I'd have thought that would be the main point of clans and lances. Allowing you to have a chain of command of sorts. Which is something we'd have to figure out once we're all in. Do we go with one leader for it all and individual lances or do we have a sort of council of the lance leaders and have the actual leader as more of an administrative roll (taking charge or adding, removing members etc)? If to only make large decisions easier for everyone.
I'd say have a different chain of command for in-combat and out of combat. Essentially, Officers, and Executives- one handles deployment, resources, which contracts to take and the like (Executives) while the other handles in-combat action, actual deployment and drops, and the smaller tactics and strategies going on during firefights.
Personally, I love taking charge during a fight, coordinating efforts and directing artillery, recieving and acting on information brought in by scouts. I do best in a support role.
I was worried about the long-gevity of a deathmatch game without something to work towards like mission objectives and such.. I think this is mostly concoured by the fact that our actions and victories will determine how big our merc unit can get and it will effect the shape of the inner sphere....
it would be nice if some faction could concour the map before the clans arrive. It would make a mockery of their reason for attacking
Judging from the Q&As, the developers wish to stay close to the canon, so no one faction will be able to take over another completely. There will be worlds flagged as unconquerable and others that can be fought over. Depending on the timeline, the status of these worlds can switch back and forth. Essentially, since the players do not represent the entirety of the Inner Sphere's military power, you could say that their actions will be limited to certain fronts. Even though the factions as a whole will remain partially untouchable, the players will be able to leave their mark on select zones. Mercenary companies can conquer planets for themselves or take contracts from various governments, players aligned with one of the Houses will fight over border worlds, etc.
We decided rather early on that we would have a merc group. Since my pc has been updated now, I can join, but i can't change my question answers, so I will be forever pending.
I also just read through the back end of this thread (its pretty large) I've been playing the Mechwarrior games for years, a Dakka merc group would be amazing. That would be something i'd defiantly love to get in with.
I'm considering getting the Elite Founder package. Is there any word how the four Founder mechs stack up in-game? I'm familiar with their capabilities from playing Battletech, and I'm curious if there's been any discussion on how well that translates in MWO. Are they all pretty balanced in their role, or is the jury still out on that? I was leaning towards picking the Hunchback, but I don't want to get stuck with a mech that will end up being sub-par compared to the others. I'm guessing a bunch of people will pick the Atlas since it's an assault mech, and I'd kind of like to go with something different.
I admit I haven't read every single page of this thread yet, so I apologize if this has already been covered, but how do you go about gaining new mechs in the game? I know you have a limited number of garage slots, so do you just get to buy new mechs with in-game currency, or can you salvage them too, or gain them in other ways (like by gaining experience or something)?
Hordini wrote:I'm considering getting the Elite Founder package. Is there any word how the four Founder mechs stack up in-game? I'm familiar with their capabilities from playing Battletech, and I'm curious if there's been any discussion on how well that translates in MWO. Are they all pretty balanced in their role, or is the jury still out on that?
Since the balance in MWO cannot be adjusted by tonnage or BV (as everyone brings 1 mech; matches do not have a tonnage limit) the developers tried to hit a good medium in-between staying true to the original rules and allowing lighter mechs to have a change against bigger ones. For example, you can beat an Atlas in a Jenner, though I would say that it takes some skill as an Atlas just leaves more room for error, whereas in a Light mech all depends on you not getting hit (so speed and clever manoeuvering > armor).
It basically results in a neat rock-scissors-paper kind of game where you have some type of mech performing better against another, all having a distinct role on the battlefield. For example, Assaults are so friggin' slow they have trouble hitting nimble Lights, which makes Mediums good at protecting them, because they do nice against Lights. At the same time, Heavies are perfect against Mediums, but draw a short one against Assaults. It's a mixture of speed/agility, armor and weapon power. And it works!
I will point out that the above isn't a necessity; I have heard ( ) that Lights can perfectly kill Mediums and Heavies as well. It really comes down to how the team works together, and what kind of role you think you'd be best at or would prefer performing in. And, of course, how good you are at being a mechwarrior.
Here's a dev comment on the subject:
"A very big concern for us was that Lighter 'Mechs would perform poorly against larger ones, and what we've done is make it so that each tier is equal to every other tier of 'Mechs - in this case, Light 'Mechs such as the Jenner pose a large risk to Atlas', and Hunchbacks are just as deadly as Catapults. You'll never run into a situation where you 'cannot damage' an opponent (other than losing all your weapons of course.)" -- http://mwomercs.com/news/2012/06/312-ask-devs-8-answers
For the record, I have purchased the Legendary pack, but I intend on rolling as a Jenner.
Hordini wrote:I admit I haven't read every single page of this thread yet, so I apologize if this has already been covered, but how do you go about gaining new mechs in the game? I know you have a limited number of garage slots, so do you just get to buy new mechs with in-game currency, or can you salvage them too, or gain them in other ways (like by gaining experience or something)?
You buy 'em. There's two currencies, c-bills (the normal ingame money) and mech credits (the real money shop currency). I think you can buy everything for c-bills, but given that it's an F2P game that has to be financed somehow, I can perfectly see some stuff only being available for mc later on. Clan-tech maybe?
Lt.Soundwave wrote:Just found this thread today. I'm actually in the beta right now and a longtime battletech fan. So far Im finding the game quite enjoyable
Think it'd be possible to outfit a Catapult with nothing but as many AC20s as can fit in the 'missile pods'? For a real "Dakka Mech".
As of now i dont think you can. I I'm not mistaken I have not seen anything with more then one ac20 in the beta sofar. There is a model of catapult that has two ppc's though.
The Catapult C4 has 2 missile hardpoints on each side, so in theory you could slot 4 LRM20s. They take up 10 tons a pop, however, and generate heat like a furnace. I guess you could do it, but end up with something that is slow as hell, has little armor and operates close to blowing itself up the moment you pull the trigger.
If you want dakka, you could maybe try 4x LRM10 - same tonnage and heat, but you can launch them independently. Or perhaps you could even try 4x LRM15 for a grand total of 60 missiles per salvo?
Definitely looking forward to this game. I've been leaning towards the lighter end of the spectrum and will probably end up picking up the founder's elite package. The Atlas is tempting but something tells me that there will be plenty of Atlases rolling around in need of either flank security (Hunchback) or fast recon (Jenner). Shame that I can't get the Raven as part of the package.
Do we know how Lances and teams will be selected in team? Is it based on tonnage, BV, Level of the mech (like the matchmaker in Wot)?
I think they mention it in one of the FAQs that they have done. Your team is created from members of the same group you are part of, e.g. your merc group or house Marek members. You can invite people also so that you will defiantly be paired with them.
Yup, doesn't have to do with tonnage or BV at all. Which is why they mention in the dev Q&As (as already quoted in an earlier post) that any mech has a chance of beating another. With a Jenner, you can still beat an Atlas - you just shouldn't attempt doing so from the front.
As for the Founder's Packages - decide soon! Just about one more month until early access starts. Geez I can't wait.
Think it'd be possible to outfit a Catapult with nothing but as many AC20s as can fit in the 'missile pods'? For a real "Dakka Mech".
As of now i dont think you can. I I'm not mistaken I have not seen anything with more then one ac20 in the beta sofar. There is a model of catapult that has two ppc's though.
Actually, People are rocking twin AC20's on the C4 (or whichever one has the machine guns) since it has balistic slots you can in theory slot them in, so, people threw away some armor etc. to get more free weight and threw those in. They are one trick ponies though, they can't carry a lot of ammo, the effective range is Abysmal and enemies will gut you even faster due to the lack of armor.
Yeah, it has - looks kinda "plasticky" though. But maybe that's just the black colour. I still prefer the Razer Artemis concept, as far as visual impressions are concerned.
The Hawken has the bonus of an integrated keyboard, but the Artemis just looks more sturdy/rough/"industrial" and has been built especially for BattleTech.
Spoiler:
It may also be of note that Battlemechs are, canonwise, indeed controlled with only one stick (for the torso + weapons), whereas the left hand is for adjusting the speed.
Turning the entire 'mech left and right is normally done via pedals (which are also used for the jumpjets, if you hit them simultaneously), but I assume these functions are supposed to be integrated into the stick. That said, it should be possible to add pedals to the Artemis controller, too, shouldn't it ...? For the right feel.
If I were in the Beta I wouldn't be chewing on the plasterwork in my house to try to keep my mind off the fact I'm not in the Bate yet..... more invites being sent round on the 10th I think I read the other day.
Automatically Appended Next Post: Do we have a rough cost for either or both of those controlers yet?
mullet_steve wrote:Do we have a rough cost for either or both of those controlers yet?
Not to my knowledge, but the Razer one is rumoured to end up somewhere in the 200-300 range, because lol razer. That's just the internet talking, but given the brand name AND the screen I could actually see this happening.
infinite_array wrote:One the (our) left arm - DAK.
And you can just see a A on the (our) right arm, with a little line that seems to be at the same angle as the K.
Oh, I saw the DAK-KA, Stormcrow. I was just wondering how there could possibly be a Mech so closely assosciated with us- a descendant of the Rifleman (a Mech we name one of the common Dreadnaught variants after) that has Dakka on it?
anyone else having trouble buying a founder's package? It's not my card and I don't get any kind of failure notification... I just can't figure out what's going on.
So... the Hunchback. Close combat brawler with the AC20 and armor package. Do you think that's the preferred load out or would the Swayback (8 medium lasers/ tons of heat sinks) or the 4N (AC5/ 2x LRM-5) be better in a heavy/assault mech support role?
I'm leaning towards a greater emphasis on fire support and away from a "one gun to rule them all" approach since everyone and their brother will be shooting that right torso of any hunchback around. Although you don't get that huge damage output that a round of AC20 gives you, you theoretically make up for it with more sustained damage over time. I suppose the map that you'll be playing will make a big difference.
If you're leaning towards fire support, wouldn't the Catapult with its tons of LRMs be better suited for that role?
If you want to support Heavies and Assaults in close quarter brawls, on the other hand, any Light or (better yet) Medium would do. Weapon choice is largely a matter of personal preferences. Do you want to dish out a sustained amount of damage by firing a gun again and again, or do you lean more towards alpha spikes?
Lynata wrote:If you're leaning towards fire support, wouldn't the Catapult with its tons of LRMs be better suited for that role?
If you want to support Heavies and Assaults in close quarter brawls, on the other hand, any Light or (better yet) Medium would do. Weapon choice is largely a matter of personal preferences. Do you want to dish out a sustained amount of damage by firing a gun again and again, or do you lean more towards alpha spikes?
Well, I wanted an "all-rounder" since I plan on at least somewhat roleplaying my mechwarrior. Not everyone gets to have an Atlas. Mediums are the "workhorses" of the mechwarrior world and I've always liked jack of all trades, master of none type vehicles. The Catapult is a long range support mech with a modest medium to short range punch. The Atlas is an all rounder but I think of it as something akin to a Land Raider or Monolith - a center piece. I don't think every lance should have one. I wanted something to contribute at all ranges while maintaining a decent power to weight ratio and some armor. Something that would be maneuverable enough that it could keep the lights from running rings around Atlases and Catapults while also being able to take a hit or two from a heavier mech. A general purpose support mech which is something I think will be sorely missed as I think people will tend to dive to one of the extreme ends of the spectrums (e.g. Atlas [toughness], Jenner [speed], or Catapult [range])
Ah, that makes sense. I suspect you'd enjoy the Centurion for now, or similar Ac/10 mediums once they're added. If you're looking for the perfect ride, you might want to hold out for the Enforcer. It is the perfect example of a balanced medium mech- dangerous at all but extreme ranges, no heat problems, and medium speed.
Gitzbitah wrote:Ah, that makes sense. I suspect you'd enjoy the Centurion for now, or similar Ac/10 mediums once they're added. If you're looking for the perfect ride, you might want to hold out for the Enforcer. It is the perfect example of a balanced medium mech- dangerous at all but extreme ranges, no heat problems, and medium speed.
Just read up on the Centurion and you are right! That was basically exactly what I was looking for. Hit 'em early and keep whittling at 'em as they close. Someone the Catapults will be glad to have covering their backsides.
flukezor wrote:My favorite Medium Mech was always the Bushwhacker, Less used in the novels but in the previous games man that thing was such a brawler!
Also: chicken walker!
Gitzbitah wrote:I thought heavies and assaults generally wanted to engage in close quarters brawls, except for snipers like the Awesome.
Depends against whom they fight - if it's other Assaults and Heavies, then yeah (except for the LRM boats and the "snipers" you mentioned). If it's against Lights and Mediums, then they need backup, else the enemy will just run in circles around them. Mediums are perfect for an "escort" role since they're good against those the Assaults have the biggest issue with: Lights.
You can also gear them for close range fire support - just keep in mind that a jack-of-all-trades will not perform as well as the specialists. Even the devs recommended against it. Perhaps, rather than taking a Medium and giving it a smaller engine to make room for heavier guns and armor, instead take a Heavy and give it a faster engine?
That Jägermech looks awesome! In other news, I signed up for the Elite Founder's package, and decided I'm going to be rocking the Hunchback. I wonder how popular the Hunchback is going to end up being in comparison to the other Founder mechs. I've heard a lot people people talking about the Jenner, Catapult, and Atlas, but not so much about the Hunchback. Like I said before, as much as I love the Atlas, I bet they're going to be a dime a dozen once the game gets going, and I don't want to play the mech that tons of other people will pick.
I really like the hunchback, I've tried the lightbulb version and the ac/20 version and really like them both. Not a bad choice if you ask me. Not saying that is how they will be in the final version but mechs like that are important to guard the backs of the assault and heavy front liners.
I've gotten the Legendary Founders pack. Me and my friend are going to be playing Duo a lot i can see, so our plan at this time is to go a Jenner/Catapult combo, 1 spotter/light guard for the catapult. I really like the dynamics and tech tree's they are implementing with this game. Really looking forward for its release.
don't worry Ledabot well keep your mech warm for you... not saying well keep it in one piece.....
Automatically Appended Next Post: I've been practicing my skills with MW4 and I have to say although the mechlab is more inkeeping with BT I really hate the limitations... like no changing engine or heatsinks........ its really annoying.
Its all on the bottom left of the screen. It has heat sinks with a box to the right for the number and Top speed/ Engine upgrade just below it and another box to the right of that showing the top speed the mech can run at.
Are you just complaining about not being able to place the sinks in the different slots or are you just unable to see them.
not my unit and we haven't officialy formed yet... I believe we planning to create the unit on aug 7th when the founders early access goes Online...... but as I said I'm not fit to take charge
But really, 15 mechs for 4 weight classes ... that would mean a "fair" quota being 3.75 mechs per weight class so far. Assaults take 3, and it's not impossible that mech #16 will be a 4th one. So Assaults aren't really underrepresented.
Basicly, The next mech will be an assault mech; Several guesses as to what it will be though. I'm going for the highlander or the cyclops, the mauler just doesn't have enough variants to convince me that they will be using it.
Actually, People are rocking twin AC20's on the C4 (or whichever one has the machine guns) since it has balistic slots you can in theory slot them in, so, people threw away some armor etc. to get more free weight and threw those in. They are one trick ponies though, they can't carry a lot of ammo, the effective range is Abysmal and enemies will gut you even faster due to the lack of armor.
I tried this just to see and you have to dump all your armor and then have only 10 rounds, five for each. It didn't work so well. So then I replaced the two 20's with 10's and took 75 rounds and half armor and it worked much much better. I got 4 kills in the first game and 2 in the next.
That's one of the unseen though, isn't it? I don't think they're going to poke that sleeping dog while they still have the Clans and hundreds of Inner Sphere mechs to choose from. I expect a Victor or Zeus- the Cyclops just feels like an Atlas-lite, and they haven't done any Steiner/Lyran assaults yet.
I kind of hope for a Charger, but that'll be useless until they introduce melee combat.
-edited to change Vindicator to Victor- my hands typed what I really want to see, not what I meant to type.
3025 Assaults we might see: Charger Victor Zeus Cyclops Banshee Hatamoto Chi Daiboku (aka Mauler)
I think that the next assault mech will almost certainly come from this list. Everything we've seen so far, except for the Raven and the Cataphract, are 3025 designs, and the Raven and Cataphract have both been added to the original 3025 group of mechs in the new 'low tech' readout, TRO 3039. If the first 15 mechs are all in TRO 3039, I suspect that number 16 will be, as well...
2750 Mechs, plus 3050 oddballs, plus Unseen: Thug Highlander King Crab Crockett (aka Katana)
Shogun Annihilator Imp
Goliath Longbow Marauder II
The first four are 2750 era, Star League designs. They're all solid mechs in their own right. However, none of the previous 15 mechs were 2750 Star League designs, I suspect that number 16 will not be, either. Interestingly, the Crockett/Katana was excluded from the newer TRO 3039, which is the replacement for the old TRO 2750 and TRO 3025 (as far as I can recall, it's the only mech to be excluded in that fashion).
The second three (Plus the Marauder II, below) are 'orphans' that appeared in the original TRO 3050, and some of them were also present in 2750. However, none of them are in TRO 3025, and they're all pretty obscure and, for the most part, not very memorable. Again, I think these are longshots. With that being said, the almighty Cataphract, along with the Raven, were not amongst the original 3025 mechs; they were written for 3050 (though they were retconned into the reprint), so it's not inconceivable that mech 16 is something from one of these 8 machines.
The final three are Unseen. No other Unseen have made it into the game, and honestly, these are pretty much the least iconic of the Unseen anyway. They're not necessarily bad designs, just not as iconic as the other Unseen, IMHO. If one of these gets in the game before the Marauder, Warhammer, TBolt, Crusader, Thunderbolt...
I expect the next assault mech to the the Zeus or the Banshee. They're original, they're iconic, they've got a ton of variants, and they're suitably different from the Atlas, Awesome, and Stalker. The Victor might also be a contender, since it's the only Assault of the original bunch that can jump. The Cyclops, while a cool design, is essentially Atlas Jr. Charger's a lost cause, Hatamoto Chi and Thug are cool designs but similar in loadout to the Awesome. King Crab is a monster on paper, but it's bad range and pathetic ammo stores (5 shots each for the cannons, 8 shots for the LRMs) would really affect it's playability in MWO. The Highlander, Daiboku (Mauler), or Crockett (Katana) would also be pretty cool to see, all three are solid scrappers (the Mauler especially so, once you replace those quad AC2's with a pair of LB-10x's). The highlander also has the ability to jump, putting it on a very short list with the Victor for jumping Assault mechs, which could make it more a more attractive choice.
Great list of mechs, the Awesome is literally one of my favourite mechs in both looks and pain bringing to others. Although I do like seeing Victors and also Devastators, though think the Dev may be far too new tech?
The Devastator was unveiled in TRO 3055, but according to the fluff, it was a late Star-League prototype that was rediscovered in 3023 and put into production by Davion engineers in 3048 (low-tech prototypes were built earler). It's a real monster. I don't think it will be mech number 16, though- nothing else from TRO 3055 has been spotted, and there are still a few really iconic 3050's that have yet to be seen.
The Dragon, like almost anything else that relies on an AC5 as it's main gun, feels like a bit of a lightweight (especially since MWO has doubled armor values). The Ultra improves things somewhat, but not by much. The Grand Dragon is a little better; while still undergunned compared to many other designs in the 55 to 65 ton range, the Grand Dragon is startlingly fast. Better yet, it's almost certainly better armored than anything else at that speed band (6/9 speed with ~11 tons of armor and 6 tons of internal). Despite the virtues of the design, the Dragon variants in MWO are pretty poor- IMO they feel hamstrung by the hardpoint system (the Center Torso missile hardpoint is hampered by the fact that the CT has only 2 critical slots so can't mount a LRM 15 or 20; the main gun is a ballistic hardpoint but it's a real stretch tonnage-wise to get a Gauss Rifle or AC20 in there, etc). It's fat belly makes the CT a big target (though I believe this has been remediated somewhat), and the high price of engines means you're going to have to invest a ton of cash into the Dragon if you want to improve it (either by slowing it down and upgunning it, or dropping in a high output XL engine for more speed).
Give me a mech that can mount 2-3 of them, and I'm a happy sniper.
Good luck with that. They have changed things a bit in MWO, if you were to put two gauss in a cat, you would have to take a really bad engine and almost no ammo or armor.
Give me a mech that can mount 2-3 of them, and I'm a happy sniper.
Good luck with that. They have changed things a bit in MWO, if you were to put two gauss in a cat, you would have to take a really bad engine and almost no ammo or armor.
I have it on good authority you can get a catapult with 2x gauss, 60 rounds of ammo, same armor as a normal catapult, but its about as fast as an atlas.
Rule number one about closed beta: don't talk about closed beta. There is an NDA involved, and I don't know how seriously Piranha is taking it.
That being said, I have it on good authority that, in the beta, your MC resets every time they release a new build, so you shouldn't worry about spending it.
I cant wait for everyone to get let in. I'm excited for you. If your as big of Battletech fans as you all seem, you are going to love this game.
I have been a PC gamer for the last 10 years or so and only a handfull of games have made me go oh wow at the graphics, this is one of those games. I have it on good authority that this game has really really good graphics. I have also heard that they have been patching away at it fine tuning things and it also runs smooth now as well.
I'd also love additional battlefield elements aside from battlemechs. Infantry, VTOLs, tanks, that kind of stuff.
Still, it's an awesome game even without a campaign and those other assets. It's surprising what you can do with such a simple type of gameplay when it's coupled with neat graphics and such a cool franchise.
Hmmh ... I noticed the first post has the pilot names of people interested in dakka's merc unit. Any way that other pilots could be listed there as well, just to have a list of dakkanauts for people to group with for impromptu games later on?
well it has been made public on mwomercs.com that since all founders should now have been invited to the beta we can now publicly announce we founders are in the beta.....
It's fun. I can't get the hang of lights, although I've seen some really good light pilots. If people want to play, hit me up in game any time (pilot name is the same as here).
Mediums exist to kill lights. Just as Heavies kill Meds, Assault kill Heavy (and med), and Lights kill Assault (well, have a good chance due to speed).
Also, it's more that the mediums put in to MW:O are kinda really slow. A few examples of (IMO Better) faster Mediums:
TR1 Wraith - 118KPH
ASN-21 Assassin - 118KPH
More importantly, is something that can keep up with lights in a scout role... stuff that's in the 85KPH range, and there really isn't a medium like that in MW:O yet. The strength of the medium isn't the Hunchback and Centurion, it's the Phoenix Hawk, Shadow Hawk, Griffin, and Chameleon.
Shrike325 wrote:Mediums exist to kill lights. Just as Heavies kill Meds, Assault kill Heavy (and med), and Lights kill Assault (well, have a good chance due to speed).
Also, it's more that the mediums put in to MW:O are kinda really slow. A few examples of (IMO Better) faster Mediums:
TR1 Wraith - 118KPH
ASN-21 Assassin - 118KPH
More importantly, is something that can keep up with lights in a scout role... stuff that's in the 85KPH range, and there really isn't a medium like that in MW:O yet. The strength of the medium isn't the Hunchback and Centurion, it's the Phoenix Hawk, Shadow Hawk, Griffin, and Chameleon.
Just outsize the engine in an awesome, and you book it at 75kph.
Add in medium pulse lasers and SRMs, and you can frag anything foolish enough to mess with you
Im a big Fan of mediums as my primary mech (favourite was the Bushwhacker) because i feel they are good "brawlers" no they don't have the heavy armour heavies and assaults do or the speed a light does but it has that "jack of all trades" kind of feel to it. I belive they are great support mechs, either taking the fire away from a heavy/assault for the "easier kill" while the bigger and better armed mechs alpha strike the enemy or supporting lights in reconnaissancefor a trap or anything else like that. Yes there are heavies and assaults that can move as swiftly as mediums but they are fewer in number than fast mediums. As previously stated MW:O has yet to get the type of medium mech i love and the speed they usually hold. But so far its a top game really really fun.
Also hiding behind an atlas in a jenner spamming srm6's into its back repeatedly is very very amusing, especially when you take them down
But really though, in good hands, the Daishi is unstoppable... and def the best (and sexiest) mech in the game.
I submit a well piloted jenner would kill a Daishi.
Seriously, you have NO IDEA how deadly a freaking light mech is to an assault mech... its always behind you, and you can't turn fast enough to bring your guns to bear! unless he makes a mistake, your dead!
I believe at least one version of the Atlas has a laser in his back, for this was a hotly discussed topic on the MWO forums. The devs chose to omit it, however, simply because it's "impractical" for the pilot to control it. Sure, I suppose they could program some sort of rear cam, but who in their right mind would waste his attention at trying to aim a single weapon at a very fast moving light mech, instead of doing what he/she can to turn his own Atlas around in order to blast him with the impressive forward armaments?
The most efficient tactic for an Atlas trying to deal with a Light is probably to back against a house or mountain wall, thus limiting the size of the blind spot. Even better would be to have a Medium render assistance, of course.
Lynata wrote:I believe at least one version of the Atlas has a laser in his back, for this was a hotly discussed topic on the MWO forums. The devs chose to omit it, however, simply because it's "impractical" for the pilot to control it. Sure, I suppose they could program some sort of rear cam, but who in their right mind would waste his attention at trying to aim a single weapon at a very fast moving light mech, instead of doing what he/she can to turn his own Atlas around in order to blast him with the impressive forward armaments?
The most efficient tactic for an Atlas trying to deal with a Light is probably to back against a house or mountain wall, thus limiting the size of the blind spot. Even better would be to have a Medium render assistance, of course.
This is one of the reasons I don't like the atlas :(
I like my Awesome, however, because when given a large enough engine, it has the speed required to actually kill the lights
Of course, it surrenders significant weaponry to heavy mechs of similar weight because of the oversized engine, but the added speed makes it ideal for rushing missile mechs and taking down scouts and mediums
Horst wrote:Of course, it surrenders significant weaponry to heavy mechs of similar weight because of the oversized engine, but the added speed makes it ideal for rushing missile mechs and taking down scouts and mediums
We'll just let our team's Atlases deal with you, then.
(that's one of the things I like so much about MWO - for just about anything one could come up with, there's a counter )
Man, I can't wait until the Open Beta goes live...
As for the mechs, I'm glad they put the Jenner in, it was one of my favorites from back in the original Mercs days.
Gonna run a heavy I think. Maybe a Catapult or other missile-centric mech. We'll see how those Jenner's hold up when I've got them locked up for the entire fight. LRMs away!
So, Founder invites have apparently all been sent out now. See you on the battlefield.
Frankenberry: I sooo badly wanted a Raven at first, but after having tested the Jenner (and after having seen the weird redesign of the RVN) I totally changed my mind. It's a more Kuritan mech, anyways.
Lynata wrote:I believe at least one version of the Atlas has a laser in his back, for this was a hotly discussed topic on the MWO forums. The devs chose to omit it, however, simply because it's "impractical" for the pilot to control it. Sure, I suppose they could program some sort of rear cam, but who in their right mind would waste his attention at trying to aim a single weapon at a very fast moving light mech, instead of doing what he/she can to turn his own Atlas around in order to blast him with the impressive forward armaments?
The most efficient tactic for an Atlas trying to deal with a Light is probably to back against a house or mountain wall, thus limiting the size of the blind spot. Even better would be to have a Medium render assistance, of course.
Pah.
An even better idea is for an Omni Mech with a few Battlesuits toting ECMs/designators to ride herd on your Heavy Mechs.
"Oh look. They're trying to attack us from behind. How adorable!"
Thats with every mech, which brings it down. I don't normally get many kills in my missile catapult or scout mechs, though in my K2 its rare I don't get at least 3.
Horst wrote:Whats you guys' kill/death ratio in beta?
I'm at 1.94 so far, 379/195.
Thats with every mech, which brings it down. I don't normally get many kills in my missile catapult or scout mechs, though in my K2 its rare I don't get at least 3.
I rarely if ever get any kills. I'll take PPC potshots, then get into a 1v1 match with a an enemy mech. From here it goes one of two ways.
1. His friend shows up and alpha strikes me to hell in the back
2. My friend show up, and throws a small lazer that does just enough damage to kill him.
Spyder68 wrote:
Matchmaking needs work.. 5-6x Atlas vs 4 Jenners and heaviest mech is 2x Catas. For example.
They have said, a few times, that the current matchmaking system was basically just thrown together so people could play games. Nowhere close to the final product.
Horst wrote:Just had a match... was me and 7 other guys vs a single atlas.
Nice bug in matchmaking
We let him have a trial of position. Didn't even make warrior.
That seems very sporting of you... kind of a worst case scenario for the poor guy though
It was pretty awesome. One of my teammates riding in an atlas decided to try to interfere. blew him away with a couple of salvos to the rear shoulder to blow his engine. Gave me a good reason to team kill
So falling on top of other mechs does damage? Had a friendly catapult not pay attention and ram my Commando before and I think I got crushed. I know it landed on me and I exploded.
n0t_u wrote: So falling on top of other mechs does damage? Had a friendly catapult not pay attention and ram my Commando before and I think I got crushed. I know it landed on me and I exploded.
This is correct.
2 of us were taking tunnel on the Ice planet.
Ran into an Awsome 2v1 and we knocked his armor off front torso.. and rear while he was running away.
Out the door we couldnt see him so guy im with in an Atlas goes left to drop down the hill to check there and i went straight to find him.
I hear on Vent.. Holy crap i just killed him when i fell off the edge.
I took it on as a tactic for my Commando. Runs at 140 km/h and tackles other lightish mechs so they can be shot at. Armour was bulked up a bit first though.
I'd say that depends on how much cash you have on hand to throw away for silly computer games.
Personally, I didn't regret it - I already knew I'd have a blast at the battles, and felt like supporting the company as they seem like really cool people on the forums.
With the $120 Legendary Pack, you don't actually "save money" if that's what you mean; the recognition is more like a thankyou gift for your faith in them.
The $30 and $60 Elite and Veteran Packs, on the other hand, will actually give you a bonus to your credit in their shop system, so if you intend to use that, you may actually save money here.
Supposedly, the full release isn't far away though, and it's actually rather cool to see the game grow. Last couple patches added new mechs and new maps. Kind of makes you wonder what you may get next week!
I want my jagermech... Although I did shoe-horn a gause into my founders hunchback last night which was fun... only went through one match with it though so too early to tell but 20 shots for 2 tonnes of ammo dosen't sound like a lot to me.. I'm thinking of putting an xl engine in there and beefing up the armour and if there's any weight left over a couple of heat sinks and maybe turn those med lasers into large or at least replace the med laser i had to remove already....
I sort of want to join the Dakka group. Just played a random as a Commando I held up 6 members of the enemy team. We still lost to a Jenner capping our base and I have no idea what the other 7 on my team were doing... but just no more...
Mentioned wanting to join a while back, but my name wasn't put on the list.
I also think I randomly ended up in Horst's team yesterday if he uses the same name there as here. I was some K2 named Iustis. He only came out on top of the game.
Spyder68 wrote:Matchmaking needs work.. 5-6x Atlas vs 4 Jenners and heaviest mech is 2x Catas. For example.
They have said, a few times, that the current matchmaking system was basically just thrown together so people could play games. Nowhere close to the final product.
Just had an 8v8 ... all Jenners.
Jihadin wrote:I'm in. Jihadin the name. Running a Founder Catapult.
Always loved Centurions, though if possible I always try to swap out their autocannon for a ppc in games and use the excess left over weight for heatsinks or armour, reckon that will be possible in MW:O?
Yeah, my son just bought a copy of founders and I got to screw around with mech building.........it is very close to what I remember from 20 years ago. It was pretty awesome to fool around with configurations and such. And the gameplay was pretty awesome. I'm going to buy a copy of this when it comes out I really liked that it played like World of Tanks wherein if you die early you can reenter a different game with a different mech....hope they keep that.
MightyGodzilla wrote: Yeah, my son just bought a copy of founders and I got to screw around with mech building.........it is very close to what I remember from 20 years ago. It was pretty awesome to fool around with configurations and such. And the gameplay was pretty awesome. I'm going to buy a copy of this when it comes out I really liked that it played like World of Tanks wherein if you die early you can reenter a different game with a different mech....hope they keep that.
You don't have to buy a copy.... games going to be free to play. Of course, that means you'll need to use trial mechs for a few hours until you can afford a mech of your own, because atlases are expensive.
MightyGodzilla wrote: Yeah, my son just bought a copy of founders and I got to screw around with mech building.........it is very close to what I remember from 20 years ago. It was pretty awesome to fool around with configurations and such. And the gameplay was pretty awesome. I'm going to buy a copy of this when it comes out I really liked that it played like World of Tanks wherein if you die early you can reenter a different game with a different mech....hope they keep that.
You don't have to buy a copy.... games going to be free to play. Of course, that means you'll need to use trial mechs for a few hours until you can afford a mech of your own, because atlases are expensive.
That won't be a problem...I like the ostrich type mechs. I used to roll in a locust back in the 8bit days. A Jenner will work fine for me this time around. Although in 20 years my disposition veered away from manuevering and more towards head straight down the middle and stomp the gak out of something. Of course that probably was a contributing factor as to why my KDR was low last night....just too eager to shoot.
The micro sun build is also fun, for maybe a game or two at most. Obviously something like that should not see play very often at all. Sort of like a death sentence for the pilot.
No controller support makes me sad, also hardpoint restrictions.
No running double AC20 Cauldron-Born like I did during mercs :(
Also, are they ever going to add any more modes? As much as I enjoy dying and being dead for the whole round... it would be nice to switch it up a bit.
No running double AC20 Cauldron-Born like I did during mercs :(
Also, are they ever going to add any more modes? As much as I enjoy dying and being dead for the whole round... it would be nice to switch it up a bit.
Definitely. I want the "dropship mode" or whatever, that I've heard talk of... like if one mech dies, you re-launch in another mech from your stable. Would be cool, and totally balance heavier mechs, if you had a total drop weight of say, 200 tons... you could pack in 10 commandos one after the other, or two atlas.
Just got an email saying I got closed beta access, then an APOLOGY email saying I didn't get closed beta access, then saying I do have closed beta access.
I got the same set of emails, which was kind of awesome, although a little odd, considering I signed up just for the sake of signing up. Oh well, got to download it at home then get to figuring out a decent mech to use. Thinking something light
Jihadin wrote:Imagine the repair bill with the current cash prize system?
Well, even a loss still nets you 45.000 c-bills, not counting any bonuses. Armour repair is free, it just gets expensive when your components took damage - especially the engine - which of course happens most often when you are killed.
But I believe this is working as intended. When you lack the funds to keep your "prime" working, hop into a trial mech and earn some cash until you can repair and rearm everything.
MWO wrote:TRIAL MECHS
These 4 Mechs that allow players to earn C-Bills at 25% of normal C-Bill gains
All users will have access to these 4 Mechs
These Mechs are
Never locked
Do not require repairs/rearm
Never earn XP
Not customizable in MechLab
Also, I think I'll not sell off my Jenner's original engine this time. Last time my XL 280 got damaged after I was cored, repairing it has thrown me back by millions. Having a spare engine around should keep me running without having to resort to a trial should this happen again.
Well, if the mwo forums are any indicator, not many people are happy with the cbill nerf, and for what It's worth I'm with them on that.
It takes basically 111 matches to make 4 million. That kind of grind is insane. I can see going at it for an hour or 2 tops to get a light, maybe 5 hours to get an assault, but the way it is now simply sucks.
I like making less, I like working towards earning something cool, but when it feels like a grind it worries me. Considering a fancy engine can cost just as much as or more than a mech, have fun spending all that time just for something that's fun to pilot, nevermind any weapons you want, those cost extra.
300k for a win, 75k for a loss. That sounds fine to me.
Had a kinda fatal vidcard crash.... been running on basic... most games won't let me run with the onboard. Getting new system soon though so hoping to be joining you in the fight.
@ Helgrenze look up putting your vid card in the oven, might sound silly but it totally worked for me. When i fried mine i got it to work for a week while my new one was shipping from newegg.
Necroshea wrote:Well, if the mwo forums are any indicator, not many people are happy with the cbill nerf
Meh. Forums, shmorums. From what I've seen, people are never happy with a nerf, even if it's for the better of the game. Just look at the many people complaining about engine caps...
Not saying I don't see a certain risk there, though - just ... well, I'm gonna wait a bit and see how much I actually make or lose rather than relying on the panicking rumour mill that is a game's player community.
For the moment, I only see that it's impossible to actually get "locked out" of playing by accumulating too much repair debt, for Trial Mechs are always an option. Beyond that ... well, the devs probably thought that it should take a while to earn a new piece of equipment, for this gives you a longer progression - more time for you to see a goal in the future you can work towards, rather than reaching the "endgame" with a fully equipped battlemech you just take out because you feel like blasting a few enemies. Personally, I'd actually prefer this to a silly grind (I see this game more like a Battlefield, rather than some MMORPG where you have to earn items and level-ups), but I recognise that other people's preferences may differ from mine - and if they do include a progression at all, it makes sense to do it in a way where it doesn't stop after just a few days or weeks.
I'll just try to see it like some "the journey is its own reward" kind of deal where I concern myself more with having fun on the field rather than being concerned about upgrades. Let's see how that turns out - but I think I will have fun either way.
(and yeah, I realise that BF3 now has a "grind" as well - but you really don't feel it very much)
Jihadin wrote:Toying with the idea on submitting a suggestion on hiring tech's to help cut down cost.
Like some sort of "insurance" for people who play often. Pay a monthly flat rate for a percentage drop in repair cost. Yeah, I could get behind that.
Deathshead420 wrote:look up putting your vid card in the oven
What the ...
Technically, wouldn't it be just a huge coincidence if this actually helps, with the opposite being far more likely? I mean, you're basically melting the circuits together, no ...?
Necroshea wrote: Well, if the mwo forums are any indicator, not many people are happy with the cbill nerf, and for what It's worth I'm with them on that.
It takes basically 111 matches to make 4 million. That kind of grind is insane. I can see going at it for an hour or 2 tops to get a light, maybe 5 hours to get an assault, but the way it is now simply sucks.
I like making less, I like working towards earning something cool, but when it feels like a grind it worries me. Considering a fancy engine can cost just as much as or more than a mech, have fun spending all that time just for something that's fun to pilot, nevermind any weapons you want, those cost extra.
300k for a win, 75k for a loss. That sounds fine to me.
Pretty much how I feel, grinding for hours to START gaining xp... no thanks. I've got plenty of other things to do.
What it does is heat the solder and reform a connection that was most likely broken from the heat expansion. The only reason i tried it was I had all ready ordered a new one and had nothing to lose..and it worked. Look it up.
That's sort of what I thought it'd do anyway. It's how the old 360 towel trick worked, the easiest cause of the RRoD was the solder coming loose. Wrapping it in a towel and turning it on, eventually heated it enough to sort of fix that issue.
As for this patch I was ready to grind to get myself a new bird, now it doesn't matter what I do I still earn the same.
Nice ideas and all but when smoke comes off the vid card its time for something new.... Besides my system is so old it takes an AGP card. But damn that IceQ was nice while it lasted. Just for info's sake.... 110deg temps with a busted AC is not good for most componants just glad the whole thing didn't flameout.
The more I think about it, the more I'm not sure about the grind at all. Back when you made more than you could spend, I still had a blast, and even better I supported the game. But when you make so little you lose the ability to customize to your hearts content. You can't make goofy builds on a whim because it sets you back so far chill wise. Some weapons also become bad to take. You can easily fire 80k worth of lrms in a match. Let's say you win that much, well you just made 85k maybe. After ammo there's repairs. More often than not you go into the negatives.
I also don't like the current concept of trial mechs. In order to pilot something you want you have to use something you might not like at all for light knows how long. I'd rather they let you select one mech in the beginning that you get for free. Perhaps give you 24hrs to choose. That way you'll have an idea of what class you prefer. As it stands piloting trial mechs suck. They have high firepower but their heat management sucks. I'd much rather be shooting alot doing a little damage than firing a little and doing more damage but be prone to overheat.
The main problem IMO with the game at this point is lack of content, which worries me. I know its closed beta, and thats fine, but I'm not sure they have a huge reserve of content they aren't letting us test. I would feel better if they straight up said something like they aren't actually releasing the game for another year or so, but I have a bad feeling they are going to go open beta without ANY of the community warfare features promised, like persistent planets / maps to fight over, people will play for a few months, get tired, then quit before they release the features that will actually make this game great.
oh I know, and I'm very much looking forward to getting into a Jagermech or Cataphract...
but its more than that. The key thing that sold me on the idea of this game is the whole "community warfare" aspect they talked about earlier on, where each faction would have planets, and you could fight for control over them in a persistent universe. THAT sounded cool, THAT was why I plunked down the money for a Legendary Founders package. And while I do like the gameplay so far, I haven't seen any information about factions or any kind of mission / objective structure to the games.
If they have more, I'd love to be blown away by it when its released, but I'm skeptical.
Looking at the very first tech manual for mechs minus the unseen. Between 10 and 20 mechs to choose from on Open date.. With more to be release over time. I'm interested on how they're going to handle the Clans. How many will jump from IS to Clan. Probaly dealing with IS mech for a year since the game will start a year out from the Clan invasion just to buy them time to figure that one out.
Pah, those uncivilized tube-bred dogs. Just as well those traitor "warriors" weak of heart may join them - all the more enemies to slay for the greater glory of the Dragon.
Lynata wrote: Pah, those uncivilized tube-bred dogs. Just as well those traitor "warriors" weak of heart may join them - all the more enemies to slay for the greater glory of the Dragon.
Kurita forever!
Now I'm scared since lynata and I both apparently joined the Combine...
It's sad, only a week ago I couldn't wait to jump on mwo, now when I get on my computer, I'll start up the launcher only to see that there's no patching to be done, so no playing to be done.
Man I really want to play but after the last patch I cant really sink the time into getting a mech just for them to reset the cbills as soon as I do. I'm sure it would happen 24 hours or less after I finally made enough cbills to buy one.
"The economy has received a tuning pass and players should see between 50 and 100% increase in C-Bill rewards per match. Tuning will be ongoing until Open Beta." Also, you now get a cash bonus for combat actions like spotting etc.
Lynata wrote: "The economy has received a tuning pass and players should see between 50 and 100% increase in C-Bill rewards per match. Tuning will be ongoing until Open Beta." Also, you now get a cash bonus for combat actions like spotting etc.
Lynata wrote: "The economy has received a tuning pass and players should see between 50 and 100% increase in C-Bill rewards per match. Tuning will be ongoing until Open Beta." Also, you now get a cash bonus for combat actions like spotting etc.
While It's great that they did some much needed repairs to things, It's still annoying that I have to grind in a closed beta. I'd rather test out goofy builds to find bugs, or screw around with things to see what happens. Now, being stupid costs too much.
Necroshea wrote: While It's great that they did some much needed repairs to things, It's still annoying that I have to grind in a closed beta. I'd rather test out goofy builds to find bugs, or screw around with things to see what happens. Now, being stupid costs too much.
There was a long period of time where you could test that. Now, they need to test the grind. It was too long, so they are adjusting it. They need to test ALL aspects in closed beta, not just the fun ones.
Necroshea wrote:While It's great that they did some much needed repairs to things, It's still annoying that I have to grind in a closed beta. I'd rather test out goofy builds to find bugs, or screw around with things to see what happens. Now, being stupid costs too much.
I think they slowly want to get away from that and focus on normal gameplay, with a focus being on testing server stability and the economy. All players used to start with lots of MC and c-bills to try out the goofy stuff, but now they have to tweak progression, which means they have to monitor people starting with a blank slate -> zero cash and a Trial mech. It may not be as fun (as all progress will be wiped once the game goes live, and potentially in-between the time as well), but then again, that's why it is a beta.
For what it's worth, they also keep introducing completely new features. The recent update e-mail hinted at the Beagle Active Probe coming soon...
Then again, the grinding is in a way what they're bug testing. If you can get enough CBills to do the silly expensive stuff, you deserve the results. But if you find a way to skip the grind, game the system, that's what's not gonna be good.
Problem is unless my friend is on, I've got no urge to play. I've got my 2 pulse 2 ssrm jenner. I used to try out other things because I could after a short amount of time. Knowing that everything I do will be wiped pretty shortly, and getting stuck with pugs game after game, just doesn't seem worth it to grind right now.
I understand what going on from the devs point of view, but that doesn't make it fun.
I'm really get tired of the lag mechs, er I mean light mechs. It's funny to watch them run into stuff and glide around on the floor and reappear somewhere completely new. I know it can't be only me that has that happen to them. The new ravens seem really bad for this.
I wanted to toss this out before , If anyone wants to play send me a pm. It would be nice to play with a few people instead of lone wolfn' it.
I don't like the raven. First and foremost the footstep noise sounds like an alarm or something. It's slightly annoying. However, the biggest reason I dislike it is because compared to the jener, it's slower but more heavily armored.
If you think armor is more important than armaments and speed, you shouldn't be playing a light.
EDIT
Yep, I goofed. I unfamiliar with the flea chassis, and when I made my raven I called it a flea, which I imagine led to some confusion when I responded to the post. Apologies gents.
I have had to cool off for a while, I cant sit there and play the same 4 maps over and over lone wolf style just to get enough Cbills to buy a mech that i have been playing with for the last three months.
Maybe when they introduce a new map or mech I'll hop back in.
BTW I never see anyone that is in the OP online, when do you guys normally play?
I took a time out for a month as well, but since about two weeks I'm playing again - and I'm once more hooked. The recent patches had introduced two new maps and a bunch of new 'mechs and equipment such as Narc beacons and TAG, though so far I only tried out the latter. They also reworked some of the cockpits and optimised the netcode and the game engine; runs much smoother now (most irritating: before I occasionally had mechs get "blurred out" when they got close, that really didn't look pretty at all, so good that it doesn't happen anymore).
Me, I am usually playing for about an hour or so, some time after I get home from work (meaning anywhere between 2:00-6:00 am GMT), though for weekends it can happen at almost any time that I feel the urge to don a cooling vest and strap myself into the pilot seat.
Speaking of new features ...
MWO wrote:Upcoming:
- Endo Steel (October 16)
- Double Heat Sinks (October 16)
- Ferro-Fibrous Armor (October 16)
- New Game Mode: Advanced Base Capture (October 23 or 30)
- Cicada (Early October)
- New Map: River City Alternate (Early October)
- Beagle Active Probe (Late October)
- Artemis (Late October)
- Camo/Color Patterns in Mechlab (Late October)
- Battlemech Cockpit Items (Late October)
Deathshead420 wrote: I have had to cool off for a while, I cant sit there and play the same 4 maps over and over lone wolf style just to get enough Cbills to buy a mech that i have been playing with for the last three months.
Maybe when they introduce a new map or mech I'll hop back in.
BTW I never see anyone that is in the OP online, when do you guys normally play?
Honestly, I only play when friends are on at the moment. Because when open beta drops everything resets, I really don't feel like grinding yet. I've got my jenner, my k2 dual ac20 cata, and my fatlas. Don't want anything else. So for now it's strictly play with friends or play something else.
Besides, pugs can make you rage so hard. If it's not people who still don't understand how a ppc work, it's the ones that fire LRMS in close quarters. The game has been out for a while, and I see these things still happening all the time. URGH
Tag system, I've come to enjoy. I swapped my Commando over from a 1B to a 2D, throwing Tag and as many SSRMs it can carry. I tried a game or two with it set up as a Sling before switching to the SSRMs.
I have tried the Raven, but ended up selling it as it wasn't as fun as I thought it'd be. The cockpit looks nice though.
I've been really enjoying my raven. Its a bit slower than I would like but overall, its small size helps keep the heat off. I upgraded the engine to assist too. Until I save for an awesome or a cicada, I will be rocking that.
It's good to see that they finally have revealed it. Its been talked about for a while since they showed the picture for it in PC power play or something like that. They were just trying to mix it up a bit apparently.
Yep, they revealed it in the PC gamer. The hero mech though people are still wondering on. I'd like Yen Lo Wang and it seems to be a popular wish list for it, but that's because I like the Centurion a bit. But, in the current timeline it'd pretty much just be a AH with only a AC/20. Which I like to run anyway, but has some pretty big limitations (namely you want a urban map or something like that (duck out shoot, retreat for reload and attack from a new direction)). Give it a few months and it gets its upgrade to a gauss and a few med pulses.
It really does seem to be the Yen Lo Wang. Apparently the custom paintjob is already in the client files, and someone edited them to have it applied to the CN9-AL:
Rawr.
But how do you like the new Cicada screenshot? Also note the winter version of Forest Colony!
Spoiler:
[edit] lol, accidentally wrote Yen Lo Want instead of Wang.
Sadly, for some reason despite now exceeding the minimum standards I cannot get this game to function properly :/ it appears to be my processor, I guess. I suppose I'll wait for them to optimize it more.
Hmm, my pc is always lagging too, but being quite new, Its not really the computers fault. I blame the fact I live 20000km away for the nearest server in the US.
Catapult is brutal if you get the K2 and go for 2x Gauss Rifles.
Or the A1 with 6x streaks.
Yesterday I was taking out my streakapult, and I literally 1 shot a commando. Blew off his arm, chain reaction from ammo cooking off took out his shoulder, where he had an XL engine. Was pretty awesome.
Horst wrote:I wish you could fire streaks without a lock :(
Not sure why you can't.
"Streak Missile Launcher technology was developed and applied to the SRM-2 by the Terran Hegemony in 2647. It ensures that all missile tubes acquire a target lock before its missiles fire. This improvement upon standard Short-Range Missiles conserves ammunition and eliminates unnecessary heat buildup." -- sarna.net
BattleTech actually has a canon, and the devs at MWO mentioned they intend to stick as close to it as possible. I guess some sort of override button would make sense, but you could argue that whilst this had existed back then the tech simply got lost during the Succession Wars...
As for the SSRMs, I vaguely recall something being said about altering the impact pattern of the missiles...?
The more pressing issue right now (imho) seems to be LRMs - and possibly Gausscats abusing the MG hardpoints to slot twin gauss. >_>
Horst wrote:I wish you could fire streaks without a lock :(
Not sure why you can't.
"Streak Missile Launcher technology was developed and applied to the SRM-2 by the Terran Hegemony in 2647. It ensures that all missile tubes acquire a target lock before its missiles fire. This improvement upon standard Short-Range Missiles conserves ammunition and eliminates unnecessary heat buildup." -- sarna.net
BattleTech actually has a canon, and the devs at MWO mentioned they intend to stick as close to it as possible. I guess some sort of override button would make sense, but you could argue that whilst this had existed back then the tech simply got lost during the Succession Wars...
As for the SSRMs, I vaguely recall something being said about altering the impact pattern of the missiles...?
The more pressing issue right now (imho) seems to be LRMs - and possibly Gausscats abusing the MG hardpoints to slot twin gauss. >_>
LRMS's aren't THAT big a deal, I think they've fixed the problem with missiles having noclip on hilltops.
Anyone else having problems with the patcher? Every time I try to update my patcher crashes. I've even completely uninstalled the game and reinstalled it... still crashes.
Horst wrote:LRMS's aren't THAT big a deal, I think they've fixed the problem with missiles having noclip on hilltops.
Nah, there's still some places where they'll fly right through, and since they doubled their damage it really hurts to get hit - at least if you're in a Light.
Personally, I'm hoping they revert to how it was 1-2 weeks ago. Right now, scouting has become a lot more dangerous, though ofc it does depend on the map a bit (like, River City vs Caustic Valley).
Sgt_Scruffy wrote: Anyone else having problems with the patcher? Every time I try to update my patcher crashes. I've even completely uninstalled the game and reinstalled it... still crashes.
That's weird. I heard people having issues with the patcher on the forums, but everyone says uninstall/reinstall is supposed to fix it. You're sure you removed all data from your system? Not just uninstalling, but actually checking that everything is gone?
So I guess patch hit today? Just got an email with the changes. For the first time it didn't go to the spam folder. Odd.
Spoiler:
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
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
While I still won't play until it goes open (don't see a point in grinding only to lose it all), I think this patch was decent. Although, I must say the removal of knockdown does give me a bit of a simmer. Knockdown occurs only if you're a bad pilot or someone is hitting you for the sake of helping their buddies shoot a stationary target. I don't see the need to get rid of it.
Necroshea wrote:don't see a point in grinding only to lose it all
It's ... friggin fun dammit. The game isn't about gathering XP and c-bills, it's about blowing up 'mechs!
Necroshea wrote:Although, I must say the removal of knockdown does give me a bit of a simmer. Knockdown occurs only if you're a bad pilot or someone is hitting you for the sake of helping their buddies shoot a stationary target. I don't see the need to get rid of it.
As a Jenner pilot, let me assure you that it can be quite frustrating to get knocked down. I actually agree that 'mechs of a heavier weight class should be capable of knocking smaller 'mechs down - but at the same time it is kind of a poor gameplay when you have some Lights whose only job it seems to be to run into you so that their lancemates can core you whilst you're unable to move.
Stationary Light = Dead 'Mech, and I actually did encounter pairs of 'mechs where the players have teamed up and switched roles, with one of them pouncing on the target and the other shooting. When tackling starts to replace shooting as the preferred tactic, the gameplay experience kind of turns sour.
Still seems kind of harsh, I did not expect nor wished for them to remove it entirely.
Lynata wrote: The game isn't about gathering XP and c-bills
For your foolishness, I sentence you to excessive game time...IN TRIAL MECHS!
Enjoy your overheating!
Seriously though, for me the game is about mech experimentation. Tinkering around in the shop making silly and serious builds. In order to do that I have to grind. I'd rather not spend a couple hours a day for a week to get a single engine or mech, only to have it all stripped away in a month or so (surely open release is soon)
I'd rather just wait. That way I run no risk of burning out and getting tired of it by the time it's ready for the public eye. Also the people I play with feel the same way, and playing with pugs is beyond torture.
Edit - Also, I'm strictly a light pilot. If you're getting knocked over, it's because you suck as a pilot. If you're getting teamed up on by lights and having one ram you, then you need to stick close to your team mates.
Necroshea wrote:For your foolishness, I sentence you to excessive game time...IN TRIAL MECHS!
Enjoy your overheating!
Necroshea wrote:Seriously though, for me the game is about mech experimentation. Tinkering around in the shop making silly and serious builds. In order to do that I have to grind. I'd rather not spend a couple hours a day for a week to get a single engine or mech, only to have it all stripped away in a month or so (surely open release is soon)
Point taken - but they did not reset c-bills fully. I had 16 million to fool around with - enough to pimp out my Jenner with Diplan Scout-A Endo-Steel Chassis, Double Heat Sinks and 6.6 tons of Starshield Ferro-Fibrous Armor. <3
Necroshea wrote:Also, I'm strictly a light pilot. If you're getting knocked over, it's because you suck as a pilot. If you're getting teamed up on by lights and having one ram you, then you need to stick close to your team mates.
Eh, in the heat of combat you do not have 360° awareness. The concepts of hit&run and scouting (which a Light is all about - how do you play yours?) require a fair bit of distance from your team from time to time, not to mention that your speed means you're the one that gets sent when the enemy is base-capping, and that even having friendlies nearby does in no way prevent getting tackled anyways.
If I would "suck", I assume it would have showed in my stats. ;P
Samurai honour demands I now challenge you to a duel!
Lynata wrote: ]Eh, in the heat of combat you do not have 360° awareness. The concepts of hit&run and scouting (which a Light is all about - how do you play yours?) require a fair bit of distance from your team from time to time, not to mention that your speed means you're the one that gets sent when the enemy is base-capping, and that even having friendlies nearby does in no way prevent getting tackled anyways.
If I would "suck", I assume it would have showed in my stats. ;P
Samurai honour demands I now challenge you to a duel!
I accept your challenge, but alas! We've not the tools to test our worth!
When I play light, because I run with a small group of other guys, I usually end up with a lot of pugs. As a fast light, I play many roles. Scout, base defender, light support, pressure relief via enemy base capping, dog fighting for particularly troublesome lights, and my favorite being LRM boat assasination.
Generally because nobody tends to go back, and everyone is slow to go forward, I play mid point. That way I can react to any situation that needs me.
I get knocked over every so often, but this is usually because my teammates walk straight through me. Being a light, you need to get close, but it IS possible to be too close.
We wanted to give you an update on how everything is going, and to thank you for being here with us!
Firstly: Open Beta is on schedule and will be beginning quite soon (12 noon PDT, Monday!) This means we’re very close to getting the final phases of the main beta features coming in. On that as well, Open Beta is our final reset. Once it happens, we will not be resetting everything again. We will be resetting C-Bills, MC, XP, GXP, Mechs, and inventory. The only thing you’ll keep is your friends list. However, if you have a Founders pack, everything will be added from that pack. Also anything you’ve purchased (with MC) will be added back.
Also, we’ve added the Cicada, which is currently my favourite Mech. It’s a lot of fun, and if you have the chance, I seriously suggest you try it out. We also added new variants to the Jenner (JR7-K); Raven (RVN-3L); Awesome (AWS-9M). And for your Mechs equipment, we added Ferro-Fibrous armour, Endosteel structure, and Double Heat Sinks. I’m feeling more and more a kid in a candy store in the Mechlab. On top of that, we added our first hero Mech, the ever-iconic Centurion, Yen-Lo-Wang! Sporting an AC/20, two medium lasers, 30% C-Bill boost, and a very cool paintjob, the Yen-Lo-Wang certainly stands out on the battlefield! (Check it out in the Mechlab for more info.)
Ah, and one more thing – we’re adding the Premium Account Button for Founders purchasers. What does it do? Shortly after Open Beta hits, Founders purchasers’ premium time will be reset once more and a button will be added. If they press this button, their time will begin. This will be a one-time deal, so use it wisely!
Krellnus wrote: Also anything you’ve purchased (with MC) will be added back.
I really hope this doesn't mean all the times I wasted MC on stuff just to see it then and there instead of waiting then using money will come back to me. I only used it because I was under the assumption that when beta goes open everything resets.
Necroshea wrote:I really hope this doesn't mean all the times I wasted MC on stuff just to see it then and there instead of waiting then using money will come back to me. I only used it because I was under the assumption that when beta goes open everything resets.
I kind of think that's just bad wording, else they would not reset MC too? The way it sounds like now you'd get stuff you purchased with MC added back for free, which surely isn't intended.
Well, open beta is here now - I got all my MC reset, and did not keep the additional mechbays I had purchased during closed beta, so ... I suppose it really was just bad wording.
The Trial 'Mechs have not cycled again yet, but there is a noticeable influx of new players, yes.
Which is kind of a bad thing, because the current matchmaking is still in Phase 0 and throws premade teams of veterans with teamspeak and Founder 'Mechs against a bunch of uncoordinated rookies in Trials. Duh. Even when you're a veteran yourself, if you don't join a premade team there's a notable chance to get roflstomped right now - whilst on the flipside, joining a premade team (for example by using the public TS mentioned on the forums), you'll hardly have a challenge with your enemy. Not the best first impression, and the forums (whose new design I do not really appreciate) are full of QQ, justified concerns, and elitist counter-arguments. Some merc groups actually thought it was a brilliant idea to use the start of Open Beta to advertise themselves by brutally stomping newbie PUG teams and then going "we're this awesome, you should totally join us" in chat.
I only logged in briefly as Open Beta went live, but after my first encounter and reading about some rather anal behaviour of certain merc groups or clans, I actually think I'll give MWO a break until the situation cools down and/or they finally patch in Phase 1 of revamped Matchmaking, which caps maximum group size at 4, with 8-man-premades only fighting other 8-man-premades in Phase 2.
Don't get me wrong, the game is extremely fun and addictive; I must have spent a ridiculous amount of hours on it already and am happy to see it go "live" so that I can team up with a few friends who did not get invited to CB, but at the same time I can do without being farmed. I've dropped with Combine warriors of the 13th Ghost regiment in the past, so I know from experience on both sides how lopsides those battles are and what difference capability for instant voice communication compared to clumsy text chat in the heat of battle can make.
I wish PGI would firmly integrate the C3 VoIP software into the game rather than just linking to it. Without C3 being activated automatically for all members of a team, it can currently only be employed by premades - which already make efficient use of Teamspeak, so ... duh.
Think I'll return to TOR and/or Champions Online for a couple days, but I sure as hell will be coming back to the Inner Sphere soon. Probably dropping with a few friends in weekend again to show them the game, and check if the activity of full premade teams has subsided somewhat again - from what I can see on the forums, a lot of people in premades specifically planned for this on day 1, so it's likely that the chances to encounter one will be as low as in Closed Beta again, if not lower thanks to all those new players. Worst case, I'll just wait for the Matchmaking patch.
That being said, shortly before the wipe from CB to OB, I did get a chance at testing out DHS, Endo-Steel Chassis and Ferro-Fibrous Armour. Yum. Now I know what my samurai wants for kurisumasu.
Yeah, I hate their new forums. As for merc stomp I came across it a fair few times during closed anyway, it just seems to be their general way of recruiting and why I see the majority of the ones with their sig banners for some of the ones I've come across as asses. They took out the Cent variant I liked as well...
I have been playing for a few hours today but I'm not all that impressed. It may be poor match making but it seems that all my matches seem to consit of is mechs just pummeling each other until one of them eventually falls over.
I think I will be sticking with World of Tanks for this type of game.
I've played with both mercs and PUGs and really, while the chance of winning goes way up when you have an organised team (which is a big part of the game), the skill required to be a scout never changed. I don't get people hating on merc groups. It makes sense to me to promote yourself after a win. Often people don't really know or care for merc groups if they don't get told by them who they are. I certainly didn't before I joined.
I don't think the general populace has a problem with merc groups promoting themselves in general - it all depends on how exactly it is done. Y'know, respectfully and all. Not kicking them while they're down and all.
You have to keep in mind that results such as 0:8 can be rather frustrating, especially for new players, and certain groups have ... shall we say, demonstrated a certain lack in good sportsmanship by the way how they worded their announcements. Examples can be found on the MWO forums - the poetic justice is that rather than attracting new players, these groups only generated adverse feelings.
I actually felt a little bad during my own premade drops just because the entire team spammed "banzai!" in the chat at the start of a game. That's a far cry from what I have read on the forums, but I possess sufficient empathy to know what effect this must have on the morale of the pilots on the other side. Of course you could say that's working as intended, but I still felt it was a rather aggressive way of greeting someone.
What I would consider a "good" announcement was a polite greeting by the team leader at the start of the match, announcing to the enemy what unit they'd be fighting. Not ridiculing the other players by stating they would get "PUGstomped" (I have seen some clans do this myself), and not having all the two lances spam some sort of uniform salute either to showcase their supposed practice.
Only announcing yourself after a match is ... eh, I would say misleading (unless you also announce yourselves after a loss ... do you? ), but if you do it in a respectful manner I'd be totally fine with that.
As far as skill requirements go, I would actually say that playing in a premade and playing in a PUG call on two skills in different ways. After the third drop with the Ghosts I almost felt like I could lean back in my Jenner and just "run and gun" without much effort, everything was running so smooth and coordinated that there were no crisis situations you'd have to deal with whatsoever.
The most important skill in a premade group is being able to listen to your leader and knowing when to speak up to report something, as well as a minimum of tactical insight into unit deployment to better synch with the rest of your lance.
Conversely, when PUGging, battles tend to be much more heated. Less coordination means that each and every pilot has to put more effort into shining as a soloist, assessing the situation anew every few seconds and being unable to rely on teamwork.
Ultimately, I'd say that PUGing trains you to be the better pilot, whilst playing in premades trains your ability to work together within a unit. Of course, in truth, both ways to play train both abilities, but personally I feel there may be a notable difference in how much you learn doing what. I felt much less challenged as I was playing with the 13th Ghost, yet is it not the challenges that help us grow and get better?
Thus, I would say the best MechWarriors are probably those who do a little bit of both, so that they are able to put pilot skills learned whilst PUGging to use when playing in their unit. Or attempting to help coordinate an incohesive PUG with tactics and experience you learned from lance-based fighting in a premade.
Here is what we are expecting for the next patch due to hit in the next 24hrs. Their is some pretty awesome looking stuff coming in. What do you guys think about the additions and changes?
Spoiler:
MWO devs wrote:Next Patch - November 6th
New DHS values (1.4) applied to all heatsinks, including engines.
A fix for the glowing mechs and HDR blacking out screens.
A rollback of some netcode changes, hitbox detection improved, but still needs work on faster mechs.
Centurion CN9-D.
Artemis
Cockpit Damage FX
Missile Door Toggle/State Lights (Open, Closed, Destroyed)
Trial Mechs act like purchased mechs and stay locked until match ends. Reduces suicide farming, AFK players.
Phase 1 Matchmaking. Max pre-made group size is now set to 4.
Future Patches
The following items are new content being worked on in addition to bug fixing and performance improvements.
ECM
We've had several internal playtests. Overall I'm excited to see this hit the battlefield, as it adds a very interesting tactical component. However, in its current state is very overpowered and makes certain mech builds even more useful (Gausspults). There was some general usability feedback from the team. Some found it hard to visualize, others wanted more indication that a friendly unit had an ECM equipped.
We're keeping it in test until some HUD/BattleGrid changes help smooth out communication, along with making sure the ECM is not OP. For those wanting to hide from LRMs, this will be your must have item.
New Camo Spec
Exciting stuff! Players can customize their mechs skin and pattern for MC. The system is very easy to use, select a skin, select up to 3 colors and hit the save button. Like a paint shop, changes are permanent and erase any previous pain schemes. There will be some free skins, CB only content, but mostly camo spec will require MC to make changes.
Cockpit Items
Some of you have already redeemed your PC Gamer and NVIDIA codes, which gives you access to a skins and bobbleheads. Later this month we`ll be rolling out more items to beautify your in-game experience.
Modules
Two new modules in test. Details Forthcoming.
Bitchin Betty
Currently in the game, available by .cfg command only. Will be turned on in November with new dialogue, which sounds freaking awesome. Anyone seen or heard our new trailer. Hint Hint. Answer: Yes.
Conquest Mode
We've been play testing this for a few weeks now, things are coming along nicely! It's fun and requires lots of team coordination. We're fixing up some balance issues, resource/base locations, and general HUD/BattleGrid messaging to smooth out what's going on. We're taking a look at CB/EXP rewards, focusing on rewarding teamplay above all else. This means a reduction in kill/assist/damage done rewarding, and an increase in holding resources points. With a new mode, comes a new way to launch into matches. A new button will allow players to select/set their default mode to: Quick Play (random), Assault, or Conquest.
Me, I'm looking forward to the changes. Still unsure about the weird DHS modifier, though I understand that it's a tricky topic as it could potentially render heat (a major factor of the gameplay) a non-issue...
The Matchmaking fix suits me well; the maximum number of actual friends I have been dropping with was 3 anyways. Sucks for the various merc groups, though. Then again, the larger ones were already forced to split up their members on multiple teams because the game is 8v8 anyways, and they will soon be able to face an actual challenge in premade-versus-premade fights, so ... win-win, except for those players who were banking on farming c-bills via easy wins by PUG-stomping.
Little scared of the Artemis, though. Piloting a comparatively lightly-armoured Light 'Mech, I have a distinct dislike of the recently buffed LRMs. The prospect of having them be even more accurate and score more hits on my vulnerable components makes me nervous.
I have been playing a lot lately, If anyone wants to add me I have TS3 and play well with others. looking forewords to the new patch, hate fighting a team of 8 mercs.
I had a friend just start playing and he gave up after 5 matches and 5 defeats vs merc groups. Twice we played the same clan, house stiener. All they would do was form a line and focus fire on whatever unlucky pug came close. It was brutal for him as a first timer and he gave up and is convinced the game is too hard for him. I tried to tell him that they haven't introduced matchmaking yet, but will be soon. I'm glad they see that they might be chasing away future customers with the pugs vs teams system they have now, even with it being beta.
sir deathshead add me.
I have a question, when you buy a mech you can resell it right?