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Help With New Faction System ?

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#1 Mechwho

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Posted 13 December 2014 - 05:47 PM

Hello community.

This is very early to ask since the community warframe or faction wars (w/e is named) just started and im kinda lost as to how it works ?

I`ve went straight to work for clan wolf but apperently I can`t use the mechs i bought and I have only the Trial ones to use, plus, I can`t join matches without a team also.

Can you guys help me understand how these faction wars will work ?

Do i need to buy faction mechs packs to play those ? if so Im not feeling very up for it at the moment as this game isn`t cheap and I already wraped in other 2 games (planetside, warframe) wich are not cheap either.

If a guide can be linked here that would be also very helpfull.

Thanks in advance for any help.

#2 MechWarrior3671771

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Posted 13 December 2014 - 06:06 PM

It's Clan VS Inner Sphere. I'm betting your mechs are Inner Sphere mechs, so you can't use them if you align with any Clans. Try taking an Inner Sphere contract instead.

But I'm too new to give sound advice. I'm sure a vet will be along soon to answer your other questions. They've been pretty cool towards new players.

Edited by Fenrisulvyn, 13 December 2014 - 06:10 PM.


#3 Koniving

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Posted 13 December 2014 - 06:07 PM

The Clans can only use the Clan Omnimechs.
You can get them for cbills.

For the rest...

View PostKoniving, on 12 December 2014 - 02:04 PM, said:

Step by step; this is assuming that you are not part of a unit or have not 'tried' yet. If you have, skip steps 1 through 3.

1) Log into the game.
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2) Click on "Faction."
3) You will be asked to choose a faction and a contract length. Please pick one (if you are unsure which one you want, choose '7 day contract'. Please only pick a 'Clan' faction if you have Clan Omni-Mechs otherwise pick any 'House' faction for Inner Sphere BattleMechs). If after doing this you find that step 5 does not work, please restart your client. There is a bug with faction selection if you do this while in a player group with friends!
4) Along the border of the faction you chose there should be some planets with smoke effects, sparks, explosions, etc (more visible when you zoom in using the mouse wheel or by clicking the planet). You can choose one of these planets, or select from a list on the right hand side. 'Sword' icons represent planets your faction is attacking. Shield icons represent planets your faction is defending.
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5) Once you have chosen a planet, you will see some information on the planet and then a drop deck. Please choose 4 mechs. The total tonnage of the 4 mechs must be between 140 and 240 tons.
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Note: If you do not see a dropdeck, then either the planet you have selected has no conflict (choose another planet) or you have a bug (restart the game).
(This below is a planet that I fought twice on; it is now taken over.)
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6) When ready (and in a group of players), click "Not Ready" which will change it to "Ready." If you are the group leader or playing on your own, choose "Attack," "Defend," or "Launch" (which one appears seems to be situational).
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7) It will list a lot of empty slots. These will fill 'instantly'...after between 1 and 6 minutes. Please be patient. This is not a fast process.
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8) You will be asked to wait again while defenders are found. For me this has always been super fast. Scary fast.
9) You are now in a dropship, waiting for arrival to your destination.


If you are defending:
There are gates. Behind these gates are generators. If the generators are destroyed the gates open (...despite not having any power to do so; this makes as much sense as closed doors consuming power in Five Nights at Freddy's). You must prevent the enemy from attacking the weak spots of the Orbital Cannon (typically 'Omega' waypoint).

If you are attacking: You destroy the generators. Get through the gates. Destroy the orbital cannon.

Good luck!

My first (and losing) experience.



#4 Koniving

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Posted 13 December 2014 - 06:33 PM

If by chance you get to wondering "Why" you are destroying the orbital cannon....

You'll know when you see it in this Mechwarrior 3 vid.


#5 luxebo

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Posted 13 December 2014 - 07:04 PM

To add on to what Kon has said:

B33f's zerg rush for a way to win better:
Spoiler


A written guide: http://mwomercs.com/...cs-and-cw-beta/

The beerwarrior guide (The best one of the others I think for a start):
Spoiler


One more written guide written not long ago: http://mwomercs.com/...01#entry3992101

My personal trial guide (If you plan to use trials as a filler): http://mwomercs.com/...play-with-them/

And remember, clans play clan mechs (blue interface, the trials without (C)), IS play IS mechs (yellow interface, the trials with (C) and greenskins).

Lastly, I really hope you didn't pick perm unless you wanted to stay Clan Wolf forever. You might want to play around with each faction and go from their.

Edited by luxebo, 13 December 2014 - 08:48 PM.


#6 dragnier1

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Posted 13 December 2014 - 08:02 PM

I'm afraid the only way to win for attackers is the zerg rush, since they made it pointless to take on the defenders and defeat them. Also, i've never been on a side that successfully dealt with a zerg rush.

Personally i'd prefer if they added "defeat all opposition".

Edited by dragnier1, 16 December 2014 - 04:22 AM.


#7 Koniving

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Posted 13 December 2014 - 08:19 PM

Zerg Rush is one way to win but all it really goes to show is a ridiculous amount of defense goes into the gate and none at the true objective.

On the snow map the amount of cover inside the gates is astounding, with lots of straight-a-ways that allow for rapid progression through the map.

The sulfuric map has 3 points of ingress, large cover but big chunks of space between them and they block each other. You can't just run in a straight line, which the lights doing that zerg rush technique don't really have a chance if they have to slow down.

There's also the fact that a zerg rush exploits an obvious issue with HSR that's existed since HSR started; the way jumpjets function in this game needs to be addressed. Rather than a tap-function, it needs a pre-charge (disabling the whole 'tap to be invincible' tidbit by giving HSR time to know "I'm going to be jumping soon"), and a minimum amount of burn during use.

#8 luxebo

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Posted 13 December 2014 - 08:54 PM

View Postdragnier1, on 13 December 2014 - 08:02 PM, said:

I'm afraid the only way to win for attackers is the zerg rush, since they made it pointless to take on the defenders and defeat them. Also, i've never been on a side that successfully dealt with a zerg rush.

Personally i'd prefer if they added "defeat all opposition".

Tbh you have to block that attack properly by assuming it will happen (aka knowing it's B33f on the other side).

Use all of the early assaults you guys have and block the gate areas. You might need one scout to go above the gates and check for the lights (and report back to the rest). All blockade the generator and/or the gate they come from.

Balance wise, I think they should at least reduce the defenders till they have only half the team on the front (as in destroy half the team without them respawning AND destroy the generator of the orbital gun.

This goes to the defenders too, destroy at least the 2nd/3rd wave of enemies coming in before the time limit runs out.

Others prob have better strats atm than me though since I haven't had firsthand experience with CW, nevermind a zerg.

Edited by luxebo, 13 December 2014 - 08:55 PM.


#9 Senor Cataclysmo

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Posted 15 December 2014 - 12:40 PM

View PostKoniving, on 13 December 2014 - 06:07 PM, said:

The Clans can only use the Clan Omnimechs.
You can get them for cbills.

For the rest...



Omg, I love the 'warning incoming missles' on the catapult? Is that an actual ingame camo? where did that come from?

#10 Koniving

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Posted 15 December 2014 - 12:57 PM

View PostSenor Cataclysmo, on 15 December 2014 - 12:40 PM, said:

Omg, I love the 'warning incoming missles' on the catapult? Is that an actual ingame camo? where did that come from?

Yes. Buccaneer camo.

There used to be another phrase for A1/C1 Catapults, as Warning Incoming Missiles was exclusive to the C4 Catapult.

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Missiles....everywhere!

Sadly all the Catapults aside from the K2/Jester have C4 arms now.





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