Virarasa, on 20 July 2015 - 02:32 PM, said:
1. Is their pub stomps still? Alot? I see people complaining about their w/l being vastly in favour of the lost.
2. Hows the match time? Does it take a while to get a game?
3. Hows the future for this game looking? Is it still maps and mechs?
4. What's the gameplay like at the moment? Last i played it was jumping mechs with ppcs. Is their any favourite weapon/mech at the moment?
5. How's the cash earning experiance? Painful?
Welcome back to MWO.
1) As mentioned the queues have been split between group and solo. They still happen, but it is usually because one group has all mechs coordinating over in-game VOIP while the other does not, or a single player basically wipes out the entire enemy force....which does happen. I'm kinda good at that.

2) Standard matches? Pretty short. Group queue? Shorter than they used to be (compared to the old 12 man only queue).
Community Warfare? If you don't plan a fight ahead of time and call for defenders/attackers in the forum with a scheduled time, you'll probably face lengthy times outside of "Prime time" (within 2 hours of a cease fire). Longest wait I had was in excess of 30 minutes. Shortest wait was instantaneously. Fight against/with the Clans for much faster times -- but all the IS players and some of the Clan players will likely be brand-dirt-spanking-new and clueless..

3) Much better maps; there's destruction and the old maps are being remade. River City is now very impressive. Kind of like what they said they would make (back in 2011). Best yet.
Content beyond the mechs and maps is slow but coming along. Better than when IGP dictated things with their hands in PGI's pockets to take the money we give them. Not to say that things couldn't improve, because they can.
4) Jumping mechs? PPCs? Pfft -- that must be another game. Now it's either mass missiles, mass autocannons, or mass lasers. PPCs are kind of a relic of the times. That said you should watch out for Gauss Rifles.
5) Depends. General mass killing pay is down. There's a lot of pay for helping the team and playing as support elements. I highly recommend as a smaller mech -- hanging out with a bigger one... and as a bigger mech, surrounding yourself with smaller ones. Great cash buildup over time.

Virarasa, on 21 July 2015 - 01:58 AM, said:
What's the difference between clan and IS mechs btw?
Clan technology when the weapons have equal weight (energy weapons except ER PPC) -- have higher heat, more potential spread (higher real player skill base required to get maximum benefit), longer exposure times in exchange for slightly more damage, higher range, and in a single case fewer slots.
When the weapons have lower weight (everything else), then some of the following is true: With the exception of missiles, the more spread it has compared to similar weapons of the same Clan tech tree, the less heat it has (i.e. the high damage LBX/AC opposed to the UAC of similar nature). If it has more spread and identical heat then it has fewer slots (lower damage LBX / AC opposed to the UAC of similar nature). In general ACs / UACs are burst fire (an MWO trait; as all ACs are burst/automatic with dozens to hundreds of bullets combining to get 2 to 20 damage in Battletech lore and front-loaded in the tabletop as a single hit or miss).
When it comes to missiles, they are generally identical (LRMs/Streaks) or weaker (SRMs) than their IS equivalents, but have ideal minimum ranges of 90 meters (LRMs) less than IS ones. Anything less than 90 meters (LRMs again) isn't even worth the thought.
Interestingly, a relic of tabletop (due to the bad nature of Streaks as a weapon that cannot fire without a 100% chance to hit), the Clan streaks have a longer range. Rather than balance this via changing the range (since Streaks in MWO are physics defying B.S. that have NOTHING in common with streaks in BattleTech), they have really long reload times compared to regular SRMs.
The Clan ER PPC does 15 damage instead of 10, however the split of that damage negates this quite a bit. The other drawbacks of ACs and ER PPCS for Clan technology is that it automatically removes the lower arm actuator regardless of what type -- restricting arm movement significantly!
In comparison, IS weapons are almost universally colder (except low ACs), but are more front-loaded and thus less spread-worthy. Less exposure required, encouraging cover-based tactics. Another thing is IS quirks are significantly stronger, allowing for huge emphasis on particular weapons that more than overcome Clan technological advantages. This also significantly reduces the actual amount of skill necessary to pilot an IS 'Mech.
On another plus side for Clan mechs... Clan XLs can withstand the loss of a side torso before destruction. This is because it only has 2 crit slots in the ST while an IS XL has 3. 3 slots destroyed = dead engine.
Kotzi, on 21 July 2015 - 02:08 AM, said:
True of Omnimechs, not necessarily of Clans (Clans now have a series of Battlemechs being released; the II-C 'Mechs. IS will soon have Omnimechs being released which will also follow the stated rules of no engineswap, no upgrades and locked arms/equipment depending on pods).
Swagpanda89, on 21 July 2015 - 03:10 AM, said:
Some IS mechs have / will have MASC in the very near future. There's already wind of a few IS variants for existing mechs that will soon make an appearance.
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Good luck Virarasa. Feel free to ask if you have any more questions.