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Community Warfare Update - Dec 2 - Feedback


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#81 Furry Murray

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Posted 04 December 2014 - 02:34 PM

View PostRufus Ingram, on 04 December 2014 - 11:42 AM, said:


As a Ghost Bear you won't be able to drop with any of those mechs :)

There is hope/plans to have different planets have different drop weights in future so I can see 250+ happening as well as less than 240 tons once they have a baseline to work from. As I understand, we also will know which planets have which weight restrictions before we commit to a battle so we can choose mechs accordingly.

In short, I believe it is coming.

As a side note, I hope for some planets to have unlimited range of weight just to see what happens. I think it would be fun.


My unit is actually planning to switch to Rassalhague since some of us have no clan mechs or not enough to do a 4-mech drop (many more don't have enough to fit the weight limit).

And I found out I can take 2 KC's and 2 Locusts, so looks like I'm going to have fun learning how to play the (arguably) worst mech in the game.

#82 Hellzero

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Posted 04 December 2014 - 02:48 PM

Posted Image


Paul & The PGI Coders/Engineers/Makers/Artists/You who's moderating this;

I think 2015 is going to be a better year than the 2012/2013 combined;

I'm thinking it already is.

Thank You



#83 Logan Pryde

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Posted 04 December 2014 - 02:53 PM

View PostSeth, on 04 December 2014 - 12:52 AM, said:

Will I have the opportunity to move modules from a destroyed 'Mech my next one?


I would doubt that Seth. It seems more likely that they would be exactly as they are when you select them to be loaded into the dropship.

#84 Rufus Ingram

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Posted 04 December 2014 - 03:02 PM

View PostFurry Murray, on 04 December 2014 - 02:34 PM, said:


My unit is actually planning to switch to Rassalhague since some of us have no clan mechs or not enough to do a 4-mech drop (many more don't have enough to fit the weight limit).

And I found out I can take 2 KC's and 2 Locusts, so looks like I'm going to have fun learning how to play the (arguably) worst mech in the game.


Awesome. KC AC/20 vs DWF AC/20 = a free Rasalhague.

#85 AztecD

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Posted 04 December 2014 - 03:09 PM

i love the 240 ton limit

im so hard for CW now

also what about the Voice Comm Component of this new Module? i mean defenses will be an ad-hock team will they not?

#86 Summon3r

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Posted 04 December 2014 - 03:15 PM

View PostRufus Ingram, on 04 December 2014 - 03:02 PM, said:


Awesome. KC AC/20 vs DWF AC/20 = a free Rasalhague.


this made me lol for realz, i miss IS ac's soooooo much

#87 Logan Pryde

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Posted 04 December 2014 - 03:21 PM

View PostDeathlike, on 04 December 2014 - 12:31 PM, said:


I believe that it was said that the cost of your dropship fees depends on the size of your entire unit. "Splitting" a unit into 2 or more groups would minimize said behavior.

That would be the only thing I can I think of.

Note that I'm not saying this is good or bad, but that's the only thing I could come up with. It is beneficial if two or more aligned units get together on the same coms to make a drop, then just to be multiple units on multiple coms.



This might have a lot to do with it. Also, it may open up more opportunities for Merc units? Rather than House units grabbing "buddies from another unit to fill in", the open slots could create more demand for Mercs to fullfill contracts. I don't know, it's just the capitalist in me thinking out loud... :P

#88 Minoxen

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Posted 04 December 2014 - 03:22 PM

I didn't see it mentioned, but the (P) phoenix mechs will also be receiving the 10% LP bonus that was advertised correct?

#89 Kill Dozer

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Posted 04 December 2014 - 03:38 PM

View PostLogan Pryde, on 04 December 2014 - 03:21 PM, said:



This might have a lot to do with it. Also, it may open up more opportunities for Merc units? Rather than House units grabbing "buddies from another unit to fill in", the open slots could create more demand for Mercs to fullfill contracts. I don't know, it's just the capitalist in me thinking out loud... :P


ML would probably just run a a Merc unit without an affiliation if it were possible, unfortunate it appears we have to align with a faction.

"Way back when" in the MW4 Vengeance League *any* unit could pick up a player from a Merc unit to fill out a dropship. The Merc got paid his portion on a win.

That's how it *should* be designed here IMHO, any unaffiliated Merc unit should be able to fill in the gaps of a drop ship for CW. That's the role of a Merc, to fight for the contract/cbills.

#90 utzelbrutz

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Posted 04 December 2014 - 03:51 PM


BAMMIE WHAM!

#91 Bigbacon

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Posted 04 December 2014 - 04:08 PM

View PostHARDKOR, on 04 December 2014 - 02:31 PM, said:

I find it comical that people who are not in units complain about not fitting into community warfare. Personally, I don't think they should be involved at all, as they are clearly not participating in the community aspect of the game.
I mean srsly, how would that even work? Go wait at the bus stop for a dropship to pick you up and go raid a planet with some strangers? Cmon...


i don't mind grouping up it is the having to be in the same 'clan group' that bothers me. People either give up thier group name and join others or deal with CW being no fun and I am most certainly part of the community aspect of this game.

#92 Flak Kannon

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Posted 04 December 2014 - 05:53 PM

Hi all,

I read and contribute to the forums here and there. I read alot so I'm on top of whats going on in MWO.

Pretty much the only thing that still escapes me is what are Loyalty Points used for?


I must have missed that somewhere along the line.

One more thing....I bought the Phoenix Package 16 months ago, and got all these ( 4 I think ) Kurita Talismans or whatnot that are supposed to be useful for Community Warfare.. they are mountable. Do they boost my loyalty points earned If I mount them after Dec. 16th???

What are these for in this new Community Warfare era we are entering..??

#93 Rufus Ingram

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Posted 04 December 2014 - 06:19 PM

They unlock faction related skins, ranks, etc, at various levels. As long as you maintain at least that level of LP you get to use the skins, etc. If you drop below for changing factions you can't use it again until you get back above that level in said faction. Only can use while serving said faction. Specific levels and benefits haven't been posted yet.

Edited by Rufus Ingram, 04 December 2014 - 06:19 PM.


#94 Peter2k

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Posted 04 December 2014 - 08:36 PM

One thing I really would like to get clarified

Hypothetical:
I'm a leader of the group, we're all same unit(same TAG)
We're 8, 4 short of 12

I see on my friends list FRR members from another unit
They're in a group, but would disband the group to get an invite from us to form a 12 mans


Possible?

Can I invite FRR loyalist that don't belong to a unit?
Or mercenaries that are loyal to FRR but in a unit? (But don't fly with a faction banner)

; to form a 12 man?



#95 Rufus Ingram

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Posted 04 December 2014 - 09:21 PM

Question: For faction LP skins, will they be enabled for Hero mechs?

It just occured to me I bought two more heros to have 4 for CW and other camo patterns don't work on Heros, so I may not be able to use my LP skins for the mechs I earned them with...Say it ain't so?

#96 Felbombling

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Posted 05 December 2014 - 12:28 AM

View PostPaul Inouye, on 03 December 2014 - 11:53 PM, said:


Contract Length Reductions

A lot of people are not on board with the recent change in terms of contract lengths.

We wanted to make sure players had enough flexibility to play their various 'Mechs and to play the role of Mercenaries while staying within the contraints that we need to have in place to make CW work.

That being said, the 7,14 and 28 day contracts are currently implemented, but these numbers can be fairly easily changed. Russ and I have been talking about these times and we are both seeing the positives on both longer and shorter contracts. We MAY change these numbers sometime between now and the release of CW. I'll let you know when the numbers are locked down.


Figure out a way to add 90, 180 and 365 day contracts, and every personality type should be covered, since you already have permanent as an option.

Really like the direction otherwise. Can hardly wait.

Edited by StaggerCheck, 05 December 2014 - 12:29 AM.


#97 Kmieciu

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Posted 05 December 2014 - 01:06 AM

View PostTexas Merc, on 04 December 2014 - 08:59 AM, said:

Can we get this put up on the test server for a few hours ?

Nope.
Real men don't test software.
They go straight to production.
Proof: Hellbringer hit boxes.
That's the Chuck Norris model of programming !

#98 PhoenixFire55

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Posted 05 December 2014 - 01:15 AM

So the CW is going to start with all the lag spikes, de-syncs and horrendous hit reg not even addressed, let alone fixed. Epic fail.

#99 Kmieciu

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Posted 05 December 2014 - 01:20 AM

View PostPhoenixFire55, on 05 December 2014 - 01:15 AM, said:

So the CW is going to start with all the lag spikes, de-syncs and horrendous hit reg not even addressed, let alone fixed. Epic fail.

Hey - at least it's effecting everyone so it's fair.

#100 PhoenixFire55

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Posted 05 December 2014 - 01:27 AM

View PostKmieciu, on 05 December 2014 - 01:20 AM, said:

Hey - at least it's effecting everyone so it's fair.


On average in meaningless PUG matches, yes, it doesn't matter. In a key moment of a battle deciding if a faction keeps a planet or loses it, no, it matters a lot.





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