Mechwarrior Online (Previously MW5/MW3015)

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greenhawk

Platinum Member
Feb 23, 2011
2,007
1
71
The inability to get a lock within 180m is going to mean all lock weapons (LRM, SSRMs) will be unable to fire

not too point out a issue with that statement, but LRM's do not explode when hitting a target under 180M, so if you are using them at that range, you are wasting your ammo to start with.

as to the SSRM's that does suck, but I only use it on a limited range of my mechs. Tried a A1 cat before the last reset, and I must say, as a SSRM only mech, it is not the brawler I like to play. Excellent light hunter though.
 

greenhawk

Platinum Member
Feb 23, 2011
2,007
1
71
the only one i disagree with is the Jenner. They didnt need to make that guy even more useful.

Got to have at least one of the founder mechs using it. Otherwise just another slap in their faces for bothering to buy founder packages.

Though if I could changed the founder to a different variant, I might be a little less biased in that opinion.
 

greenhawk

Platinum Member
Feb 23, 2011
2,007
1
71
AC/2s causing shake is definitely fact and it's bullshit. An AC/2 shouldn't make a Mech shake at all, AC/5 and AC/10 should produce a minor shake, and the AC/20 should be the only one to create a shake bad enough for a Mech to lose targeting lock.

same agreement. IIRC in the TT rules I remember reading the only gane "shaking" was when you lost over a ton of armour in one turn. So with the AC/2, it is just very very wrong to make shooting pointless. (retreat or die are the only options).

fair enough if the shakeing can become worse if under a barage of heavy fire, but just one or two paced hits or even laser fire, seems very wrong.

Hopefully it does not take too long for it to be addressed well.
 

child of wonder

Diamond Member
Aug 31, 2006
8,307
176
106
same agreement. IIRC in the TT rules I remember reading the only gane "shaking" was when you lost over a ton of armour in one turn. So with the AC/2, it is just very very wrong to make shooting pointless. (retreat or die are the only options).

fair enough if the shakeing can become worse if under a barage of heavy fire, but just one or two paced hits or even laser fire, seems very wrong.

Hopefully it does not take too long for it to be addressed well.

In the TT game, the only effect getting hit hard has is you have a small chance of falling down if you take 20 or more damage in a turn.

Obviously, TT doesn't convert to a video game seamlessly and I think the shake definitely has its place but should be reserved only for the big guns, like the AC/20 and Gauss rifle. One, because they do a lot of damage in a single shot and two, they can only be fired once every 4 seconds.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
i thought in TT streaks could still shoot at ECM covered mechs, but they acted as regular SRMs for hit purposes.

Maybe they should add in a mechanic where you can swap streaks to dumb fire mode to act like regular SRM2s. Then they can still be fired at ECMers.

But it looks like tag is the solution. Light up a mech with TAG and you can get a lock and fire.
 

child of wonder

Diamond Member
Aug 31, 2006
8,307
176
106
i can see a C4 being usefull in this regard. 4 SSRM, 1 MLaser, 1 TAG. 315XL and youre good to go.

I don't understand the fascination with Streak SRM 2's in this game (outside of the shake, smoke, and lock on capability that noobs need to win). I'd so much rather run around in something with standard SRMs for the higher damage and ability to fire without needing to wait for a lock. Once you get used to the lead time for SRMs up close, Streaks just seem like an inferior crutch.

I'd take my Catapult A1 with 6x SRM6's w/ Artemis vs. a 6x SSRM2 Catapult A1 any day.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
0
76
I don't understand the fascination with Streak SRM 2's in this game (outside of the shake, smoke, and lock on capability that noobs need to win). I'd so much rather run around in something with standard SRMs for the higher damage and ability to fire without needing to wait for a lock. Once you get used to the lead time for SRMs up close, Streaks just seem like an inferior crutch.

I'd take my Catapult A1 with 6x SRM6's w/ Artemis vs. a 6x SSRM2 Catapult A1 any day.

Due to the broken network code they are the fastest way to take out light mechs. Finding the sweet spot with lasers takes time and concentration where a ssrm2 is a guaranteed hit. SRM's on the other hand are very hard to hit light mechs with.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
I don't understand the fascination with Streak SRM 2's in this game (outside of the shake, smoke, and lock on capability that noobs need to win). I'd so much rather run around in something with standard SRMs for the higher damage and ability to fire without needing to wait for a lock. Once you get used to the lead time for SRMs up close, Streaks just seem like an inferior crutch.

I'd take my Catapult A1 with 6x SRM6's w/ Artemis vs. a 6x SSRM2 Catapult A1 any day.

For reference, my main ride is a C1 with 2ML, 2LL, 2SRM6

Streaks are useful. get a lock, fire and forget. people can run around saying they are a no skill weapon, and to an extent they are, but they definetly have a place in light hunting and brawls. Theyre pretty fantastic on a CN9-A in a brawl. Lets you lay down consistent damage and rock a heaver AC in the arm without losing too much firepower.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,163
514
126
One, because they do a lot of damage in a single shot and two, they can only be fired once every 4 seconds.

3) They are kinetic weapons

Getting hit with a laser would not shake the mech unless it cut off an arm. I could see a PPC causing a slight effect as it was always described as man made lightning, maybe cause a flicker of the HUD (nothing that would affect your targeting/locks etc, but still an effect in that the HUD is quickly fading out and in would give some kind of impression of an electrical surge).
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
patch is up!

best parts. ECM is in! and Gauss is a glass cannon!

also, Herophract. Great Mech, or Greatest Mech. Yes, i will bet picking it up.


Open Beta Update #5

Upcoming Patch - Tuesday Dec. 4th @ 10AM – 1PM PDT

UPDATE

Happy Holidays MechWarriors! Open beta update 5 is inbound!

‘Tis the season to Deck your Mech with holiday themed Items! These Items are here for a limited time and are sure to please the misses’. “Look honey I hung the Xmas lights”. For some added tactical options you can also turn your Xmas lights on and off. Oddly enough powering down your BattleMech does not affect the Xmas lights, they are powered by holiday spirit!

ECM is here and personally I can’t wait to ruin some streak cats day with this excellent piece of equipment. I am going to be honest with you ECM is a game changer so let us know how you feel about ECM on the forums because lately I think you guys have been holding back and not telling us how you really feel.

The Cataphract Hero Mech “Ilya Muromets” is in this patch with an excellent skin by our man Hayden. What can I say about this Mech? “Ilya?.. More Like Kill ya!” is how our tools programmer Kyle L put it and I have to agree.

I can’t remember but I think you guys wanted 8-player groups too right? Well those are in there too. You choose “8-Player Required” when creating a group. You will require 8-players to launch and your groups will only be matched against other 8-player groups.

Once again I want to remind you we have people 100% focused on performance and networking and we are making headway. The people making these above features are separate group of resources.

Until next patch.

-Matt Newman!



Change Log

________________________________________

ELECTRONIC COUNTER MEASURES (ECM) IS NOW IN

Main Points:

Only available to specific variants. Currently, it can only be equipped on the following variants:

* Commando COM-2D
* Raven RVN-3L
* Cicada CDA-3M
* Atlas AS7-D-DC

Has two different modes. Disrupt and Counter



Disruption Mode:

* ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 25% of normal range).
* Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
* Disables enemy NARC
* Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target
* Slow down weapon locks by 25%
* Slow down target gathering by 25%
* Active Probes do not gain any benefits against ECM equipped enemies

Counter Mode:

* Neutralizes 1 nearby enemy’s ECM in Disruption mode.

NEW SEASONAL COCKPIT ITEMS

* Santa (Standing)
* Snowman (Standing)
* Xmas Tree (Standing)
* Xmas Elf (Standing)
* Xmas Lights (Hanging)
* Gift Boxes (Standing)
* Lump of Coal (Standing)
* Xmas Wreath (Mounted)

NEW HERO MECH:

"Ilya Muromets CTF-IM"

* Cataphract

* Tonnage: 70 tons
* Top Speed: 64.8 kph
* Armor: 432 points
* Weapons: 2 Medium Lasers, 2 AC/5s, 1 AC/10, 1 Small Laser

* Hardpoints:

* Left Arm: 1 Ballistic
* Left Torso: 1 Energy, 1 AMS
* Right Torso: 1 Energy, 1 Ballistic
* Right Arm: 1 Energy, 1 Ballistic
* Jump Jets: n/a
* 30% C-Bill bonus

GENERAL

* Weapon loadout will display ECM status( Disruption / Counter mode) and its effective range. This will appear on the bottom of the Weapon loadout UI.
* Added a Status bar on the Right-centre of the HUD to show if you are under the effects of friendly/enemy disruption ECM or if your ECM module is actively being countered.
* Added ECM Target information.
* Shows if friendly is under enemy/friendly ECM Disruption.
* If enemy has an ECM module, and if the module is actively being countered.

GAMEPLAY

* Damage Resistance System Upgrade (only Weapon Doors for now), now more precise
* Auto-cannon projectile impacts have been reduced with the only exception being the AC/20.
* The number of jump jets effects proportionally equal to jump jets modules get replaced by damaged effects when jump jets get destroyed
* Removed the engine sounds from the Front End to prepare a new system.
* Set the health of the Gauss rifle to 3 points
* Set the chance that the destruction of a Gauss rifle will cause it to explode to 90%

PERFORMANCE FIXES

* Bug fix for HUD to reduce number of draw calls required for cockpit monitors.
* Terrain fixes for Forest Colony and Forest Colony Snow.
* Audio optimization pass.

BUG FIXES

* Fixed an issue the cancel button in Mech Customization would sometimes not work.
* Report the accurate number of heat sinks in the dynamic cockpit screen.
* Fix bug where purchase for 0 MC fails if not having purchased MC before.
* Fixed it so newly bought Cockpit Items are now automatically equipped on Mechs.
* Fixed an issue where a purchase prompt would show when you equipped a cockpit item you already owned.
* Fixed a bug that was preventing the Gauss rifle from exploding properly

KNOWN ISSUES

* If you are using 7.1 you may experience sound issues. Users should play in 5.1 or lower.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team
 
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HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
so... my impressions from last night;

It was the best of times, it was the worst of times...

the first hour i rolled with 8 mans sucked. we got our asses handed to us because the other teams would run 4-6 Atlas and the rest Lights. If you didnt have enough Atlas to counter, you died. you just couldnt do enough damage and take enough punishment. You get melted with LLasers and Autocannon fire.

Ran some 4 man for a little after that, and it was a good time. Since most of the teams were 8 man stomping, we tore up the pubs.

Then we went back to 8 mans, and it was far more enjoyable. Seems all the min-maxers went to bed after a certain time. We went up against a much better mix of mechs. We saw action against a lot more heavies and mediums with lights and assaults sprinkled in. The games were the best since 8 mans were taken out.

Best match ended with me in my cataphract vs a jenner. I was pretty healthy, and he was pretty hurt, but i couldnt land an AC10 shot on him to save my life. And with 2 MLasers i wasnt doing much. He finally disengages and runs off to our cap. luckily we were by their base. I had no chance to chace him down, so it was a race to cap. We won by about 2 pixels worth of cap left on our bar. it was a nail biter.

Best shot of the night was tring to pick off the remainng commando on the enemy team on caustic. I put about an inch of lead on him, fired my twin AC10s and capped his ass from 600m across the lake. Best shot ive ever made in the game.

All in all the game is getting better. had a ton of fun last night.. when i wasnt getting facerolled by 6 atlas.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Wow long time no posts in this thread. And the MWO forums are getting slower and slower.

I really hope this isnt the beggining of the end of MWO.

I hope when they implement CW it bring back alot of players.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
Wow long time no posts in this thread. And the MWO forums are getting slower and slower.

I really hope this isnt the beggining of the end of MWO.

I hope when they implement CW it bring back alot of players.

It still has a decent base, but no where near what it was before open beta. Community Warfare cant get here soon enough.

Its still pretty damn fun. But i dont expect a whole lot out of games and dont get worked up about things. January should bring good things.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
Also we get a shitload of "fixes" on the 18th and the Stalker. We'll see how that goes though. all the projectile speed increases will be in next week.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Also we get a shitload of "fixes" on the 18th and the Stalker. We'll see how that goes though. all the projectile speed increases will be in next week.

I think at this point they should be prioritizing fixing ECM and the netcode.

ECM has ruied 8 man play, no one wants to play ECM warrior online. 8 man drops is who brings most ECM mechs wins now. there is a thread on the foums about how no one could drop 8 man most of the day today due to "Failed to find match" message because no one way dropping 8 man groups. Thats not a good sign.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,163
514
126
The game fell apart when they broke from the rules of battletech/mechwarrior universe. I know I stopped playing along with most people that I had friend listed. We all had/have the same issues with how they have screwed up the balancing that was inherent in the original rules. I posted changes that could have easily been made in here as well as in their forums (with the one in their forums being deleted as the thread became essentially a complaint thread and they couldn't have that...).

Fix damage per second and heat per second from weapons to TT rules. Fix heatsink rates to TT rules. Balance weapon ammo and damage output such that total points of damage from a ton of ammo in the game does does the same relative points of damage in TT rules.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Alright i think its safe to say the game has officially started its flush down the toilet.

Garth just posted this in the latest ask the devs post:

'Garth Erlam' timestamp='1355429772' post='1598059']

Same as usual, only one request: No Community Warfare questions please. I feel awful that I cannot answer them now and I hate passing them all by. Cheers everyone!

The only possible reason i can think of for this to specifically say you are not answering questions about what most people consider the only reason to actually play the game long term is either:

1. You are pulling the feature from the game

2. You are so delayed its going to be at least 6 months+ or a year before it gets in game


Both of which are a death sentance for the game.

This game is not going to survive as is without CW for another 6 months, everyone will leave, hell alot of people already have left the forums are way slower than a month ago.

I was worried about alot of things before and had contemplated leaving the game but if they screw this up i wont need to worry about it because there wont be a game to leave.
 
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