

Question From A Returning Player
#1
Posted 18 December 2013 - 07:39 AM
BTW the last time I played was when ECM came out
#2
Posted 18 December 2013 - 08:01 AM

#3
Posted 18 December 2013 - 08:05 AM
#4
Posted 18 December 2013 - 08:26 AM

this should be good
short asnwer
new maps, a new mode, tons of tweaking and balancing, phoenix mechs, clan announcement
#5
Posted 18 December 2013 - 08:29 AM
No trolling please. You either want to help or you leave the thread alone.
#6
Posted 18 December 2013 - 08:29 AM
Redshift2k5, 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
Posted 18 December 2013 - 08:38 AM
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
Posted 18 December 2013 - 09:17 AM
#9
Posted 18 December 2013 - 09:25 AM
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
Posted 18 December 2013 - 09:34 AM
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
Posted 18 December 2013 - 09:42 AM
[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
Posted 18 December 2013 - 09:49 AM
If you have complaints about the game, there are places where you can issue them. This is not the place!
#13
Posted 18 December 2013 - 10:00 AM
#14
Posted 18 December 2013 - 10:13 AM
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
Posted 18 December 2013 - 11:20 AM
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.
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