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f13.net General Forums => MechWarrior Online => Topic started by: Falconeer on December 13, 2013, 05:36:27 PM



Title: Clan Invasion
Post by: Falconeer on December 13, 2013, 05:36:27 PM
Of course, there's pretty much NOTHING in the game yet but it's already time to push something new to sell us. The tragedy is that we (me) will all buy this because  :drillf: :drillf: :heart: :drillf: :heart: :heart: :heart: :drillf:

but damn, PGI, damn. You redefine bad taste.

Clan Invasion teaser video. (http://www.youtube.com/watch?v=iBLSv6acVE4)

Clan website. (http://mwomercs.com/clans)


240$ for all the Clan 'mechs. Delivered June 17th.


(https://dl.dropboxusercontent.com/u/3584773/MWO%20clans.jpg)


Title: Re: Clan Invasion
Post by: Falconeer on December 13, 2013, 06:34:31 PM
Was looking for the real, full resolution arts but so far this Madcat is all we got.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Timber%20Wolf.png.jpg)


Title: Re: Clan Invasion
Post by: Falconeer on December 13, 2013, 06:44:54 PM
Best I could do for now.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Clans%20all.png)


Title: Re: Clan Invasion
Post by: Shannow on December 13, 2013, 07:31:17 PM
Fuck.
Me.


Title: Re: Clan Invasion
Post by: satael on December 13, 2013, 09:22:03 PM
What is signed digital concept art?  :oh_i_see:

( I mean I know what signed art is and what digital art is but signed digital?)


Title: Re: Clan Invasion
Post by: Trippy on December 13, 2013, 11:30:09 PM
Was looking for the real, full resolution arts but so far this Madcat is all we got.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Timber%20Wolf.png.jpg)
Yeah I would pay $210 for one of those :awesome_for_real:


Title: Re: Clan Invasion
Post by: Shannow on December 14, 2013, 03:33:17 AM
Lotta bitching on team speak last night, followed by pronouncements of how much money they will spend on packages.   PGI do have a certain cunning.   

We also vowed to CF any gold mechs.  :grin:


Title: Re: Clan Invasion
Post by: angry.bob on December 14, 2013, 04:58:26 AM
As if the regular package wasn't expensive enough they're selling gold skinned versions for $500 each. The cynical me thinks hat they're hoping to have excited nerds use their tax return money to buy $4280 worth of internet robots on impulse.


Title: Re: Clan Invasion
Post by: Falconeer on December 14, 2013, 05:31:36 AM
About the Gold 'mechs, they are using the "Star Citizen" attack there: sell something that costs us nothing for anoutrageous price hoping to get some idiot's money. If they sell it, it's pure profit, if they don't sell it, they lost literally ZERO.

I hate shit like this. At the same time, as someone else said in that other topic, it would be crazy for them not to do it. I still hate it to death and I hate to think we will see more and more and more of this "Collector gold crap for 10000$" in the future in pretty much all games considering the risk/reward (0/++++) involved for the company.



Title: Re: Clan Invasion
Post by: Sir T on December 14, 2013, 08:42:27 AM
Yeah, congrats. you get your gold plated mech IN 6 MONTHS. Maybe.

At least Dick Turpin wore a mask. Seriously they are begging for hundreds of dollars for somehing you will get in 6 months, and they don't even have the decency to show a single clan mech in their teaser vid to make you buy clan mechs??



Title: Re: Clan Invasion
Post by: Merusk on December 14, 2013, 09:28:51 AM
MadCat & Timberwolf.  :heart:

I'm not spending real dollars on these, though.  The Founders variants sucked vs. those in game as the meta shook-out and I expect the same here.


Title: Re: Clan Invasion
Post by: eldaec on December 14, 2013, 09:36:54 AM
If you don't want to give them money, just buy the damn things with cbills.

If the structure is similar to Phoenix I'd be tempted by whichever package contains the medium mechs as that's what I use most of the time.


Title: Re: Clan Invasion
Post by: Merusk on December 14, 2013, 09:40:09 AM
The C-bill thing was my point, yes.

Have the phoenix premium variants proved more useful than the founders?


Title: Re: Clan Invasion
Post by: Falconeer on December 14, 2013, 11:03:59 AM
I would say no, not at all. They are supposed to have a Loyalty bonus though, if I remember correctly, and that in the grand scheme of a grind that has yet to be fully designed, might turn out nice.


Title: Re: Clan Invasion
Post by: Sir T on December 14, 2013, 11:30:19 AM
Yeah, they are good for C-bill grinding, and arn't terrible, but I wouldn't say they are the best variants

The loyalty bonus will be pretty good in 2147 when they get Community warfare going.


Title: Re: Clan Invasion
Post by: Samprimary on December 14, 2013, 12:30:21 PM
Buy our gold plated daishi, dezgra


Title: Re: Clan Invasion
Post by: Falconeer on December 14, 2013, 02:04:27 PM
Clan Technology - A Design Perspective (http://mwomercs.com/forums/topic/144894-clan-technology-a-design-perspective/)


Quote
Preface:
Hi folks, just wanted to update you all on the topic of Clans and their technology/role in MWO. As we’ve stated numerous times, we do not want to bring Clan Tech into the game without seriously examining the potential for breaking the game in terms of overall balance.

Clan Technology was initially implemented in BattleTech Table Top rules as a base around a new breed of warriors that adhered to a certain set of combat “rules”. The term “zellbrigen” refers to a style of combat which restricted the type of activities a MechWarrior would do during a fight. MechWarrior Online does not include this rule set for two main reasons. First off, it is a rule set that not everyone will want to adhere to, and secondly it would not be very fun to anyone not familiar with the rules in the first place (a much broader audience). Even through lore, zellbrigen was essentially phased out due to non-adherence by the Inner Sphere MechWarriors on the field of combat.

It is due to lack of this rule set, and the fact that forcing players into a fixed way of doing battle would just not be fun, is how Clan Tech really becomes a balance issue. Past MechWarrior titles were primarily single player experiences so over powered Clan Technology was not really an issue. The other titles that had multiplayer components became arms races to get Clan Tech and once achieved, nothing changed from that point on. Inner Sphere technology became obsolete at that point if a player wanted to be competitive in a match. This is something that we do not want to happen in MechWarrior Online. We are aiming to make sure that all types of gameplay are available while keeping all current BattleMechs viable on the battlefield.
I want to ensure you that we will still allow the Clans to have their unique flavor without any type of knee-jerk, heavy handed nerfing. We (the design team) feel that laying out the design approach as we look at the incoming technology would help alleviate some of the concerns you may have while at the same time stir up some constructive discussions around Clans and how they can be a fun and functionally addition to MWO.

-Paul

Disclaimer:
While the descriptions below are the most up to date plans for Clan Tech, please be advised that ALL numbers and examples are for demonstration purposes only. Any number or description can be changed in the future, but these are the most current plans for Clan Tech and we wanted to show you the plans for clarity and transparency.

Clan Tech – Design Approach
Clan Technology in the BT universe has always been an over-powered set of weapons and BattleMech builds. This encourages an arms race to get to Clan Tech equipment and makes Inner Sphere Tech rather obsolete. This is something we do not want to see in MechWarrior Online and we have decided to take some heavy hitting steps to make sure that this arms race does not come to fruition.

Balancing – Raw Numbers
The key elements that make Clan Tech overpowered include size reductions, tonnage reductions, range increases and damage increases over similar Inner Sphere weapons. The best way to discuss this is to look at some examples.

e.g. 1 – ER Large Laser
Inner Sphere Tech:
Heat: 12
Damage: 8
Range: 570m
Tons: 5
Crit(Slots): 2

Clan Tech:
Heat: 12
Damage: 10
Range: 750m
Tons: 4
Crit(Slots): 1

It is very easy to see how the Clan version of the ER Large Laser is significantly more advantageous than the Inner Sphere equivalent. The Clan ER Large Laser does 2 more damage, has 180m more range, weighs 1 ton less and takes up half the amount of space while maintaining the same amount of heat generation.

There are mechanics already in MWO that help us normalize the impact of this weapon without drastically changing the flavor and uniqueness of the Clan version.

As an example, what would will probably be applied to this weapon is the following:
Reduce the max range but still give it a slight edge over IS tech. Change from 750m to 660m for a 90m increase over IS tech.
Increase the beam duration of the laser to spread damage over more time.
Make the Heat Scale slightly higher than the IS version.
What the above changes allows to happen is that the Clan ER Large Laser still gets a reach buff, still gets to have higher damage, still gets the tonnage and space reduction but requires the player to hold targets longer and it will generate much more heat when Alpha’d. i.e. The weapon still keeps its Clan properties/feel but requires better skill and heat management to operate.


We will be applying this same design philosophy across all Clan weaponry and equipment as it makes its way into the game.

Balancing – Weapon System Upgrades
Things start to get a little trickier when dealing with weapon systems that are outright increased in their standard operation. For this example, let’s look at the Streak SRM/6. Yes, we all knew they were coming, and yes, the potential is deadly but let’s take a step back and see what can happen with current mechanics.

e.g. 2 – Streak SRMs
Inner Sphere Tech:
Always hit as long as the target is locked.
Fires 2 missiles dealing 2.5 damage each (total of 5 damage)
Clan Tech:
Always hit as long as the target is locked.
Fires 2, 4 or 6 missiles dealing 2.5 damage each (total of 5, 10, 15 damage respectively)
As you can see, this is a much bigger conundrum than changing some numbers like the previous section. This is where we may step out of the comfort zone that some players might not like to make sure we don’t bring in heavily overpowered missile launchers.

The following will probably be applied to this weapon:
Allow only 2 projectiles to leave the launcher at any given time. SSRM-4 will fire 2 volleys of 2 missiles. SRM-6 will fire 3 volleys of 2 missiles. This will stagger the incoming missiles allowing AMS to take down more if the targeted Mech has AMS.
Increase the cooldown period of refire on the larger launchers and allow the above staggered shots to happen during this time.
So again, the flavor/feel of the weapon is still there, it’s just going to require better trigger timing and the hope that AMS will not deter your volleys too much assuming that the enemy has AMS to begin with. An additional side effect is that people will be more inclined to carry AMS on their BattleMechs and at the same time, these bigger launchers will need more ammunition to counter the AMS effect.



Balancing – New Mechanics
Along with the above 2 sections, another cause for concern is a change in basic mechanics of a given weapon system. In this case we can discuss Clan LRMs.

e.g. 3 – LRM-20s
Inner Sphere Tech:
Heat: 6
Damage: 1.1 /missile
Min Range: 180m
Max Range: 1000m
Tons: 10
Crit(Slots): 5

Clan Tech:
Heat: 6
Damage: 1.1 /missile
Min Range: 0m
Max Range: 1000m
Tons: 5
Crit(Slots): 4

The fact that the Clan version of LRM-20s have no minimum range is a huge problem. What you effectively now have is a Streak SRM-20 available to you if we cut minimum range to 0. The fact that this weapon weighs half as much and takes up 1 less slot makes this a significantly over powered system.
The following will probably be applied to this weapon system:
Base heat increase to [7]
Minimum range stays at 180m but LRMs can be fired. The damage ramps from 0 to 1.1 in an exponential curve. i.e. Damage is minimal in the
  • -[100]m range and increases to full damage between [101] and [180]m ranges.
Possible adjustment to [7] tons.
Now the weapon system still keeps it “no-minimum” range property and it still keeps a weight reduction and generates a little more heat. Again, this will translate into better piloting skills, fire timing and heat management to take full advantage of the Clan LRM-20.


That being said, when dealing with core values like tonnage or crits, we risk the chance of breaking a standard build in a future Clan BattleMech in terms of its weight capacity or space capacity. This is why this third area of balancing new mechanics takes the longest time and will have to be revisited now and again.

Now on to a more exciting informational release… I've asked David B. to explain how Clan BattleMechs will be built and customized...

Clan BattleMechs and How They’ll Be Built/Customized
First, let’s get the obligatory disclaimer out of the way. As with all works in progress, our OmniMech design is subject to change, especially any of the smaller details. Balance is key, as we wish for OmniMechs to be neither inadequately nor overly restrictive, and explained below is the path we aim to take to get there.

We will be designing and allowing customization of Clan OmniMechs in a manner similar to the OmniMech rules that are implemented in the BattleTech tabletop game. In the BattleTech lore, OmniMechs are capable of capable of mounting weapons and equipment in modular pods that can be swapped around with relative ease between battles. This is in contrast to standard BattleMechs where virtually every weapon and system is hardwired and fully integrated into the chassis, slowing repairs and especially hampering customization.
Because the standard Mechs within MWO are already essentially capable of instant repairs and a wide range of customization between battles, it’s been a little tricky to figure out how to introduce Clan OmniMechs that keep their Omni flavor. In the end we decided on a system that essentially uses modular hardpoints.

With a standard MWO BattleMech, you buy a variant of a particular chassis, for example, a Hunchback HBK-4G. The Mech comes with a set of default weapons and equipment as well as a fixed set of hardpoints in each location. You can customize your loadout however you wish, but will always be under the restrictions of hardpoints, critical slots, and tonnage.

With an OmniMech, instead of buying a variant, you’ll buy a configuration. The Clans tend to designate their configurations as Prime and then A, B, C, D, etc. (e.g. Mad Cat A). Buying a configuration is much like buying a variant. You’ll get a Mech, the default weapons and equipment, and a set of hardpoints in each location. However, not only will you be able to customize the weapons and equipment, but you’ll also be able to customize the hardpoints. Once you own the Mech you’ll be able to swap out each location (e.g. head, left arm, right torso, etc) with that of another configuration. This allows you to change the hardpoints within that location.

For example, let’s say that you purchase the imaginary OmniMech, the Irate Tapir. You decide to purchase the B configuration because its default loadout fits with your play style. However, it doesn’t have any missile hardpoints and you really want to be able to fit a Narc Beacon to help out your teammates with their LRMs. What you can do is swap out the B left arm, which has two ballistic hardpoints, for the left arm from the C configuration, which has a missile and an energy hardpoint.

This sort of swapping can be done for all locations except for the center torso. The CT will be what identifies the Mech for purposes such as XP and Mech efficiencies. You also will not be able to choose any hardpoint combination that you want, but rather the choices will be set, and determined by the design team, based on the canon configurations for theMech.

Now there wouldn’t be balanced unless it came with a cost. In this case, the ability to customize hardpoints comes with the tabletop OmniMech restrictions. All the configurations of a given OmniMech are based around a base configuration (not to be confused with the Prime configuration). This is the core of the Mech, with all the modular bits stripped out, and what remains cannot be customized at all. These include:
The engine type and rating
The number and placement of a minimum number of heatsinks
The amount and distribution of armor
The armor type and the location of any critical slots occupied by Ferro-Fibrous
The internal structure type and the location of any critical slots occupied by Endo Steel
Enhancements such as MASC
The occasional weapon or other piece of equipment (e.g. jump jets) that is included as part of the base configuration
We aim to follow these as closely as possible, but the restrictions may be eased if gameplay and balance require it.


We’re also looking at tying in systems unique to MWO, such as our quirks system, into OmniMech design, in order to even out certain configuration’s locations that may be seen as better to use than others. For example, each part of each configuration could have its own effect on the overall quirks of the Mech. This could mean that your choice of which configuration’s part you use in each location could change how your Mech plays.

Summary:
We are being very careful when implementing Clan Tech and we hope this "Design Approach" post helps you understand the issues and how we will be dealing with them as we move ahead.


Title: Re: Clan Invasion
Post by: Typhon on December 14, 2013, 03:48:56 PM
MadCat & Timberwolf.  :heart:


& Direwolf, Oh my!   :heart:


Title: Re: Clan Invasion
Post by: satael on December 14, 2013, 09:38:19 PM
 :why_so_serious:


Title: Re: Clan Invasion
Post by: Kitsune on December 14, 2013, 10:17:09 PM
Holy shit, they're trying to balance clan tech.   :uhrr:  That is stupid beyond all imagination.


Title: Re: Clan Invasion
Post by: Sir T on December 15, 2013, 02:35:26 AM
Well, they have to, because if they just copy the tabletop clan shit it would just turn into  a massacre. And don't make me laugh by mentioning clan honour fighting as a method of balance. That would last as long as it takes to click the ready button, much like it did in tabletop. In fact, no-one ever really bothered to create clear rules for it in the tabletop.


Title: Re: Clan Invasion
Post by: Kitsune on December 15, 2013, 03:43:42 PM
No, they don't have to.  It's inherently unbalanceable, lighter, smaller, cooler.  It cannot be done while still having Clan mechs with the loadout that they have in tabletop and every other video game.  The only way to make it work is to follow the tabletop solution: Clan shit costs more.  A team with Clan tech must not field as much tonnage as the other team.  For that they first need to have a system that both restricts team battle value (for preconstructed teams) and dynamically sorts players into roughly equal battle value teams (for randoms).  If they don't do that, the task is simply impossible.  This whole half-assed 'oh gee, I guess Clan streak weapons only shoot missiles in groups of two and their lasers take longer to hit stuff' shit solves nothing when the real core issue is their missile systems taking half the weight and space.


Title: Re: Clan Invasion
Post by: Sir T on December 15, 2013, 05:09:11 PM
Well, the clans were big in America, so We will no doubt see most of the playerbase demanding to use their shiney gold $500 omnimechs in ordinary play.


Title: Re: Clan Invasion
Post by: Sir T on December 15, 2013, 06:20:58 PM
This story has reached Forbes. Pretty good sum up.

http://www.forbes.com/sites/insertcoin/2013/12/15/free-to-play-mechwarrior-online-offends-players-with-500-golden-mechs/


Title: Re: Clan Invasion
Post by: eldaec on December 16, 2013, 12:17:32 AM
I'm not certain they'll do it well, but of course you can balance clan tech.

There are about 80 threads on the same topic with regard to Jedi if you take a look around here.


Title: Re: Clan Invasion
Post by: Falconeer on December 16, 2013, 01:09:00 AM
I understand the disappointment for radically changing the flavour around Clan Tech, this is just one more thing they change from canon and it's hard not to feel robbed of thirty years of ultradetailed lore. At the same time, they have been doing this for such a long time that recently they started to say that MWO is a "BattleTech inspired" game, not a canon product and I understand it and eventually approve of it.


Title: Re: Clan Invasion
Post by: Shannow on December 16, 2013, 04:36:11 AM
Considering how many PUG matches end 12 to 1, 12 to 2 etc restricting Clan mechs to fewer numbers and shit would frankly, still fucking suck.

We all like to rage hate on PGI but frankly this is probably the better way.


Title: Re: Clan Invasion
Post by: 5150 on December 16, 2013, 05:32:53 AM
Their greed (wanting to sell players clan Mechs) prevents them from a half-decent implementation.

Clan play should really have been like monster play in LOTRO, your clan persona gets a randomly assigned clan mech/loadout each match and the clan team numbers less than the IS players

That way clan mechs can be overpowered and faithful to the canon, the IS players get weight of numbers as per the canon.

Don't misunderstand me, that would have been disapointing, but less so than what they have proposed.

But that wasn't going to make them any money!

They also haven't covered if they will prevent (as they should) clan tech from being mounted on IS chassis - I suspect they won't as it will be too much work/too difficult for them.

I predict this will be terribad!





Title: Re: Clan Invasion
Post by: Sir T on December 16, 2013, 07:47:46 AM
Hint; the clans were terribad from the very start.


Title: Re: Clan Invasion
Post by: Zaljerem on December 16, 2013, 07:55:55 AM
 :facepalm:


Title: Re: Clan Invasion
Post by: Sir T on December 16, 2013, 08:02:11 AM
Hi Ghost Bear avatar man.  :oh_i_see:


Title: Re: Clan Invasion
Post by: Shannow on December 16, 2013, 08:26:41 AM
Hint; the clans were terribad from the very start.

And that is your answer right there. This shit appealed to the very basest cheesiest munchkins amongst us.

In a dream scenario you could pick your matches by tech level: 3025, 3050, Clan. Even modded mechs vs stock.

I'd sit around in non-modded 3025 mech matches all day.


Title: Re: Clan Invasion
Post by: Lantyssa on December 16, 2013, 12:02:38 PM
Considering they couldn't make Freezers true double-heatsinks, Clan tech is just asking for trouble.


Title: Re: Clan Invasion
Post by: Kitsune on December 16, 2013, 02:52:47 PM
Well yes, the clans were fucking awful from the get-go. 

'Hay guyz, have this new faction where everything shoots further and hits harder for less heat and more guns for the same weight!' - A moron.

Instead of being flat-out superior across the entire board, an intelligent person would have done something like 'In the time away from the Inner Sphere, the Clans have perfected missile (or laser or gauss rifle or whatever) technology and use very advanced missiles/lasers/etc, but other weapons have fallen on the wayside and are not present on their battlemechs.'  Boom, problem solved.  Your new faction has one type of impressive weapon, but is missing out on the versatility of the other weapon technologies to give an edge to the more rounded IS designs.  Which is, of course, not what they did.


Title: Re: Clan Invasion
Post by: Typhon on December 17, 2013, 05:58:37 AM
It's story-over-game.  Clan is largely unified and progressing the state of the art.  IS is fractured and decending toward dark age.  Given that setup it's not surprising that the clan tech is better in every way.  It's an interesting story that makes for an unpleasant game if you have to play IS.  Which is probably why they introduce the fracturing of the clans so that players could have that hot clan-on-clan action that they'd been wanting.

Oh, and more childishly, Clan is fucking awesome, you're insane.  Mad Cat! Timberwolf! Direwolf! FUCK YEAH!


Title: Re: Clan Invasion
Post by: Ironwood on December 17, 2013, 06:08:37 AM
Mad Cat AND Timberwolf ?

Whoa.
 :oh_i_see:


Title: Re: Clan Invasion
Post by: Falconeer on December 17, 2013, 06:25:27 AM
Yeah, I mean, if you had to choose, which 'mech do you think would win in a duel? The Warhawk or the Masakari?  :grin:

What is fucking fuck shit is that the Clans will arrive way before Community Warfare.


Title: Re: Clan Invasion
Post by: eldaec on December 17, 2013, 09:49:08 AM
What do you hope to get from community warfare?

Is WoT terrorial control really that great?


Title: Re: Clan Invasion
Post by: Falconeer on December 17, 2013, 10:27:15 AM
This is supposed to be better than WoT territorial control.

What I hope to get is a lot of missing metagame though, hard and soft rivalries (hard = enemy guilds / soft = enemy lore faction). In short, seriously, Community "warfare", whereas the community divides itself into factions and goes to war.To me it is not even about conquering territories though, this is never going to be EVE. It is about giving factions of players something to condense around and spice up the competition. Even a stupid ladder would help at this point, any kind of ranking, but of course that is not what I am aiming for nor what PGI seems to be aiming for.


Title: Re: Clan Invasion
Post by: eldaec on December 18, 2013, 01:18:24 AM
If the community divides itself and goes to war in mwo, I just hope everyone realises that will manifest itself as random pub matches with longer queue times, more premade lances, and players feeling a greater entitlement to swear at teammates for dying.



Title: Re: Clan Invasion
Post by: Samprimary on December 18, 2013, 03:27:42 PM
having trouble picking between dire wolf and daishi here


Title: Re: Clan Invasion
Post by: Samprimary on December 18, 2013, 03:46:23 PM
(http://i.imgur.com/4OrQymh.gif)


Title: Re: Clan Invasion
Post by: Zaljerem on December 18, 2013, 05:03:12 PM
Hi Ghost Bear avatar man.  :oh_i_see:

Hi!

*goes back to lurking*


Title: Re: Clan Invasion
Post by: Falconeer on December 20, 2013, 05:07:53 PM
Concept arts of the 8 Clan 'mechs.


Quote
Hello MechWarriors!

Over the past few days we have received numerous viewpoints on our Clan Collections. We would like to thank everyone who took the time to provide their feedback; naturally we hope that everyone will be able to participate in the Clan Invasion.

Today we are introducing new purchase options that offer more flexibility in Mech purchase choices. You can now choose to purchase up to 6 different Clan Mechs “À La Carte” without a need to purchase a full Collection. Each Clan Mech also includes two standard variants and all MechBays required to house your Mechs.

In addition, when you buy 4 or more "À La Carte,” you’ll get bonus Premium Time. Full details are available on our Clan Collections website.

Standard Clan Collections provide a great value and will continue to be available.

Golden Khan Collection will now include the top tier of our Clan Collections, the Masakari Collection. For those of you who purchased a Gold Khan Collection and a Standard Collection, please contact Support (or if not we'll contact you in the coming days).

We recognize that some players want a specific `Mech and the value of a Collection, but they don’t necessarily want every `Mech in some of our top tier Collections. We hope this additional purchase choice will empower those who would like to own a custom Collection while keeping the value offered by bundling together multiple Mechs.
For example, those who would like a Timber Wolf can now purchase it individually for $55 or in their “A la carte” bundle at an even better value, instead of paying for a full Mad Cat Collection at $210.

We hope that the New Year brings you many C-Bills much honor and glory for your Clan and we’ll see you on the Battlefield!



Nova - Medium, 50 tons.

(https://scontent-b-mxp.xx.fbcdn.net/hphotos-prn1/1488179_576436515757662_290147057_n.jpg)


Stormcrow - Medium, 55 tons.

(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/1525573_576436569090990_1828342430_n.jpg)


Summoner - Heavy, 70 tons.

(https://scontent-b-mxp.xx.fbcdn.net/hphotos-ash3/1476241_576436625757651_1658356062_n.jpg)


Timberwolf - Heavy, 75 tons.

(https://scontent-a-mxp.xx.fbcdn.net/hphotos-ash3/1455972_576436425757671_814735918_n.jpg)


Kit Fox - Light, 30 tons.

(https://scontent-b-mxp.xx.fbcdn.net/hphotos-frc3/1526887_576436372424343_647284602_n.jpg)


Warhawk - Assault, 85 tons.

(https://scontent-a-mxp.xx.fbcdn.net/hphotos-prn2/1497452_576436465757667_244965198_n.jpg)


Dire Wolf - Assault, 100 tons.

(https://scontent-a-mxp.xx.fbcdn.net/hphotos-frc3/1465314_576436325757681_1840567262_n.jpg)


Adder - Light, 35 tons.

(https://scontent-a-mxp.xx.fbcdn.net/hphotos-prn2/q75/1533880_576436315757682_615748792_n.jpg)


EDIT: Added some text about the new deals.


Title: Re: Clan Invasion
Post by: eldaec on December 21, 2013, 05:37:35 AM
The a la carte thing only really works if you plan to buy most of the mechs.

It's $55 per mech if you just buy 1, dropping to $30 if you buy 6.

That said, it is a good deal if you did plan to buy 6, since you can replace the two lights (which will be dirt cheap in cbills) with the Warhawk and Timerwolf, which won't be.


Title: Re: Clan Invasion
Post by: Falconeer on February 03, 2014, 11:46:08 PM
Omnimechs rules and construction (http://mwomercs.com/forums/topic/149184-omnimech-rules-and-construction/).

Quote
Hey there everyone,

Below is a summary of our design for OmniMechs and other aspects of Clan technology related to Mech construction. As a result, this doesn't cover any of the rules or stats pertaining to Clan weapons beyond how they would be equipped on an OmniMech.

And, of course, there is always the big disclaimer: Things may change as design, tuning, etc progresses. But this is the path that we are currently set to implement.



OmniMechs

OmniMechs in MWO will be built and customized in a manner based on the OmniMech construction rules of the tabletop game, with changes made to best suit the systems that we already have in place.

Configurations

Instead of buying a variant of a chassis, OmniMechs are bought as configurations. On the surface, configurations are essentially the same as variants. The difference is that an OmniMech comes equipped with an OmniPod in each location (head, left arm, right torso, etc).
When the player purchases a configuration, they receive:
A complete 'Mech.
All weapons and equipment that are a part of that configuration’s default loadout.
The configuration specific OmniPod in each location.
E.g. The Mad Cat A comes with the Mad Cat A left arm OmniPod, the Mad Cat A left torso OmniPod, etc.
After purchase, OmniPods can be interchanged and can change aspects of the 'Mech, such as which hardpoints are available in each location.





OmniPods

The defining feature of the OmniMech is the OmniPod system. For an OmniMech to be legal to bring into a game, each location on the 'Mech must have exactly one OmniPod assigned to it. The OmniPod is not a piece of equipment, but rather it changes the properties of the location as well as the 'Mech as a whole.

OmniPod Rules

OmniPods obey the following rules:
An OmniMech may only equip OmniPods made for its chassis.
E.g. A Mad Cat can only equip Mad Cat OmniPods.
OmniPods are specific to a location.
E.g. Left arm, right torso, etc.
The OmniPod in a configuration’s center torso cannot be changed.
This helps to identify the 'Mech as being a particular variant for XP and other purposes, as the player will be unable to completely change one configuration wholly into another.
OmniPods can exist for configurations that we do not sell as complete 'Mechs in the store.
E.g. The Black Hawk D only has 2 hardpoints, and could be hard to justify making as a 'Mech on its own, but the hardpoints are unique compared to other configurations. So the OmniPod of the Black Hawk D’s right arm OmniPod could be made available to place on other configurations.
Equipping an OmniPod



OmniPods are equipped in the MechLab.
OmniPods are equipped in the Loadout section of the MechLab.
OmniPods are listed as their own category of item.
i.e. Similar to Equipment, Ammo, Engines, etc.
Each location can have up to 1 OmniPod equipped at a time.
The currently equipped OmniPod for each location is displayed in a slot above the location’s equipment/critical slots.
OmniPods are not placed in a location’s critical slots.
The desired OmniPod is dragged from the inventory/store section to the slot on the loadout.
Any currently equipped OmniPod is returned to the player’s inventory.
OmniPods can be purchased with either C-Bills or MC.
If the player already has a copy of the OmniPod in their inventory, that item is used before buying a new one.
Equipping a new OmniPod returns all non-fixed weapons and equipment in that location to the player’s inventory.
This is to prevent conflicts with changes to hardpoints, actuators, etc.
OmniPod Properties



Each OmniPod has a set of properties. When an OmniPod is equipped to a 'Mech, its properties are applied to the location and/or 'Mech (as appropriate).
The chassis to which the OmniPod can be equipped.
The location to which the OmniPod can be equipped.
A set of hardpoints.
A number of jump jet slots.
A number of module slots.
A set of quirks.
The individual quirks on an OmniPod can be set to 0, to have no effect on a 'Mech.
OmniMech Quirks



Based solely upon canon hardpoints, some OmniPods are outright better than others.
For example, the right arm of the Mad Cat’s Prime configuration has 2 energy hardpoints while the right arm of the Mad Cat’s A configuration has 1 Energy hardpoint. Based on this alone, this makes the Prime configuration’s OmniPod the straight out better choice.
To balance this out, each OmniPod can be given its own set of quirks that will apply to any 'Mech that has it equipped.
Each OmniMech’s base configuration has a set of quirks in the same manner as a normal BattleMech.
Each OmniPod has a set of quirk modifiers.
These are positive and negative values that are added to the respective value in the base configuration
Each quirk of an OmniMech in-game is equal to the sum of the quirk’s value in the base configuration and all quirk modifiers in all equipped OmniPods.
Currently, all the quirks in the quirk system are movement related. When we introduce the OmniPod quirk system, we hope to have a greater variety of quirks were added to the game. This would allow for better diversification among 'Mechs. Potential new quirks would involve aspects such as heat generation and loss, weapon cooldown times, increasing/lowering damage taken, etc.





Clan Technology

The following are differences between Clan and Inner Sphere technology as it pertains to 'Mech construction. Rules differences specific to OmniMech construction are also noted. Differences in Clan and Inner Sphere weapons are detailed in other documents as they have no bearing to 'Mech construction.
Clan XL Engine
Same weight as Inner Sphere XL engines.
Only occupies 2 critical slots in each side torso. (Compared to 3 slots in each side torso for Inner Sphere XL engines.)
Destroying a 'Mech via engine destruction requires the destruction of either both of the side torsos or the center torso.
Clan Endo Steel
Provides the same weight saving as Inner Sphere Endo Steel.
Occupies 7 critical slots on the 'Mech. (Compared to 14 slots for Inner Sphere Endo Steel.)
On an OmniMech, the location of the critical slots is fixed.
On a standard 'Mech, the location of the critical slots is dynamic.
Clan Ferro-Fibrous
Provides 1.2 times more armor points per ton than standard armor. (Inner Sphere Ferro-Fibrous provides 1.12 times more armor points than standard armor.)
Occupies 7 critical slots on the 'Mech. (Compared to 14 slots for Inner Sphere Ferro-Fibrous.)
On an OmniMech, the location of the critical slots is fixed.
On a standard 'Mech, the location of the critical slots is dynamic.
Clan Double Heat Sinks
Provide the same heat loss as Inner Sphere Double Heat Sinks.
Each Clan Double Heat Sinks occupies 2 critical slots.
CASE
Clan 'Mechs automatically receive CASE in any location where ammunition or an explosive weapon is placed.
This CASE does not take up tonnage.
This CASE does not take up critical slots.
This CASE has no cost.
This CASE otherwise behaves the same as Inner Sphere CASE.
OmniMech Rules and Limitations



In keeping with the tabletop rules, and to provide a balance to both Clan technology and the customization allowed by the Omni technology, OmniMechs have several limits to their customization that are not present in standard BattleMechs. Each configuration of an OmniMech is built upon a base configuration. The base configuration is what remains when all the customizable weapons and equipment of an OmniMech are removed, leaving only that which is permanently fixed in place.
In all OmniMechs, the following are determined by Design on a per chassis basis and cannot be changed or customized in any way:
Engine type.
Standard vs XL.
Engine rating.
Internal structure type.
Standard vs Endo Steel.
The location of any critical slots occupied by the internal structure.
i.e. Instead of freely floating as they do in standard 'Mechs, slots occupied by Endo Steel are assigned specific locations that cannot be changed. (The slots still compact to provide as much continuous free space as possible. Just the location [left arm, etc] is fixed.)
Armor type.
Standard vs Ferro-Fibrous.
The location of any critical slots occupied by the armor.
i.e. Instead of freely floating as they do in standard 'Mechs, slots occupied by Ferro-Fibrous are assigned specific locations that cannot be changed. (The slots still compact to provide as much continuous free space as possible. Just the location [left arm, etc] is fixed.)
Heat sink type.
Single vs Double.
A minimum number of heat sinks (varies per chassis) have specific locations they must occupy and cannot be moved or removed in any way.
Customization involving adding additional heat sinks beyond the minimum number is allowed.
The heat sinks still compact to provide as much continuous free space as possible. Just the location (left arm, etc) is fixed.
Heat sinks cannot be added within the engine unless they are part of the minimum number that is included in the base configuration.
Canon OmniMechs generally place at least the 10 heat sinks required for all 'Mechs as part of the base configuration, but they do not always place enough to fill extra space in engines rated 275 or greater.
Whether MASC is present.
If not present, MASC cannot be added by the player.
If present, MASC cannot be removed by the player.
If present, the location MASC occupies cannot be changed.
Some OmniMechs, as determined by Design, have specific weapons or other pieces of equipment (such as jump jets) as part of their base configuration.
These weapons and equipment can be neither moved nor removed.
In addition to the limitations of the base configuration, the following rules apply when customizing any OmniMech.
If any of the following weapons are equipped in an OmniMech’s arm, any Lower Arm Actuator or Hand Actuator that was present in the base configuration is automatically removed:
Any Gauss rifle.
Any autocannon.
Any PPC.
OmniMech XP System



OmniMech configurations earn XP in the same manner as standard BattleMech variants.
An OmniMech always counts as the same configuration as it was originally purchased, regardless of which OmniPods are equipped to it.
The center torso OmniPod of the 'Mech cannot be changed, to help aid in the identification.
E.g. A Mad Cat A is always a Mad Cat A, regardless of the other OmniPods equipped to it.
Each configuration has its own pool of 'Mech specific XP, in the same manner as standard 'Mech variants.
An OmniMech receives an XP bonus if all OmniPods equipped on it, including the center torso, match.
Each configuration has its own 'Mech Tree, in the same manner as standard 'Mech variants.
A player cannot reach the Elite level of the 'Mech Tree of a configuration without first completing the Basic level for three configurations of the same chassis.
This is in the same manner as standard 'Mech variants.
A player cannot reach the Master level of the 'Mech Tree of a configuration without first completing the Elite level for three configurations of the same chassis.
This is in the same manner as standard 'Mech variants.
Additional Clan 'Mech Rules



While the OmniMech rules apply to all Clan OmniMechs as well as any Inner Sphere OmniMechs we may make in the future, there are also rules that apply to all Clan and Inner Sphere 'Mechs, dictating the use of Clan technology.
Clan 'Mech can only equip Clan weapons and equipment.
Clan 'Mechs cannot equip Inner Sphere technology.
When customizing a Clan 'Mech, only Clan technology is shown in the player’s inventory.
Inner Sphere 'Mechs cannot equip Clan technology.
When customizing an Inner Sphere 'Mech, only Inner Sphere technology is shown in the player’s inventory.


Title: Re: Clan Invasion
Post by: eldaec on February 04, 2014, 12:07:21 AM
Other than "table top had mechanics with these names so we also need to find a use for these words for some reason!" I'm not sure I see the point of all that.

Feels like a lot of unnecessary and probably undocumented complexity for its own sake.


Title: Re: Clan Invasion
Post by: Ironwood on February 04, 2014, 01:51:32 AM
Quote
Provides the same weight saving as Inner Sphere Endo Steel.
Occupies 7 critical slots on the 'Mech. (Compared to 14 slots for Inner Sphere Endo Steel.)
On an OmniMech, the location of the critical slots is fixed.

Wat ?


Title: Re: Clan Invasion
Post by: Falconeer on February 04, 2014, 01:59:24 AM
That I can understand. Instead of taking 14 slots it takes 7, but they are in a specific location and won't move around to make room for your weapons.


Title: Re: Clan Invasion
Post by: Ironwood on February 04, 2014, 03:10:11 AM
I get that.  I just think it's going to fuck a lot of builds.  With Seven Slots, you know you're losing the legs.


Title: Re: Clan Invasion
Post by: Merusk on February 04, 2014, 05:14:19 AM
Other than "table top had mechanics with these names so we also need to find a use for these words for some reason!" I'm not sure I see the point of all that.

Feels like a lot of unnecessary and probably undocumented complexity for its own sake.


It is.  "This is an Omni pod.  It has this configuration on this variant but a completely different config on the next variant"  Wat?  How do I know that?


Title: Re: Clan Invasion
Post by: Ironwood on February 04, 2014, 07:29:36 AM
MAGIC.


Title: Re: Clan Invasion
Post by: Samprimary on March 04, 2014, 03:18:54 AM
 it is almost completely impossible at this point to imagine this "balance" isn't going to be fundamentally fucked.


Title: Re: Clan Invasion
Post by: Lantyssa on March 04, 2014, 05:36:55 PM
Without segregating Clans and the IS balance will always be fucked.

Or being smart and releasing the chassis, but making Clan and IS weapons equivalent.


Title: Re: Clan Invasion
Post by: Sir T on March 04, 2014, 06:07:27 PM
If people actually thought that they would release the clans as they were on the tabletop, and worse that it would be a good idea to release the clans as they were in the tabletop, they are seriously deluded. Within 3 days people would be insulting anyone that turned up in a match in an inner sphere mech that they had "fucked up the chances of the team." They fact that they recognized that fact is a good thing.


Title: Re: Clan Invasion
Post by: satael on March 04, 2014, 09:19:49 PM
"Inflation" is inevitable if they want to keep on selling stuff for RL money since the player pool (and especially the part that is willing to invest real money in the game) probably isn't growing very fast right now. Interesting community warfare is pretty much the only thing that could increase the number of players dramatically.


Title: Re: Clan Invasion
Post by: Samprimary on March 09, 2014, 04:06:50 AM
calling it now: the omnimech system is going to be so schizophrenic that effectiveness will vary wildly between omnimech chassis and the ones which hit the sweet spots of meta builds will become FOTM like nobody's business.


Title: Re: Clan Invasion
Post by: Falconeer on March 09, 2014, 04:18:50 AM
ANOTHER annoying thing of PGI is that they take ages to make very very simple balance adjustements. Seriously, took them 6 months to acknowledge that MAYBE JJ were giving the Highlander a huge advantage? Took them two years to think about boosting pulse lasers (which are still subpar). So when things will turn out to be shitty with omnimechs, we'll have to endure such crap for months and months.


Title: Re: Clan Invasion
Post by: Falconeer on April 11, 2014, 02:51:52 AM
First screens of the Mad Cat.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Madcat1.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Madcat2.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Madcat3.jpg)



MWO Concept Art for reference.

(https://scontent-a-mxp.xx.fbcdn.net/hphotos-ash3/1455972_576436425757671_814735918_n.jpg)


Original Design.

(http://www.sarna.net/wiki/images/thumb/7/73/Mad_Cat.jpg/191px-Mad_Cat.jpg)


Title: Re: Clan Invasion
Post by: Falconeer on April 23, 2014, 12:05:38 PM
Adder revealed. (http://mwomercs.com/news/2014/04/838-adder-screenshots-revealed)


(https://dl.dropboxusercontent.com/u/3584773/Adder1.png)


(https://dl.dropboxusercontent.com/u/3584773/Adder2.png)


(https://dl.dropboxusercontent.com/u/3584773/Adder3.png)


Title: Re: Clan Invasion
Post by: Falconeer on April 29, 2014, 09:41:15 AM
Stormcrow screenshots revealed.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Storm%201.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Storm%202.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Storm%203.jpg)


(https://dl.dropboxusercontent.com/u/3584773/MWO%20Storm%204.jpg)


Title: Re: Clan Invasion
Post by: Typhon on April 29, 2014, 09:58:26 AM
Thank you for your continued reporting from the field, I appreciate it!   :-)


Title: Re: Clan Invasion
Post by: Falconeer on April 29, 2014, 10:15:20 AM
Thanks, I do my best. This game is probably dead for real thanks to pathetic decisions and poor skills in too many departments, but it'll always be very dear to me and I guess until they pull the plug there's still hope for things to improve.


Title: Re: Clan Invasion
Post by: satael on April 29, 2014, 12:18:08 PM
Thanks, I do my best. This game is probably dead for real thanks to pathetic decisions and poor skills in too many departments, but it'll always be very dear to me and I guess until they pull the plug there's still hope for things to improve.

I want to thank you too for the reporting and hopefully the CW will turn out to be enough to re-energize the playerbase (me included)


Title: Re: Clan Invasion
Post by: Kitsune on April 29, 2014, 01:12:42 PM
They really could've done without including the tiny baby hands that some omnis have.  That was always one of the most ugly details about omnimechs in my opinion.


Title: Re: Clan Invasion
Post by: Falconeer on April 29, 2014, 01:14:50 PM
Looks from the pictures that some variants have hooks or something instead of the tiny hands. Then again, do you imagine the uproar if they didn't include the tiny hands?


Title: Re: Clan Invasion
Post by: Typhon on April 29, 2014, 07:06:03 PM
I still have hope.  I haven't actually played in a month, mind you, but I still have hope that they somehow pull their shit out of the fire... it's a no-brainer though, because there aren't any other Mech games I want to play.  :-)


Title: Re: Clan Invasion
Post by: Sir T on April 29, 2014, 11:23:15 PM
The adder actually looks rather nice. So does the Mad cat, but then that was always doing to look nice. You can keep the stormcrow part of your $200 gold mad cat package.


Title: Re: Clan Invasion
Post by: Falconeer on May 06, 2014, 02:57:42 AM
Warhawk/Masakari pictures.

(https://static.mwomercs.com/img/news/media/01cb5ef513b3509fe968e9f52d262271.jpg)


(https://static.mwomercs.com/img/news/media/5413c9224767801d821ee438ff73e908.jpg)


(https://static.mwomercs.com/img/news/media/eaa849e0720082c981dff6a495fde2ea.jpg)


EDIT: Also!

(http://th06.deviantart.net/fs47/PRE/i/2009/216/3/4/Warhawk_by_Punakettu.jpg)


Title: Re: Clan Invasion
Post by: Sir T on May 06, 2014, 03:26:58 AM
Meh. Call me when they print screenshots of the gold Daishi.  :drill:


Title: Re: Clan Invasion
Post by: 5150 on May 06, 2014, 05:15:21 AM
Given what we know of their Clan tech implementation I just can't get excited about the Clan Mechs

On the plus side my wallet is pleased about this


Title: Re: Clan Invasion
Post by: Falconeer on May 06, 2014, 05:40:35 AM
What is weird is that they announced started selling this 5 months ago. At the time, 6 months sounded like a long time. Now, 1 month away from the deployement of the Clan 'mechs, it feels surreal to think they are anywhere ready for this.


Title: Re: Clan Invasion
Post by: Ironwood on May 06, 2014, 07:37:09 AM
And are they ?  Because my money's on 'No'.


Title: Re: Clan Invasion
Post by: Falconeer on May 06, 2014, 07:58:58 AM
They aren't ready for shit. Took them almost two years to come up with the most pathetic UI I've ever seen in my life, and the patches don't do anything for it.
Then they finally drop the much awaited weight restrictions, and they break the matchmaker literally 5 minutes after going live, so they are turned off indefinitely.

Maybe it's only because I haven't followed many projects this closely, but I've never seen a company repeatedly shooting itself in the foot so hard before. THey also completely redfined the concept of "amateur hour" for me. I can't stress enough how much they took me by surprise with their absolute lack of competence.

Every time they are very close to score somepoints towards a comeback, they somehow botch it spectacularly and ruin everything. Can't see how the Clans could change that pattern.


Title: Re: Clan Invasion
Post by: Lantyssa on May 06, 2014, 08:19:30 AM
Clans will break the pattern by completely robbing the game of what fun there is.


Title: Re: Clan Invasion
Post by: Falconeer on May 08, 2014, 12:47:45 PM
Summoner screenshots revealed.


(https://static.mwomercs.com/img/news/media/c4af44e1bf65d87d335707adaaaaa864.jpg)

(https://static.mwomercs.com/img/news/media/df475c40f4d5de8ef5d82be20c6ded14.jpg)

(https://static.mwomercs.com/img/news/media/4c92291fa069e885acb506c562a09c5d.jpg)


Title: Re: Clan Invasion
Post by: Ironwood on May 08, 2014, 02:23:33 PM
Look, I have to ask :

What's with the fucking Jester paint on all these fucking mechs ?

Can we have some screenshots where it doesn't look like a Mardi Gras parade ??


Title: Re: Clan Invasion
Post by: Falconeer on May 08, 2014, 02:40:11 PM
Sadly, those are the unique paintjobs you get with the Clan Invasion preorder packs. I think they mentioned somewhere they are supposed to be a certain Clan canon colours, but I can't even imagine what the hell they were thinking. Or drinking.


Title: Re: Clan Invasion
Post by: Ironwood on May 08, 2014, 02:48:16 PM
The middle pic is ok, just the others suck and blow.


Title: Re: Clan Invasion
Post by: Sir T on May 13, 2014, 08:50:38 AM
A Masakari of Purest Gold has been screenshooted.

(https://static.mwomercs.com/img/news/media/73701020e87022f74d787e30dff26afb.jpg)

(https://static.mwomercs.com/img/news/media/a6865fec1adb245627fdddcd34fbce72.jpg)


Title: Re: Clan Invasion
Post by: Merusk on May 13, 2014, 09:52:34 AM
For $500 I expect a lot more yellow and a lot less, "Looks like copper."


Title: Re: Clan Invasion
Post by: HaemishM on May 13, 2014, 10:05:06 AM
For $500, that motherfuckedr ought to shine like the sun with purple accents.


Title: Re: Clan Invasion
Post by: Falconeer on May 13, 2014, 10:25:36 AM
It's only 250$ though, since you get the whole Clan package, which costs the other 250$, with it  :why_so_serious:


Title: Re: Clan Invasion
Post by: Falconeer on May 16, 2014, 01:57:09 PM
Kit Fox screens revealed. I kind of love it actually.

(https://static.mwomercs.com/img/news/media/502af3adcfdd54f0bc843487f2fb3f69.jpg)


(https://static.mwomercs.com/img/news/media/20485501c9d5ca84f5e492a7a04a5ed1.png)


(https://static.mwomercs.com/img/news/media/a7da031119133b6b83e6a7b12bd796a4.png)


(https://static.mwomercs.com/img/news/media/f952397660f1c80037a774e58fd23d1e.png)


Title: Re: Clan Invasion
Post by: Sir T on May 17, 2014, 08:36:28 PM
Quote from: https://mwomercs.com/news/2014/05/865-clan-mech-release-schedule?utm_source=MechWarrior+Online+Mailing+List&utm_campaign=4590594992-MWO_newsletter_quickdrawhero_2014_04_06&utm_medium=email&utm_term=0_4313429d07-4590594992-35799269
The Clan release schedule is up.

Greetings MechWarriors,
Quote
While pre-orders for the Clan ‘Mechs remain underway, set for delivery on June 17th, 2014: We are pleased to put forward the future release schedule of these ‘Mechs for regular and sale in the Store. You still have an opportunity to take part in the pre-orders now, so please consider joining now while you still have the chance to you be amongst the first in these ‘Mechs!

June 2014

    Week 3
        Clan Collections - All Pre-Ordered Mechs Delivered!

July 2014

    Week 2
        Kit Fox available for MC
    Week 4
        Nova available for MC

August 2014

    Week 2
        Summoner available for MC
        Kit Fox available for Credits
    Week 4
        Dire Wolf available for
        Nova available for

September 2014

    Week 2
        Adder available for
        Summoner available for [C-Bill]
    Week 4
        Stormcrow available for
        Dire Wolf available for

October 2014

    Week 2
        Timber Wolf available for
        Adder available for
    Week 4
        Warhawk available for
        Stormcrow available for

Movember 2014

    Week 2
        Timber Wolf available for
    Week 4
        Warhawk available for

First time the mech appears its for MC, second time its for Credits. Theres a nice graphic at the link. I could have typed them all out but 3 sets of typing sapped the Thimbleful of interest I have in the Clans. Or, in other words, :effort:


Title: Re: Clan Invasion
Post by: Falconeer on May 23, 2014, 01:38:24 PM
'Mechs of mass distraction! While the boat is burning with the utter matchmaking 3/3/3/3 failure, they release the screenshots for the Nova, a 50 tonner also known as Black Hawk. EDIT: 12 ER medium lasers.


(https://static.mwomercs.com/img/news/media/c336f4e17a7b4e750cf89dc65b5af0be.jpg)



(https://static.mwomercs.com/img/news/media/e4ab5cc526f9602f9e86d0324027449e.jpg)



(https://static.mwomercs.com/img/news/media/5e565f5eede8239fd7c8c719bd718109.png)


Title: Re: Clan Invasion
Post by: Ironwood on May 23, 2014, 02:20:27 PM
Ghost Heat is going to FUCK that mech.


Title: Re: Clan Invasion
Post by: Kitsune on May 23, 2014, 11:46:56 PM
They said way back when that different mechs would have different limits for ghost heat based on their default loadout.  If that wasn't bullshit, the Nova ought to be set up to compensate somewhat for the lasers.  Of course, the tabletop Nova could shoot itself into a shutdown in one round, so that mech was never exactly practical to begin with.


Title: Re: Clan Invasion
Post by: Goreschach on May 24, 2014, 02:40:24 AM
They said way back when that different mechs would have different limits for ghost heat based on their default loadout.  If that wasn't bullshit,

It's PGI. Adding different variables for the heat system in individual mechs would probably involve them rewriting the sound engine.


Title: Re: Clan Invasion
Post by: Lantyssa on May 24, 2014, 08:05:55 PM
It's going to be silly no matter what they do.  It's either 12 Medium Clan Laser alpha, Meltdown, or Gatling Laser Turret.  There is no good answer.


Title: Re: Clan Invasion
Post by: Kitsune on May 25, 2014, 11:35:43 AM
I could deal and call it a decent mech if it could handle firing one arm's lasers at a time without heat issues.  The problem it will have is the fact that people are going to prioritize shooting its arms off to cripple it, just like every other mech that carries its big guns in the arms, and it's too light to have sufficient armor to prevent that tactic from working.


Title: Re: Clan Invasion
Post by: Falconeer on May 27, 2014, 04:39:36 PM
Daishi/Dire Wolf is here, 100 tons of Clan arrogance. The only 'mech that can make an Atlas blush.

(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10401491_840929152603271_5448330207262829542_n.jpg)



(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10418193_840929155936604_1458418977352515381_n.jpg)



(https://scontent-a-mxp.xx.fbcdn.net/hphotos-frc3/t1.0-9/10365939_840929105936609_7779747418352828436_n.jpg)



(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10363659_840929102603276_7440545146839556907_n.jpg)



Very high res picures if you like details:

http://static.mwomercs.com/img/gallery/A2AE243A0B50234F6DBD55047BE2E708.jpg
http://static.mwomercs.com/img/gallery/E2BEF42D20C69622BBBB0FACE8552007.jpg
http://static.mwomercs.com/img/gallery/C2FBE2F15207B38F85681E9CD8B9B013.jpg
http://static.mwomercs.com/img/gallery/3FE46CF1888E3E405CE35340E96A7DC0.jpg
http://static.mwomercs.com/img/gallery/A35220F8CE852A48C87D207ECCD5A5C8.jpg
http://static.mwomercs.com/img/gallery/CEF8042CD3EBBF9340DEC1678108F554.jpg


Title: Re: Clan Invasion
Post by: Falconeer on June 10, 2014, 01:23:51 PM
An official poll is up to decide which Clan logos will be the final ones. PGI proposed some shitty ones, community got pretty pissed, PGI offered to redesign them and put up a vote. Community is overwhelmingly voting for the non-PGI ones. You can go and cast your vote here. (http://mwomercs.com/forums/topic/160724-clan-logo-poll/)

Designs.

Left = Classic/Traditional
Right = PGI/New

(http://i.imgur.com/IHUsu57.jpg)


Title: Re: Clan Invasion
Post by: Typhon on June 10, 2014, 03:17:28 PM
I think I like the old Cave Ghost Bear better.

I don't like either Wolf, I think that should be improved (I like the old better than the new)

I like new Jade Falcon and Jaguar.


Edit: Cave Bear?   :oops:


Title: Re: Clan Invasion
Post by: Lantyssa on June 10, 2014, 05:26:50 PM
Old Ghost Bear, New Jade Falcon by a lot, enh on either Wolf, and I like the new Jaguar but the old one fits SMOKE Jaguar better.


Title: Re: Clan Invasion
Post by: Falconeer on June 11, 2014, 06:52:29 AM
No comment.

(https://static.mwomercs.com/img/news/media/33b8f0ef7b694a39dea03ce7a02f6cd1.jpg)


Title: Re: Clan Invasion
Post by: Falconeer on June 11, 2014, 01:49:07 PM
Clans teaser video (https://www.youtube.com/watch?v=qHJElyaCVOQ).


Title: Re: Clan Invasion
Post by: Falconeer on June 12, 2014, 11:29:43 AM
Timber Wolf preview. There is a new(-ish) HUD for Clan 'mechs!


https://www.youtube.com/watch?v=apzheasDS0I


Title: Re: Clan Invasion
Post by: Lantyssa on June 12, 2014, 12:03:53 PM
Watch this heavy 'mech take out assaults!

I know it's supposed to be a promo video, but it's not helping my sense of impending dread.


Title: Re: Clan Invasion
Post by: Falconeer on June 13, 2014, 02:34:59 AM
There has been a Public Test for the Clan content yesterday and everyone seems to be stoked about it. It could be honeymoon, or it could be that they actually are beautiful looking both outside and inside (amazing new cockpits). They are also incredibly powerful and I racked up incredible results in the first few matches so I have a hard time believing this won't be a problem as soon as the honeymoon phase will be over. Also of note is the fact that looks like they MIGHT HAVE fixed SRMs for real this time, which would definitely mean a return of brawling.

Things that made me raise my eyebrow from my last night quick experience:

- Alpha striking with my Nova prima from 0% heat. 12 medium lasers going off at the same time, damaging my own 'mech down to 10% internals in one single shot.
- Alpha striking with the Warhawk prime for about 85 damage, and not even shutting down.
- Rolling out a Splat-Summoner, with 5 Artemis SRM6, and having lots of fun with it.

Anyway, this stuff is all really cool. Now it's a matter of seeing how bad it will break the game. Full release is next Tuesday.

(http://i.imgur.com/4vwCrIB.png)


Title: Re: Clan Invasion
Post by: Falconeer on June 14, 2014, 09:44:00 AM
This is exactly what I mean when I say "wasted potential" or "PGI incompetence". When a company is CONSTANTLY outdone by its fans, and by a huge margin, you know there's a lot wrong with that company. And an immense wasted potential.

Seriously, watch this fan made Clans video. It's beautiful. (https://www.youtube.com/watch?v=saheVNMp7qQ)


Title: Re: Clan Invasion
Post by: 5150 on June 16, 2014, 04:46:18 AM
Has anyone gone for a clan pack? I'm really reluctant to throw anymore money at these clowns (I already have Leg. Founder, top Phoenix and Sabre packs) but have that awful awful feeling that the Clan packs are a one-off deal - sure they'll probably wheel out Clan heros down the line (for insane MC) but I'm wondering if thats all they are going to do.

I'm not happy about how they are implimenting clan tech and I still believe there are better ways to address the balance issues (100% clan vs IS teams with clans having half the numbers for ex.) but the feedback from the test still indicates the clan mechs are full of rape.

I guess my biggest problem is cash, I'd be looking at 5 chassis al-la-carte which is $175 (which could go to feed my forgeworld-recasts-from-china vice) however this is mainly because of the devs obsession with crowbaring weight limits in and if I just got the 2 top weights I'd probably wish I'd had something lighter if/when the devs ever get the weight restrictions working :-(

My RL gaming buddies (all with founders and Phoenix of various levels) were all united on not giving the devs any more cash but one of them (the powergamer one :shocker:) has just revealed he's going to get the Timber Wolf :doubleshocker:


Title: Re: Clan Invasion
Post by: Falconeer on June 16, 2014, 05:11:46 AM
Has anyone gone for a clan pack?

Of course I did. This crippled horse is still my favourite. I hate the management but I love the game, can't get rid of it.

Anyway, the Clan 'mechs are a lot of fun, but if that is worth 175$ or even 17$ considering you'll be able to buy them for C-bills at some point, is entirely up to you.


Title: Re: Clan Invasion
Post by: Sir T on June 16, 2014, 07:51:04 PM
You know, I was going to log in tomorrow, but from what you are saying I have a strong feeling I'm not going to bother. I mean, within days it sounds like any IS mech in a lineup is going to be helled at. Whats the point in bringing out my Misery or my Catapult if its going to be raped senseless?

From a raw business perspective I can see the reasons for bringing out a new tier of mechs to make all the old mechs opsolete so you have to buy the new set. It keeps the money rolling in. But frankly I love certain of my IS mechs, and I really don't want to be shoved into the position of just being a doorstop because I cant afford to shell out the cash for the new standard.

It will balance out over time of course, when players get sick of stupid clanner instadeath matches and go back to more strategic inner sphere matches, but for now dumping all mechs into the same rotation is just a cynical "pay us money or die" move.


Title: Re: Clan Invasion
Post by: Falconeer on June 16, 2014, 11:31:57 PM
Let's give the Clans a brawly welcome. (http://raksarmory.blogspot.de/2014/06/giving-clans-brawly-welcome.html)

From the tests everyone agrees that the IS 'mechs hold their ground very well, this could be because there are some downsides to the Clan 'mechs or because people haven't optimized their builds for them. Regardless, if you know what you are doing, you will do fine with the good IS 'mechs. At least until everyone figure out the Victors and Cataphracts pf the Clans.


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 12:56:59 AM
I played quite a few games last night;  I see no evidence that brawling is coming back at all.

Indeed, Guass, AC, Large Lasers (pulse too) and PPCs were still very much the flavor.

Are we saying that Clan mechs will change this ?  I don't see it.


Title: Re: Clan Invasion
Post by: Falconeer on June 17, 2014, 01:07:27 AM
Ironwood, the SRM fix is in tonight's patch. You played the old version yesterday.


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 01:21:41 AM
Ahhhhhhh, I see.

Fundamental misunderstand here then !  You chaps are playing on Test and it's great and I'm just waiting for that ?

Cool beans.  I shall reserve judgement, like Schild with Hearthstone.


Title: Re: Clan Invasion
Post by: Falconeer on June 17, 2014, 01:23:35 AM
And now I am pretty sure I set the expectations bar high enough that your disappointment will be resounding. See you tomorrow.  :why_so_serious:


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 01:25:32 AM
You should publish the chat stuff again and those who wanna play tomorrow can listen to me cursing in fluent lalands.


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 01:15:53 PM
Here goes then.


Title: Re: Clan Invasion
Post by: Falconeer on June 17, 2014, 01:50:01 PM
Still offline...  :heartbreak:


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 03:25:29 PM
I've had a match and for some reason It won't reply to you falc.

But this is, thus far, entirely as expected.  Clan mechs dominated the one match I was able to get into and a lot of distance shooting and missiles.

Um.

I will TRY to get more of a sample size than ONE MATCH, but it's all kinds of fucked tonight.


Title: Re: Clan Invasion
Post by: Sir T on June 17, 2014, 03:26:38 PM
Downloading patch. God help me and my weak willpower.


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 03:37:12 PM
Second match.  Tunnel hiding clusterfuck of the highest order.

Ironically, someone screaming that the new mechs are 'bugged' because, er, he died in a Clan mech.

wtf.



Title: Re: Clan Invasion
Post by: Falconeer on June 17, 2014, 03:37:45 PM
Don't worry. Everything is broken. Server overload (  :why_so_serious: ) so no one can enter and if you can enter you can't start a match. Even the website is down.

EDIT: Unless you are Ironwood. Ironwood can play.


Title: Re: Clan Invasion
Post by: Ironwood on June 17, 2014, 03:40:23 PM
Yeah, but it's like 10-20 minutes of frustration between each match and then it's getting reamed without lube by a kit fox.

Fuck this.

Going to bed.

(also, I don't have my Atlas anymore.  I really, really don't remember selling it...)


Title: Re: Clan Invasion
Post by: Falconeer on June 17, 2014, 03:56:40 PM
(https://dl.dropboxusercontent.com/u/3584773/MWO%20Clan%20Patch.png)


Title: Re: Clan Invasion
Post by: Merusk on June 17, 2014, 04:17:09 PM
Fuck everything about these guys. They got $100 or whatever out of me for founder they can choke on it before their amateurs hour bullshit ever see another dime from me.


Title: Re: Clan Invasion
Post by: Kail on June 17, 2014, 04:24:27 PM
Yea, figured I'd check this out and see what the deal is, but it's just frustration so far.

Start it up, and it's in windowed mode, and keeps jumping back in to windowed mode whenever I fullscreen it.  Asks me if I want to do the tutorial, so I say sure.  It tells me how to move my torso, but it seems a bit slow to me, so I head to the options menu to change the mouse sensitivity.  Can't do that, it starts at the maximum value (goddammit, this really drives me nuts when devs do this).  I exit the options menu, and it crashes to desktop.  And now I can't log back in.  GG, I guess.


Title: Re: Clan Invasion
Post by: Sir T on June 17, 2014, 04:35:55 PM
Ok patched up, got a couple of games in. Wish I'd frapsed them actually.

Firstly I noticed the lottie window that pops up showing what percentage of mechs are in the queue and saying what class I should load if I want to get a fast game. That's a nice feature! Props. So following the suggestion I dropped in my raven and ran around terra therma. Won the game, did 350 damage. My tgeam all seemed to have a clue and stuck together as a bunch and basically focus fired the enemies. Good play from them, but the Clanners scored top damage on both teams (700 and 600 on my team)

So next game, it suggested medium, so I selected a Shadowhawk and went in. And it was searching when I noticed my mech had no engine. It was seriously going to drop me in a match in a mech with no engine. LOL ffs.

Anyway, problem fixed and into the breach. This game I did 250 odd, but in a 12-8 game all the surviving mechs were clanners. And from what I could see ot was a snipefest. And yeah, Kitfoxes.


Title: Re: Clan Invasion
Post by: Samprimary on June 17, 2014, 07:01:36 PM
how do i clan mech

like seriously i'm trying to buy one right now?


Title: Re: Clan Invasion
Post by: Sir T on June 17, 2014, 08:07:48 PM
You probably still can buy one of the Clan Packages. Otherwise you have to wait till they can screw you for MC or you can buy one for 100 hours worth of Cbills.


Title: Re: Clan Invasion
Post by: Ironwood on June 18, 2014, 05:28:30 AM
Not really getting this.

Some things are better, there's a lot more brawling, but it's a LRM fest for the most part and there's still a lot of long range gankage if you get out of cover.

The Clan mechs are.... Clan Mechs.  If you're up against one on your todd, you're fucking toast and you may as well just jerk off while they ream you.

I'm having some real problems with crashing, but I suspect that's because I can't resist alt-tabbing during wait times.

Mech lab is STILL cancer.  Honestly, what the almighty fuck.  I like the new Gun Proficiencies until I found out that they're cheap for XP, but they also cost A FUCKLOAD of credits, so it's a gold sink for the hardcore, which means I'm probably fucked.

The verdict :  It's better, but it's not Diablo 3 Patch.

 :oh_i_see:


Title: Re: Clan Invasion
Post by: Falconeer on June 18, 2014, 07:30:17 AM
I think the biggest difference with the "Old Days" is that there were only 8 'mechs per side back then, so everyone tended to survive a little longer, and that PPC was in such an unusable state that the only long range weapon was the Gauss, which used to have people ragequit a lot anyway but made their 'mechs more fragile. The game will always have 'mechs able to take you out from very long range, and I guess that's fine, but compared to two years ago we all die quicker because there's simply 33% more firepower than in the beta days. Which results in a lot more "WTF?" deaths. Funny because back then there was no ghost heat so things like the 6LL Stalkers were common, and yet everyone adapted to that. But 12 'mechs? Too many angles to cover.


Title: Re: Clan Invasion
Post by: Ironwood on June 18, 2014, 08:19:36 AM
As far as I can see, the Clan survivability is enormously high.

That makes absolutely no fucking difference if you're still stuck in an IS mech.  You're still gonna get cored when you pop yer head up.

 :why_so_serious:


Title: Re: Clan Invasion
Post by: Falconeer on June 18, 2014, 08:57:38 AM
Competitive players : What is your opinion on the balance of Clan vs IS? (http://www.reddit.com/r/OutreachHPG/comments/28g48o/competitive_players_what_is_your_opinion_on_the/).