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Question From A Returning Player


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#1 ShadowThunder77

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Posted 18 December 2013 - 07:39 AM

what all has changed since I last played??

BTW the last time I played was when ECM came out

#2 Egomane

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Posted 18 December 2013 - 08:01 AM

then I better send you to new player help ;)

#3 Werewolf486 ScorpS

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Posted 18 December 2013 - 08:05 AM

Run for the hills!

#4 Sandpit

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Posted 18 December 2013 - 08:26 AM

Posted Image

this should be good

short asnwer

new maps, a new mode, tons of tweaking and balancing, phoenix mechs, clan announcement

#5 Egomane

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Posted 18 December 2013 - 08:29 AM

The two posts above ignoring...

No trolling please. You either want to help or you leave the thread alone.

#6 Redshift2k5

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Posted 18 December 2013 - 08:29 AM

I answered a similar question not too long ago.

View PostRedshift2k5, on 15 December 2013 - 05:48 AM, said:


Lots of new mechs, including several 'Unseen' as part of Project Pheonix
Several new maps
Heat Penalties for firing too many of the same weapon at the same time (The grumpy people call it 'Ghost Heat')
Various nerfs & buffs to PPCs, missiles, etc.
consumable modules (including artillery strike, air strike, coolant flush, UAV drone)
3rd person view (it's not OP, really)
A few other new/changed modules (enhanced zoom is now functional and not junk)


ECM has a few extra additions; It had several key countermeasures put into place. BAP counters an ECM at close range, PPCs frazzle ECM for a brief period after a hit, and TAG will pierce ECM at range. The ECM unit itself also is very vulnerable to crits since it has very little item health. ECM also no longer causes your allies to 'fall off the radar', although it still offers significant protection to targetting and locks.

Edited by Redshift2k5, 18 December 2013 - 08:33 AM.


#7 The Basilisk

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Posted 18 December 2013 - 08:38 AM

The basic setting is still the same.
Select a mech, get thrown in a match with some random guys and hope the matchmaker has a good day.

There were some minor changes regarding the quirks and irks of some of the equipment:

-- Arty and Airstrike are now usable equipment but not game breaking.

-- Gauss now functions like PPC should function according to the BT-Novels.
You press and hold the triger until its charged up. Now you release the trigger and the weapon goes boom. ( or more like swusch ) projectile speed is now insane ( 2km/sec or faster )

-- PPC projectile speed has been reduced

-- Jumpjet shake first increased then reduced now mediocre --> less jumpsnipers in pugs but those who still do and realy CAN DO are quite annoying. Those wo cant and try are easy pray

-- SRM hit detection is broken. Around 30% of your shoots don't do anything on impact even if your crosshair indicats hits. --> less splattcats/splatterpults

-- LRM are quite usable SUPPORT!!!!! weapons. Not too powerfull if your enemy got three functioning brain cells but not too weak either if you got some spotting support.

-- ECM functionality has been altered and tweaked. Please refer to the dev posts for details. There is a lot to say and there are several hard and soft counters to ECM.

-- SSRM targetting now randomly targeting certain "bones" of your opponents structure.
So no CT only hit with SSRMs --> So no lovely little streak cats out there anymore.

-- Don't know if this was ingame at your time but you get dmg from overheating even if you are shut down so DONT OVERHEAT or you will die ..... much.....a lot ....horribly.

-- The topic for the last three month at least: GHOST HEAT:
Weapons have now upper limits regarding the number of same or familiar weapons you can fire in a certain time frame before you get an additional heat penalty.
For the exact penaltys please read dev blocks and other sources.
For example fire 6 PPC and your mech will simply melt. You die.

-- some other weapon tweaks regarding heat cycle time and dps

-- some Mechs and Maps

#8 Skye Storm

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Posted 18 December 2013 - 09:17 AM

The game has made significant improvements in areas but are others have flatlined. All in all, since your return we have seen the inception of several new mechs, a few new maps, and tweaks here and there. Clan mechs were announced on the 9th and we have seen much backlash on the forums for them, (much to my suprise.). All I can say is find a group, if you don't have someone you know and regularly play the game bores awfully quickly.

#9 Egomane

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Posted 18 December 2013 - 09:25 AM

I said, "no trolling" and I mean it!

To answer the OPs question... now that I have a bit more time then before:
If you last played when ECM was introduced this is more or less a year ago (ECM was introduced on the 3rd December 2012). Since then we got:
- 12 more Mechs (14 with the Saber pack)
- Champion Mechs (they give a XP bonus instead, hardpoints are just like standard versions)
- 7 new maps
- 2 more gamemodes (Conquest and Skirmish)
- Change to the Camo-System
- EMP effect on PPC to counter ECM
- Beagle Probe counters ECM within 150 meters
- TAG counters ECM if target is highlighted with it
- Testing ground for offline testing of your configs
- Consumable modules
- Host State Rewind (LAG compensation), it's still a bit buggy for some users
- 12 vs 12 matches instead of 8 vs 8
- ECM is now restricted to the left torso on all five currently ECM capable mechs
- Jumpjet had several adjustment. They now cause cockpit shake while active
- Ghost heat (http://mwomercs.com/...23-16-jul-2013/)
- A Charity Mech (no longer available), the income created (more then 100.000,- $) was spend to fight cancer in the name of a little dead girl called Sarah
- First Victory of the Day, double XP reward
- Third Person View (it's not as bad as it sounds)
- Lots of bug fixing and balance adjustments

Edited by Egomane, 18 December 2013 - 09:40 AM.


#10 Darwins Dog

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Posted 18 December 2013 - 09:34 AM

Lots of improvements in small areas. Weapons are much more balanced than the have been at any time before, if you ask me. Lots of delays with the big headline stuff, much to everyone's frustrations. Basically PGI realized that their current UI simply wouldn't be able to handle CW or a lot of the smaller improvements that they have wanted (like the ability to sort and filter your mechs or search for a specific piece of gear). A lot of improvements have had to be delayed until the new UI is done (which is no small task).

I'm not sure why all the rage about the clan packs. They have a list of 8 mechs that we all knew would be coming (8 of the most popular clan mechs), some concept art, and a way to preorder them. Little or no resources were redirected to make that.

#11 Redshift2k5

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Posted 18 December 2013 - 09:42 AM

Modified spawn locations for some maps/game modes

[redacted]

This is not the place for complaining about those issues. This is a help thread.

Edited by Egomane, 18 December 2013 - 09:43 AM.
quote removed


#12 Egomane

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Posted 18 December 2013 - 09:49 AM

I will not tolerate any further attempts to drive potential players away.

If you have complaints about the game, there are places where you can issue them. This is not the place!

#13 Pirate Cat

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Posted 18 December 2013 - 10:00 AM

I have also just returned after a full year away, and im really enjoying it. Sure it has its flaws but there is still nothing that compares to jumping in my jenner and chasing another light, ducking and weaving around all the heavies and taking the odd shot at their weak points.

#14 Void Angel

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Posted 18 December 2013 - 10:13 AM

Amen to that.

One thing that has changed is that Ohmwrecker stopped updating his reference tables and left all that up to Smurfy - who has the Best Fracking Resource Ever. His MechLab is insanely useful (don't neglect to try the WeaponLab tool at the top!) and the reference sheet in the linked thread alone has earned a permanent place in my browser tabs.

#15 Void Angel

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Posted 18 December 2013 - 11:20 AM

Really. You're accusing the mod of trolling because he's moderating trolls? He's right - trying to poison new players against the game under the pretext of "helping" those players is inappropriate. It's almost as disingenuous as childishly oversimplifying the state of CW, or deliberately ignoring contrary reasoning surrounding 3PV.

Back on topic, there are a lot of new systems and features around - many of which can be hard to track down without sorting through the announcements and patch notes. Highlights yet to be mentioned include:
  • Spawn points have been changed and spread out, and some base locations have been changed - the most notable map is River City, where the bases are now arranged directly across the river, and the old base locations are on the far right/left flanks.
  • Hit boxes have been tweaked; this is an ongoing process - currently passes are being conducted on problematic loadouts. The most notable instance is the Raven. The days when they would willingly fight toe-to-toe with a Hunchback are gone.
  • Cap timers have been increased. It is much harder to cap without the enemy having effective counter-play, although caps with accelerator modules still go very fast.

Edited by Void Angel, 18 December 2013 - 11:34 AM.


#16 Mao of DC

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Posted 20 December 2013 - 10:47 AM

View PostShadowThunder77, on 18 December 2013 - 07:39 AM, said:

what all has changed since I last played??

BTW the last time I played was when ECM came out



Better to ask what hasn't changed.





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