 ContentsContents join:2003-04-10 Circle Pines, MN Reviews:
·Comcast
| reply to Krisnatharok
Re: Mech Warrior Online I threw the 4 ac2's back on the DD for a test. Ghost heat is still the same, I didn't notice any change.
Back to my 3 uac5's.
I'm also a little disappointed on the default 3rd person view on each new round. (FYI: options > bottom left you can turn it off for round start) It should be the other way around. |
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 Gevurah join:2013-02-22 York Haven, PA | reply to Energystream
I resurrected the 2xUAC5 2xAC2, 2xSL jager DD. It's a monster. -- - My reactor is powered by brony tears. |
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 Gevurah join:2013-02-22 York Haven, PA | 
Island city map -- - My reactor is powered by brony tears. |
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 ContentsContents join:2003-04-10 Circle Pines, MN | reply to Krisnatharok
DX11 public testing was called off for tonight along with seeing that new map. I was looking forward to drinking some beers and seeing what they are working on.  |
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 MoosTequilablobPremium join:2008-12-11 Salt Lake City, UT kudos:1 | I pulled out a stalker last night and was wrecking people. I had a few 900+ games with 5+ kills. Load out was 2 large lasers, 4 medium lasers, and 4 streaks. Mucho fun. |
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 Gevurah join:2013-02-22 York Haven, PA | Tried to get you for grouping but no love ... hah. Can't wait for UI2.0 so it's easier to get 'grouped' with your teammates -- - My reactor is powered by brony tears. |
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 Gevurah join:2013-02-22 York Haven, PA | Side note, is anyone here good at logo design? I need a good one drawn up for the 1st hussars. I have some ideas but am no good at logos anymore (never made it past ansi/ascii art lol).
Hm. Maybe I'll do one in ansi O_O -- - My reactor is powered by brony tears. |
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 MoosTequilablobPremium join:2008-12-11 Salt Lake City, UT kudos:1 Reviews:
·Comcast
| reply to Gevurah
said by Gevurah:Tried to get you for grouping but no love ... hah. Can't wait for UI2.0 so it's easier to get 'grouped' with your teammates Yeah they need an afk button. They also need to make it more visible when you get invites, I miss them half of the time. |
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 demirPremium join:2010-07-15 usa | reply to Krisnatharok
I'm sort of back and playing again in MWO, had to download like 10 patches. I like the changes  |
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 demirPremium join:2010-07-15 usa | reply to Gevurah
I got your invite last night but had to walk away to make dinner & tuck in the kids. I'll try to be online more often, I think i'm ready to start playing again. |
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 Gevurah join:2013-02-22 York Haven, PA | glad to hear it. Be nice to have another regular late-nighter back on. -- - My reactor is powered by brony tears. |
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 | Most of you start too late for me :P. Except for Tube. |
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 MoosTequilablobPremium join:2008-12-11 Salt Lake City, UT kudos:1 | Gev, have you setup any sort of day/time that you want everyone to get on for groups? I should be able to make whenever if I know beforehand. I just have to instruct the Wife to go find something to do while I nerd it out. haha. |
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 eksterHi there join:2010-07-16 Lachine, QC kudos:2 Reviews:
·FreePhoneLine
·TekSavvy DSL
| reply to Krisnatharok
It's finally back to school time, so wife is back at work and is going to have things to do during the evenings again that involve something other than hovering over me. I should be able to find some extra time now... but it still might be a bit hard as we have a lot to do, school is still keeping me pretty busy in the evenings and I have been going to bed earlier than usual of late so I don't pass out at work (getting old here...) :/ |
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 Gevurah join:2013-02-22 York Haven, PA | reply to Moos
Generally friday is our big night, anywhere from 8-12 EST should have a fair amount of people.
Sundays and mondays are good too, though for me I've been dealing with a sick wife/kid so no time for me. -- - My reactor is powered by brony tears. |
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 Gevurah join:2013-02-22 York Haven, PA | reply to Krisnatharok
»mwomercs.com/news/2013/08/730-se···r-update
Definitely worth a read; UI 2.0 is pretty much the entire crux of community warfare so the faster they implement that, the better, IMO
September Creative Developer Update What an August! We released some really big features in 12v12 and 3PV: Both have been a great success and delivered on our goals of adding more action, tactics, and deeper gameplay (12v12), while continuing to make the game appeal to a broader audience of gamers (3PV). After releasing 3PV we saw an immediate improvement in our target demographic, with a good bump in new player retention!
We continue to see a steady increase in online players, with more new MechWarriors joining us every day. Registrations continue to be strong with a very nice increase during the month of August. Our Phoenix program was a big success and were very excited to deliver the Phoenix `Mechs October!
Behind the scenes, we have been working hard on UI 2.0, CW, and Clans. Our first UI 2.0 preview build was just delivered to me this week, and Im really excited to get a version up on public test. This new UI framework is the gate keeper for almost everything we are working on right now, including Community Warfare (more revealed a bit later in this update).
Balance Game balance continues to take a top priority as we work to keep the game tuned and balanced with an ever evolving meta-game. Expect to see more tweaks to weapons in the next few patches, especially after we introduce some more Host State Rewind (HSR) fixes in a near future patch. These HSR tweaks fix a few known bugs and will help improve overall hit detection for most players.
Charity Our Sarahs Mech charity drive concluded with over $122,000 being raised for the Canadian Cancer Society. I had the pleasure of meeting Jon and his family, who visited our studio in Vancouver and IGPs offices in Montreal.
Economics As for the economics, weve heard some talk about the reduction in C-Bill rewards. As previous replies to the community in the latest ATD have stated, we needed to rein in some of the rewards a bit as they had grown beyond our original thresholds by about 16%. This is normal and common as a game evolves and players become more efficient. The addition of 12v12 also required a tuning pass to lower the earning by around 13% to account for an additional 8 players on the battlefield. The future vision for CB and XP rewards includes a more granular, role based approach currently in design and development. These expanded earnings will reward players directly for performing specific roles, allowing them to distinguish themselves.
Some economic math from our telemetry data:
Average match time is 8.4 minutes. Average CB/match is 79,069. Average CB/hour is 564,778 if you only have 1 BattleMech to use. New players can earn 7,981,686 in cadet bonuses during their first 3.5 hours in addition to between 1-3 million in regular game earnings. Its important to note that new or inexperienced players will be below this average, while experienced or veteran players will be above this. Players with premium time and/or a Hero Mech can expect to better still. New players can earn enough money to buy several light or medium Mechs with just their cadet bonus, or can opt to buy 1 or 2 heavies, or 1 assault. In fact a new player can buy their very first Mech within just a handful of matches, begin upgrading and acquiring new permanent equipment for future Mechs.
If players so wish, they can even increase C-Bill earnings substantially by exiting matches if they are destroyed early, and jumping into a new one.
For example:
If your Mech is destroyed to a roaming band of Jenners early on, you can jump out of that match and into a new one right away potentially doubling your C-Bills to 1.2 million per hour! This cuts down your time to purchase new Mechs and equipment.
Like game balance, we are constantly evaluating the economic environment and will continue to make small tweaks to keep the economics balanced.
Community I also wanted to take time to clear up a few laundry items, mostly to do with communication and promises. I think Ill start with a lesson from my wife: Never say never, or always. I have to agree. Even though best intentions and plans for future designs and direction of the game can take a different course as we develop them, we have learned to avoid using words of certainty whenever possible. Weve seen these type of words frame our messaging in a way that some community members either see this as a promise, or guarantee. I want to always remind our community that we do our best to describe both our vision and roadmap, and that sometimes we are going to make decisions that you may not agree with. MechWarrior Online is constantly evolving and changing. Its a living breathing project that will never stay still, rather react to players, analytics and external influences, like new trends in gaming.
The community is very large, and represents a broad segment of players. There are vocal minorities and silent majorities on all subjects and we always have to balance between these groups. We have found that analytics and player profiling has helped us identify the needs of most demographics and while it may seem that we either a) dont listen or b) are making choices that go against the players opinion, this is simply not the case. People can become focused on narrow aspects of the game, and forget about the bigger picture. We all have favourite weapons, builds, Mechs that we want to be the best they can be, but oftentimes we can overly focus on what affects us, and forget about other players with other Mechs, builds, and so on.
You will have already noticed a new form of communication since spring, largely due in part to focusing our efforts on the Ask the Devs format, and the monthly Creative Director updates. I have also changed how we discuss future major designs, keeping them closer to the chest until we are ready to make a presentation to the community. A good example is how we handle the UI 2.0 introduction and discussion. A lot of player feedback drove the design of UI 2.0, and we view it as a great success in communication and community involvement in the design process. You can expect the same when we reveal our Community Warfare design at the launch event! This presentation will reveal some of the features our core audience has been after for some time now, and were very excited to show you whats been in the works.
I also see a lot of IGP vs PGI or IGPs to blame. This is unfair and simply not true. We are partners, and we work very closely to decide the direction of the game. Ultimately PGI has to approve everything as the license holder, so laying blame at IGPs doorstep is misguided. IGP has an absolutely amazing team of dedicated, passionate individuals, and they are a large part of making sure MWO is available for everyone to enjoy!
Policy That last piece of housekeeping is less enjoyable to discuss but I feel the need to remind all of our members to respect both your fellow players and the staff at IGP and PGI. We have seen an alarming number of verbal, and written threats directed at staff. These threats, whether idle or simple jokes will be treated as real, with local authorities being notified. There is no situation on earth that warrants these attacks, so I kindly remind you to think twice before posting anything that might be viewed in this light. Behind each of the names you see on the forums or Facebook or Twitter, are real people. Please keep that in mind - we do!
Launch Event With that out of the way, Im really looking forward to the Launch Event in San Francisco, Im very excited. We had an excellent response to our event invites and I think well see some really competitive teams going for the win. It will be good to see some familiar faces, and you will get to meet a bunch of developers, some of whom will be first time attendees at a public MWO event. Thats about it for now! September is going to be a really busy month, and Im looking forward to launch and all the new features coming live in the next 90 days! Its a very exciting time for MWO as we deliver some long desired community features!
Cheers, Bryan Ekman -- - My reactor is powered by brony tears. |
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 Gevurah join:2013-02-22 York Haven, PA | Also this mwo heat simulator is one of the coolest things I've seen:
»keikun17.github.io/mwo_heat_simulator/ -- - My reactor is powered by brony tears. |
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 KrisnatharokCaveat EmptorPremium join:2009-02-11 Earth Orbit kudos:10 | Wondering what your thoughts are on this--ripped it from the MWO sub:
said by Gamefront :A Cautionary Tale: The Rage of the Mechwarrior Online Community
If you want a look at how enraged a community of dedicated and passionate fans can get, the community around Mechwarrior Online and the rage it"s currently feeling is a good place to start.
To those reading the Mechwarrior Online forums now, as opposed to six months ago, the change is marked. Gone are the days of typical forum behavior: quiet threads toiling in the background with the occasional drive-by trolling or derailment. Instead, the community is in full riot mode, slandering the developers in announcement threads and creating signatures insulting Piranha Games"s competence. The phrase "PGI Lied, MWO Died' has taken on a weird sort of life amidst the disgruntled players.
This wasn"t spontaneous, however. The road that led to MWO"s fanbase banging on PGI"s gates with pitchforks and torches was a long one, and the situation acts as an interesting case study in how to gradually alienate your players. Or, at least, the players on your forums. tl;dr: Mechwarrior Online"s road to launch is a cautionary consumer tale, fraught with anger and betrayal. It shows how a company can take a fan base dedicated to an old IP and completely alienate it through lack of communication, unpopular features, and oathbreaking. It shows how players need to be cautious of supporting a project based solely on the IP backing it.
Most depressingly, it shows how you can"t always trust a developer to keep its promises. -- Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. |
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 KrisnatharokCaveat EmptorPremium join:2009-02-11 Earth Orbit kudos:10 | Also, paging Kaltes . |
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 justin..needs sleepAustralian join:1999-05-28 New York, NY kudos:15 | reply to Gevurah
"Error 503 Backend is unhealthy"
too cool, apparently. |
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 ArchivisYour DaddyPremium join:2001-11-26 Earth kudos:18 | Reported for trolling. |
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 KaltesPremium join:2002-12-04 Los Angeles, CA | reply to Krisnatharok
Whenever you have a f2p game, you are entering into an unspoken contract with all real-money purchasers that you will not change the game in a way that will devalue their purchases or otherwise ruin it for them. If you break that, they will rage since you've basically stolen their investment from them.
It sounds like coolant flush was a thing designed to force players to dump real-money into the game to stay competitive, just like gold rounds in world of tanks. The difference is that gold rounds have ALWAYS been a big part of WoT while coolant flush was absent in MWO and only added much latter, changing the game in a way that made a lot of people regret their real-money investments into the game. Since these people can't get refunds and can't sue the developer, the only outlet for them is to rage in the forums.
The pay-to-win aspect also pissed people off:
said by article :Many were upset that theyd bought into the game by purchasing a founders pack when PGI said it wouldnt include Cool Shot, only to have that change once theyd spent their money; others were upset that players could spend real money to get a significant boost over other players buy purchasing Cool Shot. Since the next step for MWO was to crush this outlet of rage, it make sense that, without its usual outlet, the rage would simply take other forms and find other outlets.
You can't make major controversial changes to a free-to-play game after release. If you do that, you deserve to fail. You alienate the hard core base which supports your game.
Honestly, reading all this makes me feel like the developers are absolutely DRIPPING with envy of world of tanks, and are trying to copy world of tanks as much as possible. The problem with that approach is that players who like the world of tanks model are ... going to keep on playing world of tanks.
Also the developers clearly don't know what PR is and shouldn't be making any public comments when they don't know how to be diplomatic. |
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 | Can buy coolant flush with in-game currency as well, so it is not a pay item only. |
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 KaltesPremium join:2002-12-04 Los Angeles, CA | said by Energystream:Can buy coolant flush with in-game currency as well, so it is not a pay item only. This is also true of gold rounds in world of tanks. It doesn't matter. As long as the in-game currency cost is high enough (which it is) players are still essentially forced to use cash one way or another. Using credits to buy coolant flush will result in being short of credits to buy your next mech, so you'd have to open you wallet to make up the difference regardless.
Like I said, World of Tanks already rolled out these concepts and MWO is thinking "WoT is making better money than we do, how can we be more like them?" Problem is, changing your business model mid-stream is a bait-and-switch that ruins trust and player perceptions of their purchases as an investment. |
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 Gevurah join:2013-02-22 York Haven, PA | reply to Krisnatharok
It's patchday! And that means - servers come down at 10am PDT, and will be back up by 1pm PDT! I'll update this as soon as the servers are back. So without (orion) further time wasting, here's some patchnotes to tide you over!
Cheers, Garth
UPDATE
Greetings MechWarriors!
Can you believe it's September already? (ORION) Wow time flies when you are working hard (ORION!) on features! Much love to those who know patience and understanding (ORION). This patch is (ORION!) dedicated to you.
Speaking of patience (ORION), this month the Orion makes its début in the game! The Protector Orion Hero Mech is sure to be an instant classic with a paint job that is simply gorgeous. The Orion Standard variants will be available for MC on the 10th and for C-bills on the 17th.
We have 4 new Trial Mechs! One of which is our new champion, a Centurion CN9-A ©, with a great load out for all players to try out. Dont forget this New Champion Mech comes with a 10% XP boost and will be on sale Sept 17th!
We have our first tutorial covering the basics of movement to help out new players. We will be working on more tutorials in the future as well. (ORION!)
Gameplay! Look at all those changes! (ORION) A nice variety of changes, some of which are small, and some are really big. Hello better Advanced Zoom!
Host state rewind has had some improvements, and as a Ballistic fan I couldnt be happier! Now I can bulls-eye womp rats in Canyon Network. (ORION!)
We have so many more great things on the horizon!
Until then, I will see you on the Battlefield! (And maybe at the Launch Event too!)
Matt Newman (with some edits from Garth)
Content
New In-Game Tutorial
Click the button for the Game Modes menu (in the upper right corner of the main menu) and choose TUTORIALS. You will be loaded into a tutorial that will walk you through the basic movement controls. You will automatically use a Cataphract CTF-3D for the duration of the tutorial. When the tutorial is complete you can continue to practice in the tutorial level or press ESC and quit out to the main menu.
(Link to tutorial post here)
New Hero Mech
"Protector" ON1-P
Tonnage: 75 Engine: 300 Standard
Top Speed: 64.8 kph Max Engine Rating: 360 Torso Movement:
90 degrees to each side. 20 degrees up and down. Arm Movement:
20 degrees to each side. 30 degrees up and down. Armor: 448 (Ferro-Fibrous) Internal Structure: Standard Weapons & Equipment:
Left Arm: Medium Laser Left Torso: PPC, SRM 4 w/ Artemis IV FCS Right Torso: Gauss Rifle Right Arm: Medium Laser Hardpoints:
Left Arm: 1 Energy Left Torso: 1 Energy, 2 Missile, 1 AMS Right Torso: 2 Ballistic Right Arm: 1 Energy Heat Sinks: 10 Double Jump Jets: 0 (0 Max) ECM Capable?: No Module Slots: 2 Movement Archetype: Large 30% C-Bill Bonus
New Trial Champion Mech
Centurion CN9-A©
Tonnage: 50 Engine: 275 Standard Top Speed: 89.1 kph Max Engine Rating: 275 Torso Movement:
100 degrees to each side. 25 degrees up and down. Arm Movement:
35 degrees to each side. 35 degrees up and down. Armor: 322 (Ferro-Fibrous) Internal Structure: Endo-Steel Weapons & Equipment:
Left Torso: SRM 4 w/ Artemis IV FCS x3 Center Torso: Medium Pulse Laser x2 Hardpoints:
Left Torso: 3 Missile Center Torso: 2 Energy Right Torso: 1 AMS Right Arm: 1 Ballistic Heat Sinks: 11 Double Jump Jets: 0 (0 Max) ECM Capable?: No Module Slots: 2 Movement Archetype: Medium
New Trial Mechs
Raven RVN-3L Centurion CN9-A© Quickdraw QKD-4G Stalker STK-5M
Gameplay
SRM2 and SRM4 cooldown times reduced to 2.5s and 3.25s respectively. PPC damage under 90m has been reduced to 0. Gauss Fire Delay:
The Gauss Rifle requires a 0.75 second charge before it will fire. Once charged, the shooter has 1.25 seconds to fire the round. If not fired during the 1.25 second charge, the Gauss Rifle will instantly dissipate the charge and require another charge to fire. Both the cooldown bar and the weapon group ready light will turn green when the Gauss is ready to fire. PPC base heat increased to 10 (up from 9). ERPPC base heat increased to 15 (up from 13). PPC/ERPPC projectile speed slowed to 1500m/s down from 2000m/s. Gauss projectile speed increased from 1200m/s up to 2000m/s, internal health increased to 5 (up from 3). Reduced the size of the Kintaro's center torso hit boxes by increasing the coverage of the side torso and leg hit boxes. Reduce lava damage/second by 30%. Advanced Zoom Module's implementation slightly changed giving it increased picture fidelity. Instead of returning to the default FoV before overlaying the PIP, it now zooms in closer and then applies the PIP zoom. Small changes to the third person camera position and angle to better show off the lower half of the 'Mech.
Known issue: The tops of the following 'Mechs partially obscure the player's view of where the crosshairs are aiming. A fix is currently being worked on.
Cataphract JagerMech Orion
Performance
Made various improvements to host state rewinding system and hit detection overall.
Bug Fixes
Fixed an issue where the 'Mech walk animation wouldn't adjust correctly to the Engine Rating. Hanging cockpit items will now move when the 'Mech walks. Fixed an issue where the Kintaro's lower center torso would clip through the upper center torso when twisting. Weapon door light indicators in the cockpit are now working correctly. Fixed a number of stuck bugs in River City, Frozen City, and Forest Colony. Fixed some geometry clipping issues in Alpine Peaks. Fixed bug where BlackJack's rear center torso would incorrectly apply damage to rear side torso. Fixed bug where Kintaro ragdoll would react wildly upon death. Fixed a hang that could happen to certain users during combat. Fixed a desync bug for the UAC5 where the client would incorrectly fire a shot right before jamming, where the server wouldn't.
We thank you for your patience and we look forward to seeing you on the battlefield! -- - My reactor is powered by brony tears. |
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 | There goes the ppc/gauss builds.. maybe Forces you to time it well, or be out in the open longer. |
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 demirPremium join:2010-07-15 usa 4 edits | reply to Gevurah
Buffs to srm . . . even more reason to switch SRM 6 to SRM 4 with artemis . . .
I've been thinking about swapping out the 3 SRM 6 in my CN9-A for 3 SRM 4 w/ artemis because the SRM 4 has a tighter pattern and hits more (even without artemis) --- but now they buffed the cooldown.... it makes the case to switch even stronger.
The trial cent will be a decent skirmisher up close, but that mech is gimped from a total lack of long range weaponry. I mean, the SRM is the longest range weapon it has ( 360M). Those are medium PULSE LASERS. --- at least the regular CN9-A has a LBX-10 (1200M) and normal range medium lasers (540M)
I guess it makes up for it by having a standard engine and being on the fast side (90 KPH) but not really fast enough to get out of a skirmish turned brawl, if you know what I mean. |
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 Gevurah join:2013-02-22 York Haven, PA | reply to Energystream
Nice changes, IMO: PPC's can't be boated to avoid heat penalty of an ER (original values again!) and then if they are, you lose your under 90m damage. ER's have the stupidly high heat they used to have. Both lost velocity, making them less of an instagib rifle.
Gauss picks up velocity as a tradeoff for it's increased difficulty.
Interesting changes  -- - My reactor is powered by brony tears. |
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 demirPremium join:2010-07-15 usa 2 edits | Now there will be less successful pop-tarting w/gauss rifles. Seems like it would be hard to jump jet, stop JJ's, acquire target and shoot gauss before the cooldown and or before you you end up on the ground again. Unless you were willing to commit the shot before actually seeing anyone.
Also 4 PPC builds are done . . . Me like these changes. I've always found the PPC's and large lasers to have too much heat / weight for my liking anyway, regardless of the chassis.
The best energy weapons are ML all around --- if you need to reach out and touch someone > 600 M use ballistics or LRM. |
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 Reviews:
·Time Warner Cable
| I still think LL were underutilized and they were never a mega threat. The boat penalty to them was undeserved. Right now I don't think I will even use PPCS any more.
Thinking maybe 2xER LL and use them as a targeting device for a Gauss shot. Will have to play around with the misery and see. As for the Jaeger, think I will stick to the 3 UAC5 build. |
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