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Clan Wave 2


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#1461 Dagorlad13

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Posted 31 December 2014 - 09:31 AM

View PostCimarb, on 31 December 2014 - 08:39 AM, said:

The Mist Lynx can be built, and piloted, just like a Spider, with ECM + ERPPC. Works great, though you have to protect that arm a bit more.


Aff, I will have to play around with my Mist Lynx a bit more.

#1462 Bluefalcon13

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Posted 05 January 2015 - 08:40 AM

View PostBluefalcon13, on 29 December 2014 - 06:23 AM, said:

So I have been upgrading my wave 2 pack in persuit of getting the mad dog. After my original order of the mist lynx, I selected jade falcon as my faction content. As my unit moved to smoke jaguar, I purchased the upgrade to the ice ferret pack and selected smoke jaguar as my second faction content. My mist lynx can run the smoke jag camo skin, but my ice ferret cannot run my jade falcon skin. Word of warning to those who are upgrading their packs, don't pick your faction content yet. I have a support ticket in to see if this is intended. I kinda feel like I am getting shafted because I choose to spend more money than originally planned in this case.


Anyone from PGI able to take a look at this (or my ticket)?

Thanks :)

#1463 Dracol

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Posted 06 January 2015 - 06:25 AM

View PostBluefalcon13, on 05 January 2015 - 08:40 AM, said:


Anyone from PGI able to take a look at this (or my ticket)?

Thanks :)

I believe you are correct in your earlier assessment of PGI staff being on break. There is a post covering their game plan for Support Tickets in announcements HERE in case you have not had a chance to read it.

#1464 Bluefalcon13

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Posted 06 January 2015 - 06:53 AM

View PostDracol, on 06 January 2015 - 06:25 AM, said:

I believe you are correct in your earlier assessment of PGI staff being on break. There is a post covering their game plan for Support Tickets in announcements HERE in case you have not had a chance to read it.


I am tracking like a homing missile. Just trying to increase visibility on my issue. I have sunk all of my meager entertainment funds into this game over the past year and I honestly feel almost bait and switched at this point (both wave 1 and wave 2, half of resistance, holding on the other half for an answer, even if I don't like the answer). The verbiage for the faction unlocks sounds like you get it for ALL wave two purchases, but that is clearly not the case in my situation.

I understand PGI is not a huge company And I also understand people want.to be with their families during the holidays. I won't be that guy who yells PGI should've been here over the last two weeks, cause I am happy they got some time off. If the roles were reversed I wouldn't change a thing.

That being said, could we get some clarification on this issue from PGI now that everyone is back?

#1465 Ridir Semii

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Posted 06 January 2015 - 07:34 AM

View PostBluefalcon13, on 06 January 2015 - 06:53 AM, said:

I am tracking like a homing missile. Just trying to increase visibility on my issue. I have sunk all of my meager entertainment funds into this game over the past year and I honestly feel almost bait and switched at this point (both wave 1 and wave 2, half of resistance, holding on the other half for an answer, even if I don't like the answer). The verbiage for the faction unlocks sounds like you get it for ALL wave two purchases, but that is clearly not the case in my situation.

I understand PGI is not a huge company And I also understand people want.to be with their families during the holidays. I won't be that guy who yells PGI should've been here over the last two weeks, cause I am happy they got some time off. If the roles were reversed I wouldn't change a thing.

That being said, could we get some clarification on this issue from PGI now that everyone is back?

Well, lets get you and I bumped again as I have been waiting for almost 4 weeks for an answer to my wave 2 support issues.

#1466 Colonel Fubar

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Posted 06 January 2015 - 12:00 PM

Very Riki Tik indeed! :)

#1467 Cimarb

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Posted 06 January 2015 - 04:15 PM

View PostUminix, on 06 January 2015 - 07:34 AM, said:

Well, lets get you and I bumped again as I have been waiting for almost 4 weeks for an answer to my wave 2 support issues.

FYI: http://mwomercs.com/...-support-update

I would contact Alex through PM, maybe, to see if you can get an update

#1468 Ridir Semii

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Posted 06 January 2015 - 06:29 PM

View PostCimarb, on 06 January 2015 - 04:15 PM, said:

FYI: http://mwomercs.com/...-support-update

I would contact Alex through PM, maybe, to see if you can get an update

Cimarb, you are too much, thanks for the heads up, but I know... I am checking email right now to see... was gonna update the ticket there, LOL



Anyway, as always, most appreciated!! :D

#1469 Bluefalcon13

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Posted 12 January 2015 - 03:48 PM

View PostBluefalcon13, on 29 December 2014 - 06:23 AM, said:

So I have been upgrading my wave 2 pack in persuit of getting the mad dog. After my original order of the mist lynx, I selected jade falcon as my faction content. As my unit moved to smoke jaguar, I purchased the upgrade to the ice ferret pack and selected smoke jaguar as my second faction content. My mist lynx can run the smoke jag camo skin, but my ice ferret cannot run my jade falcon skin. Word of warning to those who are upgrading their packs, don't pick your faction content yet. I have a support ticket in to see if this is intended. I kinda feel like I am getting shafted because I choose to spend more money than originally planned in this case.


So support got back to me regarding this. Alexander posted in the wave 2 FAQ the situation and resolution process. Thanks again Alexander!

#1470 Alexander Garden

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Posted 12 January 2015 - 03:55 PM

Hey everyone,

As Falcon mentioned, I just updated the Wave 2 FAQ with some information regarding Faction Content/Collection upgrade issues.

Quote

Q: I previously selected my Faction Content a little while ago. I've just upgraded to a higher Clan Wave 2 Collection, and I have my new 'Mechs, but why is the MechLab asking me to purchase the Clan Patterns I should already have as a result of my previous Faction Content selection(s)?

A: There is currently an issue where the Wave 2 Clan Patterns provided from your Faction Content selection(s) are not being applied to 'Mechs that have been newly acquired through the Collection upgrade system.

Until we can get this sorted out, please submit a ticket to support@mwomercs.com with the subject heading 'Missing Clan Patterns after Upgrade'.

To help speed things along, please also provide a screenshot of your Faction Content selection page in your e-mail.

The support staff will ensure that the missing Faction Content is injected into your account.


I also want to apologize for any delays in our responses to your Wave 2 tickets.

#1471 Summon3r

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Posted 12 January 2015 - 04:29 PM

when will we b able to put the caln wolf camo on non wave II omnis?

#1472 NUJRSYDEVIL

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Posted 29 January 2015 - 07:30 AM

Clanners who have played with the Mad Dog and Hellbringer. If you could only keep one, which would it be? Please include variant.

#1473 Cimarb

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Posted 29 January 2015 - 08:00 AM

View PostNUJRSYDEVIL, on 29 January 2015 - 07:30 AM, said:

Clanners who have played with the Mad Dog and Hellbringer. If you could only keep one, which would it be? Please include variant.

Totally depends on what you are doing and how you like to play. If you like energy weapons and ECM, the Hellbringer. If you like missile weapons (brawl or ranged), definitely the Mad Dog. Both have ballistics, both have some of the other weapon type (MDG has some energy, HBR has some missile), and both move and fight about the same otherwise.

#1474 Ovion

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Posted 29 January 2015 - 11:46 AM

Yeah, depends on you a lot.

For me, it's the mad Dog.
It's a like all my Catapults in one mech, and I have 3 of them.

:)

#1475 Gift of the Magi

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Posted 02 February 2015 - 08:24 AM

I have never been that interested in Clan Mechs save the Timber Wolf and maybe the Hellbringer...but could someone please cue me in on what are the advantages and disadvantages of using one of these mechs in THIS game. I am more used to the tabletop version, and I keep hearing that while the clan mech weapons are a bit better, they are also forced to use set "pods" for their loadout. Is this true and what other quirks does this game have for them?

Why am I asking if I am not that interested in them? General knowledge is always welcome, and in a few matches back, I took out a T-Wolf with a clean cockpit hit. Maybe my Mechwarrior salvaged himself a new ride for his collection....

#1476 Crockdaddy

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Posted 02 February 2015 - 08:46 AM

View PostGift of the Magi, on 02 February 2015 - 08:24 AM, said:

I have never been that interested in Clan Mechs save the Timber Wolf and maybe the Hellbringer...but could someone please cue me in on what are the advantages and disadvantages of using one of these mechs in THIS game. I am more used to the tabletop version, and I keep hearing that while the clan mech weapons are a bit better, they are also forced to use set "pods" for their loadout. Is this true and what other quirks does this game have for them?

Why am I asking if I am not that interested in them? General knowledge is always welcome, and in a few matches back, I took out a T-Wolf with a clean cockpit hit. Maybe my Mechwarrior salvaged himself a new ride for his collection....



Easy ... Madcats (Timberwolf) or Hellbringer are easily able to boat a large # of energy weapons and start at 80/81 kph and once leveled top out at 89.1 kph which is rather fast for what they bring to the table. Plus a Madcat is able to add JumpJets while the Hellbringer brings ECM to an already fearsome mech.

#1477 Greenjulius

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Posted 02 February 2015 - 08:55 AM

Timberwolves are looked at as the best mech in the game for a number of reasons:

1.) They are 75 tons, the max a heavy can be.
2.) They can carry lots of weapons, with versatile hardpoints.
3.) They can equip jumpjets with either the optional left/right side torsos or the fixed CT of the S.
4.) They are very fast for a 75 tonner. 89.1kph after speed tweak.
5.) They have great hitboxes that make it easy to spread damage across all of the mech.
6.) They are easily made heat efficient with 5 heatsinks added to their XL375 engine.
7.) They have both Endo and FF equiped, giving them maximum room for weapons and other items.
8.) They have a glitched Jump Jet animation that makes their hitboxes wonky. It is knowingly used by players to "dodge damage."
9.) They have a Clan XL engine. It allows them to lose a side torso and keep going.

There are basically no drawbacks to using the Timberwolf.

1.) No ECM options. A big advantage of the Hellbringer.
2.) They also aren't great at boating ballistic weapons; the only great clan mech for that is the Dire Wolf. The big XL 375 makes dual gauss unattractive simply because there isn't enough tonnage to bring more than 40-50 rounds, even when armor is stripped.
3.) Relatively low mounted hardpoints for all but missile weapons. The Hellbringer has an advantage here with its head mounted energy and fairly high mounted torso weapons.

The competition:
Hellbringer - Great at energy boating, so-so at missiles and ballistics. ECM and high mounted weapons are where this mech shines. It's best used as a sneaky striker, but can brawl decently if required. Its Prime left torso has ECM and 3 energy hardpoints mounted fairly high up, basically screaming "use me." If you like energy, it's the best of the other 3 clan heavies.
Maddog - Has more missile hardpoints available than any other clan mech, and decent energy options. It is somewhat fragile however, usually losing a side torso quickly in a brawl. This makes it more of a support mech than a front line fighter like the Timberwolf.
Summoner - Forced Jump Jets across all models and poor hardpoint versatility really hurt this mech. It's the best jumper of clan mechs heavier than a Nova, but 70 tons still doesn't jump that well, and doesn't make up for the lack of Endo and FF.

Edited by Greenjulius, 02 February 2015 - 09:14 AM.


#1478 Gift of the Magi

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Posted 02 February 2015 - 07:33 PM

View PostCrockdaddyAoD, on 02 February 2015 - 08:46 AM, said:



Easy ... Madcats (Timberwolf) or Hellbringer are easily able to boat a large # of energy weapons and start at 80/81 kph and once leveled top out at 89.1 kph which is rather fast for what they bring to the table. Plus a Madcat is able to add JumpJets while the Hellbringer brings ECM to an already fearsome mech.

View PostGreenjulius, on 02 February 2015 - 08:55 AM, said:

Timberwolves are looked at as the best mech in the game for a number of reasons:

1.) They are 75 tons, the max a heavy can be.
2.) They can carry lots of weapons, with versatile hardpoints.
3.) They can equip jumpjets with either the optional left/right side torsos or the fixed CT of the S.
4.) They are very fast for a 75 tonner. 89.1kph after speed tweak.
5.) They have great hitboxes that make it easy to spread damage across all of the mech.
6.) They are easily made heat efficient with 5 heatsinks added to their XL375 engine.
7.) They have both Endo and FF equiped, giving them maximum room for weapons and other items.
8.) They have a glitched Jump Jet animation that makes their hitboxes wonky. It is knowingly used by players to "dodge damage."
9.) They have a Clan XL engine. It allows them to lose a side torso and keep going.

There are basically no drawbacks to using the Timberwolf.

1.) No ECM options. A big advantage of the Hellbringer.
2.) They also aren't great at boating ballistic weapons; the only great clan mech for that is the Dire Wolf. The big XL 375 makes dual gauss unattractive simply because there isn't enough tonnage to bring more than 40-50 rounds, even when armor is stripped.
3.) Relatively low mounted hardpoints for all but missile weapons. The Hellbringer has an advantage here with its head mounted energy and fairly high mounted torso weapons.

The competition:
Hellbringer - Great at energy boating, so-so at missiles and ballistics. ECM and high mounted weapons are where this mech shines. It's best used as a sneaky striker, but can brawl decently if required. Its Prime left torso has ECM and 3 energy hardpoints mounted fairly high up, basically screaming "use me." If you like energy, it's the best of the other 3 clan heavies.
Maddog - Has more missile hardpoints available than any other clan mech, and decent energy options. It is somewhat fragile however, usually losing a side torso quickly in a brawl. This makes it more of a support mech than a front line fighter like the Timberwolf.
Summoner - Forced Jump Jets across all models and poor hardpoint versatility really hurt this mech. It's the best jumper of clan mechs heavier than a Nova, but 70 tons still doesn't jump that well, and doesn't make up for the lack of Endo and FF.


Wow...ok, first off, I do love how quickly and competently players reply to you in this game. It is refreshing to say the least. Thank you.

And it's also nice to know that a favorite mech chassis of yours from the old TableTop days does so well here. Yes, I prefer energy weapons and missiles to ballistics (I like have at least one weapon that doesn't require ammo) and speed is life for me. However, after reading these comments, some made by players in other areas and some guessing on my own, I still have a few questions about Clan Mechs in general.

1.) Can you select whatever weapons or gear you want for the slots available like an IS mech, or do you have to use a set 'pod' of weapons for that area?

2.) Is it true that Clan LRMs have no minimum range? What about other minimum range weapons?

3.) Just how well do Clan weapons and gear compare to IS counterparts?

4.) I was told once that you cannot add, remove or change certain upgrades like Endo-Steel or Ferro-Fibrous Armor...in other words, it has to be already on it or nothing. Is this true?

This and anything else I missed would be appreciated.

#1479 Cimarb

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Posted 02 February 2015 - 07:58 PM

1. Yes, you have swappable pods with different hardpoints, but otherwise they work the exact same as adding weapons to an IS mech
2. No minimum range, but they do reduced damage at ranges closer than 180
3. Very balanced
4. correct, you cannot change your "upgrades", and the critical slots are set, not dynamic like an IS chassis

#1480 Gift of the Magi

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Posted 02 February 2015 - 09:28 PM

View PostCimarb, on 02 February 2015 - 07:58 PM, said:

1. Yes, you have swappable pods with different hardpoints, but otherwise they work the exact same as adding weapons to an IS mech
2. No minimum range, but they do reduced damage at ranges closer than 180
3. Very balanced
4. correct, you cannot change your "upgrades", and the critical slots are set, not dynamic like an IS chassis

Well, that answers that and thank you. Ouch about the fixed slots and pods, but I guess that makes up for the LRMs and other equipment. NOw for the long, long grind before I can think about a T-Wolf.





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