouldn't expect much even after PGI tinkers.

Hopefully they do something clever and lore-friendly with traits but I never count on these assholes to get anything right. If they do I was quite a fan in MPBT3025 but that was mainly because it was a discount and ppc's are love. In this game anything can mount ppc's and they are far from love after all the nerfs so who cares about the Vindi?

Prediction time:

VND-1R:
180 engine (yuck).
jj's (yuck now adays)
Energy (RA)
Missile (5 tubes - LT)
Energy  (LA)
Energy (head)

VND-1X
replaces LA energy w/ ballistic.
Maybe they give its missile point extra tubes? Maybe they add a second missile point with a 2x4 config or 1x5 1x2 config?
AMS?
Its going to be awfully stupid looking in MWO if people leave the right arm empty and put a big ballistic in the left arm unless they do something about the way the model looks.

VND-3L
adds 2 energy slots to the LT
comes with DHS and CASE
extra jj capacity probably?
ECM possible maybe?

None of those sound very good to me. 45-tonners are by the nature of the current MM system at a 10 ton disadvantage. We have five Blackjack configs, all with AMS, several with jets all of which should have better more flexible loadouts. The reality is that IS missile hardpoints are pretty garb unless you have a lot of them and the Vindi shouldn't be able to keep up with most of the other meds (Kintaro, Treb, Cent, Griffin, Wolverine, Shadow Hawk) in the massed missile department.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 13, 2014, 07:43:45 PM
ECM would make it the heaviest 'mech with that though, wouldn't it?  And the Cicada is ugly as sin.


Title: Re: Mechwarrior Online
Post by: Sir T on August 13, 2014, 08:24:18 PM
Aside from the Atlas DC, yeah it would be.

To be honest I'm not sure what the point is in having more than one mech in each weight inless its a stunning new design (like a quad mech) This is just another boxy mech. And in any case no-one is going to touch it  nor spend money on it without something special (like ECM or dual AMS) because its a freaking IS mech. Anyone with money right now is spending it on Clans not IS dreck.


Title: Re: Mechwarrior Online
Post by: Hoax on August 13, 2014, 09:23:04 PM
I'd really like to see a trait that goes as far as reducing the heat produced by a RA mounted PPC on these. Not sure that's enough to make them good but might push them closer to viable.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 14, 2014, 12:25:53 AM
GUYS! IT IS PRETTY! Who cares about efficiency, you are all heartless and munchkins. I've been playing underpowered stuff since the boardgame days because it looked cool in the battles in my head. It's the same now, why else would I stuck with the Hunchback or the Awesome? Battletech had like 100 'mechs where about twenty were useful and the rest was crap and it was great regardless. I mean, have you ever bought a Technical Readout to enhance your game and win more matches? I bought them for the whole "'mech fantasy", and for the same reason now I buy and play the models I like. Yes, sometimes when no one is looking I also go "Whizzz.... Bang.... pewpewpew!" out loud in front of my monitor.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 14, 2014, 01:42:53 AM
I'd really like to see a trait that goes as far as reducing the heat produced by a RA mounted PPC on these. Not sure that's enough to make them good but might push them closer to viable.

I think they might.  According to Sarna, they had a revolutionary heat management system on these mechs (stick your dick in water) so it might make sense.

I ain't buying anything further that ain't Clan tho, so it's all moot.


Title: Re: Mechwarrior Online
Post by: Samprimary on August 14, 2014, 02:37:42 AM
GUYS! IT IS PRETTY! Who cares about efficiency, you are all heartless and munchkins.

Maybe I am, in the sense that what is pretty to me is my enemy's smoking corpse.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 14, 2014, 05:39:54 AM
GUYS! IT IS PRETTY! Who cares about efficiency, you are all heartless and munchkins. I've been playing underpowered stuff since the boardgame days because it looked cool in the battles in my head.
I'm just trying to give them reasons to care.  I'll continue on with my useless 'mechs.

(Update on Mechbay -- By Sunday night with two hours to go I had five kills and well over 100 assists.  I just couldn't take a heavy slot anymore.  I'd die with having done 71 damage whereas running around in my Commando I'd rack up several hundred, provide ECM support, and leave a slot open for a Madcat.  Fuck hurting my team for an entire day of matches for a 300 mechbux bay.)


Title: Re: Mechwarrior Online
Post by: Merusk on August 14, 2014, 06:28:32 AM
GUYS! IT IS PRETTY! Who cares about efficiency, you are all heartless and munchkins.

Maybe I am, in the sense that what is pretty to me is my enemy's smoking corpse.
Yeah, this.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 14, 2014, 09:09:12 AM
About that, Clan 'mechs are absolutely OP but as long as they are on both sides IS 'mechs keep killing stuff very well if you ask me. Griffin, Shadow Hawk, Kintaro, Hunchback and Blackjack are good Mediums if you can play. Hope the Vindicator will keep up with that.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 14, 2014, 09:19:59 AM
I can vouch for the kintaro.


Title: Re: Mechwarrior Online
Post by: Hoax on August 14, 2014, 11:30:27 AM
That's mainly because the clan mediums are nowhere near as OP as the Mad Cat and Daishi are in their respective weight classes. Those mechs are so perfectly tuned that they make the Thor and Warhawk seem mediocre by comparison. IS lights still have a seat at the table too.


Title: Re: Mechwarrior Online
Post by: Hoax on August 15, 2014, 07:42:28 AM
Here comes FWL weekend for a mechbay (it starts in just over 2 hours). No idea what you need to do but the mech list should look like this:

Locust 1M, 3M, 1E, 1V
Spider 5V
Firestarter H
Jenner D
Raven 3L

Cicada 3M, 2A, 2B, 3C
Centurion A
HBK 4G, 4H, 4J, 4P, 4SP
Treb 7M, 5J, 5N
Griffin 3M, 1N
Kintaro 18
Shadowhawk 5M, 2H
Wolverine 6R

Quickdraw 4G, 4H, 5A
Thunderbolt 5S, 9S
Orion M, K, V, VA

Awesome 9M, 8Q, 8R, 8T, 8V
Victor 9B, 9K
Battlemaster 3M, 1G
Stalker 5M, 3F, 3H, 4N
Banshee 3M, 3E, 3Q, 5S
Atlas D

They could easily drop the Kintaro, Wolverine, Centurion and Victors without me batting an eye. They should keep the 1-off lights (including the Raven especially as no ecm w/ marik mechs would be pretty silly lrm-fest) because otherwise there will be zero lights for an entire weekend. I sort of expect them to drop Thunderbolts and make all variants of Battlemaster, Shadowhawk, Griffin and Firestarter part of the event because they are too lazy to spend 5 minutes googling to get the lore correct.

I also expect, despite 100% feedback saying kills being the only path to success is not optimal for it to be 20 kills again, these guys are lazy sacks of shit whenever possible.

If they were smart they would allow the Spider 5D and the DDC to be used just to decrease the power of lrms during the weekend but they aren't smart. They probably won't allow the 3L and the only ECM will be the Cicada so if you've got that be prepared to win often.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 15, 2014, 10:54:08 AM
They listened. To get a mechbay you need 100 points, where a kill is 5 points and an assist is 1 point.



Title: Re: Mechwarrior Online
Post by: satael on August 15, 2014, 11:07:53 AM
And as a bonus I can do this challenge with my founder atlas (just put in 2xlrm20+some beams for close combat and off to get easy assists...and maybe a few kills)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Hoax on August 15, 2014, 11:10:59 AM
Use the ECM Cicada or the Raven 3L if you have them. Your team will win.

If you don't, use lrms because that will be easy points.

If you hate lrms and have no ecm... well enjoy the best faction mech pool in the game and all IS matches. Join FWL, by far the best great house and quite organized since Solaris7 days if CW ever comes around. You'll avoid the Goons in Liao (if they were to come back for CW) and the 3 huge factions full of kids and newbs (Davion > Kurita > Steiner) and your faction color is purple. Which is pretty fabulous.

All credit to PGI here though, they modified the win condition and they got the faction mechs spot on correct this time. They are only missing the all-faction FS9-H which is a 100% acceptable oversight. The only shame is many players will get to 100 pts in 15 or less matches so by Saturday night the all IS matches will be quite rare. I wish it was 200 or 250 even points.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 15, 2014, 02:59:49 PM
Pretty much the official 12 vs. 10 test. Open to everyone.

Schedule
Friday Aug. 15 Starting at 6pm PST / 9pm EST
Saturday Aug. 16 Starting at 6pm PST / 9pm EST
Sunday Aug. 17 Starting at 12pm PST / 3pm EST


(http://www.nogutsnogalaxy.net/images/Event_2.jpg)


Title: Re: Mechwarrior Online
Post by: Hoax on August 15, 2014, 09:38:35 PM
Just a quick heads up on the mech sale this weekend these are the mechs that will almost assuredly NOT be on sale on the last two (maybe 3? Kurita didn't get a sale) sales in the future:
-Pretty much every M variant is exclusive to Marik and they are often expensive mechs worth buying on sale thanks to DHS/Endo/FF upgrades coming on them.
-Thunderbolt 5S & 9S (Steiner already had their sale)
-Victor 9K (unless Kurita gets another event)
-Spider 5V (unless Kurita gets another event)
-The HBK-4SP may not show up in any more sales, its hard to say
-The TBT-5J also may not show up again

You can get more info or do some research yourself from a great pdf found here: http://bg.battletech.com/forums/index.php?topic=1219.0


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 16, 2014, 01:39:53 PM
Bay obtained.  One extra match because it always seems to need it to award things.  Final tally: 6 kills, 86 assists.  I stuck to lights and mediums most of the time and that seemed best for my style.  Any heavy died doing half the damage of my average light/mediums' damage because while I'll zig-zag through terrain, I won't do pop-tarting with jets or buildings.  It's fucking stupid.

With the greatly decreased time-to-kill I think they should consider an 8v8 option, or 8v5 for IS vs Clan.  I had a lot more fun in the days when I wasn't having an entire company focus fire me.


Title: Re: Mechwarrior Online
Post by: Kitsune on August 17, 2014, 02:21:50 PM
I got pretty good results with putting two LB10-Xs and an ER-PPC on the arms of a Marmoset.  I never felt like I was getting quite enough oomph out of the three Ultra-AC5 setup that people seemed to favor on it, and was always a little annoyed at two being in the arms and one in the torso.  This way all of the guns are in the arms, and all of them hit fairly hard, without the heat going berserk.  Racked up a respectable kill count with it.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 17, 2014, 03:00:32 PM
Spent a fuckload on the other two Kit-Foxes (Kit-Foxi ?) and then kitting them out.  Now grinding the XP to master them.

Because, why not ?

One is much the same as my prime, but the other is a Lurm only beast who's actually quite deadly.


Title: Re: Mechwarrior Online
Post by: Samprimary on August 17, 2014, 03:21:55 PM
With the greatly decreased time-to-kill I think they should consider an 8v8 option, or 8v5 for IS vs Clan.  I had a lot more fun in the days when I wasn't having an entire company focus fire me.

yes, this please


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 17, 2014, 05:49:44 PM
Oh, my 2X and 4X Cataphract builds are stellar.  At least they were prior to the introduction of the Clans.  Unfortunately only the 3D counted for the 'mech bay.


Title: Re: Mechwarrior Online
Post by: Hoax on August 17, 2014, 08:03:33 PM
I'm meaning to make Stock Mech Monday tomorrow night, not sure if I should expect to see any of you but that'd be cool.

I've got the TDR-5S, KTO-18 and one of my 3025 variant Trebs ready to go.


Title: Re: Mechwarrior Online
Post by: Sir T on August 17, 2014, 08:28:40 PM
I played a bit In my locust and Raven but not enough to get a bau. I had some fun annoying and warming the backside of a Daishi with my flamer locust though, and one game was a facinating game were me and the opposition ECM Raven were flipping our ecm back and fourth and countering one another. I won.  :grin:


Title: Re: Mechwarrior Online
Post by: Hoax on August 19, 2014, 08:28:58 AM
So the dust has settled on the Marik (my house of choice) Sale and I bought:

VTR-9B
VTR-9K
TDR-5S
SHD-5M
KTO-18
TBT-5N

The Treb was so I can Elite Trebs mainly I'm not keeping the 5N and 5J but I always forget which one I am keeping of the two. None of these are best in class for their chassis and I bought the Thunderbolt and Kintaro mainly with stock mech house games in mind.

Speaking of stock mechs, I played in the Stock Mech Monday thing last night. It was running for roughly three hours from 1830 PST onwards. I think the most we dropped with was 9v10 but most games were around 8v8 give or take until it got late on the east coast.

It was Tech1 stock, which means the mech must be in stock config (locations, armor values, everything) and it can't be a variant that mounts:
endo/ff
DHS
XL engine
streaks
pulse
ER
Gauss rifle

So I ran the TDR-5S (so many weapon systems, can do something at every range, fun and challenging) and the KTO-18 (such heat, fuck ghost heat so much, fuck PGI, hard to use but can pump out huge damage if you are alive for long). It was fun. At 8v8 using stock configs the fights last forever. As in literally there would be engages that started around 700 and moved into brawl range and then eventually both team survivors would separate back out to 500+ licking wounds, reorganizing, cooling down etc.

There was this guy who was a demon on light mechs and piloted a Locust exclusively throughout the night. Its another world dealing with lights when heat and ammo are huge worries, he won several maps through his play. At one point there was a brawl in that underneath area with columns on the map that has city and saddle (I don't know names) that just lasted a good 6 minutes straight. Was good times.

There were some impressively horrible players there. You would think that only people who had played enough to grow tired of pinpoint alpha meta would seek out a slow starting alternative house rules thing like that but there were AT LEAST 3 players who were just as bad as anything I've ever seen in solo queue, complete lost causes.

You waste a lot of time between each match trying to keep shit organized so you can drop again. They have a system where 1-2 of the top damaging players from the winning team swap with 1-2 of the lowest damage players on the losing team. I suck badly and I never swapped for either reason. There was only one stomp but it didn't feel like a the stomps people are used to.

***

On the PGI front the latest way to completely ruin the game is that they are going to remove all drawback from weapon modules. Making them mandatory. While also adding in ranks3-5 for each weapon module making them an even bigger jump in competitive edge. Because PGI is fuckstupid and hates new players obviously. Another reminder that they lie. They will never get CW out the door and if they do it will suck and probably have less than 15 maps available to represent multiple planets.

Oh they have also delayed the basic social functionality of guilds until the end of August. Because reasons.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 19, 2014, 08:37:28 AM
Argh.  Stupid PGI.

I'd kill for a Stock match-maker so it wasn't necessary to self-organize.


Title: Re: Mechwarrior Online
Post by: satael on August 19, 2014, 08:46:36 AM
Removing penalties from weapon modules is really really stupid. Maybe tune them some but straight out removing :ye_gods: :psyduck:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 19, 2014, 12:08:58 PM
(https://static.mwomercs.com/img/news/media/e6fd53aa6b58bf0de06fe1cf41e1be5e.jpg)


Title: Re: Mechwarrior Online
Post by: Falconeer on August 19, 2014, 12:38:32 PM
I'm always the hyper sensitive one, but a cop 'mech with all the Ferguson shit going down right now is a very unfortunate coincidence.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 19, 2014, 02:43:27 PM
What the fuck is that ?

 :ye_gods:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 19, 2014, 06:52:55 PM
Quote
Greetings MechWarriors,

You may have noticed in this most recent patch that a heat penalty from weapon modules appears removed from the descriptions of those modules.
The removal of this text was caused by database error as a result of work being done towards the August 26th patch.

We’ve discussed the concern and Alex has asked me to share what is to come for the modules:
For those curious, first, we intend to introduce additional levels to the Weapon Range modules, giving each a total of 5 ranks. This shall be introduced for the August 26th patch.

In the meantime though, all you need to know is that heat penalties will continue to occur with weapon range modules until August 26th, when they will be removed. For now, you can still see the effect of these penalties reflected in the Heat Management bar of your Mechlab.

Second, we are beginning to look into a new series of modules which will affect the cooldown on weapons. These modules are currently estimated to arrive in-game for early to mid-September and will be the next in a variety of other modules systems we are currently investigating.

We apologize for any confusion on this matter and thank you for raising your concerns on this matter to us. See you on the Battlefield!


Title: Re: Mechwarrior Online
Post by: Sir T on August 19, 2014, 11:20:10 PM
I'm sorry, that Vindi is butt ugly.

And that change to waepon modules is "I'm sorry your shiney Clan mech overheats, Here, let me take away the extra heat from Modules, Now buy more clan Ktnksbi!"

Really less and less urge to play this game, and its entirely due to PGI. What a fucked up company.


Title: Re: Mechwarrior Online
Post by: Hoax on August 19, 2014, 11:23:27 PM
To recap they are going to:

Encourage boating.

Increase the grind before you can play on even footing by a TON and increase the amount of disadvantage new players are at by a fuckton.

Make the rich richer.

Reduce viable variants and increase strength of best variants.

PGI is fucking retarded and I hate that I couldn't stay away the month it would have taken for this patch to renew my hatred for them enough to not play their mediocre arena shooter that they keep making worse.


Title: Re: Mechwarrior Online
Post by: Sir T on August 19, 2014, 11:26:28 PM
And I just realized I don't have a single weapons module on any of my mechs. Explains a lot.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: satael on August 20, 2014, 12:00:35 AM
The only weapon modules I use (atleast until now) are the ones for AMS (range and overload). Now especially when they'll make 5 levels to the weapon mods the range benefit will probably be so great that it's going to be stupid not to use one for whatever weapon you decide to boat to get the full advantage of it.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 20, 2014, 01:08:44 AM
They've actually released that mech under the heading of 'To Protect and Serve'.

Yeah, the timing is just the fucking worst.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 20, 2014, 03:03:00 AM
What is it exactly that you don't like about it?  :why_so_serious:



(https://dl.dropboxusercontent.com/u/3584773/MWO%20Vindicator%20Rockatanski.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on August 20, 2014, 03:34:46 AM
FIRE ENGINE !!!

RING THE BELL!!!!


Title: Re: Mechwarrior Online
Post by: Falconeer on August 20, 2014, 04:06:22 PM
They are testing the new map and the "Unit Creation" stuff. (http://mwomercs.com/forums/topic/168566-public-test-mass-production/) You have to patch the Test Client if you are interested.

Quote
Greetings MechWarriors,

We are pleased to open up the Public Test server for our longest test yet. This test will last 24 hours and be focused in three main areas:

First, the new Unit Creation feature for Community Warfare will be available in the front-end.
Around this feature, we hope to hear from you about both the usability and art of the interface for creating units, as well as any bugs discovered in testing.
Please note, pre-registered units will not be present in this version. They will have to be generated manually by the player for the purpose of the test.

Second, we will be testing the new Mech Factory map, which will be present on 100% rotation in the test server.
We hope to hear from you on any issues involving collisions and textures, We’d also appreciate us your feedback on the map layout, spawn locations and more.

Finally, we will be testing the server hardware at our brand new data center to determine whether that equipment will adequately improve our current live production services.
On this subject, we would like to know about your ping and connectivity in-game, responsiveness of saved changes, and the effect of these changes on client-server synchronization during matches.
We’re especially eager to hear about how it compares to the live game!

Please see the notes below for full details of the test:

Date
21-Aug-2014

Focus
Unit Creation
New Community Warfare Feature
Functionality Testing – Please find bugs!
Usability Testing – Tell us what you think of the interface!
Codename: Industrial
New Game Map
Destructive Map Testing – Please find collision, out-of-world, and/or texture bugs!
Play-Testing – Please tell us what you think of the map!
Connectivity
New Data Center Systems
Smoke/Load Testing – Can you connect? Can you get into a match? Any desyncs?
Performance Testing – Please tell us about your connectivity, ping, responsiveness, etc…

Test Time
Start: Noon PDT / 3PM EDT / 7PM UTC
Duration: 24 hours.

Eligibility
All players registered before 20-Aug-2014 at 4:30AM PDT may join the test.

Testing Provisions
Your live account inventory, as of 4:30AM PDT on August 20th, plus:
An additional 25,000 MC in the Test Server.
An additional 50,000,000 CBills in the Test Server.
An additional 500,000 GXP in the Test Server.

For More Info, please check out the Public Test sub-forums: http://mwomercs.com/...27-public-test/
You can download the Public Test client here: http://patcher.mwome...neInstaller.exe


Title: Re: Mechwarrior Online
Post by: Falconeer on August 21, 2014, 01:00:44 PM
A new video log is out and it's 18 minutes of very little importance. The best part is towards the end (about minute 12:00) when Paul starts playing around and zooming in and out the Inner Sphere map.

Dev Vlog #7 - August 2014. (https://www.youtube.com/watch?v=BqT0kUYu95k)

Significant stuff being mentioned or shown:

- New Map (Industrial complex) should favour short range combat. Meant to encourage a lot of little fights in different regions of the map. Lots of cover, it's almost a urban map. It's a "night time but very brightly lit" map.
- The Merc Units' coffers can't be used to transfer money between players. The coffer will be used by the Unit Leader to... "upgrade defenses on planets... bid on contracts for plant takeover..." (but that won't be used until the next phase of Community Warfare gets released).


Title: Re: Mechwarrior Online
Post by: Falconeer on August 21, 2014, 01:35:07 PM
I am on the Test Client testing the Unit Creation tool right now. I have to say, the best thing that comes with it is GUILD CHAT. Assuming (hoping) it stores messages posted while you are in a match, it definitely creates a better tool to communicate with friends than the shitty one currently available. I like that you can see Units [tags] in the game loby now. It was obvious, but you never know with PGI.

We also have about 32 completely editable ranks for the Corp, so we'll have to come up with something interesting. Or just use "Terracotta Army" for everyone and leave it at that. Hell, with 32 ranks I think we can just all get a unique custom grief title.


The New Map, 'Mech Factory/Industrial Complex" is actually really cool, but the lighting is very weird. I swear, the lasers were giving me a headache, they are bright as Las Vegas on a bad trip. Seizure inducing for sure.

and the Inner Sphere zoomable map seen in the video is... not in this build of the client. Bah, sad.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 22, 2014, 08:37:25 AM
The new map. (https://www.youtube.com/watch?v=pDXJdqeTzLc), in the usual "better than PGI's" video.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 22, 2014, 11:16:19 AM
From now until to Tuesday, when they will bring down the servers for the patch.

10 wins = free mechbay
20 wins = 7 days Premium time
50 wins = 6,5 Million Cbills

SOLO QUEUE ONLY

>> This is the link to check your progress. << (https://mwomercs.com/profile/stats?type=challenges)


(https://static.mwomercs.com/img/news/media/56f4a95551e99e5786813d011373756e.jpg)



Title: Re: Mechwarrior Online
Post by: Lantyssa on August 22, 2014, 11:43:47 AM
Now this I can do.  Or is it Clan vs IS weekend?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 22, 2014, 11:50:58 AM
No, no weird stuff. Go for it!


Title: Re: Mechwarrior Online
Post by: Ironwood on August 22, 2014, 12:12:17 PM
I find it refreshing that people are charging bases and just WINNING, rather than fucking about.


Title: Re: Mechwarrior Online
Post by: Merusk on August 22, 2014, 02:30:26 PM
50 wins in 4 days. Average game time of 7 mins and win rate of 70% that's only 8 hours of play time!  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 23, 2014, 04:57:08 AM
Much much more than that for me. 70% win rate in the solo queue is a mirage.


Title: Re: Mechwarrior Online
Post by: satael on August 23, 2014, 05:27:12 AM
Much much more than that for me. 70% win rate in the solo queue is a mirage.
You have to be among the best MWO players if your solo contribution accounts for 70% win rate compared to the average 50%.  :ye_gods:


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 23, 2014, 07:02:39 AM
My solo queue win rate feels more like 25%...

Pretty sure the ELO system matches me with people as sucky as I am, but not against. :-P


Title: Re: Mechwarrior Online
Post by: Falconeer on August 23, 2014, 07:42:44 AM
My Win/Loss rate is exactly 50%. It has been like this since forever, since before the stats reset, and after. Basically, it has been 50% over two years, and across more than 5000 matches. To get 50 wins, depending on luck (winning streaks or losing streaks) it'll take me about 100 matches, which at an average game time of 7 minutes, but coutng at least an additional 3 from queuing up to the beginning of a match it's at least 16 hours /played. Sounds about right, I am at 19 wins now and I've played about 6 hours (with more losses than wins so far).


Title: Re: Mechwarrior Online
Post by: Samprimary on August 23, 2014, 08:49:25 AM
I am blitzkrieging forward in light mechs and fighting and dying fast so I can be in 4 games at once and win about half of them


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 23, 2014, 09:14:18 AM
Not a bad idea.  Lights are at about 8% of the queue right now.


Title: Re: Mechwarrior Online
Post by: Merusk on August 23, 2014, 10:51:16 AM
Much much more than that for me. 70% win rate in the solo queue is a mirage.
You have to be among the best MWO players if your solo contribution accounts for 70% win rate compared to the average 50%.  :ye_gods:

Thus the  :awesome_for_real:

I also said 7 min. average game time.  It was actually 9-10 mins avg. time last I played, but that was a while ago.  I also didn't account for queue times and countown at match start. If it's anything like WoT events you'll see a lower than average win rate (Let's say just 40%) because of people spam launching and suiciding or terrible players sticking around longer for free stuff.

Basically, you've got some grinding to do, and expect to not hit win #50 until day 4. Good luck, we're all counting on you!


Title: Re: Mechwarrior Online
Post by: Falconeer on August 23, 2014, 11:00:35 AM
I honestly think the best rewards are the 10 and 20 wins. 7 days Premium Time is pretty cool because it allows you to set up your private matches with friends for a week if you want to, and mechbays are always in high demand and it sucks that they are only sold for real money. The 6,5 M for 50 wins is nice but after 100 matches you'll have made a lot of CBills anyway. I mean, I am rich in the game so I don't care and that probably messes with my perception, but it's cool that they put the rewards that you'd need real money to get at 10 and 20, and the CBill one at 50.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 23, 2014, 11:47:46 AM
Lots of people (me) are buying up a lot of Clan mechs with Cbills tho.  That 6.5 ain't to be sneezed at.


Title: Re: Mechwarrior Online
Post by: Merusk on August 23, 2014, 02:21:39 PM
Falc you can be used as a metric for nothing ing this game because of the sheer amount of time you spend in it. Not a dig but a fact.  That 6.5 mil is a really nice chunk of change for anyone.  It's a whole damn mech and upgrades! 


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 23, 2014, 06:41:07 PM
Yeah.  I have ONE module purchased, 20 'mechs, and 2 million c-bills to my name.  I have to swap engines and weapons between 'mechs all the time.  6 million c-bills is huge.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 24, 2014, 04:04:26 AM
Fair enough. As I said, I'm the privileged one here so my perspective is obviously twisted. I just thought it was nice that for once they made the real money stuff easily attainable, especially considering the 7 days Premium will earn you more CBills anyway.


Title: Re: Mechwarrior Online
Post by: Hoax on August 24, 2014, 04:54:56 AM
There was a 6.0 quake in the bay area and so I woke up and played some MWO. I don't know whats up with MM right now but jesus these games are easy. I've been in a SHD-5M unoptimized build the entire time and I haven't scored under 300 damage and I have yet to lose. Its 2pm europe and asian primetime (do they play much?) but my games are never this easy during US prime.

I'm ok if I just jinxed it, I want to go back to bed.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 24, 2014, 05:57:34 AM
Not sure if it matters, but ping being much better in North America, when you have lots of non-American players in your matches you have an advantage. That, and most of the competitive scene being NA anyway as far as I know.


Title: Re: Mechwarrior Online
Post by: satael on August 24, 2014, 06:00:53 AM
Also alot of players seem to be just trying to get wins and not caring about how well they do in the game (so just quickly charging the enemy).


Title: Re: Mechwarrior Online
Post by: Ironwood on August 24, 2014, 10:03:59 AM
The Premium time just shoots the money and exp up.  It's rather awesome.

Shame it just kicks in tho.  I would have liked to Choose my days !


Title: Re: Mechwarrior Online
Post by: satael on August 24, 2014, 12:27:15 PM
Finished the challenge but damn it started to feel like a grind in the end.  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 24, 2014, 12:43:12 PM
Try mastering all 3 kitfoxes.  That's a grind.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 25, 2014, 12:23:37 PM
I did it in 91 games. 50 wins, 41 losses. All the games with IS Mediums. I'd say it took me roughly 15 hours /played (including queues and all).


Title: Re: Mechwarrior Online
Post by: Falconeer on August 26, 2014, 10:10:43 AM

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Direwolf%20sale.jpg)




These fuckin idiots. I don't know what's wrong in their brains that force them to always do the stupidest thing possible. I understand that they need money, but how good is that money if everyone who is not paying it is leaving the game? And remember, this is the day the Nova becomes available for Cbills. Do you have an idea of how many more Novas and Direwhales there will be starting tonight? NOT TO MENTION THE STUPID RANK 5 WEAPON MODULES.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 26, 2014, 10:20:53 AM
YEAH, THAT'S TERRIBLE AND AWFUL AND TERRIBLE, HARUMPH HARUMPH HARUMPH.

Where's my credit card ?


Title: Re: Mechwarrior Online
Post by: Falconeer on August 26, 2014, 10:26:02 AM
I hope you'll wait all night every night in queue for the rest of your life.  :grin:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 26, 2014, 10:28:28 AM
Why should MechWarrior be any different than the rest of my life ?

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 26, 2014, 04:30:54 PM
List of Rank 5 weapon modules (http://mwo.smurfy-net.de/equipment#module_weaponmod).

They all cost 3M Cbills to buy, and about 3500 GXP to unlock.


Title: Re: Mechwarrior Online
Post by: Ironwood on August 27, 2014, 01:22:50 AM
The Nova B is utter, utter shit.

Also, fuck those weapon modules.  That's not even trying to hide a grind.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 27, 2014, 03:25:33 AM
24 hours downtime tomorrow!  :ye_gods:

Quote
Greetings MechWarriors,



We are scheduling an estimated 24-hour server maintenance for Thursday, August 28th, 2014 beginning at 10AM PDT / 1PM EDT / 5PM UTC. The reason for this downtime is to transition the game and services onto our new data center.

During this period of server work, you will still have ways to enjoy some ‘Mech action!

We will be opening the Public Test Server to all players so that you can try out the latest version of the next patch.

As an added bonus, we are also making all MC-only Clan Mechs available for C-Bills during the Public Test for new players to give these a try!

Remember that what happens on Public Test stays on Public Test: Your battles, scoring, stats and more will not be recorded onto your live account once the test is over. Also note that the Public Test is a separate installation from the regular game client.

Please note, the Public Test server system runs on less provisioning that the live game servers do. While we are not anticipating major issues out of this, we are expecting that some players may experience difficulty finding a match during peak times due to resource limits on those test servers. If you happen to find a “Cannot find match” error message, we ask if you could continue trying to launch until a match is made.

For those who will be unable to join the Public Test for any reason, we recommend checking out our friends at No Guts No Galaxy, who will be streaming throughout the test / downtime to bring even more Mech action right to your screen. You can also check out the plethora of other channels on both Twitch.tv and hitbox.tv!

We recognize that this is an unusually long maintenance window. As such, we will also be providing all players with active premium time during the maintenance/test an additional 24 hours on their live account after the maintenance has completed.



Thanks for your support!


Title: Re: Mechwarrior Online
Post by: satael on August 27, 2014, 03:56:04 AM
Atleast the reason for it seems valid (changing datacenters) though I wouldn't be surprised if something unexpected happened and the downtime was extended (or even some data was lost) .  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 27, 2014, 04:03:46 AM
Or the new datacenter happened to be worse than the old one.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 28, 2014, 12:57:56 AM
Quote
Hello MechWarriors,

As you are hopefully aware by now, tomorrow will be perhaps our largest downtime ever. This is to accommodate the move to our new data center. There are many advantages to the new data center such as being more cost effective while at the same time potentially offering greater latency performance to many our non NA customers. Besides that, there are a couple of really important reasons why you might want to make the effort to download the latest Public Test Client here and participate tomorrow...

De-sync Bug: This public test will have our latest improvement to the Crytek networking code to work properly for MWO. It would be very helpful if we could get as close as possible to regular Thursday population levels to see if indeed the issue has been improved/resolved. To be clear we can't be sure of the impact of our change until we see the bug in a high load environment, similar to live production. Also keep in mind that this isn't a fix to remove all lag from the "Internets", but to specifically address the de-sync bug.

Clan weapon balance test: As you know we have a large task on our hands to figure out the very best way to handle balancing Clan vs IS before the competitive aspects of CW come online. Over the past weeks we have been running various tests, and this public test, will be the latest one. In fact the last time we made a change to Clan weaponry there were plenty of people that stated we should do that on the test server. Well here it is, on the test server and ready for you to test. I am going to avoid telling you any of the details of what has changed. I am going to avoid telling you any of the details of what has changed. My hope is that you get to try these changes out and share your first-hand experience with us before the numbers lead to any preconceptions. Even with these changes, the Clan weapons still do more damage, have greater range, for the same or less heat, tonnage and crit space. In short they still very much fulfill the promises as originally stated on how the Clans would look and play. Within a week of the completion of this Public Test, I will follow up with another post on exactly what direction we will be taking on Clan vs IS balancing.

So basically, 24 hours long "mandatory" test of Clan weapon balance changes (likely nerf). Interesting.


Title: Re: Mechwarrior Online
Post by: Lantyssa on August 28, 2014, 07:32:49 AM
"Clan matches only end 12-4 now instead of 12-0.  STOP NERFING ME.  IS ARE ALL NOOBS.  THAT'S WHY WE'RE SO MUCH BETTER."


Title: Re: Mechwarrior Online
Post by: satael on August 28, 2014, 11:30:31 AM
The server transfer is off to a MWOish start with the test server being nowhere and the main server still being online right now (to quote their intentions from the announcement: "Public Test will be available at 11:00 am PDT and Live will go down at the same time.")  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on August 28, 2014, 11:31:00 AM
Just went down.


Title: Re: Mechwarrior Online
Post by: satael on August 28, 2014, 11:32:28 AM
Just went down.

Yeah, just noticed I was kicked out while posting the message.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 28, 2014, 11:37:26 AM
Weapon changes up on the test server.

Quote
Note: It's possible a new build could go up before downtime begins.

ERLL
Heat reduced to 8.0 from 8.5
Duration increased to 1.5 from 1.0

CERSL
Heat increased to 3.0 from 2.0
Range reduced to 150/300 from 200/400

CERML
Heat increased to 6.0 from 5.0
Range reduced to 400/800 from 450/900
Duration reduced to 1.25 from 1.3

CERLL
Damage reduced to 11.0 from 11.25
Heat penalty reduced to 4.0 from 12.0
Heat increased to 10 from 9
Range reduced to 740/1480 from 890/1780
Duration reduced to 1.6 from 2.0

CSPL
Heat increased to 3.4 from 2.4
Range reduced to 150/300 from 180/360

CMPL
Heat increased to 6.0 from 5.5
Range reduced to 330/600 from 400/800
Duration reduced to 0.85 from 0.9

CLPL
Damage reduced to 11.6 from 11.8
Heat penalty increased to 4.0 from 2.8
Heat increased to 9.0 from 8.0
Range reduced to 525/1050 from 600/1200
Duration reduced to 1.2 from 1.3

CLRM5
Cooldown increased to 3.5 from 3.25

CLRM10
Cooldown reduced to 3.5 from 3.75

CLRM15
Cooldown reduced to 3.5 from 4.25

CLRM20
Cooldown reduced to 3.5 from 4.75

CSSRM4
Cooldown reduced to 5.0 from 5.25

CSSRM6
Cooldown reduced to 6.0 from 7.0


UPDATE: Test Server is not working, so it will be online later today and there WON'T BE the Clan weapon changes that they advertised.  :why_so_serious: P :why_so_serious: G :why_so_serious: I :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 28, 2014, 02:33:11 PM
Test server is UP. It will be up for the next 20 hours or so, and you get tons of Cbills and MC to experiment with there, so it's good if you want to see how the Clan 'mechs perform and equip them any wya you like. They didn't push the weapon changes yet, but they said that in the previously published list the cooldown for Clan LRMs was a typo.


Title: Re: Mechwarrior Online
Post by: satael on August 29, 2014, 10:04:34 AM
Well, it seems that it will take some time for the migration to finish...surprise surprise (it would actually have been a small surprise if they had managed to stick to their schedule)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on August 29, 2014, 06:32:08 PM
A Davion sale is in progress. 35% off. I just bought three Banshees and saved about 6 Millions.   :drillf:


Title: Re: Mechwarrior Online
Post by: Ironwood on September 01, 2014, 07:03:46 AM
Mastered all the Kitfoxes, now working on all the Novas, which is strangely proving easier and much more fun.

The Prime is a fucking raging heatbeast, the S mounts some rather cool UAC2's which gives nice Dakka and the B let's me get in close with some cool machine gun fire.

I won't be bothering buying the Summoners, I shall save my dosh for the Daishi.

No idea when the rest of the Clan mechs will get released, but we'll see.

Also, I've noticed that seeing IS mechs in game is becoming a much rarer thing....


Title: Re: Mechwarrior Online
Post by: Falconeer on September 01, 2014, 07:08:45 AM
Summoner is September 10, Direwolf is September 28.

I like the Nova too, but it's going to be hit pretty hard by the next round of nerfs apparently.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 01, 2014, 07:12:02 AM
I'm really not sure why.  Ghost heat already fucks it up massively and it's basically an easily damaged Clan skeleton with lots of lasers.  Why the nerf ??

The Daishi on the other hand is an utter fuckbeast.  I watched as our one, sporting 5 or six UAC5's just fucking MURDERED everyone in sight.  If it can target you, it puts out a rate of fire that shreds you.

I also got one shot by some Daishi bastard who was clearly mounting a lot of fuck you weaponry - instantly killed Nova.  It's just an absolute killer that's only threatened by lights and missiles.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 01, 2014, 07:21:09 AM
They are not really targeting the Nova, as the nerf is for the Clan ER Medium laser. But as a result out of all Clan 'mechs that hits the Nova the most.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 01, 2014, 07:22:47 AM
Ah, right I see.

Won't affect me all that much.  I find just running with Meds makes for a shitty play experience, so I supplement with Ballistics and Small lasers.

What's the plan ?  Are they going to increase the med laser duration ?  Because that utterly fucked the Large laser for me.  Just no fun at all.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 01, 2014, 07:40:00 AM
This is what they tested on the PTS a few days ago, but of course they might change it all again by the time it goes live.


Quote
Note: It's possible a new build could go up before downtime begins.

IS ERLL
Heat reduced to 8.0 from 8.5
Duration increased to 1.5 from 1.0

CERSL
Heat increased to 3.0 from 2.0
Range reduced to 150/300 from 200/400

CERML
Heat increased to 6.0 from 5.0
Range reduced to 400/800 from 450/900
Duration reduced to 1.25 from 1.3

CERLL
Damage reduced to 11.0 from 11.25
Heat penalty reduced to 4.0 from 12.0
Heat increased to 10 from 9
Range reduced to 740/1480 from 890/1780
Duration reduced to 1.6 from 2.0

CSPL
Heat increased to 3.4 from 2.4
Range reduced to 150/300 from 180/360

CMPL
Heat increased to 6.0 from 5.5
Range reduced to 330/600 from 400/800
Duration reduced to 0.85 from 0.9

CLPL
Damage reduced to 11.6 from 11.8
Heat penalty increased to 4.0 from 2.8
Heat increased to 9.0 from 8.0
Range reduced to 525/1050 from 600/1200
Duration reduced to 1.2 from 1.3

CLRM10
Cooldown increased to 4 from 3.75

CLRM15
Cooldown increased to 4.5 from 4.25

CLRM20
Cooldown increased to 5 from 4.75

CSSRM4
Cooldown reduced to 5.0 from 5.25

CSSRM6
Cooldown reduced to 6.0 from 7.0



Title: Re: Mechwarrior Online
Post by: Falconeer on September 03, 2014, 02:59:29 AM
Patch coming Friday, with Clan weapon tweaks. Also, this weekend there will be a lance-oriented challenge. We could be forced to group up this time.  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: satael on September 03, 2014, 04:41:16 AM
Patch coming Friday, with Clan weapon tweaks. Also, this weekend there will be a lance-oriented challenge. We could be forced to group up this time.  :awesome_for_real:

I'll probably be around if someone wants try some lancing  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Ironwood on September 03, 2014, 05:07:46 AM
Yar, me too.


Title: Re: Mechwarrior Online
Post by: Sir T on September 03, 2014, 04:20:37 PM
Feck, that could make me log in for some light mech tanking. maybe we should arrange a time for some detonating?


Title: Re: Mechwarrior Online
Post by: Hoax on September 03, 2014, 06:45:51 PM
I don't know if anyone in US timezones plays anymore but Stock Era Wednesday which starts around 9PM EST (often early) and rotates through a variety of interesting and very nerdy mech availability lists could use some more players.

Here's the thread, there's a google doc and a schedule which is all you need to know which mechs will be allowed:

http://mwomercs.com/forums/topic/157860-stock-mech-era-wednesdays/


Title: Re: Mechwarrior Online
Post by: Falconeer on September 04, 2014, 08:58:38 AM
That would be amazing, for real. Love the concept. Unfortunately, it is really too late for my timezone especially on a weekday. :(


Title: Re: Mechwarrior Online
Post by: satael on September 04, 2014, 09:19:49 AM
That would be amazing, for real. Love the concept. Unfortunately, it is really too late for my timezone especially on a weekday. :(

Same here  :sad:


Title: Re: Mechwarrior Online
Post by: Hoax on September 04, 2014, 10:45:52 AM
Stock (t1) mech lessons:
-Stalkers are very good.
-RVN-4X is very very good.
-Locusts can be quite good if piloted by the right person.
-Hunchbacks are all solid.
-LRM's are mostly awful if you are under a lance per side and really don't get great until its close to 8v8.
-SRM's thanks to ammo #'s are quite good but they also will probably kill you.
-Low leg armor is usually a bad mech, in bigger matches you might be ok but 4v4 and under mechs with bad weak spots especially legs will get chewed up.
-Flamers can be good. There is a BJ stock that comes with flamers which is an absolute terror versus some stock configs. Terror.
-Some of the Awesomes have like infinity back armor, which can be used at stock mech TTK pace to do crazy amounts of tanking, its hilarious.
-ECM can be kind of broken. In all likelyhood it needs to be treated as +10 tons or something for team balance.
-MG's are great because 0 heat.

Its quite fun.

The guys I play with on Wednesday also run something on Saturday I believe, you can find threads for all this type of stuff here:
http://mwomercs.com/forums/forum/273-community-run-events/

This is them on Saturday, but again its US night so not great for euro TZ:
http://mwomercs.com/forums/topic/158427-stock-saturday/

This one is euro-TZ but I hear the ruleset is fairly rigid and complex compared to the try to balance teams and get in drops style that we use on Wednesday. If it works it could be fun?
http://mwomercs.com/forums/topic/169180-succession-wars-sunday-aka-stock-mech-sundays/


Title: Re: Mechwarrior Online
Post by: Sir T on September 04, 2014, 12:05:30 PM
Sounds fantastic


Title: Re: Mechwarrior Online
Post by: satael on September 05, 2014, 10:21:25 AM
Quote
Event Type: Challenge.
Event Begins: Friday, September 5th, 2014 at 10AM PDT / 1PM EDT / 5PM UTC.
Event Ends: Tuesday, September 9th, 2014 at 10AM PDT / 1PM EDT / 5PM UTC.

Prizes:
Tier 1 (200 Points): 3-days of Premium Time.
Tier 2 (550 Points): 1 Free Mechbay.
Tier 3 (950 Points): 6 million C-Bills.

Scoring:
Points are only awarded while playing in a Group of 4.
Kill: 1 Point.
Assist: 2 Points.
Spot Bonus: 2 Points.
TAG Assist: 2 Points.
NARC Assist: 2 Points.
Victory: 4 Points.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 05, 2014, 11:40:13 AM
No.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 05, 2014, 12:32:53 PM
I'd get 10-20 points per match under that scoring, but I doubt I'll be able to get 20 matches of four people.

Why does PGI hate its players?


Title: Re: Mechwarrior Online
Post by: Hoax on September 05, 2014, 01:16:22 PM
Just use the pick up group voips? MWO has some I believe. Back before ghost heat there was a Comstar one that was easy and painless to use to find group drops.

I know my house (FWL) has a vent server that has pick up groups going all the time even when there isn't an event/challenge thing so that is certainly an option.

Can't speak to other factions but honestly you all should be in Marik anyways because space baltic democracy and purple mechs is about a thousand times cooler than the huge zerg (davion), the slightly smaller zerg of space aryans that pretends its not a zerg (steiner), space weaboos (kurita) or being on the same team as goons aka space crazies/commies (liao) or the special snowflake faction (FRR). Its about a million times cooler than being a clanner. Especially Clan Wolf, what a disgusting bunch that is.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 05, 2014, 03:14:33 PM
Russ Bullock on how to fix the balance mess that are the Clans. (http://mwomercs.com/forums/topic/169895-clan-balance-update/page__pid__3688149#entry3688149)

Quote
Hello MechWarrior’s,

In light of the upcoming clan weapon changes today...

This is a long awaited update on PGI's latest feelings and plans as it pertains to Clan balance. I expect it to be a very lengthy post so please bear with me as we work through the entire logic of our balance decisions and plans.

First off, let's all go back to the initial clan announcement and postings of how the technology would work. We were very clear from the very start that we were determined to not make the same mistake of past MechWarrior games in establishing the Clan mech’s as the "end game". In other words we weren't making a second game but that these Clan mech’s needed to fit and exist within MWO. We let players know how the engines, armor and Omni pods would work as well as a general description of how the weapons would play. This was going to create a unique feel to the clans but hopefully very balanced with IS mech’s.

Now that things have settled in we can see that, yes, we have fulfilled the requirements of how the technology will work as well as attaining that unique feel. However we can also see that the balance between IS and Clans is further apart than we had estimated. So the question has been, how do we plan to address this?

10v12

We have come to the conclusion that, for the foreseeable future, this is NOT a viable option for MWO, here are some of the reasons why:
UI redesign of the pre-game, scoreboard and end of round screen.
New rules for tie breakers surrounding the uneven team sizes
Significant re-factoring of the match maker to develop team sizes that don’t match.
'Mech chassis tonnage balancing will no longer work.
Elo will no longer work with 10 vs 12 team calculations.
These elements alone (not including other edge cases) represent at least several additional weeks, if not months, into refactoring and testing time before they would be ready for deployment. That is time that will directly impact the development and delivery of CW modules 2+.

But perhaps more importantly than that, if we went down this path the overall message to the community is basically “Yes your IS mech’s are weaker, but if you put lots of them together you might win”. This is not what we communicated to the MWO community as to our plans for the Clan mech’s and how they would balance within MWO.

Balancing Plan

At this point we cannot make the statement that we have a picture perfect solution to IS vs Clan balance, but we do have a solid plan of attack. First off just knowing that we are going to exist within a 12v12 environment is one of the major decisions we were waiting to make, and now that it has been decided, we can chip away at the problem.

The first step is to release this latest round of Clan weapon changes this week. We HOPE this is the last Clan weapon nerfs we will have to implement. Not because we feel like this will be enough, (in fact we know that it will not) but in an effort to keep the unique feeling of the clan mech’s strong we will look to other areas to bridge the rest of the gap. Such as the following POTENTIAL changes:

Clan Heat and Movement penalties if a Right or Left torso is destroyed.
Small increase in IS Mech heat efficiency.
Complete IS mech Quirk pass to give more uniqueness and ability when used within their respective roles.
Increase in IS and Clan mech armor and internal structure if time to death decreases too much.

Our plan is to begin this plan of attack on the balance of the game this weekend with the implementation of the latest Clan weapon changes and then continue on with the other items systematically over the course of the next couple of months. With this command chair post shared with the public future updates on this subject should be possible much more frequently to discuss our progress.



Title: Re: Mechwarrior Online
Post by: Hoax on September 05, 2014, 09:05:39 PM
Fuck these shitty devs so much. I can't wait until they go the way of Hi-Rez.


Title: Re: Mechwarrior Online
Post by: HaemishM on September 05, 2014, 09:31:52 PM
Wow, it only took them a few months of pain to realize what everyone said about Clans being too powerful for the last 2-3 years (plus however many odd years since Clans were first introduced in Battletech) was true.

And yet, they still don't have clue one.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 06, 2014, 04:06:45 AM
PGI has announced a new game (http://www.auniversetoexplore.com/). Space bullshit something. Big announcement will be made on September 9th. They claim to have separate resources and people working on the two project. I honestly believe this is quite the nail in the coffin for MWO. The game will stay alive for a long while, for sure, and will definitely get its half-assed Community Warfare, but this is clearly the first transparent sign that things are dying down.

Bryan Ekman:

Quote
Concerns about where the money goes is absolutely founded, and the short answer is net MWO proceeds after taxes, royalties to Microsoft etc... - go directly into the development of MWO. The speed of development is largely relative to the amount of money coming in from sales. Those sales keep a team of around 35-40 people (we have external contractors) working full time on MWO development and live operations.

Our new game development is funded from a different source and we have been recruiting new talent exclusively for this project. We did move some staff around internally as needed to accommodate two productions, and their will be some shared resources (marketing, customer service, QA).


Quote
Let me start by introducing myself. My name is Bryan Ekman, Creative Director and Co-Founder of Piranha Games. 14 years ago I founded Piranha Games with my business partner Russ Bullock to build exciting and engaging games that we love to play. Piranha is best known for our latest endeavor — MechWarrior Online, an online free-to-play giant robot combat game. MechWarrior Online's incredibly successful Founder's Program proved that we can work directly with our backers to help build a game for the community.

On Sep 9th, 2014 at 12:00PM PDT we invite you to join us for the reveal of our next project. It's a big one, it's going to be the largest production ever undertaken here at Piranha, and we want YOU to be part of it.

It's epic, it's online, it's sci-fi.

Just below you will find a registration form. Filling out this form will register you for our new game and grant you an exclusive in-game item when the finished product goes live. By registering now, you can also name your Pilot – yes that's right, pilot. Ok, no more spoilers…

I look forward to the future, and our journey to the stars.

Sincerely,

Bryan Ekman


Creative Director/Co-Founder
Piranha Games


Title: Re: Mechwarrior Online
Post by: satael on September 06, 2014, 04:17:50 AM
Quote
It's a big one, it's going to be the largest production ever undertaken here at Piranha.

I was hoping they'd launch CW in some form before changing to maintenance mode for MWO but I guess they feel like they have gotten all the easy money they are going to get when it comes to MWO (maybe the clan mechs didn't perform as well as they expected)  :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 06, 2014, 04:22:26 AM
Oh I don't think that's related, or not the way you think it is. I really believe the Clan 'mechs brought them a huge load of money. But that's probably the last big money they were ever able to make (what else is left iconic enough to outperform the Clan packs?) so they might have moved that money elsewhere though, that's the shitty part.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 06, 2014, 07:37:41 AM
Quote
balance between IS and Clans is further apart than we had estimated
Ahahahahahahahaha hahahahahahahahaha hahahahahaha.

Morons.

At this point they're better off letting ELO sort out this mess (if the system is even working), so that the matches end up most Clan and the top 2% of IS against one another and IS and the bottom few clanners.  Not that I have any faith in the ELO system considering I think it groups players of a similar ELO together but not against one another...


Title: Re: Mechwarrior Online
Post by: Ironwood on September 06, 2014, 09:53:17 AM
Just charge and IS 'Clan-Upgrade' that allows them to use Clan Equipment.

Balance problems solved.

 :uhrr:


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 06, 2014, 11:02:54 AM
I also like how they design around the edge cases.  Instead of "Here is how we want things work, what do we do about these outliers" they're all "We can't do this thing because 1% of games might hit this special instance".

For example, I've never seen a game go to a tie-breaker because someone didn't kill all 'mechs, take a base, or get enough points.  You could, I don't know, add up the structural integrity of the remaining 'mechs and whomever has the largest percentage left wins?  You could call it a draw and award both sides halfway between victory and defeat?  You could offer a choice of playing in strict Clan/IS or mixed field?

They act like it's rocket robot science.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 06, 2014, 01:34:35 PM
One of those games you have to brag about. Mind, every single person who can play the game is in the group queue tonight for the challenges. Still, with a 45 tons non-mastered 'mech, that's quite an amazing game. 7 kills, 700+ damage, last 'mech standing.



(https://dl.dropboxusercontent.com/u/3584773/MWO%20Vindicator%207%20kills%20700%2B%20damage.jpg)


Title: Re: Mechwarrior Online
Post by: satael on September 06, 2014, 08:26:03 PM
Wow, that number of kills (with the damage to match it) is pretty insane for a 45-ton mech especially when it's last man standing  :ye_gods:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 12, 2014, 05:10:54 PM
From Russ Bullock, on ECM.

Quote

Okay how about this, this is what many of you have been waiting for:

Well first a question: Do you think you the community can come to an agreed upon consensus? One in which if the changes are implemented everyone says great job PGI on listening to us now we feel great about ECM and your ability to listen to feedback?

If the answer is Yes then I suggest the following:
You the community decide how your going to present a proposal, nominate a peer that you feel has the best handle on this, put together your own player council whatever you like but present a proposal that your peers vote on. The vote would likely need to be far greater than just 51% in favor. Perhaps something more like 80+%

At that point PGI will analyze the proposal, if we see any technical problems or balance problems that we feel perhaps you didnt see, we will point those items out to you. Then if necessary you can adjust your proposal and put it to a vote again, if successful PGI will again analyze and repeat if necessary until we have a final design solution for implementation.

PGI will then communicate how long it will take to implement with full explanation as to why, and we will patch the changes in upon the agreed upon delivery date. Once complete if this whole process has gone smoothly and civily we will proceed with doing things like this far more frequently or at least for other areas of the product that are controversial.

What do you say?




-----




Yes I do want to keep these conditions in place, I think it is a good starting point. Also yes I do think it will be a good exercise for the community to truly get a sense of the vast amount of opinions within MWO and how difficult it is to listen to ideas and feedback and come up with a solution we think best meets the communities desires.

As to the 80% I am open to discussing the criteria with you. No of course it isn't 80% of entire player base, but it also can't be just the 100 most active people on the forums either which would be incredibly skewed. Units will need to make sure their player bases log into the forums at least to vote. There will need to be a continued dialogue on how we determine that the 80% is truly representative of today's active players.

I will continue to monitor the thread and situation. I can take some PM's but I encourage you to prove to PGI that you can come to consensus and work together.

A player council deciding real stuff...  :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Hoax on September 12, 2014, 05:49:12 PM
Couldn't be more obvious proof these guys have no idea what they are doing.

You players need to tell us how to fix the game and you need to all agree that is how to fix it.

But not like those times (3PV, Coolent consumables, ghost heat) that everyone agreed our changes were bad and we did it anyways.



Title: Re: Mechwarrior Online
Post by: MahrinSkel on September 12, 2014, 08:38:20 PM
It's not that far off from the stuff we were doing with Camelot, where we basically took a few dozen of the more levelheaded members of the community and had them tell us what various parts of the game were causing the most heartburn, and offer suggestions.

It worked pretty well, within the scope of what it was trying to do (help us set priorities for what to fix first without just chasing the squeaky wheel du jour on public forums).  But we kept the selection process out of the public eye (mostly it was "this guy seems to know his class and can talk about what's wrong with it without foaming at the mouth").

--Dave


Title: Re: Mechwarrior Online
Post by: HaemishM on September 15, 2014, 09:57:23 AM
It's not that far off from the stuff we were doing with Camelot, where we basically took a few dozen of the more levelheaded members of the community

The bolded part is highly debatable.  :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 15, 2014, 01:02:16 PM
More on this later, but the King Crab has been announced. December.  :drillf:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 15, 2014, 04:45:00 PM
Ok so, new Clan pack is Koshi, Fenris, Loki and Manowar, plus the Mad Dog if you purchase the most expensive pack AND you previously bought the most expensive Clan pack.

(http://i.imgur.com/UyMbEWR.jpg)


Then, they are celebrating 1 year of release with lots of fluffy stuff. Discounts, sales, half-priced GXP, free 'mechs with unique paintjobs. But the bomb, seriously, is the King Crab announcement (not to mention that you get one free if you have spent tons of money on MWO so far).

Quote
This week marks our 1 year Anniversary! Piranha Games would like to show our extreme gratitude to all players and supporters who have put their time and money into MechWarrior Online.

Anniversary Weekend
On September 17th 2013 we had our exciting launch event in San Francisco. So to mark this anniversary we're celebrating this weekend with Double XP, Double XP conversion, and Mechbays for 50% off. Also during this Anniversary weekend, when you win 1 match you will earn a Cupcake Cockpit item.

Active Player Reward
Our 1 year Active Player Reward is for any player that has played more than 100 matches since September 17th 2013. Eligible players will receive 2,000,000 C-bills, a Mechbay, and a fun standing Cockpit item.
Players with less than 100 matches still have the potential to earn this reward, as you have until Sept 23rd at 10:00 am PDT to hit the mark! The Active Player Reward will be injected into eligible accounts on September 23rd.

MechWarrior Credits Reward
This reward is for anyone who has ever purchased MechWarrior Credits. Eligible players will receive an exclusive new Centurion variant - the CN9-AH - decked out with a custom paint job, along with a 30% C-bill Bonus and a free Mechbay. This custom CN9-AH variant will only be available through our MechWarrior Credits Reward program and will be injected into eligible accounts on October 21st. You have until Sept 23rd at 10:00 am PDT to earn the MechWarrior Credits Reward. Founders packages that included MechWarrior Credits qualify for this reward. Standard versions of this new variant will be available for C-Bills at a future date to be determined.

Pre-Sale Reward
This reward is for players who have purchased any pre-sale program package. This includes any level of Founders, Phoenix, Clan Invasion Wave1 and 2 packages, or a la carte mechs. Eligible players will receive an exclusive new Atlas variant - the AS7-S - decked out with a custom paint job, along with a 30% C-bill Bonus and a free Mechbay. This custom AS7-S variant will only be available through our Pre-Sale Reward program and will be injected into eligible accounts on October 21st. You have until Sept 23rd at 10:00 am PDT to earn the Pre-Sale Reward. Standard versions of this new variant will be available for C-Bills at a future date to be determined.

Top Tier Reward
This reward is for anyone who purchased a Top Tier Package in any of our pre-order programs. Eligible players will receive an exclusive new King Crab Assault Mech decked out with a custom paint job, along with a 30% C-bill Bonus and a free Mechbay. This custom King Crab variant will only be available through our Top Tier Reward program and will be injected into eligible accounts on December 16th. You have until December 16th at 10:00 am PDT to earn the Top Tier Reward. All Standard variants of this chassis will be available for MC December 16th and C-bills January 20th.

As an additional thanks to all Founders, the C-bill bonus on all original Founders Mechs will be permanently raised from 25% to 30% starting September 17th.

This week we are also introducing our exciting Clan invasion Wave 2 pre-order program which allows us to offer the Ultimate Clan Reward Program!

Ultimate Clan Reward
This reward is for players who purchased a Masakari Clan Invasion package and the Wave 2 Man-o-War package. Eligible players will receive an exclusive new Invasion Mad Dog Mech with custom Invasion paint job and unique geometry, along with a 30% C-bill Bonus, 2 additional Mad Dog standard variants and 3 Mechbays .The Invasion version of this Mech will only be available through the Ultimate Clan Reward program. This Invasion Mad Dog Mech and the 2 standard variants will be available starting September 23rd for daily 4 pm injection. All Standard variants of this chassis will be available for MC December 16th and C-bills January 20th. Check out our Clan Invasion Wave 2 page for details (coming soon). The Ultimate Clan Reward program will be available for as long as the Clan Invasion Programs remain active.


 :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 15, 2014, 06:27:48 PM
Well, couple of free 'mechs for me even though I haven't spent anything since the Founder's package, so there's that.


Title: Re: Mechwarrior Online
Post by: Shannow on September 15, 2014, 07:24:56 PM
Another Atlas and Centurion.  :oh_i_see: Still its free.

Anyway to track that 100 matches thing? I think I stopped playing around then.


Title: Re: Mechwarrior Online
Post by: Zetleft on September 15, 2014, 09:34:30 PM
https://mwomercs.com/profile/stats

I know those stats reset at some point, I'm guessing they are going by whats on there now. 



Title: Re: Mechwarrior Online
Post by: Falconeer on September 15, 2014, 11:41:17 PM
Last reset was in March 2014, but they are counting all matches between September 2013 and now, so it's quite impossible to figure out how many games you have played between September 2013 and the reset in March 2014. Sucks.


Title: Re: Mechwarrior Online
Post by: Merusk on September 16, 2014, 08:13:26 AM
Last reset was in March 2014, but they are counting all matches between September 2013 and now, so it's quite impossible to figure out how many games you have played between September 2013 and the reset in March 2014. Sucks.

There's an archived tab. Anyone here has over 100 matches. I know this because I just checked mine.  Stopped playing in May but I still have 200 matches in the archive.

I didn't realize I had a better win/ loss ratio than 50%.   1.11 k:d seems shitty, though.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 16, 2014, 08:58:05 AM
I really like the Loki.  I'm fucked if I'm paying for it tho.


Title: Re: Mechwarrior Online
Post by: Hoax on September 16, 2014, 09:07:23 AM
95kph with tweak Ironwood.

Two torso mounted AC's, pick your favorite flavor anything but 20's will fit Ironwood.

Back that with three torso mounted bestlasersinthegame (CERMLs) Ironwood.

That means you get to use both arms as shields Ironwood.

Zombie mode activated Ironwood.

PS you have all that plus ECM aka Cloak of Skill aka Jesus Box Ironwood.

Don't you want to grab deal Ironwood?

Its so easy to join buy.


 :drill:


Played some stock matches last night. Nobody has figured out how to deal with Stalkers yet. Five matches in a row the Stalker was highest damage on winning team and therefore swapped to the other team each time and won again.

I'm having a hard time dealing with how fast SRM2's can fire. I can't seem to get a good rhythm with them and just end up firing it at AC5 speed. K2's are confirmed bad tier. Stock Battlemaster is not bad. MG's are totally decent. Light swarms can be so much more deadly thanks to lower armor values especially on the legs of some mechs. The LRM Locust is very not good.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 16, 2014, 09:09:26 AM
In MechWarrior, they'd call me Sugo.

It'll still come out for CBills down the line.  Just like the 6 kitfoxes/novas that I have.



Title: Re: Mechwarrior Online
Post by: Merusk on September 16, 2014, 09:31:24 AM
Played some stock matches last night. Nobody has figured out how to deal with Stalkers yet. Five matches in a row the Stalker was highest damage on winning team and therefore swapped to the other team each time and won again.

Wait.. Stalkers are dealers of death now? Mine was always strong, even moreso after using Samprimary's "Snowball" build but why are they so much of a problem nowadays?

I might have to redownload to check this out.


Title: Re: Mechwarrior Online
Post by: Hoax on September 16, 2014, 10:16:28 AM
That was playing stock.

Tech 1 stock.

Stalkers are still great in the real game but you would basically never take one over a dakka DWF or a Gauss DWF.

If tonnage mattered Stalkers are good enough that they would have a place because they are amazeballs for 85 tons with those high hardpoints and hitboxes.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 16, 2014, 10:57:48 AM
(https://dl.dropboxusercontent.com/u/3584773/MWO%20Kingcrabclaws.png)

Retractable claws? Really?


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 16, 2014, 12:03:29 PM
I didn't realize I had a better win/ loss ratio than 50%.   1.11 k:d seems shitty, though.
You could have mine.  0.85 win/loss and 0.35 k/d.

Some of that padding is from when I run around in my 'phract, too... go, go light support.


Title: Re: Mechwarrior Online
Post by: Hoax on September 17, 2014, 03:40:28 PM
Wait.. Stalkers are dealers of death now? Mine was always strong, even moreso after using Samprimary's "Snowball" build but why are they so much of a problem nowadays?

I might have to redownload to check this out.

http://mwo.smurfy-net.de/mechlab#i=47&l=3ff83743a870070fd44de40c42e732ccfdbe9f94

This is still part of the sniper meta, you can run same armor and the STD300 engine to save yourself min/maxing cbills and just throw a BAP on there.


Title: Re: Mechwarrior Online
Post by: Merusk on September 17, 2014, 05:02:12 PM
Heh, same build just with ERs since they changed the heat/ damage on them. Awesome.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 17, 2014, 05:47:48 PM
Counter added to your Stats ---> Challenges page of the website to find out how many of those 100 matches in a year have you played. Check it out and don't give up if you are short. Deadline is September 23, so 5 days more.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 17, 2014, 06:14:29 PM
Alright.  I just have to win one match this weekend to get all the rewards.

I can do this!


Title: Re: Mechwarrior Online
Post by: Sir T on September 17, 2014, 06:58:50 PM
100 games played. Sorted. I guess buying the Pheonix Mechs will pay off after all too. Unless they mean you have had to have bought the Wolverine and Griffin too, in which case meh.


Title: Re: Mechwarrior Online
Post by: Hoax on September 17, 2014, 10:45:53 PM
Phoenix Overlord gets you the special King Crab.

So from what I've seen you will get it without buying those two.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 18, 2014, 02:05:44 AM
MC and Cbills release dates.

Vulture - December 16th for MC and January 20th for C-bills
Myst Lynx - Jan 6th for MC and Feb 3rd for C-bills
Ice Ferret - Jan 20th for MC and Feb 17th for C-bills
Hellbringer - Feb 3rd for MC and March 3rd for C-bills
Gargoyle - Feb 17th for MC and March 17th for C-bills


Title: Re: Mechwarrior Online
Post by: Shannow on September 19, 2014, 04:07:36 AM
Still nothing as OP as a dual AC20 Jagermech, especially in a PUG match. First drop in several months with it and 5 kills later...(including a Warhawk and Timberwolf)..

I almost felt guilty.

Almost.




Title: Re: Mechwarrior Online
Post by: Falconeer on September 20, 2014, 04:49:01 PM
The new Video Log, #8, is super boring but it sports Alex Iglesias sketching the King Crab in a timelapse. From 4:58. It is amazing, both the 'mech and to see the artits do his magic.

https://www.youtube.com/watch?v=mf3PPqh7tnI

Here's the final result. Personally, I think the paintjob ruins it. But since it'll be customizable I don't mind. I love the chassis.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20KingCrab.png)


Title: Re: Mechwarrior Online
Post by: Hoax on September 20, 2014, 04:55:56 PM
There's a photo showing it next to an Atlas, those arms will be so low that mounting anything but AC20's would be silly.

That said I think it has at least 2 E on torsos and it will be able to ridge hump maybe as well as a Stalker.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 20, 2014, 05:30:04 PM
(https://dl.dropboxusercontent.com/u/3584773/MWO%20KingCrab2.png)


Title: Re: Mechwarrior Online
Post by: Shannow on September 20, 2014, 06:57:36 PM
 :heart:


Title: Re: Mechwarrior Online
Post by: Ironwood on September 21, 2014, 07:16:47 AM
ED209 Style.


Title: Re: Mechwarrior Online
Post by: Shannow on September 23, 2014, 11:28:43 AM
I would just like to say FUCK CLAN LRMS. FUCK THEM IN THE ARSE. ALSO FUCK PGI YOU BUNCH OF USELESS DICKHEADS.

Ok that's all.



Title: Re: Mechwarrior Online
Post by: Falconeer on September 23, 2014, 12:40:53 PM
But they just reduced the LRMs screen shake! I guess... not enough?


Title: Re: Mechwarrior Online
Post by: Ironwood on September 24, 2014, 02:08:32 PM
Dropped 18 mil on a Shitbox with legs.

What a hunk of shit.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 25, 2014, 02:25:40 AM
SERIOUSLY, THIS IS A FUCKING AWFUL MECH.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2014, 02:48:11 AM
The Direwolf?


Title: Re: Mechwarrior Online
Post by: Ironwood on September 25, 2014, 03:02:31 AM
Yeah.  Minimal Arm movement like a Stalker, 'cept not high, so no fucking use.  Turns like a lumbering turd.  Speed has two settings 'stopped' and 'slow as almighty fuck'.

Sure, I can mount as many Ultra AC's as Jesus, but good fucking luck hitting anything but retards.

Also, I'm in PUGS where the optimum strategy appears to be 'Run as fast as you can to the fight, leaving the slow assaults behind, get your stupid ass KILLED and then watch the DireWolf get utterly fucking humped by the 12 guys remaining because he has no support.'

Fuck.  This.

Back to the Kit Fox or Nova.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2014, 03:11:40 AM
Moving it around is a pain, and I can't find the fun playing it. So I don't. But sure, when you simply pop enemy after enemy with a simple mouse click as if they were flies to swat with the 2Gauss+2PPC build, you are guaranteed a few evil giggles.


Title: Re: Mechwarrior Online
Post by: eldaec on September 25, 2014, 03:55:03 AM
I've yet to find the fun in anything over 70 tonnes


Title: Re: Mechwarrior Online
Post by: Ironwood on September 25, 2014, 04:31:31 AM
My Brawling Atlas was fun and it was a lot better than this shitbox.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 25, 2014, 07:26:16 AM
It's all Heavies and Lights for me.  Assaults are just slow moving turrets, and Mediums are the perfect combination of too big, too slow, and too little armor to be any fun.


Title: Re: Mechwarrior Online
Post by: Hoax on September 25, 2014, 03:23:56 PM
You should really try some of the fast heavy builds. You can do some silly stuff with XL's in a Battlemaster or Victor.

As for mediums, I love them so I can't say but for CW you should probably invest in Cicadas. At least you can bring ECM and its basically a glorified light in both size and speed.


Title: Re: Mechwarrior Online
Post by: eldaec on September 26, 2014, 12:40:09 AM
The Cicada M is the king of mechs and the only one I've ever achieved k/d>1 with or even filled all the xp boxes on.


Title: Re: Mechwarrior Online
Post by: Samprimary on September 26, 2014, 09:47:44 AM
the dire wolf is probably the second best mech in the game. just don't expect to have fun learning its momentum or the solo queue abandonment


Title: Re: Mechwarrior Online
Post by: Shannow on September 26, 2014, 09:59:10 AM
Went with a 2LBX 2LL 1 SRM6 build on my founder's atlas and am finding it halfway useful for once. Have they given LBXs a bump over the last few months? Seem to fire faster and at a greater velocity than I remember.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 26, 2014, 11:15:43 AM
I dunno, but I've been happy with LBXs for a while now.  My dual LBX-10 Cataphract is my best heavy.


Title: Re: Mechwarrior Online
Post by: Hoax on September 26, 2014, 01:02:52 PM
the dire wolf is probably the second best mech in the game. just don't expect to have fun learning its momentum or the solo queue abandonment

Yeah its awful in the pub ghetto aka underhive because your teammates are too stupid to realize how much easier wins are if they make sure their DWF actually has firing lines and isn't just swarmed and brought down as it tries to catch up to their deathball.

You'll want to stick to group queue if you are playing the whale.


Title: Re: Mechwarrior Online
Post by: Samprimary on September 26, 2014, 04:23:30 PM
I've been exclusively piloting an un-elited dwf since i got one in a fire sale that lasted a half an hour this one time apparently

i can confirm that they are just as ungodly as you could imagine they could be, just ... you must be expert at assault mode


Title: Re: Mechwarrior Online
Post by: Samprimary on September 26, 2014, 04:40:55 PM
THE DIRE WERF

(http://i.imgur.com/N1Nkgqc.png)


Title: Re: Mechwarrior Online
Post by: Ironwood on September 27, 2014, 08:58:19 AM
Aye I get it.  It can mount more weapons than Jesus and if you google the 19 PPC video, it's fricken hilarious, but it's still a frustrating thing to drive it you're grouped with fucknuts. 

Which you clearly weren't.


Title: Re: Mechwarrior Online
Post by: Samprimary on September 27, 2014, 10:09:38 AM
hang on, i'll draft up the plans to kick away the buyer's regret for the whale


Title: Re: Mechwarrior Online
Post by: Samprimary on September 27, 2014, 05:31:23 PM
http://mwo.smurfy-net.de/mechlab#i=173&l=c7b9a4f42595142015a216caf5bb211ecd27b619


Title: Re: Mechwarrior Online
Post by: Merusk on September 27, 2014, 08:24:24 PM
Whelp, they didn't count my prior 300+ games for that promo. So much for their "all games since last September" statement.


Title: Re: Mechwarrior Online
Post by: Shannow on September 28, 2014, 03:55:21 AM
Worked for me , did you check the challenge page?


Title: Re: Mechwarrior Online
Post by: Merusk on September 28, 2014, 07:41:44 AM
Worked for me , did you check the challenge page?

Yes, it says 6%. That covers the matches I played after their reset.  My archived stats indicate I had almost 650 matches (332 wins/ 314 losses) none of which apparently counted.

Glad I didn't have to reinstall to check.


Title: Re: Mechwarrior Online
Post by: Shannow on September 28, 2014, 05:44:01 PM
Ok so I have 10 mil burning a hole in my pocket.

BLR, HGN, BNC or STK? Or do I get a DDC? (Is the DDC so good its worth putting up with driving an Atlas?)


Title: Re: Mechwarrior Online
Post by: Hoax on September 28, 2014, 09:24:02 PM
First you should probably wait for this quirk pass they keep saying they are getting to because that could increase the upside on HGN and/or BLR a lot maybe.

If you cannot wait. The other 3 I'd say DDC > STK > BNC.

DDC = best brawl mech on IS side for 3/3/3/3 matchmaking purposes in the assault slot. ECM. Great in pugs and groups.

STK = good lrm boats, decent srm boats, top tier ultra competitive sniper w/ the 3F 4xLLAS build thanks to crazy high hardpoints but its really not that great in pubs or low level pick ups. But its a great chassis in terms of hardpoint location and variety, hitboxes etc. It will probably never be bad.

BNC = a really fun mech but not amazing power level wise. But really fun, so fun its almost FOTM and if it gets quirk love maybe it becomes more of a player.



Title: Re: Mechwarrior Online
Post by: Shannow on September 29, 2014, 11:56:25 AM
I'd like to amend a previous statement I made to fuck all LRMs in general.

I lost a fully armoured Atlas in under 15 seconds last night without seeing anything but two mechs.

Yes, that's battletech it could be said but I have a feeling LRMs might be getting a nerf again.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 29, 2014, 12:13:06 PM
Then your team sucked or you decided Lone Wolf was a good idea.


Title: Re: Mechwarrior Online
Post by: Shannow on September 29, 2014, 01:26:23 PM
While my team did suck, I was grouped with 4 other decent pilots. How that would've stopped the rape is beyond me though.

Mind you it was canyons so that may have played into it, but we moved as a group and 15 seconds after initial contact I was dead.


Title: Re: Mechwarrior Online
Post by: Hoax on September 29, 2014, 01:29:26 PM
Its highly unlikely that they will or that they should do anything to LRM's until they are also messing with the various EWAR systems. If you are spotted/tagged/narc'd in an assault all good pilots with lrms are going to fire on you because they know you can't get back to cover easily and you are a high value target. Its actually one of the best ways to deal w/ fat slow DWF's.

The one exception is they could reduce LRM impulse again although the change they did make was noticeable and its much better now than it was.

***

On the I can't help but pay attention and get hype side of things.

Russ has posted that they are looking at tonnage limits instead of weight classes for CW. Right now they continue to focus (far too much imo) on the Dropship game mode so that was the context where he posted his current idea:

Each player has 4 mech slots.
They must fill all 4 slots.
Max tonnage of each players combined mechs is 240.
Each mech is worth its maximum tonnage, you can't strip a Locust down to try to gain tons for instance.

I think this would be a massive step in the right direction and I would expect a tonnage system to be such an improvement to chassis diversity that it would eventually spread from just that one gamemode.

I even couldn't help myself and have started thinking towards the 3 most common setups I'd run with my current mechs:
50, 55, 55, 80 or 50, 50, 55, 85 and if I felt like we needed the DDC I'd go 35, 50, 55, 100.

As always when talking CW, they have lied for two years and never worked on CW during that time. There are no screenshots of actual finished work this time around so no reason to think its not more lies and certainly no reason to think they can finish it by 12/21/14 which is their latest promise.

PGI is also the masters of "our position at the time" bullshit and the clearly are still making up game systems on the fly without thinking them through. So odds are like so many exciting sounding things this will never be in the actual game.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 29, 2014, 01:56:42 PM
Tonnage would be awesome.  I could have two lights and two heavies and be very happy regardless of map.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 29, 2014, 02:10:35 PM
While my team did suck, I was grouped with 4 other decent pilots. How that would've stopped the rape is beyond me though.

Mind you it was canyons so that may have played into it, but we moved as a group and 15 seconds after initial contact I was dead.

If you don't have sufficient AMS and ECM, you can get raped hard by LRMs, same as it ever was.  They're no more or less strong at the moment, I don't think.

Canyons is bad for lurms tho. 

I've had my fill of fucking idiots in PUGS tonight tho.  Time for bed.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 30, 2014, 03:49:50 AM
http://mwo.smurfy-net.de/mechlab#i=173&l=c7b9a4f42595142015a216caf5bb211ecd27b619

Interesting Build.  Don't have the cash for it right now, but I'll take a look.

As I'm getting more leveled with it, the results are getting better, but it really, really needs support to be the effective ball-kicker that it clearly can be.  I'm doing mega fuckloads of damage on my build, which currently uses 2xUAC2, 2xUAC5, 4 ML and a large UAC10.  Shit getting in the way just gets torn apart.  The trouble is making sure they get in the way.  I had a nice wee partnership going with a light who would get people to chase it into me;  that was a really fun match.  However, it can be over all too easily if caught lumbering in the open.  I find the Metal Map Capture to be the best, since you just head down to Theta and annihilate anything that comes through the door.

Hey ho.

I'm slowly getting rid of all my crap IS mechs and replacing them with Clans.  3xKitfox, 3xNova and a single Dire Whale.  I can't be arsed with the Summoner tho.

I am seeing a LOT of MadDog rapage tho.  It seems to be quite a strong mech.


Title: Re: Mechwarrior Online
Post by: Hoax on September 30, 2014, 06:44:30 AM
You might try to hold onto your crap IS mechs until after the quirk pass in case they make them more fun to play.


Title: Re: Mechwarrior Online
Post by: Ironwood on September 30, 2014, 07:57:12 AM
I'm keeping the ones I like now and just binning ones that I can't stand.



Title: Re: Mechwarrior Online
Post by: Hoax on September 30, 2014, 11:29:45 AM
I have to say prior to the quirk announcements I was getting ready to bin the Thunderbolt. Its just too much of a mess outside of stock matches.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 30, 2014, 04:51:36 PM
Have you always wondered if your 'mech sucked, or you were actually a very bad player? Now you can check the official tier list and find that out. Tier 1 is OP, tier 5 is a suicide machine.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20tiers.png)


Title: Re: Mechwarrior Online
Post by: Hoax on September 30, 2014, 09:02:08 PM
And vindication as the two TDR's I own (5S and 9S) are right there in t5. They suffer from AWS hitboxes, bad setup for brawling, odd mix of hardpoints, can't xl, can't arm shield.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 30, 2014, 11:30:01 PM
If they can't manage to fix the Awesomes, and especially the Pretty Baby, this time around I quit.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 01, 2014, 03:28:19 AM
I fucking hate the Victor.  I have no idea why it's so OP.  It's such a shit drive.


Title: Re: Mechwarrior Online
Post by: 5150 on October 01, 2014, 05:01:43 AM
I fucking hate the Victor.  I have no idea why it's so OP.  It's such a shit drive.

I'm guessing because of the jump jets.

I wonder what period this data was taken from and how much of it came from after the jj nerf?


Title: Re: Mechwarrior Online
Post by: Ironwood on October 01, 2014, 05:17:08 AM
Could be.  I never really got into the pop-tarting thing.  I do love my two Highlanders and I score well with them (also I mastered them then sold one), but I never ever felt the urge to put the jump jets back on.



Title: Re: Mechwarrior Online
Post by: Lantyssa on October 01, 2014, 06:27:55 AM
Ahahahaha.  All Tier 5 and 4.  Out of twenty 'mechs I have two in Tier 3, and I never pilot them.

It's a wonder I do as well as I do at times.


Title: Re: Mechwarrior Online
Post by: Hoax on October 01, 2014, 07:42:49 AM
I fucking hate the Victor.  I have no idea why it's so OP.  It's such a shit drive.

I'm guessing because of the jump jets.

I wonder what period this data was taken from and how much of it came from after the jj nerf?

The current most sensible understanding of the tier list is that the tiers reflect the variant's value after:
-all quirks are removed from it both positive and negative. This is why AWS are t5, thats without all those quirks that actually make them decent. its why HGN's aren't lower because all the negative quirks are gone ditto why VTR's are t1.
-this is taking into account the jj changes that are coming. That's what keeps VTR and HGN on higher tiers because PGI intends to unfuck jets without giving back the poptart meta. Its also the only explanation possible for the CTF-IM being so low.

what nobody knows is are these tiers based on tonnage or weight class or a little of both?

I think the Vindicator and Cicada tier placements surely indicate that its done by tonnage, which I can only hope is because we're slowly shifting the fuck away from weight class based team building. Because its bad and stupid.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 01, 2014, 07:43:36 AM
It's interesting because I've seen Awesomes who totally rock the party since they got quirked.



Title: Re: Mechwarrior Online
Post by: Hoax on October 01, 2014, 07:45:13 AM
I think I posted poorly. I'm saying that the AWS are placed on t5 because the tier list reflects each mech with ZERO quirks positive or negative.

It may even be possible that the number of quirks and the values they gave the Awesome are roughly what PGI plans to do with all t5 mechs. So basically the AWS might be unchanged after the quirk pass because they've already been given the t5 treatment and is operating as PGI's blueprint as I think those quirks did bring it up to at least average.

Or it could be that the AWS quirks represent t4 or t3 level of quirk buffs and they are going to give the AWS line even more love with the quirk pass. I've heard the very good suggestion of exempting the PPC Awesomes from PPC ghost heat for instance.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 01, 2014, 07:58:18 AM
I'd really like it if they would exempt the Nova from Med Laser ghost heat.  Those things just pop.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 01, 2014, 02:11:27 PM
http://mwo.smurfy-net.de/mechlab#i=173&l=c7b9a4f42595142015a216caf5bb211ecd27b619

Hmmm.  If you lose your arms, you're kinda fucked....


Title: Re: Mechwarrior Online
Post by: Samprimary on October 01, 2014, 02:37:37 PM
Tier S: Timber Wolf, Dire Wolf


Title: Re: Mechwarrior Online
Post by: Hoax on October 01, 2014, 04:48:55 PM
http://mwo.smurfy-net.de/mechlab#i=173&l=c7b9a4f42595142015a216caf5bb211ecd27b619

Hmmm.  If you lose your arms, you're kinda fucked....

Look at the armor values and the ammo distribution, you would win any fight if they try shooting your arms. You are never losing an arm without losing that side's torso and pretty much everyone just goes for the pure core out vs DWF's because its not like they bother to torso twist while killing 3 teammates in the time it takes you to down them.



Title: Re: Mechwarrior Online
Post by: Ironwood on October 02, 2014, 04:45:31 AM
Yeah, I've actually been playing with it and with the Wolfie, it's much more likely that you just get gored and cored.

Fair enough.



Title: Re: Mechwarrior Online
Post by: Samprimary on October 02, 2014, 10:13:06 AM
Yeah. I have rolled over scores of people in that hyperbeast and have a 2.12 KDR on the DWF Prime after over 400 matches, and I have literally not once found myself de-armed as opposed to de-torsoed. I guess I could make a variant version that uses the nose laser just in case, but your arms are never a critical consideration, ever. I even wantonly torso twist the LRM side as a shield during brawls after I've exhausted the missiles and entered the fray, and I can't even get the arm to lose its armor in this case.

One interesting side effect of its composition is that it is both a missileboat and a heavy roller. When exhausting my initial stash of missiles, I'm usually out back by the other missileboats. Some centurion or whatever will gloriously sneak back to pick on the boats and you just turn around and flat murder the poor son of a bitch.

Getting more purchase with the LRMs? Add more ammo! Hate LRM's? Strip them and go with more autocannons. One of my variant builds is 4 UAC5 and 2 UAC2, which rocks enemies so much that they can't aim.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 02, 2014, 03:19:43 PM
Yup, I was running with tons of uac but its not as good in pugs where the missiles are much more use. Still, you cant beat it for pure dakka.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on October 02, 2014, 04:17:39 PM
(http://www.dakkadakka.com/s/i/at/at2/2009/9/17/702ce47486e85d19228493a3d1659d27_14617.jpg)


Title: Re: Mechwarrior Online
Post by: eldaec on October 03, 2014, 09:31:53 AM
So I've played this a bit over the last couple of weeks following a 9 month break.

Thoughts:

 - PUGs are less dumb than they were and it makes for a better game. People run off in different directions much less.

 - Game 'feels smoother and faster' whatever that means.

 - The new lobby UI is a fucking abomination. Information is never where you expect it to be.

 - Clan mechs don't spoil the game as much as I expected. I get that IS vs clan would be stupid, but playing IS mechs in pub matches is just fine.

 - Coming back to an fps is usually a nightmare since the community gets better and better at the game. I haven't found it a problem. Still feels like a good fps for old people.

 - Balance actually seems better than when I left. When I die I inevitably know it was my own damn fault.

 - Stupid hidden mechanics like ghost heat suck monkey balls, and I dislike not remembering how that shit works.

So, still a fun thing for throwing down some pew pew for half an hour now and again.


Title: Re: Mechwarrior Online
Post by: Shannow on October 03, 2014, 10:53:31 AM
- PUGs might be better but they can be still pretty stupid. I often ditch my squad to go drop in PUGs cause I do better in them half the time (and less likely to get chewed up by hordes of LRMs).

- Direwolfs are scary but there are also a lot of dumb Direwolf pilots. Love nothing better than chewing up solo DWFs.

Last night had one of my favourite MWO moments. Running back to our base in River City to find it being capped by a DWF, TDR and a CAT. In my dbl ac20 Jager (its cheesy but oh. so. satisfying.) I have no choice but to charge in as cap is already at 75%. I start chewing up the Cat and then in a moment of inspiration use it as a human(mech) shield from the other two. God I love dumb pilots. The other two mechs can't resist trying to shoot me and end up killing their own Cat while I open up the DWF and TDR. Managed to get the kill on the DWF (CAT was friendly fire haha) and save the cap before I finally went down.

I must admit dbl meatcannons can tend to warp your idea of self worth. I find myself charging Atlas's and Direwolfs a little toooo much....still so much fun when they panic and die..:D


Title: Re: Mechwarrior Online
Post by: Typhon on October 03, 2014, 09:27:38 PM
They added friendly fire to this? (I don't remember friendly fire)


Title: Re: Mechwarrior Online
Post by: Hoax on October 03, 2014, 10:17:20 PM
There has always been friendly fire.

Free money if you opt in to the tournament this weekend and have good games in solo queue. (http://mwomercs.com/tournaments)


Title: Re: Mechwarrior Online
Post by: Hoax on October 04, 2014, 07:18:03 PM
Holy shit Shannow are you in the same unit with Bishop Steiner and Robin Sage? What the hell is that like?

Just saw you in a pub solo game (thanks to this event I can't resist free cbills) with the [-H-] tag which I think is the guys I'm thinking of. Hard Mercs or something.


Quote
Little is known about the origins of Robin Sage...though there is an old story worth mentioning.....

Robin first entered the military on New Avalon where he attended the Albion Military Academy, under the alias Robin Sage.  His real last name is relatively unknown to a very select few, chosen to protect his Royal lineage.  There are rumors among those in the Federation Commonwealth that Robin's true last name might be Stephenson.  

Robin was born September of 3013, just before the Christmas Ball.  He never knew his mother, as he was sheltered from ever knowing her; he was adopted at birth by the "Sage" family on New Avalon where he grew up.  His foster family the Sage's absolutely loathed the Capellan's and Draconis Combine factions however. Robin was informed that his mother died during childbirth....he also bears a very stark resemblance to Prince Hanse Davion.

Robin was contacted privately in 3049, by Tanaga Matabushi concerning a Mercenary Corporation, and some crucial information was given to him concerning his "birth father".....it seemed that Robin's piloting skills came very natural to him...perhaps proving these stories to be more than rumor.  Robin Sage continues to lead from the front, at one time, working for Steele's 1st Legion of Thunder as a Senior Drop Commander, and now the leader of HARD Corp. the most ELITE MERC UNIT in the Inner Sphere.

 :drill:


Title: Re: Mechwarrior Online
Post by: Typhon on October 04, 2014, 08:58:06 PM
There has always been friendly fire.

Free money if you opt in to the tournament this weekend and have good games in solo queue. (http://mwomercs.com/tournaments)

It's been so long since I played I forgot, thanks.


Title: Re: Mechwarrior Online
Post by: Shannow on October 05, 2014, 09:11:22 AM
Holy shit Shannow are you in the same unit with Bishop Steiner and Robin Sage? What the hell is that like?


Honestly I don't have much idea cause the only reason I'm there is they have decent numbers on Comstar TS and there's a few guys who I like to shoot the shit with.

The FUNNIEST thing about Robin Sage is that he is a complete and total Christ Roberts fanboi.


Title: Re: Mechwarrior Online
Post by: Shannow on October 10, 2014, 10:34:46 AM
 Three day challenge over the US long weekend  (http://mwomercs.com/news/2014/10/973-3-days-challenges)

Decided I just hate assaults too much. Have 12 mil  creds lying around. Are Summoners any good?


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 10, 2014, 11:49:36 AM
General consensus is that Summoners are crap.  Which figures, because it's one of the few Clan 'mechs I like.


Title: Re: Mechwarrior Online
Post by: Hoax on October 10, 2014, 12:39:32 PM
Summoners are quite underwhelming. They aren't Adder or Puma bad because they have jets, high speed and good agility but they just can't carry any amazing weapon load outs because they don't have endo. Those extra tons would make a huge difference.

You should 100% hold off until November when the IS quirks should be released and any additional clan XL nerfs they decide to do have happened. That will be a good time to take stock of what chassis to invest in next.


Title: Re: Mechwarrior Online
Post by: Shannow on October 10, 2014, 06:53:52 PM
But Daaaaaaad I wanna spend my mooney!!!

I gotta say the PUGness of the groups playing conquest tonight is delicious.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2014, 04:54:25 AM
First examples of the IS 'mechs quirks we are getting in a couple of weeks. (http://www.reddit.com/r/OutreachHPG/comments/2jgwht/is_quirk_pass_examples_russ/) As a reminder, tier 5 are the worst 'mechs in the game and get the greater buffs/quirks. Tier 1 are the best 'mechs in the game and get no buffs/quirks at all.




Hunchback 4G - designated as a Tier 5 Brawler

Additional Armor (RT) +18
Additional Structure (RT) +12
AC/20 Range +25%
AC/20 Cooldown +25%
AC/20 Velocity +25%
Energy Weapon Heat Gen -12%
Energy Weapon Range +16%



Hunchback 4H - designated a Tier 4 Skirmisher

Additional Armor (RT) +18
Additional Structure (RT) +12
AC/10 Range +20%
AC/10 Cooldown +20%
Medium Laser Cooldown +20%
Medium Laser Heat Gen -20%



Awesome 8Q - Tier 5 Support

Structure Strength CT +20
Structure Strength LT +10
Structure Strength RT +10
PPC Heat Generation -25%
PPC Range +25%
PPC Velocity +25%
PPC Cooldown +25%
Laser Duration -16%


Title: Re: Mechwarrior Online
Post by: satael on October 17, 2014, 05:04:06 AM
Those quirks actually seem useful and like something that actually affects what to put on the chassis (meaning they'll be nerfed to hell before too long)  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2014, 05:09:36 AM
Keep in mind that while these changes will affect everything, the main purpose is to bring back 'mechs no one uses, and make sure the IS will stand a chance versus the Clans (which won't get any quirks) in the upcoming faction based Community Warfare.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 17, 2014, 07:51:59 AM
I have some hope my underdog 'mechs will come out nicely.  Of course they'll probably all end up with TAG and NARC bonuses, which I rarely use...


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2014, 02:39:44 PM
More quirks preview.

Catapult Jester - Tier 3 Skirmisher

Large Laser Range +15%
Large Laser Heat Gen -15%
Keep in mind that having JJ or ECM will remove a quirk - hence why we have two on the Jester



Atlas AS7-D - Tier 3 Brawler

Structure Strength (RT&LT) +11
AC/20 Velocity +15%
AC/20 Cooldown +15%
SRM/6 Range +15%



Highlander 733C - Tier 2 Brawler

Structure Strength (LL&RL) +10
AC/20 Cooldown +10%



Hunchback 4SP - Tier 4 Brawler

Additional Armor (RT&LT) +9
Additional Structure (RT&LT) +12
SRM/6 Cooldown +20%
SRM/6 Range +20%
Medium Laser Duration -20%
Medium Laser Heat Gen -20%



Dragon 1N - Tier 5 Support

Additional Structure CT +24
Additional Structure RA +6
AC/5 Cooldown +50% 25x2
ER-LL Cooldown +25%
ER-LL Duration -25%
Energy Weapon Range +16%



Dragon FANG - Tier 5 Skirmisher

Additional Structure CT +24
Additional Structure RA +6
AC/10 Cooldown +25%
AC/10 Velocity +25%
Large Pulse Cooldown +25%
Large Pulse Range +25%
Energy Weapon Heat Gen -12%



Thunderbolt 5S - Tier 5 Skirmisher

Additional Structure (LT&RT) +10
Large Laser Range +25%
Large Laser Cooldown +25%
Medium Laser Duration -25%
Medium Laser Heat Gen -25%
Missile Weapon Cooldown +12%



Jenner JR7-D - Tier 2 Brawler

SRM/4 Range +10%



Awesome Pretty Baby - Tier 5 Skirmisher

Structure Strength CT +20
Structure Strength LT +10
Structure Strength RT +10
Large Laser Cooldown +50% *25x2
Large Laser Range +25%
Large Laser Heat Gen -25%
Missile Weapon Cooldown +12%

I did also remove the the negative quirks from PB. Also note that some of these older mechs that do not yet have the mechlab visual treatment dictated some of our quirk decisions based on the lack of missile tubes



Kintaro -18 Tier 3 Support

LRM/5 Cooldown +15%
LRM/5 Heat Gen -15%
Laser Duration -8%

Again I kept any other positive movement quirsk mechs had.



Jenner Oxide - Tier 3 Brawler

Structure Strength (LL&RL) +4
SRM/4 Range +15%
SRM/4 Cooldown +15%
SRM/4 Heat Gen -15%
Got rid of the negative movement quirks that existed.



Centurion CN9-D Tier 4 Brawler

Additional Armour (LA) +16
Additional Structure (RA) +16
LB-10-X Cooldown +40% *20x2
LB-10-X Velocity +20%
SRM/4 Range +20%



Yen Lo Wang - Tier 4 Brawler

Additional Armour (LA) +16
Additional Structure (RA) +16
AC/20 Range +20%
AC/20 Cooldown +20%
AC/20 Velocity +20%
Energy Weapon Cooldown +9%



Hunchback 4G is designated as a Tier 5 Brawler - Because it is a brawler it can get certain types of quirks

*note I am not listing all the pre-existing movement quirks that still exist. Essentially if a mech had a pre-existing movement quirk it remains. If it had a pre-existing negative movement quirk it is likely removed.
Additional Armor (RT) +18
Additional Structure (RT) +12
AC/20 Range +25%
AC/20 Cooldown +25%
AC/20 Velocity +25%
Energy Weapon Heat Gen -12%
Energy Weapon Range +16%



Hunchback 4H is designated a Tier 4 Skirmisher

Additional Armor (RT) +18
Additional Structure (RT) +12
AC/10 Range +20%
AC/10 Cooldown +20%
Medium Laser Cooldown +20%
Medium Laser Heat Gen -20%



Awesome 8Q - Tier 5 Support

Additional Structure CT +20
Additional Structure LT +10
Additional Structure RT +10
PPC Heat Generation -25%
PPC Range +25%
PPC Velocity +25%
PPC Cooldown +25%
Laser Duration -16%


Title: Re: Mechwarrior Online
Post by: Typhon on October 17, 2014, 03:01:49 PM
Question, does "Weapon Cooldown +25%" mean that the weapon takes %25 longer to recharge, or that the weapon cooldown is 25% faster (assuming the later, but not sure).


Title: Re: Mechwarrior Online
Post by: Falconeer on October 17, 2014, 04:25:43 PM
They clarified that +25% cooldown means it takes 25% less for a weapon to be ready to fire again. In short, there are no debuffs in those lists, only buffs.


Title: Re: Mechwarrior Online
Post by: Hoax on October 17, 2014, 08:23:07 PM
This is about to break the game soooooooo hard.

The bonuses are additive (confirmed by PGI on reddit), there is a reason no video game ever lets shit like this be anything but multiplicative. Any mech with a double quirk on cooldown is more than likely going to have a broken as fuck build.

We will need some serious second iteration of the system before we get to a good place.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 18, 2014, 07:08:43 AM
"Dude, why is your TAG beam blue?"

"That's not TAG, that's my LL."


Title: Re: Mechwarrior Online
Post by: eldaec on October 18, 2014, 09:17:17 AM
The bonuses are additive (confirmed by PGI on reddit), there is a reason no video game ever lets shit like this be anything but multiplicative. Any mech with a double quirk on cooldown is more than likely going to have a broken as fuck build.

I wouldn't rule out the possibility that the reddit PGI guy does not know what he is talking about.


Title: Re: Mechwarrior Online
Post by: Hoax on October 19, 2014, 01:09:55 PM
Actually the % are additive but cooldown works like this: +100% CD would mean twice as fast.

So the 67% CD (additive) for the DRG-1N was correct but what we figured that meant was not. It won't be .55sec cooldown but ~.99sec cooldown, still pretty insane but not near as insane as it was sounding.

The PB Lasers with 67% total CD will be 1.946 not 1.07, so PGI isn't fucking it up quite as bad. I'm still not sure diminishing returns isn't the way to go but its conceivable that the game won't be completely gobsmackingly broken when this hits (Nov 4 they say).

So the PB can fire 2xLL every 3 seconds instead of every 4.25 seconds.

The 1N can fire 2xAC5 every 1 second instead, which I think is still kind of insane but nothing compared to if it were every .55 sec.

More here on third page:
http://mwomercs.com/forums/topic/175051-10725-second-cd-on-pretty-baby-large-laser/


Title: Re: Mechwarrior Online
Post by: Falconeer on October 27, 2014, 07:46:05 AM
Statistics of 'mech usage over the weekend. First picture is sorted by Saturday's preferences. Second picture is sorted by Sunday's.

Fuck the Direwolf.

(http://i.imgur.com/CoFWkqf.jpg)


(http://i.imgur.com/bnlHusV.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on October 27, 2014, 08:31:34 AM
Yep.

The most fun I have in this game is low Direwolf, low LRM matches. I can't wait for CW in some ways so I can just play IS exclusively.

Anyone attempt the chassis challenge over the weekend? I gave a half-assed attempt on Saturday in my dual-guass Ilya (yes yes, its cheesy but dear god it makes me feel good not to suck sometimes) and remarkably I won like 12 matches in a row, with only 2 deaths. Not sure what was going on but I did enjoy it. Topped out at l 25 on the CTF list and couldn't be bothered grinding my way to see if I could go higher. ( My KDR would look like shit if you took my Ilya out).

Bought a Stormcrow (like it would appear half the playerbase did) and am wondering why I continue to torture myself with mediums. Don't think I've hit 300 damage in it once. Have the same problems with the Shadowhawks...as someone said, Mediums just don't do anything well. Or is it I just suck? Any ideas for Stormcrow-C builds?

Whats a good IS Heavy outside of CTF's and Jagers. Orions?



Title: Re: Mechwarrior Online
Post by: Hoax on October 27, 2014, 08:59:57 AM
Here's a much better method for judging mechs.

(http://i.imgur.com/QL2LVyJ.png)

Notice how the results start jiving a lot more with reality. Its based on the numbers as of sometime around 5pm PST yesterday.


Title: Re: Mechwarrior Online
Post by: Sir T on October 27, 2014, 05:30:20 PM
Whats a good IS Heavy outside of CTF's and Jagers. Orions?

I like my protector Orion, but I never found a good build for it. Other say its got a huge CT but I never felt it myself.

The Cata is very nice. If you don't like LRMs you can load up on SRMs which is sheer murder if you get up close (thats a big if). I like Dual LBs and 4 Meds on the K2 version, but is the only Cat without JJs. The Jester is an all laser Mech with all the advantages and disadvantages but it also allows you to bring 2 AMS on the table. Bring plenty of ammo for them

I found The Tbolt to be a good Brawler. I had my 5S fitted with an ac10, meds and fast firing SRM 2s. Its not the best Mech out there but not the worst.

If you have the money for a Heromech I'd go with the Catapult. A Jester, the K2 and one of the others is a nice varied selection of mechs. Since the Side torso is small on a cat you can stick in an XL, which makes it fast.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 27, 2014, 05:46:07 PM
I really murder people in my Novas.

I have no idea why it's so low on that table.  It can be a heat beast, but you don't have to play it like that.


Title: Re: Mechwarrior Online
Post by: Samprimary on October 27, 2014, 09:40:36 PM
Nova was pretty middle of the road before the clan laser nerf.

Right now they are too inexcusably slow for their given durability, profile, and what they can front.

I tried using one for a while - it's no bueno, but you can achieve some sly burst with it.


Title: Re: Mechwarrior Online
Post by: Kitsune on October 27, 2014, 11:48:59 PM
Novas desperately need a medium laser quirk to keep from overheating within three seconds of engaging a target.  They're a laser boat utterly prohibited from properly laser boating thanks to the shitty heat system in the game.   :uhrr:


Title: Re: Mechwarrior Online
Post by: Sir T on October 28, 2014, 05:10:38 AM
Even in Tabletop they were a bit of a joke mech. You fire everything and you were at near guaranteed shutdown, and you were definitely at near immobile status and cant hit a barn door status.


Title: Re: Mechwarrior Online
Post by: Ironwood on October 28, 2014, 05:34:46 AM
Aye, that's fair enough, but I don't think ANYONE is running a Nova with the default build.  You'd be mad to.


Title: Re: Mechwarrior Online
Post by: Shannow on October 29, 2014, 12:30:13 PM
Anyone else doing Stock mech Wednesdays tonight?


Title: Re: Mechwarrior Online
Post by: Shannow on October 30, 2014, 04:39:54 AM
Things that I have learnt from Stock Nights about just HOW stupid PGI is..

-It requires not one (which is one too many) but two players with PREMIUM time to host a private match?...Seriously? ...just WHY? Literally discouraging players from playing their own game.  :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr:

-I'm sure everyone knows this but I never realised it before but they actually CHARGE you cbills to downgrade your mech from DHS to standard HS. The audicity and stupidity of this just boggles my mind.

I knew PGI were stupid but holy fucking god.


In other news the two actual matches we did were quite fun even if I was stuck in a CH9-AH with no unlocks.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 30, 2014, 05:06:17 AM
I think it requires two players with Premium only to change some settings in the private lobby, like to launch with less than 24 'mechs, so the two team captains both need Premium. If you are simply hosting 23 other players, for a regular 12v12 match, the host's Premium account is enough. Are you sure they changed this?

About the downgrade, the "reason" is that you are paying technicians to do the work on your 'mech. And it's the same for every upgrade/downgrade of endosteel and the likes. Reality is, just a little money sink.


Title: Re: Mechwarrior Online
Post by: Shannow on October 30, 2014, 05:37:51 AM
The fact that it requires ONE premium member to host a private match (a match in which you cant earn cbills or xp) is fucking asinine.

And 750K to fucking put standard HS back on, which then LOSES you the 1.5 MIL you paid for the DHS? Fuck you PGI.

You know I'd pay like 50/100k to play with the stock version of a mech for like 1-2 matches.


Title: Re: Mechwarrior Online
Post by: Sir T on October 30, 2014, 07:48:57 PM
It might be cheaper just to buy another chassis of the mech to be honest, at least in some cases. That way you have something set aside for stock night.


Title: Re: Mechwarrior Online
Post by: eldaec on October 31, 2014, 02:10:23 AM
Or just use trial mechs.


Title: Re: Mechwarrior Online
Post by: Shannow on October 31, 2014, 11:22:59 AM
 Halloween giveaways this weekend. (http://mwomercs.com/tournaments)

I'll say this those barstards at PGI are pretty good at giving me reasons to play MWO over the weekends.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 04, 2014, 01:19:01 PM
Video Log #9 (https://www.youtube.com/watch?v=oDtEbelkIro)

Sneek peek of decals (at the beginning), King Crab (around 12:20), and the new Swamp map (17:25).




Title: Re: Mechwarrior Online
Post by: Shannow on November 05, 2014, 09:46:46 AM
How are the new quirks. Noticeable?

Btw did I read the schedule right, should the Timberwolf be available for credits next week? I know it's cheesy but I've got 15 mil creds lieing around.

Lastly, am I the only one who hates Stormcrows? Or am I just a shitty pilot? Bought a c version on sale and it fucking sucks. I have however come to apprieciate my Shadowhawks , especially my 5M with two high mounted Ac5s ..it really pisses off people when I shoot them and they can't shoot back  :grin:


Title: Re: Mechwarrior Online
Post by: Hoax on November 05, 2014, 09:52:42 AM
They are very noticeable.

If they had been done with respect to the lore and with actual long-term vision so that they would always make sense even as new mechs or new weapons or new variants were added...  They would be the best thing that has ever happened to MWO.

Instead they are just more metagaming and more "comp" players (all 8 teams, if that, that are left) setting the agenda and pissing all over the lore.

The game is more balanced and fun (lots more out there builds at least for now until we find the truly broken stuff) but as usual when the BTech parts of the game are shit on I just don't even feel like playing anymore.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 05, 2014, 09:55:29 AM
Some of them are a bit mental, but how do you figure 'shit on' ?


Title: Re: Mechwarrior Online
Post by: Hoax on November 05, 2014, 10:01:35 AM
I haven't been able to stomach counting it all out but I'm pretty sure its well under half that even halfway respect the stock/intended/iconic weapon systems for that particular variant.

What's worse is that many variants get quirks for tech that is far too advanced for that variant, while t2 variants are hit and mess on getting the t2 version quirks. I get that that may seem like a neckbeardy complaint but its just so fucking retardedly short sighted on PGI's part. There are T2 "upgrade" variants for many many many mechs. If they did these quirks the smart way with respect for the canon then you can release the "upgrade" variants, which have exactly the same hardpoint layout (as a mech in-game) but now they get ER or Pulse or UAC or LBX quirks instead of the T1 weapon quirks. Its so fucking simple. Follow the goddamn lore and it does all the hard work for you.

But instead they have def created some OP abominations (give it a a week and which those are will be getting obvious) while catering to players that are less than 5% of the playerbase.

Great examples of "fuck lore".
-The entire Dragon line is a mess of meta builds and what comp-squirrels told them to do.
-The CPLT-K2 doesn't get PPC quirks.
-No attempt at anything but meta firestarters.
-SRM vs LRM is a shitshow. KTO-18 gets LRM's, all Cents and Griffins get SRM's. Except its SRM range only for most of them so its just double retardation.


Title: Re: Mechwarrior Online
Post by: climbjtree on November 05, 2014, 03:56:09 PM
So I just built a Vindicator that I really dig. 3 AC/2's, 2 MPL's, XL 235, Ferro, Endo, and dual heatsinks. Also JJ's and AMS.

Basically I play as a fire support mech and use my AC range to cover the other mechs in my lance. I may try and switch the MPL's for something else though... I do have a free missile hardpoint!


Title: Re: Mechwarrior Online
Post by: Falconeer on November 06, 2014, 01:20:36 AM
Support means more LRMs! They induce panic, no matter how many you have.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 06, 2014, 01:27:13 AM
Despite the nerf, lurms seem to be the flavour at the moment.  Quite a few games last night where metal rain was the order of the day.

It wasn't that much fun.


Title: Re: Mechwarrior Online
Post by: Zetleft on November 06, 2014, 01:50:28 AM
It always goes back to that, it really feels pointless piloting anything other than an ecm enabled mech. 


Title: Re: Mechwarrior Online
Post by: Shannow on November 11, 2014, 11:57:01 AM
Guessing it is going to be Timberwolf city tonight. Fun times.

Actually sold my Stormcrow yesterday. After 20 matches I fucking hated the useless POS. I maybe the only person in MWO who hates Stormcrows but there you go.

Might start a light mech path this week, deciding on Commandos (for super fast shits and giggles) or Raven.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 11, 2014, 01:08:02 PM
I love Commandos myself, but Ravens generally seem to do more damage.  On either model the non-ECM variants will probably make you pull your hair out though.  I love lights and I still get frustrated at times.

Not sure how things are with the quirks and the new role bonuses.  They may be more viable to play in ways that don't encourage you to take on an Atlas toe-to-toe.


Title: Re: Mechwarrior Online
Post by: Hoax on November 11, 2014, 03:43:36 PM
Despite the nerf, lurms seem to be the flavour at the moment.  Quite a few games last night where metal rain was the order of the day.

It wasn't that much fun.

BAP is really powerful now (360m range). ECM pilots haven't learned anything yet and so the cloak of skill isn't useful in solo queue.

People are responding to that by trying to lurm things. Its not a lurmpocalypse because lrm's still suck but it feels like one if your team is too timid to do anything but wait to die.

AMS is not useless for IS any longer (2k rounds per 1t of ammo). If your team brings 4+ AMS you can often walk through the lrms and just brawl the other team's face off if they brought too many boats.

***

Shannow, the SCR is amazing dude, I have no idea what to say to that.

I love Commandos myself, but Ravens generally seem to do more damage.  On either model the non-ECM variants will probably make you pull your hair out though.  I love lights and I still get frustrated at times.

Not sure how things are with the quirks and the new role bonuses.  They may be more viable to play in ways that don't encourage you to take on an Atlas toe-to-toe.

I think quirks made the biggest difference for the light weight class. If you consider yourself a light pilot you really ought to check it all out. The reward rework has been reworked and generally feels like its in a pretty shit place to me. YMMV. I'm hoping there is another revision in the pipes.



Title: Re: Mechwarrior Online
Post by: Sir T on November 12, 2014, 12:51:11 AM
I love Commandos myself, but Ravens generally seem to do more damage.  On either model the non-ECM variants will probably make you pull your hair out though.  I love lights and I still get frustrated at times.

Not sure how things are with the quirks and the new role bonuses.  They may be more viable to play in ways that don't encourage you to take on an Atlas toe-to-toe.

I like them. If you equip the 5x with JJs and 2 Large lasers with 2 machine guns it is a superb raider bouncing around and shooting things up and swapping in to exploit breaks in peoples armour. It has an Energy range increase as well now. The 2X has a bad rep simply because its not as good as the other 2 but in fact its not bad at all. People tend to underestimate it and then get a bunch of SRMS in the face for their trouble. Its not a Jenner but then no other light is. I had fun with it lobbing LRMs as well.

I played a game with my Raven-3L yesterday and yeah I was caught once or twice by the anti-jamming, but as long as you pay attention you can scoot out of range of it. I actually had a lot of fun playing ECM protector. Had a fair punch too with the lasers and streaks. Not sure how much that had to do with quirkes and how much had simply to do with my much better internet connection, but I was feeling much better in control and effective than I did before and was enjoying myself more as well.

Anyone want to arrange an F13 night again, btw?

Hrm, I suppose Id have to buy a kit fox or 3 if I wanna do the same role as a clanner...


Title: Re: Mechwarrior Online
Post by: Falconeer on November 12, 2014, 01:19:50 AM
I'd love to do another f13 night but I am caught up in a very nasty Smite addiction phase again, so I am using this time to recharge my MWO batteries for the inevitble Community Warfare craze coming in about 6 weeks. I'll start to bug you all again to play together around Christmas.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 12, 2014, 02:05:17 AM
Just let me know.  Always up for shedding the PUG game and actually having fun.


Title: Re: Mechwarrior Online
Post by: Shannow on November 12, 2014, 07:12:24 AM
F13 night sounds fun. What time of day though since we are fairly spread out no?

Bought a RVN-3L last night and though the sample size is small (4 matches) it feels kinda like easy mode. Run around, TAG shit, shoot an occasional assault in the back. No one hardly shoots back cause of size and ECM.
I'll also give credit to PGI for reworking the rewards system to help out light pilots, I averaged 900-1000xp in my first 4 matches and only did over 200 damage once.
A lot of fun though to use a different play style.

Is there a way to toggle TAG on? So I don't have to hold down the fire button assigned to it?


Title: Re: Mechwarrior Online
Post by: Ironwood on November 12, 2014, 08:06:55 AM
The 3L is still one of the best mechs in existence.

I took mine out the other night and it was so much better than the kitfoxes, I was rather stunned.  It's not even the XP as I've mastered all of them.  It just handled much better.


Title: Re: Mechwarrior Online
Post by: Sir T on November 12, 2014, 09:29:06 AM
Is there a way to toggle TAG on? So I don't have to hold down the fire button assigned to it?

Not without using a macro or some kind of gamer keyboard. I just have it set on every weapon group and one on its own which works fine for me. Having it on all the time would not be optimal anyway as it can give away your position. If you do a search for TAG toggle macros and stuff you can find plenty of them around if you want to do that.

Personally I don't use TAG on my raven, but it's been a while since I played last and I can't remember why I stopped.  :uhrr: I think I just wanted the 3 laser damage. Oh and I got the achievement for having less than 40% left at the end of the game this morning. Ravens can soak up quite a bit of fire  :grin:

Ans for an F13 night I'm UK time but I've been known to be pretty nocturnal.


Title: Re: Mechwarrior Online
Post by: Shannow on November 12, 2014, 09:57:09 AM
Have you played TAG since they put in the new rewards? It's worth your while.


Title: Re: Mechwarrior Online
Post by: Sir T on November 12, 2014, 10:07:13 AM
Probably not. I used to use it to fast level up my mechs because of the xp boost.

I'll probably put it beck on tomorrow to try it out again.


Title: Re: Mechwarrior Online
Post by: Sir T on November 12, 2014, 10:26:52 AM
Ok, I've just now read the October patch notes on TAG and I'm going WTF?? TO SMURFY!!!!

I was seeing "Protected Light" etc flashing up on my HUD and was wondering what that was about. Saweeet!!


Title: Re: Mechwarrior Online
Post by: Shannow on November 13, 2014, 08:59:21 AM
I'm actually having genuine fun in this game without even worrying about damage. Ran around NARCing stuff last night in my RVN-2X and watching the subsequent LRM hell that fell on that poor mech, oh its nice to be on the other end of that. Do about 60 damage but getting as much XP as the 400 dam 3 kill match I had in my SHD (I think that's a little screwy).

Just nice to be able to play an entirely different play style and it be effective.

Then I took a look at the quirk list and dusted off my QKD-5K with two PPCs. Are PPCs still a little slow? Yes (and the results in my first match were comical as I was completely out of practice aiming them, I had to have missed 60% of my shots) but the rate at which I can fire them now makes it very pew pew and useful again (several 400+ damage games).



Title: Re: Mechwarrior Online
Post by: Sir T on November 13, 2014, 11:52:53 AM
Just did 412 damage, 6 component destructions and the Hat trick Achievement (3 kills) in My Raven 4X. I had fun :)

I had an auditory bug with the machine guns though which was very annoying. They kept sounding like they were firing when they weren't :S


Title: Re: Mechwarrior Online
Post by: Ironwood on November 13, 2014, 11:54:34 AM
That's an old one.  They still ain't fixed it.


Title: Re: Mechwarrior Online
Post by: Shannow on November 13, 2014, 12:15:32 PM
Just did 412 damage, 6 component destructions and the Hat trick Achievement (3 kills) in My Raven 4X. I had fun :)

I had an auditory bug with the machine guns though which was very annoying. They kept sounding like they were firing when they weren't :S

Buying my 4X tonight. What build do you use?


Title: Re: Mechwarrior Online
Post by: Sir T on November 13, 2014, 01:13:46 PM
XL 255 engine, 2 Large Lasers in the right arm, 2 Machine Guns in the left arm w 1 ton ammo in the head, 238 armour, 4 JJs. Endo and Ferro and Double heat sinks.

It might not be the "best" build out there but by God I love it. You can bounce around slashing, or snipe a bit, or charge in and warm the back of a nice assault. And if you see an ope location you can MG it to death. Basically don't stop moving and use those Jets.


Title: Re: Mechwarrior Online
Post by: Shannow on November 13, 2014, 01:38:20 PM
Hrrm with that build and armor I could only fit 2 JJs.. XL 255, 2LL, 2MG - 1 ton ammo, 232 armor. DHS, Endo and FF


Title: Re: Mechwarrior Online
Post by: Sir T on November 13, 2014, 02:08:35 PM
Well I just ran it through smurfy and it all fits with 4 JJs and 232 armour. You sure you stripped it?


Title: Re: Mechwarrior Online
Post by: Shannow on November 13, 2014, 02:22:26 PM
Ahh nevermind failboat on my part. Gonna try this build tonight.


Title: Re: Mechwarrior Online
Post by: Sir T on November 13, 2014, 02:25:24 PM
Cool, hope it works for you. And sorry about the 238 armour typo in my description.


Title: Re: Mechwarrior Online
Post by: Samprimary on November 14, 2014, 04:28:36 AM
I got no business carrying an AC10, 4 er medium lasers, 2 SRM 6's, jump jets, and three machine guns on a mech that goes 90 and has heavy armor


Title: Re: Mechwarrior Online
Post by: Shannow on November 14, 2014, 09:33:00 AM
 Faction challenge this weekend  (https://mwomercs.com/tournaments)

No chance of winning MC but there is a 100k bonus for each match scoring over 130 PGI points (Kills x 10) + (Assists x 20) + (Damage - Team Damage)/15

Note that's 20 points for each assist, so 6 assists will just about guarantee you a free 100k creds (you can earn up to 10 mil)


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 14, 2014, 09:59:26 AM
So what happens if I switch to a House now that I'm in Bat Country?  Does it not let me?  Does it kick me from the guild?  I'm not particularly interested in messing things up to no end just to test.


Title: Re: Mechwarrior Online
Post by: Shannow on November 14, 2014, 10:32:50 AM
Mercs and Lonewolfs actually count as a faction as well (according to the tournament page) so it looks like you'll be fine?


Title: Re: Mechwarrior Online
Post by: Falconeer on November 16, 2014, 08:27:29 AM
VLog #10 is out. (https://www.youtube.com/watch?v=dMFSR0rNtss)

It doesn't add much but shows the new map in great detail and most importantly tells us about the next two hero 'mechs, Grayson Death's Shadow Hawk and Lori Kalmar's Locust (with ECM), and shows the Mist Lynx. Just jump to 6:40.



Title: Re: Mechwarrior Online
Post by: Shannow on November 21, 2014, 10:41:38 AM
Win a free Victor this weekend. Or at least 3 days premium time.

Ran my Wubcada last weekend for shits and giggles. CDA-2A with 6 MLs, quirked up + ML cooldown module. So much pewpewpew but it also went to my head and I sucked for a lot of matches cause I forget the CDA has all the survivability of a wet paper bag. Fun taking off a light legs in about 4 seconds though.  :grin:


Title: Re: Mechwarrior Online
Post by: Sir T on November 21, 2014, 02:39:55 PM
I figured out why I don't like running tag on my Raven. It changes the way I play. I'm Always trying to use it rather than sneak back into cover. I see Missiles coming in and I just feel I have to stay out and exposed a little longer to get some credits with it. So it puls me into areas and doing things I really should not be doing. If I use it I really have to almost forget I have it which kind of defeats the point.


Title: Re: Mechwarrior Online
Post by: Shannow on November 21, 2014, 03:49:25 PM
That's not a bad line of thought cause I realise I do the same thing. Gonna drop the TAG off my 3L and just run NARC to see how it goes.


Title: Re: Mechwarrior Online
Post by: Sir T on November 23, 2014, 11:54:50 AM
Well, the challenge seems to have improved peoples play a bit. People are actually behaving like they want to live!! Sadly after playing a few hours I only managed to fulfill the conditions of the challenge three times... :(


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 23, 2014, 05:59:02 PM
When I realized it was get a kill + assist + survive + win for 20 matches I gave up.


Title: Re: Mechwarrior Online
Post by: Sir T on November 23, 2014, 06:51:34 PM
Yeah its REALLY hard, especially if you like playing a raven that is running support. You get lots of assists but actual kills? You are about helping other Mechs so THEY can get kills. Plus you are a big fat target.

On the plus side Playing all these games let me finally get enough cash for a seismic sensor for the Raven. Actually VERY useful, was pretty surprised.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 24, 2014, 02:18:01 AM
Seriously ?  The Seismic Sensor wasn't the VERY FIRST module you bought ?

It's the dogs baws.


Title: Re: Mechwarrior Online
Post by: satael on November 24, 2014, 07:09:22 AM
Seriously ?  The Seismic Sensor wasn't the VERY FIRST module you bought ?

It's the dogs baws.


The module that removes missile lock the moment you're out of LOS was pretty great on lights the last time I checked (though that is a while ago so it probably has gotten nerfed)


Title: Re: Mechwarrior Online
Post by: Shannow on November 24, 2014, 07:25:15 AM
Due to some shitty PUG luck and rage issues on my part I topped out at 11 points this weekend. I did make good use of the premium time to elite out a cpl of sets though.


Title: Re: Mechwarrior Online
Post by: Sir T on November 24, 2014, 08:33:59 AM
Seriously ?  The Seismic Sensor wasn't the VERY FIRST module you bought ?

It's the dogs baws.


Its 6 million c-bills. dude.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 24, 2014, 08:55:59 AM
Yes, I know.

And one of the few that I have.  It's worth every penny.

All the modules are money sinks.  May as well pick up this one and Zoom straight off the bat.  For modules, you only ever need one anyway.


Title: Re: Mechwarrior Online
Post by: Shannow on November 24, 2014, 11:02:00 AM
Seriously the amount of bitching that this community does about the weekend challenges is fucking ridiculous.

You got three days free premium and the chance of a FREE mech if you did a bit of grinding.  Shut the fuck up.


Title: Re: Mechwarrior Online
Post by: Shannow on November 24, 2014, 11:23:56 AM
..


Title: Re: Mechwarrior Online
Post by: Zetleft on November 24, 2014, 02:17:29 PM
I only played last night and was on a damn roll, got up to 16 points before I decided to sleep.  Must have been alot of scrubs on last night, I even neared 1000 damage a few times in my cicada.  They should do more of those, people actually cared about winning instead of just having a great k/d ratio. 


Title: Re: Mechwarrior Online
Post by: Falconeer on November 24, 2014, 03:03:56 PM
You got three days free premium and the chance of a FREE mech if you did a bit of grinding played some MWO.  Shut the fuck up.

Fixed that for you.


Title: Re: Mechwarrior Online
Post by: Lantyssa on November 25, 2014, 09:40:18 AM
An impossible grind for some of us.  A kill + survive + win is a 1-in-20 occurrence for me.  As it was, the kill 20 quest I gave up after two days and not a lot of kills.  Not everyone has the 'mech stable for annihilation.


Title: Re: Mechwarrior Online
Post by: Samprimary on November 25, 2014, 06:21:11 PM
The point of this latest experiment is to see what happens when the game puts any emphasis at all on survival. Does it change behavior for the better? or make the game worse. Usually, in games, it makes it worse. I can admit when I got a shot at it last night I would peel in for my KS and then lurk uselessly.


Title: Re: Mechwarrior Online
Post by: Sir T on November 25, 2014, 06:48:16 PM
Yeah. I have to admit people were huddling together and working together much more than they used to. There was a few very close tactical games where people were moving around very carefully, rather than the usual BONZAI!!! games I could remember.

Still, I found it virtually impossible to get a kill and survive while winning the match. Kudos to those who did it.


Title: Re: Mechwarrior Online
Post by: Shannow on November 30, 2014, 06:38:15 AM
Dear god the Wubderbolt (aka 7mpl on a 5SS with a standard 300).
I'd post the screenshot of my score if I could be arsed figuring out how...
Bragging time: 6 kills, 4 assists, 1200 damage and a 158 game score. (12k xp due to 2.5x weekend and 2x first victory :D)

One of those times where you go 'I do love this game' (and forgetting the night before where you lost 10 pug matches in a row and almost tossed the PC out the window)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 30, 2014, 06:43:16 AM
Yeah that Thunderbolt is insane. But enjoy it while you can, I heard they are nerfing it soon. Well done with the score!


Title: Re: Mechwarrior Online
Post by: Shannow on December 01, 2014, 07:04:31 AM
Further play confirms the insanity. They are so going to nerf this.
I'm going to enjoy every second until they do  :grin:


Title: Re: Mechwarrior Online
Post by: Sir T on December 01, 2014, 02:52:45 PM
Sounds liks fun.  :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on December 07, 2014, 06:16:32 AM
>> King Crab demo video. (https://www.youtube.com/watch?v=LMiZ9OBGFU8)


Cool beast.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20KCrab_AS7.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on December 07, 2014, 06:10:24 PM
Pretty but those arms are coming off real quick.


Title: Re: Mechwarrior Online
Post by: climbjtree on December 07, 2014, 06:19:06 PM
I think I read somewhere that the arms have a huge armor bonus...


Title: Re: Mechwarrior Online
Post by: Hoax on December 07, 2014, 08:07:37 PM
The bigger your arms are the better. Arms have massive amounts of armor compared to side torsos so any shot that hits your arm is a blessing.

No decent pilot will ever actually attack an arm directly, that fact is what led to a month or so of only targeting legs being en vogue up on Mt.Tryhard. Not sure what its like these days I haven't been playing for a couple of weeks due to burnout and frustration with the playerbase.


Title: Re: Mechwarrior Online
Post by: Sir T on December 08, 2014, 04:50:45 AM
Looks gorgeous. The Atlas S is gathering dust in my bay, but I can defo see myself taking that out for a spin or 10. And yeah, the fact that armour on the sides is split over the front and back makes sides more vulnerable than arms generally.

Incidentally, that ECM equipped Hellbringer they have brought out is making me feel all sad and useless in my Raven. A heavy Clan Mech with ECM = sad Ecm light pilots. DAMN YOOOOUUUU. I have no idea how good it is to fit but they seem to be everywhere at the moment.


Title: Re: Mechwarrior Online
Post by: Shannow on December 08, 2014, 07:28:02 AM
The bigger your arms are the better. Arms have massive amounts of armor compared to side torsos so any shot that hits your arm is a blessing.

No decent pilot will ever actually attack an arm directly, that fact is what led to a month or so of only targeting legs being en vogue up on Mt.Tryhard. Not sure what its like these days I haven't been playing for a couple of weeks due to burnout and frustration with the playerbase.

I was gonna make a big post about neutering a mech by shooting its arm off but you could say that about any mech really. It's an assault is the problem so it'll be targetted. I guess at least you'll have two ac20s or gauss to fight with instead of one. And damn its looks puuurdy.  

edit: I will shoot the RA of a centurion to neuter its ac20. Then move onto a less zombie like mech.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 08, 2014, 07:37:00 AM
Those snapping claws give me the nerdiest chills.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 09, 2014, 03:35:11 AM
Quote
ANNOUNCING THE EARLY ARRIVAL OF THE KING CRAB AND GARGOYLE! by Alexander Garden in [ Announcements ] on, Dec 9, 2014 1:00 AM UTC

Greetings, MechWarriors!
We are very happy to announce the early arrival of the King Crab and Gargoyle Assault ‘Mechs, along with all remaining Wave Two Reward Content and the latest of the IS Quirks!
Starting tomorrow, December 9th, these two formidable beasts will be scuttling and lurching onto the battlefield along with all the rest of the Clan Invasion Wave Two content, Inner Sphere Quirk adjustments, and general fixes, that were originally planned for a December 16th release. As normal, the maintenance period for this patch will begin at 6PM UTC.

Tonight.


Title: Re: Mechwarrior Online
Post by: Sir T on December 09, 2014, 06:16:45 AM
I wonder are they doing it tonight to compete with Eve Online's Rhea update that is also today. Pure baseless sepculation on my part but I wonder why they pushed this Patch forward.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 10, 2014, 01:32:46 AM
So, the Crab. 2 Gauss and 2 PPC, Direwolf style. Lots and lots of fun, as long as it's blowing up Clanners. Then again, I'd still buff up armor across the board and make TimeToKill much longer than it is.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 11, 2014, 02:14:13 PM
 :drill: :drill: :drill: COMMUNITY WARFARE BETA TRAILER (https://www.youtube.com/watch?v=yipq9vOTt-k)  :drillf: :drillf: :drillf:


Title: Re: Mechwarrior Online
Post by: Ironwood on December 11, 2014, 02:21:54 PM
Ok.  Let's have a go then.


Title: Re: Mechwarrior Online
Post by: Comstar on December 12, 2014, 05:51:54 AM
95 out of 129 patches to go after 4 hours....


Title: Re: Mechwarrior Online
Post by: Falconeer on December 12, 2014, 06:17:52 AM
Better to download the whole thing from scratch than patch 95 times. I wouldn't trust the end result of that to work correctly.


Title: Re: Mechwarrior Online
Post by: Flood on December 12, 2014, 09:53:10 AM
After playing nonstop for a stretch there I quit...I dunno, 6 months ago I guess.  I fired up MWO and got it updated (like Falc said - I used the repair tool to update after some patching hash errors) and played a few matches.  As a Raven pilot some of the new mechs made me sad face - quick mediums and better equipped ECM lights take some of the luster off my 3L.  

I'd count myself as a pretty decent light pilot prior to all the changes; I was still to get a few kills by light hunting and picking off damaged fatties.  I was also cored by a lance of mediums trying to hit and run a few too many times.  People have gotten a lot more savvy about how ECM works and how to use counter jamming if their mech is so equipped.  

Honestly the real struggle came with the mech lab.  A good chunk of my setup got altered and I'm still scratching my head over some of the ammo configurations.  (What does the 1/2 mean for missile ammo??)  I had some "module conflicts" but after I managed to get that straightened out I was able to use my old config and just play.  I lost some of my better modules / skills  as they are now behind GXP walls.  Other than the wacky mechlab setup I think the game has progressed pretty well.  It' still a fun slow-mo FPS with stompy robots.  I don't know if I'll get so very into it like I was before, because it is pretty grindy, but I may take a stab at another chassis or two.  Stormcrow looks kinda interesting.


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 12, 2014, 10:40:23 AM
They let you buy ammo in half-ton lots.  That's what the 1/2 is.


Title: Re: Mechwarrior Online
Post by: Shannow on December 18, 2014, 08:00:37 AM
 Notes from Russ Bullocks Town hall last night (http://www.reddit.com/r/OutreachHPG/comments/2pn1fh/townhall_show_notes_1217/)
Stuff on CW updates, new maps etc.

Been playing a second account as my dirty clanner alter ego. Holy fuck I pity new players trying to play trial clan mechs. The trial direwolf is BEYOND awful. gah.

Time to pick a new mech line to kit out, thinking HBKs (for the 4G quirked), Stalkers (cause I have only dont one set of assaults so far) or well shit I dunno.


Title: Re: Mechwarrior Online
Post by: Shannow on December 18, 2014, 12:11:17 PM
 Also a new event over the next two weeks or so (http://mwomercs.com/tournaments)

No real requirement outside of play the game, don't suck horribly and we will give you free shit.


Title: Re: Mechwarrior Online
Post by: Shannow on December 22, 2014, 08:16:50 PM
They gave away 7 days premium time for everyone too. Check your emails.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 23, 2014, 01:33:04 AM
And an Urbanmech Christmas Concept Art!

(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/10474685_961521600544025_4642638428102478282_n.jpg?oh=7387525a95f847632fd3bf021c3193ed&oe=55469660&__gda__=1429517784_8fbc2811113ac9d0b5315ef8c064d96f)


Title: Re: Mechwarrior Online
Post by: MahrinSkel on December 23, 2014, 08:19:46 AM
I would start paying money just for the Urbie.  I loved that stumpy little trashcan. Then we could have all-Urbie fights that ran out the timer with zero kills.

Had a joke squad for lights-only matches for a while in MPBT: The Inevitable Wave Of (Eventual) Death. We were going to completely kick your ass...when we finally got close enough.  Of course, it would only work if nobody saw it coming, otherwise somebody would take the LRM5 Locust (M?) and peck us to death.

-Dave


Title: Re: Mechwarrior Online
Post by: Falconeer on January 20, 2015, 01:22:34 PM
The Urbanmech is here. (http://mwomercs.com/urbanmech)


Title: Re: Mechwarrior Online
Post by: Shannow on January 20, 2015, 01:29:46 PM
 :uhrr:


Title: Re: Mechwarrior Online
Post by: Ironwood on January 20, 2015, 01:33:39 PM
lol.

Not April.  Must be time to fleece retards.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 20, 2015, 01:40:50 PM
32 kph top speed.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on January 20, 2015, 02:31:11 PM
"I'm a little teapot, short and stout!"

I love the urbie, but at a point in the timeline where things like the Mist Lynx exist, it's probably pointless. I'll still probably buy it. Just so I can race plod methodically across the battlefield singing that song.

--Dave


Title: Re: Mechwarrior Online
Post by: Samprimary on January 20, 2015, 06:23:44 PM
They could not not sell the urbanmech.


Title: Re: Mechwarrior Online
Post by: Lantyssa on January 21, 2015, 08:07:31 AM
Making the Urbie I can understand.  Selling it though?  It really should be a free April 1 'mech for everyone.


Title: Re: Mechwarrior Online
Post by: Samprimary on February 02, 2015, 02:10:15 PM
If people are going to throw their money at you for something which in no way impacts game balance, it's stupid not to just ... let them.


Title: Re: Mechwarrior Online
Post by: Sir T on February 03, 2015, 04:48:19 AM
if people are demanding a crap mech, might as well get money out of it


Title: Re: Mechwarrior Online
Post by: Sir T on February 16, 2015, 11:10:35 PM
Sneak Peek: Panther & Enforcer

http://www.nogutsnogalaxy.net/forum/index.php?topic=2773.0


Title: Re: Mechwarrior Online
Post by: Shannow on February 19, 2015, 05:47:07 AM
Latest patch added a faction chat channel and VOIP chat


Title: Re: Mechwarrior Online
Post by: 5150 on February 23, 2015, 07:48:15 AM
and VOIP chat

Which makes a HUGE difference to PUGs.........



.......when people bother to use it (which seems to be infrequently)


Title: Re: Mechwarrior Online
Post by: Ironwood on February 23, 2015, 08:57:08 AM
VOIP just plain doesn't work for me.  At all.

I have no idea why.  Tried all the suggested shite on the forums, no joy.  I can run TeamSpeak 3 at the same time and that works fine, so what the fuck, right ?



Title: Re: Mechwarrior Online
Post by: Sir T on March 16, 2015, 07:51:27 PM
Sneek peeks

Grasshopper: https://youtu.be/Jp2-4r5-JBA

Zeus: https://youtu.be/vhFj_i4XV_w


Title: Re: Mechwarrior Online
Post by: Falconeer on April 19, 2015, 02:09:14 PM
The Batlle of Tukayyid event. (http://mwomercs.com/news/2015/04/1175-prepare-for-battle-tukayyid)

STARTS: April 24th, immediately after the 2 PM PDT ceasefire
ENDS: April 27th, immediately before the 2 PM PDT ceasefire


Quote
What is the Battle of Tukayyid?

In BattleTech lore, the Battle of Tukayyid was a massive campaign that pit the combined forces of the invading Clans against the entirety of the Inner Sphere.
As the sole governing body of Terra - recognized by Clan and Inner Sphere alike as the jewel of the Inner Sphere - ComStar challenged the Clan forces to a 'batchall': a ritualistic trial of combat which the honor-bound Clans would not refuse. To prevent the total devastation of Terra and its unparalleled industrial infrastructure, it was agreed that the ultimate battle would instead take place on the remote agricultural world of Tukayyid.
If the Clans achieved victory under the stated terms, they would claim Terra without ever needing to step foot on its soil. If the Inner Sphere forces were able to hold the line at Tukayyid, the Clans would agree to a 15-year truce.
When the dust had settled, the Battle of Tukayyid had become the single largest engagement in the history of ‘Mech warfare, and brought an end to the Clan invasion of the Inner Sphere.

The Battle of Tukayyid is the first major event in the MechWarrior Online Community Warfare Beta phase.

For the victor, the spoils of this battle will be significant. For the loser, there are still rewards to be gained even in defeat.
Whatever the result, there will be much honor to claim for Clan and Inner Sphere alike, and the names of the mighty will live on for all to see.

Who among you has the will and strength to lay claim over the Inner Sphere?


The Main Event

Tukayyid will be the sole battleground for the duration of the event. No other planets will be up for contention.
The planet will be comprised of 63 Zones.
The battle will commence with all 63 of those Zones under control of the Inner Sphere Houses.
The goal for the Clans is to seize control of over 50% of those 63 Zones by the end of the event.
The goal for the Inner Sphere is to maintain control of over 50% of those 63 Zones by the end of the event.
The game modes will alternate between Invasion and Counter Attack, but which mode you play will depend on the timing of your drop.


Leaderboards

Along with the Primary Goal of winning control over Tukayyid we will also have Leaderboards, both for the Top Factions on each side and for the Top Units of each Faction.


Personal Challenge

There will also be a Personal Challenge, which will require that players achieve a minimum Match Score while participating in Battle of Tukayyid matches.
Specific details on the Personal Challenge conditions will be provided closer to the start of the event.


Rewards

We have created 38 in-game Banner Cockpit Items for the Main Event and Leaderboards.
For the Personal Challenge there will be additional participation prizes available, such as XP, C-bills, Consumables, and more.


How you will prepare for the Battle of Tukayyid

You or your Unit must sign a Contract with the Clan or Inner Sphere Faction of your choice in order to participate in this Event.
If your Contract period expires naturally during the event, starting a new Contract with a different Faction will contribute any newly-acquired points to the Leaderboard of whichever Faction you decided to forge a new alliance with.
As of April 21st, the cooldown period for breaking a Contract will be 72 hours. You will thus remain aligned to your previously-contracted Faction for the duration of that 72 hours, and you will still be able to fight for that Faction.
However, you will not be able to start a new Contract until that 72 hour cooldown period has expired.
If you want to remain with the same Faction for the duration of the event, you must either ensure that your contract does not expire during the event, or you must ensure that you start a new Contract with the same Faction.
If you want to switch Factions in time for the Battle of Tukayyid, you must ensure that you give yourself enough time for the cooldown period to expire.


Additional Information

A match must end before 2PM PDT on April 27th in order to qualify as a Battle of Tukayyid match.
Matches that are still ongoing after the 2PM PDT cutoff period will not qualify.



Title: Re: Mechwarrior Online
Post by: Falconeer on April 27, 2015, 06:13:23 AM
I would love to say that this is a great time to come back to MWO, but it's still a mixed bag. The Tukayyd event is great for lots of reasons (the 48 v 48 battles with 4 mechs respawn are great), but it's also plagued by long queue time if you are IS, and the CW UI is still very hard to read.

The good news is that a serious mechlab revamp is coming in a month (finally the much awaited Smurfy layout), and that by September the game will be on Steam, with lots of added improvement including the Solaris arena.

In the meantime, me and a few friends are doing our best to keep up the f13 name.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Tukayyd%20April%202015%20FRR%20f13.jpg)


Title: Re: Mechwarrior Online
Post by: Lantyssa on April 27, 2015, 07:01:52 AM
Have the Clans won the event yet?


Title: Re: Mechwarrior Online
Post by: Falconeer on April 27, 2015, 07:15:23 AM
Not yet.

Also, I've been in 7 CW drops and won 5, as an IS PUG vs Clan. Clans are better, but there's a lot of noobs among their ranks. The biggest issue is not even how better their 4 main 'mechs are (cause they are: Timberwolf, Direwolf, Stormcrow, Hellbringer), but that the most obssesed-with-winning players and Corps are Clan. Outside of the top guns though, wins are split about 53% Clan and 47% IS.


Title: Re: Mechwarrior Online
Post by: Shannow on April 27, 2015, 02:26:22 PM
Wait I heard Solaris arena. Telll me more!


Title: Re: Mechwarrior Online
Post by: Falconeer on April 27, 2015, 03:31:05 PM
Not much is known other than it's gonna happen before the end of the year, and Russ said it's gonna be a HUGE expansion (not sure why) probably as significant as the Community Warfare was. Again, can't really say why but that's what I heard him saying in the last Town Hall.


Title: Re: Mechwarrior Online
Post by: Evildrider on April 27, 2015, 04:05:36 PM
Not yet.

Also, I've been in 7 CW drops and won 5, as an IS PUG vs Clan. Clans are better, but there's a lot of noobs among their ranks. The biggest issue is not even how better their 4 main 'mechs are (cause they are: Timberwolf, Direwolf, Stormcrow, Hellbringer), but that the most obssesed-with-winning players and Corps are Clan. Outside of the top guns though, wins are split about 53% Clan and 47% IS.

I've been about 40% on my drops.. after 30 matches.  #puglife 

There are a lot of noobs among the IS ranks too.  So many people bringing LRM's which is pointless since there are like a billion Hellbringers running around.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 30, 2015, 03:35:16 PM
4 new IS 'mechs coming. Wolfhound, Crab, Black Knight, Mauler.

https://mwomercs.com/resistancetwo




Title: Re: Mechwarrior Online
Post by: MahrinSkel on April 30, 2015, 10:23:24 PM
#puglife 
This needs to be a thing. Right now, it brings up a lot of puppy pictures and merchandise, somebody with actual art skills should make a gamer-themed logo out of this and start selling gear on Zazzle.

--Dave


Title: Re: Mechwarrior Online
Post by: Evildrider on April 30, 2015, 10:39:16 PM
#puglife 
This needs to be a thing. Right now, it brings up a lot of puppy pictures and merchandise, somebody with actual art skills should make a gamer-themed logo out of this and start selling gear on Zazzle.

--Dave

I wants my royalties!   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Shannow on May 01, 2015, 09:01:09 AM
4 new IS 'mechs coming. Wolfhound, Crab, Black Knight, Mauler.

https://mwomercs.com/resistancetwo




Hrrm IS assault with 4 Ballistic torso mounts. Yes, I could see that.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 01, 2015, 12:12:40 PM
Still no heavy with ECM for IS. 


Title: Re: Mechwarrior Online
Post by: Falconeer on May 06, 2015, 03:02:36 AM
The clean concept arts for the 4 new IS 'mechs are fucking gorgeous.

Crab.

(https://static.mwomercs.com/resistancetwo/img/concept-crab.png)



Black Knight.

(https://static.mwomercs.com/resistancetwo/img/concept-black-knight.png)



Mauler.

(https://static.mwomercs.com/resistancetwo/img/concept-mauler.png)


Title: Re: Mechwarrior Online
Post by: Evildrider on May 06, 2015, 12:09:43 PM
I already ordered the Back Knight package.  Not sure if I would use the Mauler.


Title: Re: Mechwarrior Online
Post by: Shannow on May 27, 2015, 06:52:13 AM
Started playing again after 5 months or so off. CW PUG drops as bad as ever , maybe worse.
The basic game is still fun but the overall experience is fairly meh. Finding CW drops is a bit easier.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 27, 2015, 11:13:46 AM
Started playing again after 5 months or so off. CW PUG drops as bad as ever , maybe worse.
The basic game is still fun but the overall experience is fairly meh. Finding CW drops is a bit easier.

Is there any game, where pugs are involved, that doesn't suck? 


Title: Re: Mechwarrior Online
Post by: Falconeer on May 27, 2015, 12:22:24 PM
I am still playing. And the whole experience, UI, game modes, and even CW, feel old, sloppy and dated. But the core game is still as good and unique as it has always been if not better (lots of tweaks and balance passes) so I just can't drop it or change it with anything else.


Title: Re: Mechwarrior Online
Post by: Evildrider on May 27, 2015, 02:43:04 PM
I'm having fun with it as something I just jump in and play a few games.  I hope their single player stuff and AI make some appearance before the end of the year though.  Staying away from the MWO forums also helps to make the game a bit more enjoyable. 


Title: Re: Mechwarrior Online
Post by: Shannow on May 28, 2015, 07:06:38 AM
Started playing again after 5 months or so off. CW PUG drops as bad as ever , maybe worse.
The basic game is still fun but the overall experience is fairly meh. Finding CW drops is a bit easier.

Is there any game, where pugs are involved, that doesn't suck? 

Good point, I will argue that CS:GO might be the exception. Comp mode I find 80% of my matches people will use voice comms and cooperate.

CW matches DEMAND coordination and no one seems willing to give a shit. I found myself by default leading a few matches over the weekend because not a single other person talked, either by voice or text. WTF? Why do you even play CW if you aren't going to try and work as a team?


Title: Re: Mechwarrior Online
Post by: Falconeer on May 28, 2015, 12:57:14 PM
New Community Vlog is out, and it has a new format that is super awkward and more amateur hour than you could have ever imagined.

https://www.youtube.com/watch?v=M2A3m03rZLY



Title: Re: Mechwarrior Online
Post by: Shannow on May 28, 2015, 01:44:04 PM
Wow , I only skimmed it but even then it was horribly cringey.

Good 'ol Piranha, at least they're consistent in their suckiness.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 28, 2015, 02:53:32 PM
Good fucking lord, pubbies  :ye_gods: :ye_gods: :uhrr: :ye_gods: :uhrr:

(https://dl.dropboxusercontent.com/u/3584773/MWO%20pubbies.png)


Title: Re: Mechwarrior Online
Post by: Evildrider on May 28, 2015, 04:04:05 PM
Those look like disconnects.  There have been connection issues for like the past 2 days I think.


Title: Re: Mechwarrior Online
Post by: Shannow on May 28, 2015, 06:03:14 PM
Sigh wish it was just PUGs. Played in 3 drops of 8-9 man (only could do 3 before I quit in disugst). Do you think ONCE someone called out a rally point, or a plan , or a fact they were being rushed or grouped up or fucking anything.

WHY THE FUCK DO PEOPLE BOTHER?


Title: Re: Mechwarrior Online
Post by: Shannow on June 02, 2015, 07:00:44 AM
Patch out today,  the new mechlab is in. (http://mwomercs.com/news/2015/06/1233-patch-notes-13400-02jun2015)

Have taken part in a few organised 12 mans in CW drops over the weekend. Properly led it can be a lot of fun, god knows why ANYONE would PUG drop in CW.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 02, 2015, 10:53:15 AM
7Gb ?

For Fucks Sake.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 02, 2015, 01:35:46 PM
It's because you haven't patched in a while. Today's patch is only a few hundred megs I think.

Also, I really like the new Mechlab. Now all we need is a FUCKING button to find our modules spread across 100+ 'mechs.

P.S: Don't forget to hit the dropdown menu in the mechlab and change it from "layout" to "expanded" to have the new "Smurfy" style.


Title: Re: Mechwarrior Online
Post by: Shannow on June 02, 2015, 01:51:30 PM

Also, I really like the new Mechlab. Now all we need is a FUCKING button to find our modules spread across 100+ 'mechs.


Im convinced that's by design to make us buy more modules.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 02, 2015, 02:59:10 PM
Admittedly, with the "Select 'mech" function now it's much easier and faster to find modules now. I also believe the same "Select 'mech" function was already in the game, but I completely forgot its existence. Now it's the default and it works pretty well for me.

Anyway, yes I really like the new 'mechlab. There are also some unexpected nice touches, like the arrow to upgrade or downgrade your engine on the fly and see the effects instantly.


Title: Re: Mechwarrior Online
Post by: Ironwood on June 02, 2015, 03:11:54 PM
It's better, but ironically, I had got so used to the other one, I find this one tricky.

I am also finding myself asking 'What the Fuck was Wrong with the First One'.  But hey ho.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 02, 2015, 03:25:46 PM
Also, new flashy trailer.

https://www.youtube.com/watch?v=4ae_LIyOfsc


Title: Re: Mechwarrior Online
Post by: Shannow on June 02, 2015, 05:05:43 PM
Godamnit. My monitor doesnt support resolution for extended view on Mechbay.

Time for a Fathers Day gift suggestion!


Title: Re: Mechwarrior Online
Post by: Shannow on June 02, 2015, 05:23:00 PM
New mechlab is so much easier.


Title: Re: Mechwarrior Online
Post by: Sir T on June 06, 2015, 01:17:22 AM
Have taken part in a few organised 12 mans in CW drops over the weekend. Properly led it can be a lot of fun, god knows why ANYONE would PUG drop in CW.

Some of us have no friends ya know.


Title: Re: Mechwarrior Online
Post by: Shannow on June 18, 2015, 01:48:26 PM
By the way there is a week long event going on, ends the 21st.

One of those play 20 matches in each game type, achieve a decent score and get free stuff events (http://mwomercs.com/news/2015/06/1243-summer-heat-wave-iii-event)

Honestly I only wait for the events to play so I can mine creds.

On another note, I remember why I hate playing assaults. fuck BLRs.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2015, 10:01:27 AM
Clan version of IS 'mechs, the IIc, are coming. Jenner, Hunchback, Orion, Highlander.

IS version on the left, CLAN IIc version on the right.

(http://i.imgur.com/TJZJ0gd.jpg)


(http://i.imgur.com/0CacKLp.jpg)


(http://i.imgur.com/fgxvY1D.jpg)


(http://i.imgur.com/WFCtuVs.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on June 27, 2015, 11:01:08 AM
Hunchback looks sexy.

Also fuck assaults. Awful awful mechs. Sold all of mine. I officially give up on them. Lights, meds and fast heavies only from now on.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2015, 11:36:34 AM
Agreed. I really can't stand assaults. I don't care how much they can shoot, I don't have any fun in a thing that can barely move. I still use them from time to time, but I am all about Mediums and some Heavies.


Title: Re: Mechwarrior Online
Post by: Sir T on June 27, 2015, 11:47:19 AM
Hunchmack IIC was always the clanners supermech of choice.

And Heavies are the sweet spot of mobility, armour and firepower so they are always going to be the the most popular. Still whenever I get cheesed off when I play the game I bring out my LRM Stalker and make people cry. The Misery is always fun to bring out too.


Title: Re: Mechwarrior Online
Post by: Falconeer on June 27, 2015, 11:55:27 AM
I am loving the Enforcer. A lot of firepower for the (Medium) weight.


Title: Re: Mechwarrior Online
Post by: Evildrider on June 27, 2015, 06:48:24 PM
I am loving the Enforcer. A lot of firepower for the (Medium) weight.

Enforcer is pretty awesome. 

I'm also a light guy myself.  The slower the mech goes the more I want to stab my eyes out.  Pirate's Bane FTW.


Title: Re: Mechwarrior Online
Post by: Shannow on July 07, 2015, 12:32:57 PM
 New Patch today (http://mwomercs.com/news/2015/07/1269-patch-notes-13410-07jul2015)

I guess they completely redid that turd of a map, River City. Now features destructable terrain (completely cosmetic but hey).

No longer need super high res to use extended mech lab (le woot) and a few other tweaks. Not bad.


Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2015, 04:18:06 AM
Somehow Battletech found a loophole or something to come out with a Warhammer and a Marauder on the cover of their next book.
That could mean that we will see them in MWO soon. Big huge deal.

(http://d15yciz5bluc83.cloudfront.net/wp-content/uploads/2015/07/New-BattleTech-Banner.jpg?bdd337)


Title: Re: Mechwarrior Online
Post by: Shannow on July 26, 2015, 08:54:27 AM
I would probably give Piranha money again if they had a WHM/MAD package


Title: Re: Mechwarrior Online
Post by: Falconeer on July 26, 2015, 09:13:07 AM
Same here. Also, the game is still good if not better.


Title: Re: Mechwarrior Online
Post by: Evildrider on July 26, 2015, 11:15:53 AM
New River City is awesome.  I love that they are opening up the older maps. 


Title: Re: Mechwarrior Online
Post by: Zetleft on July 26, 2015, 01:37:24 PM
That could definitely pull me back in.... the bastards.


Title: Re: Mechwarrior Online
Post by: Falconeer on August 02, 2015, 02:34:48 PM
Video explaining the new 'Mech Selection interface (https://www.youtube.com/watch?v=RJtK4iHyfxk), plus all the other little but needed Quality of Life improvements. Coming with next Tuesday's patch. Undeniably, a huge step ahead especially together with last month's Mechlab revamp.



Title: Re: Mechwarrior Online
Post by: Falconeer on September 10, 2015, 11:32:17 PM
Marauder and Warhammer announced. The Marauder is coming December 1st. Here's the artwork for the MAD.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Marauder_Final%201.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Marauder_Bounty_Hunter%201.jpg)


Title: Re: Mechwarrior Online
Post by: Evildrider on September 11, 2015, 12:44:46 PM
PGI playing chicken with Harmony Gold!   :awesome_for_real:

I so want that Marauder, but I hate the heavy/assault mechs.  :(  The Warhammer will be my most probable must buy though.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 12, 2015, 07:58:48 AM
Dammit.  That might get me playing again even if I prefer the lights.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 12, 2015, 08:22:24 AM
Huge huge huge huge rebalance pass on the test server right now, supposedly in the game in a month or so. Not worth going over the specifics now, but here's a couple of quick comments:

- It's changing ALL quirks, removing ALL weapon quirks and introducing some new ones about sensor warfare
- As a consequence, TTK is going up. Which is good.
- It's also affecting targeting, meaning that there will be a delay between when you see a 'mech and when you can even target it. This is the opposite of fun, it will just feel weird and unresponsive.
- It has good intentions, but this is crazyness. PGI is shit at balance and this is gonna open a new can of horrid stinky worms that will most likely push the game back into total chaos.

I like the higher TTK, but I am really worried about everything else. How can you ever trust Paul Inouye's designs?

Here's the main article: http://mwomercs.com/forums/topic/208441-mech-rebalance-and-pts/


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 12, 2015, 04:25:31 PM
I wonder how many times they can redesign things from the ground up?


Title: Re: Mechwarrior Online
Post by: Samprimary on September 12, 2015, 04:54:54 PM
With MWO, the devil we know is honestly worse than the devil we don't. It is better that they at least try to shake up the meta and change everything, rather than have everyone slowly fit into a sclerotic habit of Always Use These Four Acceptable Weapons that never changes.

Its like with the star wars reboot: at least a potential to end up in a less shitty place.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 14, 2015, 02:37:44 PM
Marauder sale page is up. 20$ for three variants and 40$ for the collector edition (?)

https://mwomercs.com/marauder

*EDIT: The 20$ pack includes 30 days of premium, which is worth about 11$. This is a surprisingly amazing deal.


Title: Re: Mechwarrior Online
Post by: Evildrider on September 14, 2015, 06:24:19 PM
Marauder sale page is up. 20$ for three variants and 40$ for the collector edition (?)

https://mwomercs.com/marauder

*EDIT: The 20$ pack includes 30 days of premium, which is worth about 11$. This is a surprisingly amazing deal.

It's the same as the Urbanmech deal.  Also they are releasing a Hero Marauder as well I thought.

*edit:  Should have looked at the page first.   :awesome_for_real:

Also I hate PGI.. cuz I am fighting hard to resist giving them more money.  lol


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 15, 2015, 05:19:49 PM
I kind of like they're throwing modules into the packages.  I'm so friggin' poor that I have a single one that I have to move from 'mech to 'mech.

Not sure if I'm going to get this since I haven't played in so long... but a Marauder...


Title: Re: Mechwarrior Online
Post by: Falconeer on September 21, 2015, 01:55:40 AM
The Black Knight, being added with tomorrow's patch.


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Black%20Knight%201a.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Black%20Knight%202a.jpg)


Title: Re: Mechwarrior Online
Post by: Shannow on September 21, 2015, 06:59:04 AM
Meh, where's ma Warhamma!


Title: Re: Mechwarrior Online
Post by: Fordel on September 21, 2015, 02:11:15 PM
I really do like how they handle the mech models themselves.

Like the Black Knight is still instantly recognizable as such, but is far less goofy then the original art of it:
(http://nexuszero.net/img/3050U_Black_Knight.jpg)


Title: Re: Mechwarrior Online
Post by: Samprimary on September 24, 2015, 11:21:09 AM
what are the top ten most garbage original mech designs anyway


Title: Re: Mechwarrior Online
Post by: MahrinSkel on September 24, 2015, 04:50:22 PM
Yeah, I could pick nits with the MWO team over a lot of things, but one thing that is definite: Their art team is top-tier, I've never seen more than the most trivial of technique errors (polys, mapping, animation artifacts), and the results are always true to the original concepts, even when they are distinctly different it is almost always a clear improvement.

Some of the environment models are comparatively weak, but the environment is background. The mechs are always excellent.

--Dave


Title: Re: Mechwarrior Online
Post by: Evildrider on September 24, 2015, 05:10:24 PM
The dev team also gave a copy of all their art assets to Harebrained for their Battletech game.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2015, 02:03:38 AM
Clarification about tiers by Paul Inouye.

Quote

Howdy,

I'm going clarify a few rumors and assumptions that are being made about how PSR works and what the different Tiers are achieved. This is going to require a few graphics so bear with my hasty sketches (don't have time to do the blackboard w/ Prof. Dakka)

Clarification 1: How many Tiers are there and what do they mean?
There are 5 Tiers. Tier 1 being the highest rated players and Tier 5 being the lowest. These are RATINGS that are calculated from your past matches in terms of team play. Tiers are NOT a RANK. You do not rank your way up in Tiers.

Clarification 2: The more games you play the higher Tier you're going to get.
That's partly true. The more games you play, the better you should become. The better you become, the higher your match scores will be. But you will plateau somewhere. Our top players have hit the PSR point ceiling. Even at that level their PSR values bounce up and down off the ceiling. They may go down 1 point on a loss but spring back up on their next victory.

Because matches are based on Tiers, we're trying to make sure that you are playing against people who are around the same level of skill. That being said, breaking into Tier 1 is just a way for us to make sure you never play anyone in tier 4 or 5. Anyone who has a slightly positive Win/Loss ratio should eventually end up in Tier 1 if they are consistent in their play and match performance.

If we were to turn off new player registration/sign-up and just let the current player base play on forever, eventually everyone will bubble up to Tier 2 or Tier 1. That's because with experience comes better player skill. There would still be people in lower Tiers, it's just that that pool of players would be smaller than top Tier players. Lower tier players would end up being those who refuse to adjust to their team's dynamics and play a 1 trick pony type of gameplay.

Clarification 3: PSR changes are biased to make everyone move up.
There is a SLIGHT bit of truth here. That bit is the fact that if you perform VERY well during a match but you still lose, you have the potential of moving up a PSR point.



(https://dl.dropboxusercontent.com/u/3584773/MWO%20psr%20tiers.jpg)



In the chart above, you can see that winning is the key to move UP in PSR. Your match score determines HOW FAR you move up (or down in case of a loss). As I mentioned above, there is one difference in that getting a very high match score but you and your team lose the match, will still result in a small climb in PSR.

Clarification 4: I can jump from Tier 4 to Tier 3 in my first match on a new account.
That's true, you can. This is because we want to seed new players faster. Much like the cadet C-Bill bonus, we have a multiplier for the first few matches a new player plays. This multiplier degrades over a set number of matches until it drops to standard PSR point changes.

Clarification 5: My low Tier means I'm a horrible player.
That really isn't the case. It's more along the lines of: you are not playing in a team based mind set. Remember, PSR calculations reward team play more than 'Rambo' or 'I'm the hero and will carry my team to victory' play styles. Being in Tier 4/5 means you can now adjust your game play to become more aware of what your team is doing as a whole and working together to get a victory. If you see your PSR progress bar move up, you will know you're getting better at this. Players in Tiers 3/2/1 all have the basics down and the higher the Tier, the more small/micro adjustments these players have made to maximize their ability to play as a team and adjust accordingly.

For example, getting the kill shot has a certain point value assigned to it. This point value is not very high. IF you get a kill shot but also deal the most damage to that target (This is the in-game mini-achievement "Kill Most Damage"), you get much higher points. If you get a solo kill (you did all the damage plus got the kill shot), you get even more points than the previous two.

Another example, if you spot a target and start doing damage and eventually you AND your teammates kill the targeted 'Mech, you are getting points for target assist, kill assist, spotting assist etc which will add up to about the same as a "Kill Most Damage". Add TAG/Narc bonuses to that and you'll be getting the same as a Solo Kill.

The key about the above two examples is that helping/assisting your team is just as valuable in match score (in some cases higher value) as someone doing heavy damage and getting kills. If you want to increase your PSR, start playing as a team. Help your team, hit R and be situationally aware of what's going on on the battle field as well as the mini-map.

I know this clarification doesn't cover everything, but as we've stated before: exact numbers and formulas will be kept internal.



Title: Re: Mechwarrior Online
Post by: Shannow on September 25, 2015, 06:36:35 AM
Unless the playerbase is a lot smaller than we though I still think 5 isn't enough. What if as a bottom ranked tier 2 player you end up in a battle with top ranked tier 1 players. That's a 40% swing in skill difference. I'd rather see 8 or 10 to ensure better matches.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2015, 07:09:42 AM
I don't see that as a problem, in the solo queue. It's not like the lower tier 2 is gonna face the high tier 1 in a duel. It's a 12-people team game so as long as you put people who know what they are doing (tier 2 up) together you can't really create a tier just for the superstars. And it's random matchmaking anyway, so in what game ever is a matchmaker ever able to create perfect matchups?

The problem arises in the group queue, which is and will always be messy regardless of PSR because it has to play tetris with premade groups in order to fill a squad of 12, and because it has a harder time calculating the average PSR of a group (of 3? of 6? of 8?) and factor that with their ability to play well together as opposed to a bunch of similarly skilled players in the other team who are not as disciplined. But for solo queueing, this is good and will work well enough, in fact it already is. I don't think the playerbase is as thin as some believe. Last weekend event had something like, I believe, 20k entrants. Not gonna kill WoW but not too bad for a game of this budget, that got some disastrous word of mouth, and that is 3 years old.


Title: Re: Mechwarrior Online
Post by: Shannow on September 25, 2015, 07:25:44 AM
I don't see that as a problem, in the solo queue. It's not like the lower tier 2 is gonna face the high tier 1 in a duel. It's a 12-people team game so as long as you put people who know what they are doing (tier 2 up) together you can't really create a tier just for the superstars. And it's random matchmaking anyway, so in what game ever is a matchmaker ever able to create perfect matchups?


Honestly this paragraph made me go eh?

It's not likely that lower tier 2 is going to face high tier 1? Who says so? If there's no shade of difference between a tier 1 and tier 2 (unless they are using some sort of hidden ELO as well then why the fuck do we even have this rank system) then you definitely could have this happen, that's why we need greater than 5 shades. If the player base is big enough then yes you can create a tier for the truely good players. Um the whole point of matchmaking is so that it's NOT random, however only having 5 tiers doesn't introduce a fine enough distinction between players to remove the randomness. (No it won't ever be perfect, maybe I've been playing too much CS:GO lately where the matchmaking is pretty darn good...outside of smurfs and grouped players a Gold Nova 3 is pretty much the same level of skill as other Gold Nova 3's...it's actually pretty remarkable how well a person's rank matches their skill in that game).

This all being said, the upswell of discussion on this board got me to patch the game last night and I might have to take the old Hunchy out for a spin today...Gotta take advantage of my current Tier 4 rank.  :grin:


Title: Re: Mechwarrior Online
Post by: Falconeer on September 25, 2015, 08:31:24 AM
I don't see that as a problem, in the solo queue. It's not like the lower tier 2 is gonna face the high tier 1 in a duel. It's a 12-people team game so as long as you put people who know what they are doing (tier 2 up) together you can't really create a tier just for the superstars. And it's random matchmaking anyway, so in what game ever is a matchmaker ever able to create perfect matchups?


Honestly this paragraph made me go eh?

It's not likely that lower tier 2 is going to face high tier 1? Who says so? If there's no shade of difference between a tier 1 and tier 2 (unless they are using some sort of hidden ELO as well then why the fuck do we even have this rank system) then you definitely could have this happen, that's why we need greater than 5 shades. If the player base is big enough then yes you can create a tier for the truely good players. Um the whole point of matchmaking is so that it's NOT random, however only having 5 tiers doesn't introduce a fine enough distinction between players to remove the randomness. (No it won't ever be perfect, maybe I've been playing too much CS:GO lately where the matchmaking is pretty darn good...outside of smurfs and grouped players a Gold Nova 3 is pretty much the same level of skill as other Gold Nova 3's...it's actually pretty remarkable how well a person's rank matches their skill in that game).

This all being said, the upswell of discussion on this board got me to patch the game last night and I might have to take the old Hunchy out for a spin today...Gotta take advantage of my current Tier 4 rank.  :grin:

I said: "It's not like the lower tier 2 is gonna face the high tier 1 in a duel." DUEL. It is not a 1v1 game.


Title: Re: Mechwarrior Online
Post by: Shannow on September 25, 2015, 08:54:11 AM
Yes but..ahh fuck it let's go shoot shit.

edit: Nevermind.

How's the Mauler? That thing looked sexy.


Title: Re: Mechwarrior Online
Post by: Falconeer on September 26, 2015, 03:42:36 AM
Some really cool (especially the second part) fan made MechWarrior porn. (https://www.youtube.com/watch?v=eQVRkBpDBxc)


Title: Re: Mechwarrior Online
Post by: Ironwood on September 26, 2015, 05:44:12 AM
Christ, if you're gonna make a video, have a point.


Title: Re: Mechwarrior Online
Post by: Fordel on September 28, 2015, 12:02:56 AM
what are the top ten most garbage original mech designs anyway

Visually or Mechanically?


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 28, 2015, 08:10:30 AM
Almost any 3025 'mech was garbage, but it was fighting other garbage, so it was fun.  A custom 'mech would trample a stock.  Mechanically.

Visually, the Ostroc and Ostol, which is funny since they were the match to the beloved Marauder.


Title: Re: Mechwarrior Online
Post by: Shannow on September 28, 2015, 08:17:25 AM
Almost any 3025 'mech was garbage, but it was fighting other garbage, so it was fun.  A custom 'mech would trample a stock.  Mechanically.

Visually, the Ostroc and Ostol, which is funny since they were the match to the beloved Marauder.

Agreed visually. So much fun to drive though with the double punch. The OTL-4F? (iirc) was always a favourite mech on btech mux, dual PPCs and 5/8 speed were handy. (Most fights were long range plinking skirmishes so speed and energy range were key.)


Title: Re: Mechwarrior Online
Post by: Falconeer on September 29, 2015, 02:23:41 AM
So, now you can opt-in to have your PSR (Pilot Skill Rating) to show up in your forum profile for everyone to see. Someone called out the Devs and they have been good sports for the most part showing (or telling) their level. UNSURPRISINGLY, they all suck and especially Paul Inouye the lead designer. All in tier 3 or 4 except for just one fine guy who <claims to be> Tier 1. Granted, they all claim to have another secret account which is higher level but who wouldn't say that in their position?

http://mwomercs.com/forums/topic/210483-dev-tiers-please/


Title: Re: Mechwarrior Online
Post by: Fordel on September 29, 2015, 02:06:56 PM
Almost any 3025 'mech was garbage, but it was fighting other garbage, so it was fun.  A custom 'mech would trample a stock.  Mechanically.

Visually, the Ostroc and Ostol, which is funny since they were the match to the beloved Marauder.


If I remember right, in 3025 the only weapons anyone 'SHOULD' use are PPC's and Medium Lasers. All the range/damage/heat/crit factors point to those two weapons and everything else being inferior outside of very specific niche scenarios or roles.

That's also boring as sin though.




Title: Re: Mechwarrior Online
Post by: Lantyssa on September 29, 2015, 05:26:06 PM
If you're doing custom builds, those make for the best generalists.  LRMs, SRMs, and auto-cannons have their uses though.


Title: Re: Mechwarrior Online
Post by: Fordel on September 29, 2015, 05:59:48 PM
LRM boats always have a place for fire support thanks to indirect fire.

SRMs and AC's though, they don't really rock anything till they get the fancier ammo and CASE from 3050+. Ultra's and LBX's make shit way more debatable, but that's a different Era.


An AC 10 is what, 12 tons, on a 5/10/15 range bracket doing 10 damage for... 3 heat I think. Now add in a couple tons of ammo and you end up with 14 tons and 9 crits total for the weapon system.

Compare that to a PPC, 7 tons, 6/12/18 range bracket doing 10 damage for 10 heat. Now using the same tonnage, you get to attach 7 crappy single heatsinks for a total of 14 tons and 10 crits (possibly fewer crits depending on engine size, I forget how many sinks get internalized per ton of engine). So now we have a weapon that has the same damage, same heat impact, greater range and no danger of exploding ammo all over your face. The only actual drawback is there is a minimum range on PPCs of 3. /twirl  :why_so_serious:


But again, making every mech an exercise of max PPC/Ton efficiency and filling in the rest with Medium lasers would make for a very boring game both mechanically and from the lore/setting perspective.


Title: Re: Mechwarrior Online
Post by: Lantyssa on September 30, 2015, 06:21:20 AM
Yes, but single heat-sinks.  A PPC can quickly overwhelm a 'mech's heat scale in 3025.  In lighter 'mechs a PPC probably will be more effective.  In heavier 'mechs though, the autocannons and a bit of diversity start looking good.  You're not intended to fire every weapon every round and most were designed to have different weapons for various ranges.  PPCs were also magical, rare weapons.  'Mechs with them were special.

The 2725 and 3050 supplements really changed the focus of best design.  Efficiency in multiple areas as a lot more common.


Title: Re: Mechwarrior Online
Post by: Shannow on September 30, 2015, 06:53:14 AM
It's interesting that it also depends on what mech game you play. In MWO there is plenty of brawling, partly because of map design, partly because no one really cares about dying so we all rush into the furball (in at least 75% of the matches) so an AC20 for instance is super effective. (love me my meat, urr wait that came out wrong)

In tabletop or MUX where you have time or the consequences of death were harsher you see a lot more range fights so PPCs are the shit. Plus everyone is running DHS. I played one night of '25 tech in MWO and it was eye opening to remember how hot single HS mechs run.

You don't see a lot of PPCs in MWO though due to heat and slowness of shot , it's all ERLL anyways.

Though I will agree that no matter what the game AC10s are shit.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Sir T on September 30, 2015, 06:32:10 PM
if there is one thing that altered the mech design in favour of energy weapons it was double heat sinks. Before that the various weapons were reasonably balanced. After it It became Laser boat city. Especially with the advent of pulse lasers. The low heat values and high damage of autrocannons were very viable in 3025. In 3050 and after they were a waste of time.

putting on a brace of Ned lasers and 2 large lasers would bave been suicidle in 3025. In post 3050 they were the mathematically perfect solution. In a Btech solaris campaign tourney I watched in horror as all but a few people customized their mechs into a 2 ER LL and multiple Med laser configuration.

Double heat sinks pretty much removed all need for non energy weapons in the game as the high heat factor was nullified and the high weight factor in other weapon classes.


Title: Re: Mechwarrior Online
Post by: Samprimary on September 30, 2015, 07:54:54 PM
what are the top ten most garbage original mech designs anyway

Visually or Mechanically?

visually! there were some shit arts back in the day.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2015, 12:35:12 AM
Some new Marauder teasers.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Marauder%20orthos.png)


Title: Re: Mechwarrior Online
Post by: Evildrider on October 01, 2015, 12:46:57 AM
I broke down and bought the $20 Marauder pack.   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2015, 01:01:49 AM
That's what I did. Then I slipped on my credit card and the Hero got added for some extra 15$  :ye_gods:


Title: Re: Mechwarrior Online
Post by: Evildrider on October 01, 2015, 01:20:28 AM
That's what I did. Then I slipped on my credit card and the Hero got added for some extra 15$  :ye_gods:

I am going back and forth on the Hero version.  Mainly because I rarely play anything over 55 tons.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 01, 2015, 06:29:01 AM
I might have broke down and gotten it, too.

I'm not getting the hero.  If I actually get use out of them then I'll spend some of that MC I've been hoarding since launch.


Title: Re: Mechwarrior Online
Post by: Evildrider on October 01, 2015, 10:54:03 AM
Russ has a new twitter pic.
(http://i.imgur.com/bLGT2oD.jpg?1)


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2015, 10:57:23 AM
You cannot see me but I am imploding right now. As a friend of my son would say O EM GEE I literally can't even right now.


Title: Re: Mechwarrior Online
Post by: Shannow on October 01, 2015, 11:11:07 AM
'Scuse me, I need some time alone with that pic and here take my wallet..


Title: Re: Mechwarrior Online
Post by: Evildrider on October 01, 2015, 12:42:24 PM
https://mwomercs.com/warhammer

Pre-order is up with the Black Widow Hero mech.. god damn it.. so more money going to these guys.  Also if they release an Archer it will be a trifecta for me. 


Title: Re: Mechwarrior Online
Post by: Shannow on October 01, 2015, 01:23:47 PM
edit: Nevermind


Title: Re: Mechwarrior Online
Post by: Shannow on October 01, 2015, 01:27:14 PM


Hrrm WHM-6R with torso ballistic mounts? Can you smell the zombie dual meatcannon robot coming at you?


edit: I'm a fucking forum fail today.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2015, 02:47:13 PM
I will buy.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2015, 02:53:36 PM
The Hero, Black Widow

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Warhammer%20Black%20Widow%20concept-warhammer-hero.png)


Title: Re: Mechwarrior Online
Post by: Trippy on October 01, 2015, 03:04:06 PM
Looks nice. Did they say what the configuration changes are going to be for that variant?


Title: Re: Mechwarrior Online
Post by: Falconeer on October 01, 2015, 03:16:20 PM
The hero is the leftmost one. The WHM--BW. 2 Ballistics in each torso.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Warhammer%20variants.png)


Title: Re: Mechwarrior Online
Post by: Trippy on October 01, 2015, 03:20:42 PM
Cool, thanks.


Title: Re: Mechwarrior Online
Post by: Fordel on October 01, 2015, 03:49:13 PM
I literally said this like a page or two ago, but man they are really really good at converting and modernizing the Mech art.


Title: Re: Mechwarrior Online
Post by: Sir T on October 01, 2015, 11:31:09 PM
Was never a huge fan of the war-hammer as originally modeled but that's the best warhammer I have ever seen


Title: Re: Mechwarrior Online
Post by: Shannow on October 02, 2015, 05:58:36 AM
For the first time since founders I dropped money on this game. Now I have to wait. Damnit.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 02, 2015, 06:22:16 AM
I demand a bigger searchlight on the left torso, though. Don't care about hitboxes.


Title: Re: Mechwarrior Online
Post by: Shannow on October 02, 2015, 01:25:02 PM
And realized I get the WVR-7D with masc due to the customer loyalty bonuses because of my WHM purchase. Sweet.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 02, 2015, 03:21:10 PM
Yeah, me too. That, and a free Cicada.  :drillf:


Title: Re: Mechwarrior Online
Post by: Evildrider on October 05, 2015, 04:57:06 PM
Yeah, me too. That, and a free Cicada.  :drillf:

Hey Falc, didn't mean to ignore your invite.  I was in the middle of cooking dinner and I have a habit of just playing a game then walking away to do whatever. 


Title: Re: Mechwarrior Online
Post by: Falconeer on October 05, 2015, 05:03:15 PM
No problem at all! We were a group of five and sucking hard. You wouldn't have had fun.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 14, 2015, 11:46:14 PM
A lot of interesting changes on the test server. Most notably, Clan lasers are having their MAX range (not the opitimal range) reduced by 40%. Which means that if the optimal range is 400 on a IS laser, the MAX range is 800m. While on a Clan 'mech if the optimal range is 400m, the MAX range will be 660m now. Another change is that Clans will cool their weapons faster but they will have a lower heat cap. The idea is to give them more consistent firing but less alpha striking. Finally, for lasers, if you DO NOT have an enemy targeted, your laser won't be able to do calibrate itself on the range focal point with the result that the optimal range (not the max in this case) will be dropped by 40%. This putting a lot of importance on targeting the enemy. But why is that, since it shouldn't be too hard of a task to target enemy? Well, it's all because the other big change that is coming is about targeting: on top of a lot of other changes that would be hard to explain here, let's just say that Assaults won't be able to target past 500m, Heavies, 600m, Medium 700m and Light 800m. This is trying to boost the need for scouts and information warfare. For the same reason, now if you don't have a target lock your reticule won't flash to indicate a hit: if you don't have info on your target you won't be able to tell if you are hitting them. Again, more power to the "info tech".

Finally, ECM will be nerfed to 90m range instead of 180 and it won't "hide" 'mechs anymore, just force a 3 seconds delay on locking on them.

As mentioned, they are also probably gonna remove all weapon quirks and focus on armor, movement and sensor quirks. They really want to increase the TTK before they go to Steam, and make sure your bug huge stompy robot cannot be melted in a couple of shots.


Title: Re: Mechwarrior Online
Post by: Shannow on October 15, 2015, 04:20:52 AM
Holy crap there is going to be a lot of bitching about that. Especially from the ECM crowd.


Title: Re: Mechwarrior Online
Post by: Sir T on October 15, 2015, 04:25:29 AM
The problem with ECM is that it was fine when only 3 mechs had it (2 lights and an assault) As the ecm capability spread to other weights it became much more common so it became much more annoying. Plus invisomechs are no fun to fight (especially when its the classic bouncing spider that takes out your team with PPCs while you cant even shoot back, not that I'm bitter) Nothing can make someone ragequit your game like that kinda shit.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 15, 2015, 04:45:41 AM
I agree with that. But it's worth nothing that there are going to be more invisomechs than ever now, as targeting won't be as easy as it is now (decreased sensor range across the board) coupled with the fact that you will NOT get your crosshair flashing if you hit an enemy that you don't have locked/targeted. I am afraid the result of this particular change won't be too much fun to play. We'll see.


Title: Re: Mechwarrior Online
Post by: Lantyssa on October 15, 2015, 07:39:26 AM
A targeting delay on a light means it's invisible if it's moving and using cover.  On a bigger 'mech the delay will be useful, but won't keep it from being seen.  I'm okay with that part of the change.  I'm not so sure about the range limits.

I think I'd do an inverse with the targeting though, and make it based upon what you're shooting at rather than what you're piloting.  Maybe a bonus against others of the same weight class.


Title: Re: Mechwarrior Online
Post by: Merusk on October 15, 2015, 10:06:40 AM
TBH I never knew my reticle flashed on a hit when I played. Then again I wasn't a hill-hiding jumpjet-sniping bitch either.

Mechs are about brawling. The pinpoint long-range accuracy bullshit drove me out of the game. This might have kept me in if it came about when I was playing, but it's not worth the install time now. They should stop fucking the base they have over if they want to keep on going.

I think I'd do an inverse with the targeting though, and make it based upon what you're shooting at rather than what you're piloting.  Maybe a bonus against others of the same weight class.

As has always been the case, that makes too much sense to be implemented. "Bigger things get targeted faster? Naw, that's now how radar works. Large frames have weaker radar so they target slower!"

 :oh_i_see:


Title: Re: Mechwarrior Online
Post by: Shannow on October 15, 2015, 11:08:44 AM
Never really had a problem with LR sniping in MWO (outside of one egregious exception vs an organized clan on CW) my favourite mechs have just about all been AC20 chassis. If I'm out-ranged I just get in cover and wait till they lose patience.

Of course my other favourite mech is a dual gauss Ilya with zoom so I might be full of shit.  :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Typhon on October 15, 2015, 02:40:07 PM
Wow that sounds... hamfisted.  Like every other balance pass they have ever taken.  With no player-based play testing (unless they've created a test environment I don't know about? Please say yes, there is a test server and they are trying this shit out ahead of time?).


Title: Re: Mechwarrior Online
Post by: Falconeer on October 15, 2015, 03:23:51 PM
Yes there is a play test ebvironment. All the changes are now on the Test Server and will stay there until everyone is satisfied with it. So, for once, they didn't impose their bullshit will but are actually making sure to take the time, test extensively, and collect suggestions. The competitive players for example have been pretty good at exposing the flaws of their design before, and they seem to be listening more than they were in the past.


Title: Re: Mechwarrior Online
Post by: Typhon on October 15, 2015, 03:36:07 PM
That's good to know, thank you.  I've been looking for a reason to come back (very casually) and play some matches now and then, this might be it.  I just don't have the time/energy/ability to control my look! shiny! for the larger commitment.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 15, 2015, 03:38:44 PM
At this point I would say that the best time to come back is with the Steam release. They are waiting on that until this balance pass is done because that will make 'mechs more durable across the board so the impact will be less traumatic for new players. Which is good for everyone. Also, no reason to learn a meta that is about to be wiped in a couple of months. Seriously, just wait for the Steam release.


Title: Re: Mechwarrior Online
Post by: Typhon on October 15, 2015, 04:18:18 PM
Yeah, that is what I was thinking, sorry I wasn't clear.


Title: Re: Mechwarrior Online
Post by: Shannow on October 28, 2015, 08:32:15 PM
PIranha is doing their trick or treat event. If you've bought a warhammer package you start with 25 treats to trade in.
I got a TBR-C Champion out of that. woot.


Title: Re: Mechwarrior Online
Post by: Falconeer on October 29, 2015, 12:37:34 AM
No Timberwolf here  :uhrr:

Not a big deal, I don't drive them anyway and I have the three from the Clan pack. STILLLLLLLL!!!!

Question: Do you know what a "Trick: 1 Machine Gun" is?


Title: Re: Mechwarrior Online
Post by: Evildrider on October 29, 2015, 12:46:56 AM
No Timberwolf here  :uhrr:

Not a big deal, I don't drive them anyway and I have the three from the Clan pack. STILLLLLLLL!!!!

Question: Do you know what a "Trick: 1 Machine Gun" is?

It's their gag gift.  You got a trick instead of a treat.


Title: Re: Mechwarrior Online
Post by: Falconeer on November 04, 2015, 01:27:58 PM
Lots of new stuff on the Test Server right now. Most notably, a very welcome 4v4 mode, and the visibility profile for each 'mech which means that Assaults will be easier to target than Lights. As it should be. They are really doing good things in preparation for the Steam Launch.

• 'Mechs now possess a Target Profile value that influences the time it takes for it to be targeted.
• Various changes to Skill Tree values.
• Increase to Max Range of IS ER Large Laser and IS Large Pulse Laser (this reduces the amount of damage falloff beyond Optimal Range).
• Increase to Max Range of Clan Small and Medium Laser (this reduces the amount of damage falloff beyond Optimal Range)
• Heat Scale for IS Medium Pulse Lasers now matches the Heat Scale behavior for IS Medium Lasers.
• Adjustments to Clan and IS LRM spread values and cooldown rates.
• Boost to IS Single Heat Sink cooling rate.
• Reduction to Clan Double Heat Sink heat capacity.
• Increases to base speed values of Clan and IS SRM's/SSRM's.
• Cooldown period increased for Clan and IS Gauss Rifles.
• Laser range information displayed in the HUD will now properly reflect the focus range.


Title: Re: Mechwarrior Online
Post by: Shannow on November 04, 2015, 01:54:02 PM
Frankly I think assaults die to easily as it is right now so I can't see how making it easier to hit them is going to make things better?

Lights feel about right imho, MAYBE make them a little LESS survivable if anything. As a FS9-S pilot I feel like I can do pretty well if I don't stop moving but if I run into large enough group of mechs or get stopped I'm fucked pretty quickly. Just looked it up: I average over 300+ dam in that mech with a 1.88 kdr (#brabrag) better than just about all my other mechs. Does this potentially suit my play style? Yes but my other favourite is an Ilya with dual guass , a completely different type of mech.

I sometimes feel like it's easy mode with the FS9, I even feel guilty....

...

..

ok not really.. :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Evildrider on November 05, 2015, 06:37:04 PM
(http://i.imgur.com/Kvi23kr.jpg)

Rifleman art.   :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Falconeer on November 05, 2015, 11:45:49 PM
Yes!


Title: Re: Mechwarrior Online
Post by: Ironwood on November 06, 2015, 06:21:56 AM
Nice looking, but it's just a Jager.   :grin:


Title: Re: Mechwarrior Online
Post by: Sir T on November 06, 2015, 07:10:55 AM
Stop making really cool mechs out of stupid looking mechs, you fuckers.


Title: Re: Mechwarrior Online
Post by: Shannow on November 06, 2015, 07:40:14 AM
So a ballistics mech in the heavy class with higher hard points than the CTF? Meh. Still at this point what more can they do. (Outside of giving us shit like different modes and stuff that might make the game more fun. #feelingbitter)


Title: Re: Mechwarrior Online
Post by: Falconeer on November 06, 2015, 08:11:31 AM
Funny cause originally a Jager was just a Rifleman. But now, yeah, it's true.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 06, 2015, 09:02:01 AM
Thatsthejoke.jpg


Title: Re: Mechwarrior Online
Post by: Falconeer on December 14, 2015, 02:39:11 AM
A lot of new stuff coming in 2016 as outlined by Russ Bullock at the Steam Launch Party.

Here's a video: https://www.youtube.com/watch?v=v3xR_Ugat1w

And here's the gist:

- Faction Warfare (Previously "Community Warfare") will allow 3 possible careers. Mercenary, Freelancer and Loyalist.
- All new UI for the three careers, as they will earn money and xp differently, engaging in different game modes. (as seen in the video above)
- 4 v 4 scouting missions, with a new objectgive where one team has to steal some data and scoot back to the extraction point alive.
- Decals, doing what you would expect from decals but judging from the video implemented properly.
- World Tournament with regional qualifiers and a $100.000 money prize.



Check out at least the first part of the video. Seems promising.

EDIT: video for the tournament. (https://www.youtube.com/watch?v=IguunsR554Q) They are clearly gambling all they have left on the eSport angle.
EDIT 2: Video showing off decals (https://www.youtube.com/watch?v=zPHzn97GqsA)
EDIT 3 Last edit for a proper version of the most important video. Faction Warfare phase 3 and Careers (https://www.youtube.com/watch?v=KdC90yXKRFs)


Title: Re: Mechwarrior Online
Post by: Ironwood on December 16, 2015, 01:55:13 PM
I wish my print screen button would work;  just basically carried a whole round.  Trusty old Highlander and 4 solo kills.

Nice.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 16, 2015, 02:12:00 PM
The beauty of coming back and finding your assaults armour all buffed up, eh?


Title: Re: Mechwarrior Online
Post by: Ironwood on December 17, 2015, 01:51:58 AM
My Direwolf is still pretty shit for the money though.  Don't know if it's just the Mastery that helps, but my Highlanders Fuck.


Title: Re: Mechwarrior Online
Post by: MahrinSkel on December 17, 2015, 03:43:46 PM
(https://i.imgflip.com/vyh0c.jpg)


Title: Re: Mechwarrior Online
Post by: Sir T on December 18, 2015, 02:35:25 AM
AAAAAGH DAMN YOU FUCKERS!!

The Archer. The first mech I actually got good at on Tabletop. The Mech that I played in every game for years and which I was actually respected in usung in the dublin gamers. DAMN YOUR FUCKING EYES as I have to get this damn thing even if I only play it twice. *cries*


Title: Re: Mechwarrior Online
Post by: Ironwood on December 18, 2015, 02:49:44 AM
I actually feel the same way about the Marauder and the Archer, but I'm going to hold off until I can get them with imaginary money.


Title: Re: Mechwarrior Online
Post by: Falconeer on December 18, 2015, 04:53:33 AM
(https://static.mwomercs.com/img/news/media/5c9e14045b075ee0208aa06267c5525e.jpg)

 :awesome_for_real:


Title: Re: Mechwarrior Online
Post by: Lantyssa on December 18, 2015, 07:51:27 AM
The problem with the Archer is that it's a missile boat.  I'm not big on missile boats in MWO, so it'll be a mostly unused 'mech for my purposes.


Title: Re: Mechwarrior Online
Post by: Shannow on December 18, 2015, 08:46:07 AM
Has the recent rebalance done anything for missiles?


Title: Re: Mechwarrior Online
Post by: Evildrider on December 18, 2015, 10:40:58 AM
With the ecm nerf and missle changes I have seen more lrms lately.


Title: Re: Mechwarrior Online
Post by: Shannow on December 30, 2015, 10:49:54 AM
So not MWO related but I downloaded MechCommander gold for some nostalgia times. Still not a bad game, I really enjoy the salvage/lance construction/mech customization part of the game.


Title: Re: Mechwarrior Online
Post by: Shannow on January 08, 2016, 11:41:54 AM
you can get 7 days free premium time right just for signing up for their newsletter. Not a bad deal. 11 days till the Warhammer!


Title: Re: Mechwarrior Online
Post by: Shannow on January 12, 2016, 01:07:56 PM
Forgotten how much fun the base game can be when you have a brand new mech to level and it's actually fun. I have found an assault I actually like! The AWS-8Q with PPCs  of doom. Handles like a heavy and those PPCs are oh so fast.

Throw in a few CW matches with an actual group on Teamspeak and I'm almost back on a fully fledged MWO kick. Just in time for my WHM to rock up.


Title: Re: Mechwarrior Online
Post by: Falconeer on January 12, 2016, 03:42:20 PM
Yeah, every now and then I fire it up just for a game after a long break expecting to find it aged bad, and there I'm hooked again for another month. And my Warhammers are gonna be in the bag in 7 days.


Title: Re: Mechwarrior Online
Post by: Shannow on January 19, 2016, 01:44:16 PM
New patch is out. Warhammers.


Title: Re: Mechwarrior Online
Post by: Kail on February 01, 2016, 01:25:31 AM
Still trying not to suck at this game, ugh.  I can kinda do OK with my Atlas (though I'm kicking myself over not getting the ECM variant) and my Locust is finally at a point where it can do some work (I don't generally top the damage charts, but I can at least mess with the enemy team enough to make it stupidly fun to play) but I still blow half my matches in my Marauder.  Maybe it's because half the time I get stuck on Polar Goddamn Highlands and the Marauder is not a LRM mech, but it's hard to do consistently well with it.  On paper I love the build I'm using, 5 mpl and 1 ac10, with the lasers for brawling and the AC for sniping, but unlike a LRM mech I can't sit behind cover and fling shit over the wall for the first half of the match which means I'm generally wading in to the brawling phase with half my armor missing.  Maybe the XL engine is screwing me over, I dunno.  But the variants that have jump jets all have XL engines so I either can't use JJs or I have to blow millions on a new engine.  Rrgh.



Title: Re: Mechwarrior Online
Post by: Shannow on February 01, 2016, 07:40:22 AM
So yeah, Marauders and Warhammers look like fun but basically they suck. Low hardpoints means you cant pad much, oh and LOSE THE XL! Frankly there is nothing more fun than finding a heavy with an XL, easy kill!

I also feel like they occupy a bad place where they aren't quite assaults and not quite heavies , frankly I despise my Warhammers. Well I tolerate my 6R which I put a standard engine and two ac20s in...:D But then I have to pray that I don't get Polar Highlands.

You can put XLs in the lighter heavies where maybe you aren't going to get picked on so much (I use XLs in my Jagers and Cataphracts, lotsa dakka dakka is fun).

LRM boats right now are overpowered. It's also one place where you might use an XL on an assault. I'm running a AWS-8R with 4 LRM15s and TAG. That mech is ridicolous.

Another way to have fun and also make great cash is put NARC on a light and just run around narcing everything for your LRM boats. I have a RVN-3L I do that with and I make fantastic cash while only doing 100-200 damage a game.


Title: Re: Mechwarrior Online
Post by: Evildrider on February 01, 2016, 08:07:41 PM
Kodiak is the next new clan mech.  Looks awesome.
(https://pbs.twimg.com/media/CaJ-Wb7VIAAnuRB.jpg)


Title: Re: Mechwarrior Online
Post by: Ironwood on February 02, 2016, 01:07:34 AM
Holy Shit.


Title: Re: Mechwarrior Online
Post by: Typhon on February 02, 2016, 04:39:26 PM
Dammit that looks so good.  It's going to be really hard to avoid spending whatever unreasonable amount of money they want for that.


Title: Re: Mechwarrior Online
Post by: Kail on February 02, 2016, 06:22:26 PM
Dammit that looks so good.  It's going to be really hard to avoid spending whatever unreasonable amount of money they want for that.

Last few packs have been pretty decent value, IMO.  If they give you the three base chassis for $20 again, that's a definite buy from me.  Especially given how stupidly expensive this thing is going to be with C-Bills, given the tabletop loadouts.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 03, 2016, 03:35:20 AM
Sadly, Clan 'mechs cost more, so it's probably gonna be at least 30 for the three variants, and 40 or 45 if you want the Hero variant on top.


Title: Re: Mechwarrior Online
Post by: Sir T on February 03, 2016, 04:27:01 AM
Damn that's sexy.

Not sure if it will break the purity of my totally IS stable, but it sure is purdy.


Title: Re: Mechwarrior Online
Post by: Kail on February 03, 2016, 06:36:28 PM
Buyable now, but the 'mech itself isn't coming out until May (April is going to be a quiet month, looks like).  Pricing is the same as the previous packs, but with an additional $15 option for two more standard variants, bringing the total chassis count up to seven.

https://mwomercs.com/kodiak (https://mwomercs.com/kodiak)

This thing is going to be hilarious.  400XL engine with MASC on the spirit bear.  Nine energy hardpoints plus an AC20 on the default.

(http://i.imgur.com/41i1Hrj.png)


Title: Re: Mechwarrior Online
Post by: Sir T on February 03, 2016, 11:43:39 PM
Here is the purchase page

https://mwomercs.com/kodiak

20 dollars for a standard 3 pack, 40 for a "collectors" pack with a +30% cbill version hero version of the KDK-1 with special camo, add another 15 bucks for a hero mech, and another 15 for 2 other variants.

The standard plus a hero pack for $35 is reasonable enough for me, plus the Premium time included.


Title: Re: Mechwarrior Online
Post by: Shannow on February 04, 2016, 06:09:12 AM
God that paint is awesome.

This thing will be a massive target. Pity no melee in game.


Title: Re: Mechwarrior Online
Post by: Falconeer on February 04, 2016, 06:27:43 AM
It's surprisingly cheap! Great stuff.


Title: Re: Mechwarrior Online
Post by: Kail on February 06, 2016, 01:49:39 AM
Current double XP event seems kind of lame.  You hit the XP cap in any one mech super fast since you can't buy anything but basic tier abilities unless you're grinding three of the same 'mech, for some reason.  And their "convert mech XP to global XP" thing requires real money.  Unless my math is wrong, to get the 1,000,000 point reward, you'll need to spend over $100 in real money even assuming you had 1,000,000 skill points to convert.

edit:  Also, anyone know what the current meta is for lights?  I'm just sticking machine guns in the ballistic slots and small pulse in the energy, right now... but it looks like medium lasers are way more damage per ton and with better range, and it's hard to notice my machine guns having much impact on anything ever.


Title: Re: Mechwarrior Online
Post by: Merusk on February 06, 2016, 05:38:44 AM
Machine guns were worthless when I played are they worthwhile now?  They can't pen most armor, you are meant to use them on expos d vitals(red spots) to blow shit to bits faster because they had 4x crit chance against internals.  Lasers or SRMs were what you put on lights.


Title: Re: Mechwarrior Online
Post by: Kail on February 23, 2016, 03:31:05 PM
For anyone who hasn't been paying attention, the agility quirks were fixed yesterday.  Apparently ALL agility quirks (acceleration / deceleration and turn rate bonuses) on all chassis haven't been working since November but nobody noticed it, they just assumed it was part of the skill tree revamp.  Until the Rifleman 5D came out with a 70% bonus to acceleration but which handled the exact same as the Rifleman LK which has no bonus.  Kind of a big deal given how many mechs have these quirks.

So, if your mechs were feeling clunky for the last three months, maybe this is the reason.

http://mwomercs.com/news/2016/02/1485-hotfix-scheduled-for-february-22nd-at-2pm-pst10pm-utc (http://mwomercs.com/news/2016/02/1485-hotfix-scheduled-for-february-22nd-at-2pm-pst10pm-utc)


Title: Re: Mechwarrior Online
Post by: Falconeer on February 24, 2016, 01:17:47 AM
Yes I assumed the same thing. They nerfed the agility skills so bad that I simply assumed that was the result of it. Pffff, PGI.


Title: Re: Mechwarrior Online
Post by: Kail on February 26, 2016, 10:34:02 PM
Summary of the town hall, for those who didn't want to sit through it:

  • New map, compared with Tourmaline in terms of size
  • New game mode coming in March, a king of the hill mode where both teams fight to control a single central point (apparently there are secondary objectives or something, not sure about this bit)
  • Changes to Domination, no more wins by elimination, now ALL rounds will go until the score hits 750 even if one of the teams is dead
  • Changes to Assault, giving the teams actual defendable bases and, like Domination, rounds will go until one team captures (though I suspect that's less of an issue unless they change cap mechanics)
  • New model for the pilot here (https://www.instagram.com/p/BBtLipLDPuM/) (still looks pretty terrible IMO)
  • CW Phase 3 coming in April, this is where the solo CW queue will be implemented.  They're saying it has "roughly double the depth" of the current CW map whatever that means
  • Lot of BS regarding cheaters which I tuned out most of, the gist of it is that they aren't banning anyone yet because they're waiting to catch more cheaters, and that cheaters are a very small population
  • Universal 'mech resize coming in April, most 'mechs are being changed a bit, some are being shifted a lot (like the Nova is getting shrunk down 18%)
  • The pro tournament is happening later this year.  It's going to be 8v8 teams, and they're going to lock in the "tournament version" of the game on April 30 so that there aren't any major balance changes at the last minute (so no Kodiaks apparently), signups starting in late March or thereabouts, finals happening in autumn some time
  • Ghost heat is being phased out and replaced with something else, they were kind of vague about what.  It's supposed to prevent high damage alphas, but without focusing exclusively on high heat weapons
  • Small buffs to PPCs, LBX, and they're looking at some kind of reward for helping teammates out with AMS
  • New upcoming 'mech: the Phoenix Hawk, goes on sale March 2 and releases in June



Title: Re: Mechwarrior Online
Post by: Shannow on February 27, 2016, 04:01:18 AM
Damn the PXH. Damn you PGI. DAMN YOU.

Small buffs to PPC? Sigh, such an iconic BT weapon, so utter crap in game (unless it's on a AWS-8Q)

Cautiously optimistic for a new game mode.


Title: Re: Mechwarrior Online
Post by: Evildrider on February 27, 2016, 12:42:23 PM
Damn the PXH. Damn you PGI. DAMN YOU.

Small buffs to PPC? Sigh, such an iconic BT weapon, so utter crap in game (unless it's on a AWS-8Q)

Cautiously optimistic for a new game mode.

Not just a new game mode, but revamped Assault and Conquest.  Plus another game mode on the way.

Also yes.  That Phoenix Hawk is too sweet.


Title: Re: Mechwarrior Online
Post by: Ironwood on March 02, 2016, 11:37:34 AM
The clan highlander comes out for cbills just after I've spent all mine on a timberwolf. Dammit.


Title: Re: Mechwarrior Online
Post by: Falconeer on March 02, 2016, 05:13:48 PM
Seriously sweet.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20concept-hawk-hero1.png)


Title: Re: Mechwarrior Online
Post by: Kail on March 02, 2016, 08:24:19 PM
Seriously sweet.

Yeah, but you know that in game it's going be eternally doing the same derpy Frankenstein walk as every other humanoid 'mech.

Still looks cool enough for me to buy, but I really wish they had a better animation system in this game.

edit: seriously looking at the reinforcements add on for this one.  The PHX-2 has 6 energy hardpoints, while the only other ECM variant has 4 energy 2 ballistic, and the PHX-3S has MASC which I am loving the hell out of in my Shadowcat currently.


Title: Re: Mechwarrior Online
Post by: Fordel on March 04, 2016, 09:47:13 AM
One day we'll have a Mechwarrior game that translates all the melee rules too.


Title: Re: Mechwarrior Online
Post by: Shannow on March 12, 2016, 03:57:26 PM
Big ass new patch with the Archer and new map/game mode. Anyone tried?


Title: Re: Mechwarrior Online
Post by: Evildrider on March 12, 2016, 04:46:01 PM
Patch is Tues. 


Title: Re: Mechwarrior Online
Post by: climbjtree on March 15, 2016, 01:18:37 PM
I'm sure the Archer is going to be everywhere. After watching YouTube videos of it, I don't really like the way it looks... but I really wanted to.

The new patch adds in a new game mode called Domination, which is essentially king of the hill.

New Champ mechs, and trial mechs are all rotated.

Various mech and gameplay fixes, but the patch size comes from a graphical update.


Title: Re: Mechwarrior Online
Post by: Kail on March 15, 2016, 08:44:46 PM
Haven't played the Archer, so I can't comment too much on it.  From what little I've seen, it doesn't seem too impactful.  Aside from those gigantic rabbit ears every time the missile bays open they seem pretty interchangeable with any other missile boat.

Changes to conquest seem kind of pointless and don't fix most of the issues I have with that mode.  The gameplay is mostly identical but now capping points is more important to win (not a lot more important, usually it just means sitting around for a minute after you've killed everyone watching the score tick up) but you're still not incentivized to do so.  You still get more PSR and more XP and more C-Bills from losing a match where you brawled a lot than you do from winning a match where you capped a lot.  I don't know that the change was bad, but it doesn't seem to have changed the way the games go.

The new Domination mode seems fun from what little I've played.  Very scrappy and action heavy.  Right now teams are still learning it, though, which means a lot of stomps where one team gets to the point while the other team is moving up and if you can't get anyone in position to break the cap FAST you lose.  I was playing a round in Polar Highlands in an Urbie and was sitting there alone right on the edge of the cap zone as the enemy team was capping, watching the allied assault lance approaching slooooowly at like 40kph was the most painful thing ever.  If I hadn't stepped in literally at the last second we would have lost the entire match without anyone from either team firing a shot or doing any damage (we lost anyways, but at least I got to kill something).  Overall though it seems pretty fun so far, a good way of having a mode that's "skirmish but not skirmish" without having to worry about the scoring rules messing with people.

Graphics changes I'm kind of indifferent to.  The new pilot suit looks nicer, but otherwise everything looks pretty much the same to me.  I guess there was some change to flamers which I never use.

edit: also, the new map.  Seems OK.  I tend to prefer short ranged maps and this one looks more geared towards snipers.  But at least there's intermittent cover so LRM rain isn't as bad as Polar Highlands.  On the down side it also doesn't have those big trenches that Highlands does, so closing seems pretty tricky so far, unless that's just me not understanding the map layout yet.  Looks pretty, anyways.


Title: Re: Mechwarrior Online
Post by: Kail on April 01, 2016, 09:05:03 PM
April town hall was pretty slim.

  • CW Phase 3 coming April 19, they spent a lot of time talking about this without saying anything.  It's going to have the faction voting, scouting missions, leaderboards, etc.
  • Competitive tournament announcement on April 5 at https://mwomercs.com/mwowc2016/ (https://mwomercs.com/mwowc2016/) Also, some other "big announcement" they're being coy about.
  • Adding a command wheel in May for quick chat (orders and things) along with some revamps to the minimap
  • Decals and the rescale patch are coming in June
  • New 'mech announced is the Viper, a 40 ton omnimech.  Looks visually kind of similar to the Nova to me, prime variant carries an SRM4, 2 x MPL, 2 x MG, AMS.  Preorders go up on wednesday if you're interested.
  • Another new 'mech being announced mid April, something from the Inner Sphere


Edit: suppose I'll just edit this so I don't end up with a triple post.
Looks like their Big Announcementtm was that they're hosting a convention in Vancouver this year.  "MechCon" apparently, where the finals for the tournament ("The highest skill tournament in eSports") will be held.
https://mwomercs.com/mwowc2016/mechcon-2016


Title: Re: Mechwarrior Online
Post by: Ironwood on November 11, 2016, 02:42:24 AM
Redeem your code for a free Centurion :

NCIXMECH

Welcome.


Title: Re: Mechwarrior Online
Post by: Shannow on November 11, 2016, 08:38:42 AM
Thankye sir. Not that I've played in months but who doesn't love free stuff. Might have to fire it up over the weekend.


Title: Re: Mechwarrior Online
Post by: Furiously on November 19, 2016, 12:15:04 AM
Event running for the next month.


Title: Re: Mechwarrior Online
Post by: Shannow on April 03, 2017, 07:43:17 AM
Played a little over the weekend (barstards gave me a week of free premium). Pretty much the same game, just a fair bit of polish has been added.

Just about all the maps have been updated (I barely recognize Frozen City), the in-game UI has undergone some good polish (different icons for the 4 mech classes is a nice touch). There's a voiceover that gives you updates on how your team is doing mid-match which is pretty good too.

The combat itself still feels pretty much the same.

The Mechlab UI is still the same it was 6 months ago, decent but not great.

I didn't try out competitive or the academy.

End report.


Title: Re: Mechwarrior Online
Post by: Merusk on April 03, 2017, 11:38:41 AM
It was Mechwarrior as I remember it, I just wasn't good enough to compete and the Meta switching every 2 or 3 months was enough for me to say fuckit.  I just want to Pew Pew, not relearn a game every few weeks and spend most of my matches dead.


Title: Re: Mechwarrior Online
Post by: Shannow on April 03, 2017, 11:49:32 AM
There is metamech  if you need to keep up. (http://www.metamechs.com)

I don't think you need to be uber-meta to have fun. Find the mechs that you have fun with and go from there. Some meta for sure but ya don't need to go the whole hog. I play my Ilya with 2xgauss, not three uac5s for instance. Even after they nerfed gauss a little. The HBK-4G with the ac20 is still one of my favourite mechs. I have an unhealthy fixations on meatcannons..:D I run a  WHM with dual meats too..It's kinda meta but can also get chewed up quick.


Also the big announcement I believe is the timeline update , aka 'give IS clanlite weapons'. It's the civil war update. (https://mwomercs.com/civil-war-update)


Title: Re: Mechwarrior Online
Post by: Shannow on April 21, 2017, 06:30:57 AM
So after a week of diving back into MWO here's my report:

Gameplay is still pretty much the same. I think the balance of weapons is actually pretty good? Everyone's driving Kodiaks but they don't seem any more overpowered than anything else. (I'm not a big assault driver). LRM rain still works at times, laser vomit does, dakka dakka etc but again no clear over balanced winner imho.

PGI still shows a remarkable ability to create game modes that devolve into skirmish. Domination (still no idea how it really works, just kill the other team), Incursion (new, kinda crap, just kill the other team), Escort (kill the VIP mech, actually this one doesn't work like skirmish and everyone fucking hates it, the defending team loses 80-90% of the time). Bizarrely in my own personal stats I have a 1.47 win ratio on conquest vs near 1 on skirmish and assault. I'm some sort of conquest guru? No idea.

Faction play. Um, is this thing on? Not sure if anyone is playing this. However they have introduced 'Scouting' missions which is 4 lights running around a map gathering intel points before escaping to a dropship while being chased by 4 enemy mechs. This is actually a lot of fun. (Who fucking knew?!) The problem is that numbers are light so haven't played many of them. Joining an organised squad would probably help here.

I tried a few metamech builds, some are alright, some are meh. Play your own style and have some fun. Aka, you will pry my double ac20 Warhammer out of my cold dead hands!! Bizarrely though the ENF-4R is truly a tier 1 mech in PUGs. My personal reasoning is that no one can be bothered shooting you. 3xLL version. Early results are me having an 8:1 KDR.

As I mentioned they've tidied up the interfaces, some of the overlays and HUD/map stuff looks better. More people are using voicechat. Still basically the same game.


Title: Re: Mechwarrior Online
Post by: Shannow on May 30, 2017, 12:03:49 PM
Logged on, saw there was a new skill system. Realized I would have to reskill my 20+ mechs. Logged off.

Convince me otherwise.


Title: Re: Mechwarrior Online
Post by: Falconeer on May 30, 2017, 12:26:22 PM
A new skill system is probably a good thing!


Title: Re: Mechwarrior Online
Post by: Ironwood on June 03, 2017, 02:07:41 AM
The skill system has actually improved the game, despite being an awful system.

It makes things much more configurable and fun, but it's complicated and utter bullshit in terms of respec.


Title: Re: Mechwarrior Online
Post by: Shannow on June 03, 2017, 07:19:33 AM
Exactly why I cant be bothered loggin in. First I have to spec 30+ mechs, then if I screw up the spec its going to cost me cbills? Fuck you PGI


Title: Re: Mechwarrior Online
Post by: Pennilenko on June 03, 2017, 08:46:08 AM
I want VR support for this game.


Title: Re: Mechwarrior Online
Post by: Sir T on June 12, 2017, 02:53:37 AM
Nothing helps immersion like nausea!  :awesome_for_real:

In all seriousness this is one of the games where it could work as the cockpit would tell your brain you are sitting in one place.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 17, 2018, 04:18:48 PM
The Solaris 7 stuff has been patched in today. More importantly (?) so was the MechBay 2.5, which means we can finally, 6 years later, walk inside the mechbay and appreciate our mechs by strolling around them in first person. I wanted this since day 1.


EDIT: patch notes (https://mwomercs.com/news/2018/04/2038-patch-notes-141590-17apr2018).


Title: Re: Mechwarrior Online
Post by: Sir T on April 19, 2018, 08:48:34 AM
Thought I'd try it out. So I began the patching process as it downloaded 16 patches and installed them one by one. Two and a half hours later I had lost the mood when it finally finished.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 20, 2018, 12:27:57 AM
FREE Solaris 7 'mech if you all bother to log in and check it out.

https://mwomercs.com/news/2018/04/2042-free-solaris-7-champion-mech


Title: Re: Mechwarrior Online
Post by: Ironwood on April 20, 2018, 01:15:17 AM
Lol, it's an Uziel though.   :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Ironwood on April 21, 2018, 06:55:01 AM
Solaris 7 :  The Leggening.

No, seriously, fuck this. 

 :why_so_serious:


Title: Re: Mechwarrior Online
Post by: Sir T on April 22, 2018, 04:39:59 PM
Finally got into this. Didn't even bother with Solaris because I could tell what a clusterfuck that will be (Oh boy, lets innovate our 12 v 12 game by adding a 1 v 1 mode! Wooo fecking hoo.) But tried a few quickplayes with my old beloved Raven and that was surprisingly fun. BOY Ecm range seems to have been nerfed to all hell at some point. But I finally had a look at the XP system and I kinda like it. I naturally got all the Sensor thingies immediately because I'm an idiot, but I like the other things, and the maneuvering things really seems to make a difference in the maneuvering departments.

In the brief periods before I exploded at least.


Title: Re: Mechwarrior Online
Post by: Shannow on April 23, 2018, 06:48:10 AM
I havent played since they put the new perks/xp system or whatever in, the idea of repurchasing shit for 20 mechs is not one I look forward too.

How's Solaris?


Title: Re: Mechwarrior Online
Post by: Falconeer on April 23, 2018, 07:05:26 AM
You don't have to rebuy anything Shannow, as you got reimbursed a lot of stuff, from XP to actual momney spent on modules. Give it a try.

Solaris? It's in the lore so "why not?". And lots of people have been asking for it. Aside from that, it's a matter of taste. It can be a fun diversion, a match or two, before or after the usual team matches. Problem is, the divisions are at the moment very imbalanced so there is ONE 'mech that you have to use for each division as all the other ones can't keep up. And then again the number of players: with 7 divisions and player numbers that don't exactly rival with Fortnite, it can be tricky to find a match not against a much better player, or find a match at all.

It feels like one of those things that we (?) all wanted and asked for for years, but now we'll never actually play.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 23, 2018, 10:06:21 AM
You don't have to rebuy anything Shannow, as you got reimbursed a lot of stuff, from XP to actual momney spent on modules. Give it a try.


This is patently untrue.


Title: Re: Mechwarrior Online
Post by: Falconeer on April 23, 2018, 10:22:33 AM
Oh? I didn't check thoroughly. You are probably right then. I mean, I have been refunded tons of XP and money, but I did not verify if it's all I invested.


Title: Re: Mechwarrior Online
Post by: Ironwood on April 23, 2018, 10:56:16 AM
Yes, you do get a lot back, but you don't get enough to cover your costs at all and, what's worse, you're still stuck with a system where respeccing is just a major, major, major pain in the dick

Don't get me wrong, I like MWO.  I do not like the XP system.  It managed to be worse than what was there before, something I didn't think possible.


Title: Re: Mechwarrior Online
Post by: Strazos on June 08, 2018, 08:34:50 PM
Eh, finally fooling around with this. Dumped a couple of bucks into it to get some various mechs. It's fun so far. I'm not so good at preventing damage to myself, but it scratches the "Pew Pew Lazers" itch.


Title: Re: Mechwarrior Online
Post by: schild on June 16, 2018, 07:34:49 PM
this is the only thread in use and before strazos' post, ironwood posted in april

graveyarded.


Title: Re: Mechwarrior Online
Post by: Njal on October 31, 2018, 02:09:30 AM
Anyone still playing this? I just re-downloaded it.


Title: Re: Mechwarrior Online
Post by: Strazos on November 03, 2018, 12:36:08 PM
I am, maybe once or twice a week. Some of my mechs I'm pretty decent with (Marauder IIC), others...I want to love them, but I tend to be bad with, such as my Atlas.


Title: Re: Mechwarrior Online
Post by: Ironwood on November 04, 2018, 04:39:34 AM
I occasionally jump back in for some blastage.


Title: Re: Mechwarrior Online
Post by: Njal on November 04, 2018, 09:41:07 AM
Cool, I've been trying things out and relearning. I'm having a lot of trouble with getting my mic to work and google is giving me 2015 help.


Title: Re: Mechwarrior Online
Post by: Njal on November 04, 2018, 04:30:15 PM
Ah, figured out the mic thing.


Title: Re: Mechwarrior Online
Post by: Strazos on November 05, 2018, 05:51:56 PM
My name is Strazos in the game; feel free to look me up.


Title: Re: Mechwarrior Online
Post by: Njal on November 06, 2018, 02:00:27 PM
Mine is Ranieth, friend request sent. :)