Clan 'mech Release Schedule
#161
Posted 17 May 2014 - 01:42 PM
#162
Posted 17 May 2014 - 01:55 PM
Still an issue, but I can quit for a month or two just fine.
Outstanding concerns are really:
Things I need to know to know if the game is worth investing money in:
(1) Balance? Who knows. They might push the best IS mechs to T2. Or the best clan mechs might be tier 2. Hard to say!
(2) What about these new modules?
If any of them are like artillery, airstrike, coolshot, in that they are the go-to module for competitive play, I will quite likely quit if the modules are not available for purchase by other means.
(3) how much will clan mechs cost for MC/c-bills?
I can *barely* make enough money to buy new chassis fast enough to stay interested.
If clan mechs cost more than $15 million, I might very well quit. Definitely over $20.
Especially when you consider that modules cost $6 million a pop. I need to know I will be able to keep acquiring content at a rate that will keep me interested.
Things I'd need to know to even consider buying a clan pack:
(1) I would need to be able to build the mechs on smurfys. All of them. Especially with Omnis, telling us what the hard points are on the prime version tells us absolutely nothing.
Although to be fair, I won't buy a clan pack.
$15 per month is my limit. And I'm at my limit already.
Mostly due to hero mechs and the shadowhawk phoenix package.
Random:
12 mans now cost upwards of 120,000 c-bills per game to play with no reward.
12 mans are the only real hope I see for community warfare in the next 6 months.
Consumable pricing needs to be reconsidered.
#163
Posted 17 May 2014 - 02:08 PM
Quinton, on 16 May 2014 - 02:07 PM, said:
Where's the VoIP?
Faction Loyalty points anyone?
Feels like we're missing a few minor things here, but at least we know when our gold plated mechs are coming out!
This about 1,000 times. Shouldn't we have had at least a few months to fight over our territory before clans were released? Get nice and entrenched in our IS battles and squabbles with all their added details like faction points, units, and then, BAM, clans.
#164
Posted 17 May 2014 - 02:11 PM
"Clan Invasion has begun!"
When is PGI ever putting out Clan Faction Badges??
#165
Posted 17 May 2014 - 02:26 PM
#166
Posted 17 May 2014 - 02:30 PM
Which is the last straw on clans being really different without cw and an abundance of chassis variants on IS mechs (Which is good of course...just not for actual variation).
They could of course be really creative about that balancing, but i fear it will be a bunch of ghostheat here and more heat there...
Edited by Maggiman, 17 May 2014 - 02:31 PM.
#167
Posted 17 May 2014 - 02:36 PM
#168
Posted 17 May 2014 - 02:55 PM
#169
Posted 17 May 2014 - 03:18 PM
Clans are going to hit in June, and right after that should be part 2 of the Launch Module, which could be an array of different things, like Unit Association. Once all that rolls in, we should get Attack Defend game mode, a few more maps, before the Star Map shows up for CW to be official.
#170
Posted 17 May 2014 - 03:34 PM
Trystan Thorne, on 17 May 2014 - 01:21 PM, said:
I wonder, does it mean for us who don't pre-order that we won't see a new Mech until August?
I'm fine with that if we get some new Maps or more solid info on CW.
Official response:
http://mwomercs.com/...ost__p__3380275
#171
Posted 17 May 2014 - 04:02 PM
SirLANsalot, on 17 May 2014 - 03:18 PM, said:
Clans are going to hit in June, and right after that should be part 2 of the Launch Module, which could be an array of different things, like Unit Association. Once all that rolls in, we should get Attack Defend game mode, a few more maps, before the Star Map shows up for CW to be official.
Thank you, that's good to know. Still getting the feeling that perhaps the cart has gotten in front of the horse with content...
#172
Posted 17 May 2014 - 04:05 PM
Hm. This kills all of my interest in the Clan Invasion. Not just the Mad Cat, the whole thing.
#173
Posted 17 May 2014 - 04:38 PM
Hallbor, on 17 May 2014 - 08:05 AM, said:
I am pretty sure they did. I can't quite remember where it was but i am pretty sure they answered that at one point.
From what i remember you can drop in random/pug games in mixed groups. But the 12 people commpetitive gameplay (like CW and stuff) you will be more restricted.
So if you drop alone or in 2-4 man groups just leveling or something it doesn't matter what any of you are "driving" (not counting 3/3/3/3).
In 12 man premades it probably will matter
So no defending your IS planets with Clan Mechs against Clans. But at least we wont have to go looking for a new group in our unit every time we want to switch Mechs for a first victory of the day. ;-)
If this is the way it is, then they should have it posted in the FAQs. Something mentioned in a pod cast, or tweeted doesn't count as informing the public of your design decisions.
As I don't really pug, then it doesn't make sense for me to purchase this package. I may still purchase it, just for the sake of supporting MWO, but they are going to have to give me something solid to make that decision on, not just rumors, or we think this is how its going to be.
This basically means any Merc, or Loan Wolf cannot drive them in CW either. You must be part of a Clan is what it sound like to me. If you aren't Clan then why buy the package?
#174
Posted 17 May 2014 - 05:18 PM
SirLANsalot, on 17 May 2014 - 03:20 AM, said:
If we were using Sarna Pricing thats pulled from the books. The Atlas-K would be costing 20million C-bills instead of the 13million it is now.
PGI has cut the prices on the mechs down by 30ish%. So the Big Bad Daishi isn't going to be that massive of a pill to swallow that people have been thinking about. Its going to be around 20million C-bills instead of its near 30.
the point still stands unless the clan mech is better it canot justify itself being more expensive other than "it's a clan mech" that's why clanner in december railed so many points at pgi to make a system that worked around clans being OP because the divide is to large to close with balance tweaks. MM tonnage stars vs more lances a seperate economy to make eachs side's grinding the same ammount of time etc. all these suggestions would've eased the burden on the nerfing which would've satisfied the OMG my IS makes are trash crowd and the point i'm raising now which is clans are overpriced and dishonourable.
if only pgi thought about it instead of rushing, but oh no faceless men want big bucks now, hold CW off another 2 years...
#175
Posted 17 May 2014 - 05:48 PM
Sudden Reversal, on 16 May 2014 - 04:07 PM, said:
http://au.movember.com/
Most men sprout or sport one of a myriad of variant moustaches during this most illustrious of months to supports and bring awareness to Men's health in Australia.
It's a thing.
Just like this song from the Eurovision contest
Even though I watched the entire video, it was horrible.
#176
Posted 17 May 2014 - 06:06 PM
#177
Posted 17 May 2014 - 06:20 PM
#178
Posted 17 May 2014 - 06:52 PM
Do they come with locked engines? Does that mean one cannot change the engine size? Or change it at all, from XL to standard?
Is the armor also locked?
Weapons?
#179
Posted 17 May 2014 - 06:57 PM
Vilsen, on 17 May 2014 - 06:52 PM, said:
Do they come with locked engines? Does that mean one cannot change the engine size? Or change it at all, from XL to standard?
Is the armor also locked?
Weapons?
Engines locked. Armor TYPE and internal structure TYPE locked - however you CAN add or subtract armor POINTS.
Note that clan XL engines require both side torsos to be destroyed for you to die. They can survive one lost side.
#180
Posted 17 May 2014 - 07:26 PM
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