You certainly have a lot to catch up on, but there are resources that can help you with shortening the re-learning curve.
A good website to check out is Gman129's new website
MetaMechs. Here, you will find great builds for which to take advantage of the current quirks for IS mechs, as well as best builds for Clan Mechs.
Clan Mechs are a fair bit stronger than IS Mechs of equivalent tonnage, due to the built-in case for each component and the fact that the XL engine doesn't kill your mech when you lose only 1 of the side torsos (when you do lose a side torso, you also lose the equivalent of 3 heat sinks, but generally, it balances out with the lost weapons most of the time and isn't noticeable).
A LOT of Mech and Weapon Modules have been introduced since you have been gone. Save that GXP for the unlocks, as you will be using it for the cooldown and range buffs for your favourite builds.
For IS Mechs, you will find some old, rarely used chassis back in vogue, as there have been some really good quirks (all quirks released recently were buffs). Favourites of mine are:
TDR-5SS - 7 MPLs, STD 315, Endo, DHS (runs VERY cool... IS pulses are now the same heat as regular IS lasers and this Mech's quirks include range, cooldown and less heat gen for MPLs specifically)
DRG-1N - 2 AC 5, 1 ML and about 8-8.5 tons of ammo (oh yeah, ammo now comes in half tons, too!) - the rapid speed of the cooldown and velocity of the AC 5 quirk for this Dragon is likely going to face a reduction to the quirk, because it has been ridiculously good for rapid fire (think AC2) for damage.
BNC-3E - a new Mech for you, but the best IS assault right now, due to the ability to run 3 x AC5 (yep, you want those AC 5 modules!) and 2LL or 4 ML for some all range damage. This thing is a beast with the ability to repeatedly land 15pts of dmg in just over a second for about a solid 15-20 seconds depending on the map (and that is without the lasers).
Wolverines - there are great quirks to all 3 and they all have their uses: 7K is the SRM brawler (yep, SRMs are fixed, too), the 6K is the 3-4 Large Pulse Laser "WubVerine" and the 6R packs a high DPS punch by running 2 x AC5s and SRMs.
If you love Light Mechs, you are in for a treat. The Firestarters are a new chassis that are a must have. Get the FS9-A (8 SPL), FS9-H (MLs) and, if you are into Hero Mechs, The Ember, which runs nice and cool with 4 MLs and 4 MGs.
There is more, but I have given you a shortlist of the very best in IS Mechs today.
For Clan Mechs, they are much, much more expensive. If you gotta have one, the best ones to get are (in order): Timberwolves (75 ton and best Heavy in the game), Stormcrows (55 ton and best Med in the game), Dire Wolves (high powered 100 ton turret with ability to run 2-3 Gauss plus 4 ER MLs, 6 Clan UACs or mix and match to have 70+ dmg alphas).
Poptarting isn't much of a thing anymore due to Jump Jet thrust and height scale nerfs, torso twist (when jumping) nerfs, added heat when jumping and longer recharge time of the JJs that scale with quantity. There is now fall damage, so you have to save some of that thrust for a softer landing or take leg damage.
The game is also much faster paced now, ever since the Clan Mechs arrived, pilots have speed and power and have forced more mobility into matches.
If you bought any MC or packs for cash, there are also rewards as seen in
this post. You may find yourself the proud new owner of an Atlas-S or CN9-AH!
Those are the highlights I give to anyone asking who has been away a while. I hope you find the game enjoyable now. I have never left since closed beta, so I can vouch that the game is in a pretty good place even though balance between IS and Clan needs some more work. Everyone is really looking forward to Community Warfare in a few weeks, so there will be plenty to talk about on that front really soon.
Welcome back!
Edited by Karpundir, 25 November 2014 - 10:47 PM.