So I'm A Founder, But Haven't Played At All Since Last August.
Started by VxSaAgE, Apr 03 2013 09:12 AM
11 replies to this topic
#1
Posted 03 April 2013 - 09:12 AM
What advice can ya'll give me? I only use joystick controls and I'm glad to see they've updated joystick support, but during the NDA I started a huge Heat Management and TT rule thread. What's been added?
Thanks!
Thanks!
#2
Posted 03 April 2013 - 09:14 AM
There isn't anything fundamentally different about the game, but you may want to play around with the throttle decay, and the arm reticule lock while in the testing grounds.
You can access the game menu in matches (including the testing grounds) from the escape menu.
Welcome back.
You can access the game menu in matches (including the testing grounds) from the escape menu.
Welcome back.
#3
Posted 03 April 2013 - 09:14 AM
Why don't you try it out and see for yourself?
I'm too lazy to write the summary for you.
I'm too lazy to write the summary for you.
#4
Posted 03 April 2013 - 09:16 AM
You missed a lot. New mechs, a couple of new maps, some variations of old ones, some balance reworks, ecm, some bug fixes, some new bugs...depending on your system the last patch either made it more stable or made it worse (my case was worse, I feel like I'm back in closed beta now). I suggest checking out the patch notes and any achived patch notes. Or just play the game and find out yourself. Oh, and a testing grounds.
#5
Posted 03 April 2013 - 09:17 AM
VxSaAgE, on 03 April 2013 - 09:12 AM, said:
What advice can ya'll give me? I only use joystick controls and I'm glad to see they've updated joystick support, but during the NDA I started a huge Heat Management and TT rule thread. What's been added?
Thanks!
Thanks!
- 3rd person and consumables were added or are going to be.
- A lot of bugs.
- a few balancing issues were finally tackled (LRM dmg, SRM dmg) after dozens of threads with math since closed beta
- 2 or 3 new maps since closed, 2 of them just a rework of a map already in exictance
- lots of swag items for your cockpit
Edited by Lyteros, 03 April 2013 - 09:18 AM.
#7
Posted 03 April 2013 - 09:22 AM
Current patch notes
Past patch notes
Command Chair forum
Player-created Roadmap
That'll get you started if you want a bit more meat before you drop in.
Past patch notes
Command Chair forum
Player-created Roadmap
That'll get you started if you want a bit more meat before you drop in.
#8
Posted 03 April 2013 - 09:29 AM
A lot more mechs
Reduced heat for large pulse laser, PPC, ERPPC
more crit seeking or MGs, LX10, Flamer
missile damage nerf
coolant flush
artillery/airstrikes
more modules
multiple new maps
conquest game mode
Reduced heat for large pulse laser, PPC, ERPPC
more crit seeking or MGs, LX10, Flamer
missile damage nerf
coolant flush
artillery/airstrikes
more modules
multiple new maps
conquest game mode
#10
Posted 03 April 2013 - 11:58 AM
I'm surprised no one has posted ECM, yet. If the OP is a fan of TT he's going to love what MWO did with it.
#12
Posted 04 April 2013 - 04:55 PM
ECM has probably been the most consistently complained about feature on the forums. It's current implementation has two modes disrupt and counter.
Counter mode disables the nearest enemy ECM within 180m. It offers no additional benefits while in this mode.
Disrupt mode makes yourself and all other allies within a 180m bubble untargetable. Enemies don't get indicators for you, nor can they get locks. (making you immune to Streak SRM's and LRMs) ECM has no effect on your own locks or targeting. While ECM does not directly destroy Narc Beacons, it does prevent locks, so narc beacons are useless against ECM.
PPC's and TAG counter ECM to a certain extent. A PPC hit on a mech disables said mech's ECM for 4 seconds. Painting an ECM protected mech with a TAG laser allows you (and your teammates) to target and get locks on said mech for as long as you keep it painted. (although lockons take significantly longer) TAG, however, stops functioning if an enemy ECM mech gets within 180m of you while on disrupt mode.
If an Enemy with ECM is within 200m-180m range, you can get locks on them normally (but this is a small enough range that it doesn't come into play much)
If an Enemy with ECM is within 180m of your mech, You are unable to get locks at all, and many of the advanced modules don't work. (TAG, BAP etc)
Might've forgotten some of the quirks of ECM, but that's most of it.
Counter mode disables the nearest enemy ECM within 180m. It offers no additional benefits while in this mode.
Disrupt mode makes yourself and all other allies within a 180m bubble untargetable. Enemies don't get indicators for you, nor can they get locks. (making you immune to Streak SRM's and LRMs) ECM has no effect on your own locks or targeting. While ECM does not directly destroy Narc Beacons, it does prevent locks, so narc beacons are useless against ECM.
PPC's and TAG counter ECM to a certain extent. A PPC hit on a mech disables said mech's ECM for 4 seconds. Painting an ECM protected mech with a TAG laser allows you (and your teammates) to target and get locks on said mech for as long as you keep it painted. (although lockons take significantly longer) TAG, however, stops functioning if an enemy ECM mech gets within 180m of you while on disrupt mode.
If an Enemy with ECM is within 200m-180m range, you can get locks on them normally (but this is a small enough range that it doesn't come into play much)
If an Enemy with ECM is within 180m of your mech, You are unable to get locks at all, and many of the advanced modules don't work. (TAG, BAP etc)
Might've forgotten some of the quirks of ECM, but that's most of it.
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