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Proxis Season 3 Sign Up Now! (Planetary League)


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#1 Multitallented

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Posted 06 October 2013 - 04:57 PM

"Playing in Proxis was the most fun I've ever had in MWO" -Mangobogadog
"We called scouting 'Shopping'. We'd find their most expensive mech and swarm it with lights. Salvage was great!" -Werewolf
"They were basically paying us not to attack them, but of course we did it anyway." -Iridin
"Every match is so intense because every mech costs cbills and every enemy is salvage." -Multitallented

Posted Image

http://proxis.us/mwo

Registration is open! Season begins the Sunday of 10/20/2013. I expect the season will run until community warfare comes out, but I may change that date depending on the state of MWO and Proxis. If the ending date does change, I will make an announcement at least 2 weeks beforehand.

Prize pool: $120
Prizes go to the unit leader of the top team for each unit type (factions, mercenaries, clans, and pirates). $30 for each team leader. (6500 MC!)

Exciting changes this time around! Mech prices now fluctuate based on mechs bought. Also, pilots as a resource have been completely removed. Complete changes from last season: http://proxis.killse...=181&p=855#p855

Rules are here: http://proxis.us/mwo/rules.php

A tutorial, along with explanations of the different unit types can be found here: http://proxis.us/mwo/tutorial.php

Do not sign up unless your team is comfortable playing between the hours of 12:00pm - 12:00am EST (5:00pm - 5:00am GMT) on week-ends. If a lot of EU/Asia teams want to sign up, I can make a separate league. Sorry.

If you have any questions, feel free to message me. If you are signed up on the proxis forums, please direct your questions to the Support account (run by all of the admins). That way we might be able to answer faster.

I apologize for bailing out on season 2 during the whole PPC meta/3PV. I hated what PGI had done and felt as if all of my time and money was wasted. If something like that happens again I wouldn't do anything differently. I don't regret abandoning season 2, but I'm sorry for the teams who were playing it. I believe PGI has corrected their in-game problems, but I don't see PGI doing anything differently otherwise. Despite this, I'm hoping MWO will succeed and I'm launching season 3 to help. o7


Built by Multitallented: This is a user-created site.
MechWarrior Online is a registered trademark of Piranha Games Incorporated, used with permission. This site is not affiliated with Piranha Games Incorporated.
There is no official PGI/IGP support for this private league.

Edited by Multitallented, 06 October 2013 - 04:57 PM.


#2 MavRCK

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Posted 06 October 2013 - 07:38 PM

This is what PGI needs to incorporate into their game!

#3 Deadfire

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Posted 06 October 2013 - 08:55 PM

This is really good!, We tried to sign-up last season but alas some issue prevented us to get in.

Edited by Deadfire, 06 October 2013 - 09:10 PM.


#4 Multitallented

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Posted 06 October 2013 - 09:17 PM

View PostDeadfire, on 06 October 2013 - 08:55 PM, said:

This is really good!, We tried to sign-up last season but alas some issue prevented us to get in.

If you have issues, just let me know and I'll get them sorted out.

#5 Deadfire

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Posted 06 October 2013 - 09:22 PM

View PostMultitallented, on 06 October 2013 - 09:17 PM, said:

If you have issues, just let me know and I'll get them sorted out.


Just going though the redone rules and assorted changes, you may hear soon from us.

#6 PEEFsmash

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Posted 06 October 2013 - 09:55 PM

What kind of "planetary restrictions" are there? That will make or break my interest.

#7 Multitallented

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Posted 06 October 2013 - 10:02 PM

View PostPEEFsmash, on 06 October 2013 - 09:55 PM, said:

What kind of "planetary restrictions" are there? That will make or break my interest.

Planetary restrictions are completely dependent on the planet you are fighting over--so they are mostly optional. Restrictions could be anything from tonnage limits, weight class limits, no assaults, no SSRM2s, no PPCs, no ECM, etc. A good number of the planets will not have any restrictions (besides what you can buy and move logistically).

#8 PEEFsmash

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Posted 06 October 2013 - 10:21 PM

View PostMultitallented, on 06 October 2013 - 10:02 PM, said:

Planetary restrictions are completely dependent on the planet you are fighting over--so they are mostly optional. Restrictions could be anything from tonnage limits, weight class limits, no assaults, no SSRM2s, no PPCs, no ECM, etc. A good number of the planets will not have any restrictions (besides what you can buy and move logistically).


Eek. All of that except tonnage limits upsets me. Let the state of the game be the state of the game! =[

#9 Karpundir

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Posted 06 October 2013 - 10:57 PM

Restrictions are meant to provide variety, which I think the game is in sore need of. The state of the game is stale!

#10 Modo44

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Posted 06 October 2013 - 11:40 PM

View PostMavRCK, on 06 October 2013 - 07:38 PM, said:

This is what PGI needs to incorporate into their game!

No. This kind of outside organization is what PGI needs to facilitate with an open observer UI and a private match system.

Edited by Modo44, 06 October 2013 - 11:40 PM.


#11 Krivvan

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Posted 07 October 2013 - 03:03 AM

View PostPEEFsmash, on 06 October 2013 - 10:21 PM, said:


Eek. All of that except tonnage limits upsets me. Let the state of the game be the state of the game! =[


I'd just treat it like a fun kind of off-shoot thing, not really a proper game tournament.

#12 PEEFsmash

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Posted 07 October 2013 - 04:30 AM

View PostKarpundir, on 06 October 2013 - 10:57 PM, said:

Restrictions are meant to provide variety, which I think the game is in sore need of. The state of the game is stale!


The state of the game isn't stale at all. You can win a thousand different ways right now.

With the Phoenix mechs coming in, the state of the game will change once again, and so on with every patch. Seismic changes coming soon...there is no need for arbitrary restrictions when the game will be quite dynamic.

But I guess that he isn't trying to make it a super hardcore standardized competitive league... Hopefully he comes through with the development of that one too because I know Multi is great at putting this sort of thing together.

Edited by PEEFsmash, 07 October 2013 - 04:44 AM.


#13 Multitallented

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Posted 07 October 2013 - 06:56 AM

Thanks Peef. Like I said these restrictions are mostly optional. If you don't want to play with the restrictions you can just avoid planets with them.

I do think the game is fun without the restrictions. However, people like variety and I agree that this is a good way of providing it. I wouldn't take Proxis as a super serious competitive league. It's more like community warfare than a tournament. For one, people can gang up on others or hire mercenaries to do their dirty work. I would hardly call that an even playing field for determining who the best team in the game is.

PS- That's why it won't compete with your league which I'm almost done fixing the bugs for.

Edited by Multitallented, 07 October 2013 - 06:56 AM.


#14 CrazyHorse

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Posted 07 October 2013 - 07:07 AM

Red Shadows maybe is up for this tournament, we are still playing RHOD season2, need a few days to check it out with our clan mates

#15 SixstringSamurai

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Posted 07 October 2013 - 11:51 AM

That's cool that your actually bringing it back. As for the variety aspect of the map in season 2 that was a community driven factor. We started off small and people still wanted more. So I went around to the teamspeak/mumble servers of every unit that was involved at the time and polled them for what they wanted which was tonnage limits and or weapon restrictions.

Now that the game has changed so much though, it probably won't be as necessary now.

Edited by SixStringSamurai, 07 October 2013 - 11:53 AM.


#16 Vulix

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Posted 07 October 2013 - 12:55 PM

Hey, YES! Carrion Crows had a lot of fun in Proxis last season. We're interested in signing up for another round, but maybe as a merc corp this time instead of a faction again


Edit:

Would you consider letting people lug around mech classes instead of specific chassis or variants? It became difficult to find people to fill certain roles, especially now that there is even more mechs in the game

Edited by Vulix, 07 October 2013 - 01:15 PM.


#17 Mech79

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Posted 07 October 2013 - 01:11 PM

Same here Headshot Xtreme was there, but this time we hope that instead of variants only it be a class and tonnage limit? Everything else was cool, but it was hard to figure out what all our members had with class limits all I need to know is they have heavies or mediums. I am part of a multi clan 12 man team so we will be interested. We just need to look over the rules and discuss a name we want to play under. We would like to be merc unit again as well

#18 krazypoloc

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Posted 07 October 2013 - 01:45 PM

Just signed up. Looking forward to it.

Lets just hope sync dropping is possible. Its been really brutal with the recent changes to the matchmaking system. I really with PGI would implement a lobby system but I fear that will never happen.

Edited by krazypoloc, 07 October 2013 - 01:48 PM.


#19 ATao

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Posted 08 October 2013 - 01:58 AM

View PostMultitallented, on 06 October 2013 - 04:57 PM, said:

If a lot of EU/Asia teams want to sign up, I can make a separate league.

How many teams are we talking about? Is 5-10 enough to begin with for a separate EU league?

Edited by Alexander Malthus, 08 October 2013 - 02:03 AM.


#20 Multitallented

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Posted 08 October 2013 - 11:34 AM

View PostVulix, on 07 October 2013 - 12:55 PM, said:

Would you consider letting people lug around mech classes instead of specific chassis or variants? It became difficult to find people to fill certain roles, especially now that there is even more mechs in the game

I'm not going to change it to chassis and not variants for season 3. My reason for this is that variants are very different from one another and with the new dynamic market prices I want to see under-powered variants get used. Going to a chassis system would render the dynamic market mostly useless.

At the same time I understand how hard it can be to require that members have each mech. Yet, this is one of the challenges I like so much about Proxis (especially with the new Phoenix mechs coming out). It's part of the logistics of the league to know what your pilots can use and what mechs you need to buy. Most competitive units already do this on a smaller scale.

View PostAlexander Malthus, on 08 October 2013 - 01:58 AM, said:

How many teams are we talking about? Is 5-10 enough to begin with for a separate EU league?

5 should be enough.





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