they've already hinted that owners of the Raven 2 & 4x should be in for a surprise come may.
Angel ECM is supposed to only prevent them from locking on, not prevent them from firing, essentially turning them into regular SRMs.
Not to pick, but isn't it totally impossible to fire SSRMs without a lock in TT?
Not to pick, but isn't it totally impossible to fire SSRMs without a lock in TT?
Yes.
Streak lore is that they can only fire if they're locked on, in order to prevent ammo waste. Hardwired system, which is why SRMs are still in use as well, for those allow dumb-firing (and canonical SRMs are lock-on weapons like LRMs, not just "rockets" like in MWO, Medium Range Missiles and Rocket Launchers fill role of rockets in Battletech 'verse).
While SSRMs can't be fire w/o a lock in TT, the entry for Angel ECM contains the following "Streak missiles may be fired at units affected by the device, but they function as standard missiles." I've always interpreted as "well, you've got a lock, so the missiles will fire, but their homing capabilities are jammed."
Either way, I don't think that a single 1.5 ton piece of equipment should be able to entirely disable any weapon. Gimp it, cripple it, sure.
Either way, I don't think that a single 1.5 ton piece of equipment should be able to entirely disable any weapon. Gimp it, cripple it, sure.
Oh and one more thing, currently the game integrates C3 system (information sharing) for all mechs, no? I'd very much prefer it to be additional equipment like in TT, make it important for team work, force people to compromise their loadouts a bit more otherwise.
I feel like PGI just has no idea how to balance a game. ECM was grossly overpowered (by combining 3-4 systems from TT into 1 uber unit), so to counter that, they buff up BAP to give it an ability it never had either. It's just escalation.
For a singleplayer (plus AI lance) or coop game I'd totally agree, but in MWO all you'd be doing is further alienating new players using trial mechs.
Well, perhaps C3 system could be some sort expanded, better information sharing system. Faster, more accurate, longer lock, something like that. Perhaps something that is meant for players operating in pre-made groups.
Oh, yeah, I'd love a C3 system with expanded teamwork applications. Abilities for lance commanders to mark priority targets, picture in picture views of their screens, ect. Would have to be really well thought though to actually be worth the tonnage/development time, but awesome in theory.
Open Beta Update #16
Upcoming Patch - Tuesday May 7th @ 10AM 1PM PDT
Patch Number: 1.2.219
Change Log
UPDATE
Greetings, MechWarriors
May is going to be a great month. I can feel it! Let's start by going over the content of this patch!
The Stalker Hero 'Mech "Misery" sure does live up to its name, with a paint job that reflects its war torn soul and the hard points to cause plenty of misery on the battlefield.
Just check out this trailer to see what I mean! http://www.youtube.com/watch?v=vVnkBs9WQMM
A new Trial 'Mech Champion! The Jenner JR7-F(C). This is a legendary developer build that has been tearing through Atlas armour since closed Beta. Give it a spin and prepare to be tempted to purchase this Champion 'Mech on May 21st.
After making you wait long enough, you can now change the colors on your Hero 'Mech. We can't wait to see what kind of color combinations you guys create.
We have a real treat for you, the Buccaneer custom pattern! I asked Alex (Flying Debris) what his inspiration was and this is what he said. I was imagining "Some crazy, bearded, malnourished man with missing teeth going to work with a paint roller in the 'Mech hanger while indulging in questionable substances. This mech painting bender happened after the force he was attached to made off with thirty tons of potatoes, women's shoes, and stereo equipment,from the last backwater planet they raided". Ok Alex. I am just going to back away slowly now. Plenty of hidden messages in this cool custom pattern can you spot them all?
New 'Mech statue Cockpit items added to round out the customization.
We have some good improvements and fixes as well, to clean up functionality and stability.
You should also be aware we are working hard to address the HUD issues and are getting closer to a solution.
See you on the battlefield,
Matt Newman
Content
New Hero Mech
Misery STK-M
- Stalker STK-M
- Tonnage: 85
- Engine: 255 Top Speed: 48.6 kph
- Max Engine Rating: 310
- Torso Movement:
- 65 degrees to each side
- 20 degrees up and down
- Arm Movement:
- 0 degrees to each side
- 30 degrees up and down
- Armor: 496 (Standard)
- Weapons & Equipment:
- Left Arm: 2 Medium Lasers
- Left Torso: Gauss Rifle
- Center Torso: Large Laser
- Right Torso: SRM 6
- Right Arm: 2 Medium Lasers
- Internal Structure: Standard
- Hardpoints:
- Left Arm: 2 Energy
- Left Torso: 1 Ballistic
- Center Torso: 1 Energy
- Right Torso: 1 Missile, 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 21 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 1
- 30% C-Bill Bonus
- Quirks:
- 10% increase in turning rate
- 10% increase in acceleration
New Trial Champion Mech
Jenner JR7-F(C)
- Tonnage: 35
- Engine: 300 XL Top Speed: 138.86 kph
- Max Engine Rating: 300
- Torso Movement:
- 120 degrees to each side
- 20 degrees up and down
- Arm Movement:
- 0 degrees to each side
- 30 degrees up and down
- Armor: 238 (Ferro-Fibrous)
- Weapons & Equipment:
- Left Arm: 3 Medium Lasers
- Left Torso: Jump Jet
- Right Torso: Jump Jet
- Right Arm: 3 Small Lasers
- Internal Structure: Endo-Steel
- Hardpoints:
- Left Arm: 3 Energy
- Right Torso: 1 AMS
- Right Arm: 3 Energy
- Heat Sinks: 15 Double
- Jump Jets: 2 Max: 5
- ECM Capable?: No
- Module Slots: 1
New Trial Mechs
- Jenner JR7-F(C).
- Hunchback HBK-4G.
- JagerMech JM6-S.
- Highlander HGN-732.
New Cockpit items:
- Dragon statue.
- Awesome statue.
- Cicada statue.
New Premium Skin:
- Buccaneer Skin.
Air Strike Improvements:
- There is now a plane that flies over the sky when an Air Strike is called.
Gameplay
- Players can now change the colors on their Hero Mechs.
- Players can reset the colors of their Hero Mechs using the color channel selection.
Front End
- Fixed friends list size limitation.
- Better incoming message notification.
- Improved message context sensitivity.
- Chat Color coding/User identification.
- Decoupled Anti-Aliasing from System Spec option.
- Implemented brightness/Gamma option.
Bug Fixes
- Fixed an issue where users were being disconnected during game.
- Fix for possible soft lock users experienced while playing a match.
- Fixed a crash that some users experienced when the end of round screen timer ran out and they were kicked back to the Mech Lab.
- Fix multiple control rebind issues.
- Fix for 'Mechs losing the ~1km/h with speed tweak.
- Fixed a black screen bug that could happen to users after the loading screen.
Known Issues
- HUD issues.
- We will be pushing a hot fix for this issue as soon as it is addressed.
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online Team
New SSD Drive and finally some game time. I spent all day downloading this. Any tips for a newb? I haven't played a game like this since Mechwarrior 2 days. I want to relive my childhood hahaha
New SSD Drive and finally some game time. I spent all day downloading this. Any tips for a newb? I haven't played a game like this since Mechwarrior 2 days. I want to relive my childhood hahaha
PGI said:Broad5ide: If anything in CW requires premium time to unlock will you still be able to access that unlock without premium time?
A: Currently there are no pay-only unlocks, and no plans to add them, other than existing concepts like Hero Mechs.
Ssm: On upcoming Community Warfare: Aside from continuously grinding fronts/borders, are you planning to include some kind of "special missions", e.g. deep raids into enemy territory to fight for 24hrs (real-time) over a single planet for special rewards (tech maybe)?
A: Merc Corps will be able to fight for and occupy specific systems.
Timuroslav: Will there be an Increase in the Incentive/rewards for playing Light mechs, now that the Risk is more dangerous?
A: As we flesh out the roles for each `Mech, yes. But this is not specific to just Lights.
StaggerCheck: When it comes to boated Mechs, such as the six PPC Stalker, are you pleased that the community came up with a configuration like that, or do you see it as a symptom of something that needs to be tweaked in the game?
A: Players will always build and use `Mechs that are perceived to be the best or most powerful. This changes on a regular basis as new mechs are introduced or items are tuned/fixed. There will always be a mech or two that people will favor. We do our best to make sure to encourage players to use a variety, this comes in the form of nerfs, buffs, tuning, etc.
Yoseful Mallad: Will we ever get more dramatic maps or map effects that hamper or force us to use certain weapons and or equipment?
A: Once we have a lobby and players can vote for certain maps to be player, and players can bring more than one Mech with them to select from – yes.
Terran123rd: Looking around the forum, there seems to be some demand for a small-scale (light-mountable) ballistic weapon that is good as a general-purpose weapon, rather than as a dedicated crit-seeker. Are there any plans to implement this?
A: Machineguns are getting tuned to help with this.
TyGeR STD: Will we see any type of variation in weapons, engines, and maybe even mechs by manufacture that have different stats?
A: Yes, with Community Warfare. Details are still being worked on.
Bishop Steiner: Have you considered adding Weapon System "Efficiencies" to unlock in the Pilot Tree, much like we do mechs, allowing ones to "tighten" up use on preferred weapon systems?
A: Yes. We’re expanding the meta game post launch.
Snowseth: Are there any plans to expand on the current heat system? Where running too hot is an actual threat with actual consequences beyond interrupting a shutdown?
A: Yes, we are exploring permanent (match) damage caused by overheating.
Mvrck: Given the new found usefulness of PPC's as long range weapons, and the buff to AC20's health pool, are there any plans to revisit the Gauss Rifle and give it a little more durability, or a lower chance of dealing damage upon explosion?
A: No plans to tweak Gauss Rifles at this time, however, we might nerf PPCs not that you brought it up. : )
Der Hesse: How about an easy to use function for the Lancecommander to call out the Targets for concentrated Fire? Maybe a Function where the Lance can see wich mech he is targeting. The Functions for the Commanders right now are too time consuming and arent used much.
A: We have a command wheel coming after launch that should help with this.
Pinselborste: Bryan said that UI 2.0 will reduce the need for trialmechs for new players, what does that mean?
A: With the new UI we have the ability to funnel players through a specific training phase, which teaches the player how to play the game, use Mech and Pilot Labs, etc. UI 2.0 + Achievements allow us to reward the players for completing specific key goals. Once the player completes the beginner tutorial, we can gift a `Mech to them, removing the need to use Trial `Mechs as starter `Mechs.
Gremlich Johns: When the CW mode is implemented, will it be 1st Person View only?
A: We haven’t decided on the final format. Both 3rd and 1st person will be available options, however we have yet to confirm how one or the other will be selected for specific scenarios, like Merc Corp vs Merc Corp.
Doc Shmol: Are you planning to create premade Lance contests ?
A: Team tournaments will come with Community Warfare, 12 v 12, and UI 2.0.
What is a good mech to get?
I was thinking one of the catapults with LRMs.
BJ-1: 2 AC/2s, 4 Medium Lasers, 11 single heat sinks, 180 Std, 4 jump jets
BJ-1DC: 2 AC/2s, 4 Medium Lasers, 2 Small Lasers, 12 single heat sinks, 180 Std
BJ-1X: 4 Flamers, 4 Medium Lasers, 18 single heat sinks, 225 Std
BJ-3: : 2 PPCs, 4 Medium Lasers, 10 double heat sinks, 180 Std, 4 jump jets
A bit of detail on the blackjack variants http://mwomercs.com/forums/topic/117769-hud-bug-brief/
http://mwomercs.com/forums/topic/117794-blackjack-variants/
They all have a default speed of 64kph except that 1X which can go 81.
Sounds like my main will be the BJ-1. Medium JJ ballistics, woo! 2 other variant picks will probably be 1X for the higher speed (return of the fast swayback???) and 3 also for the JJ's. 1DC is less appealing due to lack of JJs and slow speed, though I don't necessarily want 2 laserboats, either.
PS: Currently, Cockpit and Gyro are weighless. Don't like that at all.
Imagine how much the build dynamic would change if they included the weight for these parts. Could go a long way to limiting the min/max builds that are so common.
Those things weight total of... 3 tons + Gyro which is depended upon engine weight (i assume that at the moment the engine weights don't include gyros), total these would cut down usable mech tonnage by some 10 tons at most, give or take.
Definetly would have interesting effect upon min-maxing.
If that were done, and the game changed to be more of DPS focused (ie cooling change) instead of alpha-striking... i'd like that a lot.
Cockpit + gyro weight are inclusive to engine weight.
I literally had to go back to the Battletech game manual to figure out how they were keeping the canon designs of mechs while not including cockpit and gyro weight.
Cockpit + gyro weight are inclusive to engine weight.
I literally had to go back to the Battletech game manual to figure out how they were keeping the canon designs of mechs while not including cockpit and gyro weight.
I agree with the previous post about lowering heat caps. And overheating should have more negative effects like the tabletop. Heck in the fluff I remember it was dangerous for stored ammo to be in an overheating mech. Increase crit chances while over heating or increased ammo explosions. Pilots would also suffer from the heat, perhaps add in a blurring/blackout effect for being in the red too long. You shouldn't be able to ignore the heat so easily like you can in this game. Heat was one of the major aspects that lowered boating in the table top.
An alpha strike in the tabletop would often bring you to nearly Max heat, but in this game you could easily do an alpha and have lots of heat to play with.
Teepo said:the good news is that there soon will be greater costs to overheating, e.g internal damage, speed penalities, and such. the bad news is that it wont discourage alpha builds under the current system. why they haven't just simply introduced a nonlinear scale which increases the base heat value when more of the same weapon types are fired is beyond me. it's simple, fire more than one ppc, each additional ppc will produce 20% more heat and so on.
Where have they said this? A few months ago the official response to a heat scale question was that they were happy with the current heat system.
Where have they said this? A few months ago the official response to a heat scale question was that they were happy with the current heat system.
Well they said that they're investigating it, not that it will necessarily be done. Source.
I agree with the previous post about lowering heat caps. And overheating should have more negative effects like the tabletop. Heck in the fluff I remember it was dangerous for stored ammo to be in an overheating mech. Increase crit chances while over heating or increased ammo explosions. Pilots would also suffer from the heat, perhaps add in a blurring/blackout effect for being in the red too long. You shouldn't be able to ignore the heat so easily like you can in this game. Heat was one of the major aspects that lowered boating in the table top.
An alpha strike in the tabletop would often bring you to nearly Max heat, but in this game you could easily do an alpha and have lots of heat to play with.
Alpha striking is not an issue.
Commonness of alpha is the issue.
Energy system would add unneeded layer of complexity (or complication)... it is just escalation (like making ECM so frigging powerful due to LRMs, adding EMP to PPCs to counter ECM...)
Only add more stuff when necessary or when it really makes the game more rewarding and interesting.
Battletech/Mechwarrior's are heat managing games, you do that properly, you don't need energy system.
Alpha should be high-risk, high reward. Currently it is too high a reward compared to the risk.
Adjusting heat system, cooling speed would solve this, make heat management more important.
If you ask me, i'd make single-heat-sinks to have more cons as well, make them viable alternative to doubles.
As for energy system fitting canon... I think it would fit a simulation game just fine. But it is unnecessary.
Commonness! I have no issues with alpha itself, i have problem with it being common. I want to see more diverse selection of styles.
Alpha is too rewarding compared to its risk, which makes it common (and its commonness reduces the game to Alpha-strikeWarrior). It is rewarding because there is not enough punishment for using it... punishment in form of heat.
Alpha is a valid tactic, indeed it should be, it should not be taken away. But it shouldn't be done lightly, like people do now (because they can).
Tweaking heat system to promote DPS-style (or perhaps other styles) wouldn't remove alpha, it would just make it harder to use, require more thinking when to use (and would make missing very costly).
Would be also easier to implement than an energy system, which would be a brand new system.
Alpha's pont is to cripple or destroy an enemy right away, while risking overheating, ammo explosions and whatever effects heat has.
You want to reduce reward, i want to increase risk: force people to play smarter.
Energy system is just escalation, it would require a lot of extra balancing work, with no guarantees it actually fixes anything.
Besides, i'd rather not have PGI trying to add additional things to balance, they're having problems with their attempts at balancing the game as it is.
If heat-system tweak affects weapons that are not usually used for alpha too much, just tweak their heat generation a bit (lower or higher).
(Also a possiblity that just occured to me: "after-heat", ie when you fire you generate x-heat but afterwards you generate also y-heat for a few seconds. Not sure if would be practical or if it would be easy to balance. This would allow rapid-re-firing (since CDs are untouched) but would lead to much faster overheating, forcing people to slow down their ROF or use less weapons. And of course, this would be just a tweak, an extension to the heat system, NOT a new system.)
My concern about single heat sinks wasn't related to this alpha-issue, just a general issue, one that is inherent in the tabletop Battletech as well. Don't see why not try to fix some issues from the tabletop game in MWO, since other tweaks are already required for fun and balance.
EDIT another issue with your energy system: It is a hard restriction (not enough energy, can't fire), it doesn't increase risk or reward. Heat system is a soft-restriction, you can but you might not want to.
As with hard counter (rock-paper-scissors), hard restriction system is not nearly as fun, strategic, or flexible as a soft system.