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Announcing Clan Invasion Wave 3!


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#261 Alaskan Nobody

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Posted 22 February 2015 - 10:48 AM

View PostRisko Vinsheen, on 22 February 2015 - 10:47 AM, said:


Well Legendary Founder was $120. Granted it came with $80 worth of MC.

I remember how much they charged - I was wondering about the total value. :)

#262 Ovion

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Posted 22 February 2015 - 10:50 AM

I had it, and it broke, so I've re-edited it:
Posted Image

This is my personal. (I also have individula, but this is combined)
I bought the Kit Fox pack on its own originally, pre end of preorder, so I got the colours and such, but not some of the other bonuses, and only Polygon for the Kit Fox. Then not long after the end, I got my job, had no time, and etc, so ended up buying the Masakari pack in a fit of crazy.
Then I think I bought the Man O' War pack in one hit, because it was pay day and I wanted the Mad Dog (I regret nothing).
That also came with the reward mechs and items on top.
Then I staggered the Resistance pack and only just paid it off.
Urbanmech Pack was extra, but who cares. Urbanmech.

When you look at it all like that, sorta scary.
But I feel I've got my monies worth, and I'm happy with it so far, it's just how / if I'm getting this pack.

Edited by Ovion, 22 February 2015 - 10:50 AM.


#263 Alaskan Nobody

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Posted 22 February 2015 - 10:53 AM

I had meant each individually - but that works as well. :blink:

#264 Ovion

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Posted 22 February 2015 - 11:15 AM

View PostShar Wolf, on 22 February 2015 - 10:53 AM, said:

I had meant each individually - but that works as well. :blink:
Fair enough.

No editing, because meh, enjoy:
Same stipulation as above, this was based on my purchases so some things may be missing, or included with relevant other rewards, doesn't include most Anniversary Reward stuff though.
Haven't got the Wave3 yet, but it's there so~
Posted Image

#265 Odanan

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Posted 22 February 2015 - 11:26 AM

Ovion and Shar Wolf, you both good valid points and you both won't change your mind so... let's move on?

No one can deny it IS a good deal. 16 mechs + a lot of stuff. And if you don't have yet any top tier pack, you will also receive the Loyalty mechs.

For some, U$120 is a lot of money but in the end, anyone can play for free (and many do). But PGI needs to keep the servers running, the highly qualified staff payed and needs to keep working on the game. It is different from a company that develops a full game and if you want to play it, you need to buy it (and once bought, you should not expect extra content, except by paid DLC).

I suppose that if you want to keep the game alive, it would be nice if you buy something sometime...

#266 Ragedog4

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Posted 22 February 2015 - 11:46 AM

I see MASC working in the game in 4 different ways (or a mix of two of the 4)

1) Damage to the legs: MASC puts strain on the actuators. Gaining damage while using MASC seems to be a practical answer.
2) Heat increase: Similar to over clocking, this would increase heat while you use it.
3) Legs lock up: Battletech Sarna says MASC can cause your legs to lock up making your mech unable to move. This would work similar to a UAC/5 with Jamming. A gamble if you will.
4) Must reach heat Limit: some of you know about the rule of MASC only being used once you have enough heat you have gained. This would bring an interesting part of gameplay. You would be able to run in, shoot, then MASC it out of there! This one is more likely to have one of the other 3 included with it since it would be a good benefit.

Personally I would like to see damage to the legs along with not being able to use it without at least 80% heat to give it a nice perk with risk factor. It will be interesting to see what PGI comes up with.

#267 Odanan

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Posted 22 February 2015 - 11:51 AM

View Postragedog4, on 22 February 2015 - 11:46 AM, said:

I see MASC working in the game in 4 different ways (or a mix of two of the 4)

1) Damage to the legs: MASC puts strain on the actuators. Gaining damage while using MASC seems to be a practical answer.
2) Heat increase: Similar to over clocking, this would increase heat while you use it.
3) Legs lock up: Battletech Sarna says MASC can cause your legs to lock up making your mech unable to move. This would work similar to a UAC/5 with Jamming. A gamble if you will.
4) Must reach heat Limit: some of you know about the rule of MASC only being used once you have enough heat you have gained. This would bring an interesting part of gameplay. You would be able to run in, shoot, then MASC it out of there! This one is more likely to have one of the other 3 included with it since it would be a good benefit.

Personally I would like to see damage to the legs along with not being able to use it without at least 80% heat to give it a nice perk with risk factor. It will be interesting to see what PGI comes up with.

Or it could be a bar like the Jumpjets: when you press the MASC button, it gives a boost to your mech, but if it reaches zero "fuel", the mech stops (and/or receives damage to the legs).

Edited by Odanan, 22 February 2015 - 12:04 PM.


#268 Cimarb

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Posted 22 February 2015 - 12:11 PM

View PostOvion, on 22 February 2015 - 11:15 AM, said:

Fair enough.

No editing, because meh, enjoy:
Same stipulation as above, this was based on my purchases so some things may be missing, or included with relevant other rewards, doesn't include most Anniversary Reward stuff though.
Haven't got the Wave3 yet, but it's there so~
Posted Image

So, you get roughly 17,000 more value out of the Resistance pack than you do for either the Wave 2 or 3 packs, for $40 less.... Interesting. Would you care to explain that, Shar?

View PostOdanan, on 22 February 2015 - 11:51 AM, said:

Or it could be a bar like the Jumpjets: when you press the MASC button, it gives a boost to your mech, but if it reaches zero "fuel", the mech stops (and/or receives damage to the legs).

That is exactly how I would like it to work, with the internal leg damage happening just like overheating currently works.

#269 Saber1

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Posted 22 February 2015 - 12:42 PM

$50

For a digital item that's sure to break the meta.

Gotta love selling power.

I guess **** me if I living in poverty and while somehow managing to afford founders / phoenix still can't "afford" to enjoy even half of the game...

*goes back to grinding*

#270 ImperialKnight

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Posted 22 February 2015 - 03:21 PM

did i miss something? why are people talking about MASC? Just because some of these are MASC mechs in lore doesn't mean that they will have MASC implemented in MWO. or did Russ announce something I didn't hear in the Town Hall?

The Executioner was kind of attractive until I saw the 8 tons of hoverjets slapped onto it

#271 JRR1285

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Posted 22 February 2015 - 03:22 PM

View Postragedog4, on 22 February 2015 - 11:46 AM, said:

I see MASC working in the game in 4 different ways (or a mix of two of the 4)

1) Damage to the legs: MASC puts strain on the actuators. Gaining damage while using MASC seems to be a practical answer.
2) Heat increase: Similar to over clocking, this would increase heat while you use it.
3) Legs lock up: Battletech Sarna says MASC can cause your legs to lock up making your mech unable to move. This would work similar to a UAC/5 with Jamming. A gamble if you will.
4) Must reach heat Limit: some of you know about the rule of MASC only being used once you have enough heat you have gained. This would bring an interesting part of gameplay. You would be able to run in, shoot, then MASC it out of there! This one is more likely to have one of the other 3 included with it since it would be a good benefit.

Personally I would like to see damage to the legs along with not being able to use it without at least 80% heat to give it a nice perk with risk factor. It will be interesting to see what PGI comes up with.


Those all seem like an acceptable way to implement it.

View PostOdanan, on 22 February 2015 - 11:51 AM, said:

Or it could be a bar like the Jumpjets: when you press the MASC button, it gives a boost to your mech, but if it reaches zero "fuel", the mech stops (and/or receives damage to the legs).


This is what I was thinking as well. Maybe have it on a toggle like in previous games and you could minimize the risk of damage by not running the "fuel" all the way down.

View PostOzealot, on 22 February 2015 - 12:45 PM, said:

Hopefully MASC is just not dead weight/crit slots and really viable.


Same here.

I am a little upset that the Firemoth didn't make the cut. I guess they might feel more confident trying it out on chassis that can't move at super high speeds with MASC engaged.

#272 Alaskan Nobody

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Posted 22 February 2015 - 03:39 PM

View PostOvion, on 22 February 2015 - 11:15 AM, said:

Posted Image


CW2 and ® have the same values for the mechs?

#273 Cimarb

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Posted 22 February 2015 - 03:40 PM

Shar, you do realize you can still support something you want to help change and correct, right?

View Postknightsljx, on 22 February 2015 - 03:21 PM, said:

did i miss something? why are people talking about MASC? Just because some of these are MASC mechs in lore doesn't mean that they will have MASC implemented in MWO. or did Russ announce something I didn't hear in the Town Hall?

The Executioner was kind of attractive until I saw the 8 tons of hoverjets slapped onto it

Yes, Russ talked about it in the Town Hall. It will come with MASC, but they are not sure exactly how it will work yet.

#274 Jaspbo1

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Posted 22 February 2015 - 03:43 PM

If MASC is implemented, it'd be nice for a bar, which increases the longer you use it, once it's full it will flash a colour, probs red and then your 'mechs legs will start taking damage and your heat level would increase.

My two cents, maybe the Shadow Cat should have a longer duration than the Executioner, as the Executioner would be pretty deadly if it would be able to keep up with many 'mechs much lighter than it's tonnage for a long period of time. Out gun, out run, out fun.

#275 Cimarb

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Posted 22 February 2015 - 03:48 PM

View PostShar Wolf, on 22 February 2015 - 03:43 PM, said:

You DO realize that as long as you are paying for it they have no reason to change it right?

No reason to listen to YOU saying that it is overpriced?

Because apparently you are paying for it....

So for you it is not overpriced.

Why should they listen to you when you say one thing....

But then vote (and PAY) in the complete opposite?

So since we are not paying for maps, weapon balance, or hit registration, I guess they will not fix those either, will they?

You really have knack for avoiding the point.

#276 Cimarb

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Posted 22 February 2015 - 04:01 PM

View PostShar Wolf, on 22 February 2015 - 03:58 PM, said:

Reported.




Edit:
And still waiting to hear about why the ® and CW2 pack mechs are listed at the same price before I say any more about that.

Meaning you are still looking for a way out of the facts that were presented to you, right? Let me know how that works out for you.

#277 HammerMaster

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Posted 22 February 2015 - 04:06 PM

View PostAlexander Garden, on 20 February 2015 - 02:27 PM, said:

A la carte does not qualify for Early Adopter Variants.

Early Adopter reward comes with one Mech Bay per Variant received (to house that Variant).





BOOOOOO!!!!!!!

#278 Alaskan Nobody

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Posted 22 February 2015 - 04:07 PM

And none of this has changed how much extra, sheer, GRINDING (around 50+ hours worth - remember?) the IS pack buyers are going to have to do that the CW packs are getting to skip.

But go ahead.

Keep telling me it does.




Edit:
Goodnight Cimarb

I will most likely be back tomorrow to see if there is an update to his list - but I am done listening to you shoot your own arguments in the head for today.


Best of luck everyone! :)

Edited by Shar Wolf, 22 February 2015 - 04:09 PM.


#279 Ovion

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Posted 22 February 2015 - 04:42 PM

View PostShar Wolf, on 22 February 2015 - 03:39 PM, said:

CW2 and ® have the same values for the mechs?
Hey look - I think I screwed up! :D

I'll go fix that...

#280 Cimarb

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Posted 22 February 2015 - 04:46 PM

Regardless of CW2 being incorrect, you are still proved wrong by the CW3 value. In fact, even the CW1 pack proves you wrong, as it is the ONLY Clan package with a higher "value", yet it costs 4 times (yes, quadruple) the Resistance pack cost, which is only slightly less value (192k vs 152k, which is 80% of the value for 25% of the cost).

You can say I am wrong all you want, and say that I am shooting down my own argument, but the fact is that the value is not where you think it is. Grinding is completely based upon what you want equipped on that particular mech, so talking about how much grinding it takes you means nothing, even if the pricing was based upon that, which it is not.





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