The Glade 4.0

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PostPosted: Tue Nov 13, 2012 6:23 am 
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I'm honestly not sure about their relative performance profiles in 'normal' circumstances, but I have noticed one thing Artemis LRMs can do that regular missiles absolutely cannot.
If I lose lock during flight time, but can regain it before the missiles land, they re-acquire and make course corrections. With regular missiles, once I lose lock, it's over. They're going to splash down at the target's last known location, even if that mech has left the area.

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PostPosted: Sun Nov 25, 2012 10:42 pm 
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I am not sure what changed but SRM's rock me so hard I can't see straight. Even with my AMS running full tilt, it is a pretty quick death when I run into someone with nothing but SRM's.

On a side note, I got four kills in one match today. It was a personal best for me.

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PostPosted: Sun Nov 25, 2012 11:17 pm 
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I'm pretty sure AMS doesn't operate against SRMs. It *might* function against Streak SRMs.

SRM boats are brutal brawlers when well piloted. Once I save up the scratch, my next Catapult (maxed out my C1's basic pilot proficiencies yesterday) is going to be either an A1 or C4 for just that reason. I just have to decide whether I'm ballsy enough to run around with ONLY armed ears...

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PostPosted: Sun Nov 25, 2012 11:20 pm 
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Oh...My pilot name is Raell Kromwell so if any of you kill me, give me a wave. hehe

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PostPosted: Mon Nov 26, 2012 6:57 am 
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My best match ever was in an A1 tricked out with 2xLRM15s and 4xSSRM2s. I ended the match with 4 kills, 4 assists and very little ammo. Personally, though, I tend to prefer the C1/C4 due to the laser hardpoints.

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PostPosted: Tue Nov 27, 2012 7:54 pm 
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Today's patch adds in ***** Betty.

All is well with the world.

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PostPosted: Tue Nov 27, 2012 8:33 pm 
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Kaffis Mark V wrote:
Today's patch adds in ***** Betty.

All is well with the world.
Yes indeed.

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PostPosted: Tue Nov 27, 2012 10:07 pm 
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I just want to be able to assign my weapons to groups in the Mech Lab...

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Last edited by Raell on Wed Nov 28, 2012 10:01 pm, edited 1 time in total.

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PostPosted: Wed Nov 28, 2012 6:26 am 
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Raell wrote:
I just want to be able to assign my wepons to groups in the Mech Lab...
Yes, please.
I would also like to see Ultra ACs with a lower than 25% chance to jam, and it'd be super-special if single/double rate of fire were a toggleable setting and they couldn't jam at all while in single-fire mode.

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PostPosted: Wed Dec 05, 2012 12:41 am 
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Vindi, I saw you on again today.. I should've sent you a group invite.

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PostPosted: Wed Dec 05, 2012 7:38 pm 
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Btw, for those who haven't been keeping up - ECM/ECCM went live yesterday. Also, the return of 8-man groups, paired up exclusively with other 8-man groups (no 8-man premades vs PUGs).

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PostPosted: Wed Dec 05, 2012 10:03 pm 
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How do you get into one of these pre made groups? The PUG groups are driving me nuts.

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PostPosted: Thu Dec 06, 2012 7:16 pm 
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I was posting on the forums and someone sent me a PM, inviting me to join House Marik (because I fly the Marik logo on the boards).
When I group-drop, it's with other members of Marik.

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PostPosted: Sun Dec 09, 2012 5:15 am 
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Hey Kaffis, that would be great.

I'm on TS3 "209.62.163.60" pw: "WordofBlake" most nights.

Raell, the above is a great place to get in 4 or 8 man drops, whether in the S1LT (the merc corps I joined) drops or the pug groups throughout the channel. That's where I started with TS as a complete noob to the whole grouping with comms idea.

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PostPosted: Tue Dec 18, 2012 10:44 pm 
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New patch out. I have mixed reactions.

Conquest mode is awesome. It's a traditional Domination-style objective mode, familiar all the way back to Unreal Tournament, with the exception that it keeps MWO's no-respawn mechanic, of course. 5 objectives, including the same 2 bases/spawn points from Assault mode, of which each team starts in possession of one, then 3 initially neutral points usually strewn across the mid-line of the map (Frozen City's an interesting exception since it's a C-shaped play area).

So far, I'm finding this to be the far superior mode compared to Assault. The five capture points give an incentive to spread out and work in small groups rather than simply moving around the map in an 8-man focus fire deathmatch kill squad far more effectively than the threat of simply missing the other team's kill squad as you pass each other to the Assault enemy's base.

On the other hand, I did see a game where the enemy team simply stuck together and moved from one point to the next, effectively annihilating everything it ran across. Had I been in something faster than a Hunchback, I might've been better able to try to avoid that deathball and harry their territory possession, instead, but that's not how that game shook out for me.

The notion of having to be mindful of map control and have eyes on many places at once makes ECM a much more interesting and tactically useful proposition for more than simply surprising the enemy with your deathball as it rounds the corner.


Similarly, the Stalker enters the game with 5 variants, each of which has, of course, a preposterous number of hardpoints. The model looks solid; I have no complaints despite being on the wrong end of one's sights a few times.

Two new hero variants this time around, both of which are Dragons. Nice. I'll have to land myself one -- I love the Dragon chassis, and the hero/Founder C-Bill bonus is a nice way to run around in a chassis you like anyways. Bonus points for marketing/planning/balancing for releasing a couple faster hero mechs at the same time they release the game mode that promotes mobility a bit better.



However, the economic changes aren't, in my opinion, as unreservedly successful.

The rundown is as follows:

* Repair and Rearm is gone
* Trial Mechs earn 100% C-Bills and earn Pilot Experience
* Victory and Loss C-Bill awards appear dramatically reduced
* Kill, Assist, and Damage C-Bill rewards are cranked up
* A new "Cadet Bonus" gives rookie pilots a flat bonus for their first 25 games. Veterans who already have games under their belt get the bonus retroactively, pro-rated for the number of games they have completed. The 25-game total is 8 million C-Bills

Like I said, I've got mixed reactions. The Cadet bonus is great. 25 games, no questions asked about performance, and you can afford virtually any single mech you want. That's a fantastic introduction to the game. Couple that with making Trial mechs not suck, and this could've almost been a winner by itself.

Increasing the influence of performance by cranking up damage done, assist, and kill bounties while reducing win/loss flat awards is a good move, too. Heck, so is increasing the overall payout of an average win record, for that matter.

Axing repair and rearm, though, is a terrible notion, and I'm already seeing the effects on the battlefield.

I loved repair and rearm for the balancing factor it added to mech choice. Do I bring an expensive Atlas and risk getting it banged up, or do I play a safer, Medium mech to get a good mix of offensive punch and expendability as far as my wallet goes? It promoted a very good mix of mech classes on the field.

That's gone, though. I'm pretty sure my dozen matches tonight averaged 4 Assaults per enemy team, and that's not just due to people wanting to try the Stalkers. As a fan of the "feel" of Medium and Heavy mechs, this is incredibly disappointing. It's really rough playing when everybody outweighs you, and glass cannons like the Hunchback simply have no place when there's no disincentive to make running an Assault risky. Hunchies aren't fast enough to justify their relative fragility the way a Light, Cicada, or Dragon could, and their ability to bring the big guns to a fight isn't impressive when you can bring an equal number of Atlases to bear anyways.

In short, the economic changes are, overall, a step towards being a less grindy game, and that's good for player retention, I think, and particularly good for converting people trying out the game into regular players. The new content is fantastic and a breath of fresh air. But the unintended consequences to drop balance will hopefully warrant some more tweaks in the future, either by (partially) going back on the removal of Repair & Rearm, or by introducing new matchmaking restrictions or factors with regard to weight.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Dec 18, 2012 11:15 pm 
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Are they doing anything about the folks that load into a match, Disco and jump into another match?

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PostPosted: Wed Dec 19, 2012 12:42 am 
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Raell wrote:
Are they doing anything about the folks that load into a match, Disco and jump into another match?

Well, by reducing the win/loss payouts severely in favor of kill/assist/damage ones.. yes?

Still no report feature or anything, if that's what you meant. As a way to advance the character, though, it's a lot less attractive under the new system.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Dec 19, 2012 1:34 am 
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The cut to win/loss pay outs isn't that big of a deal if there is no reload/repair cost.

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PostPosted: Wed Dec 19, 2012 6:23 pm 
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Ohhh, I had a hair over eight million credits when I logged in today. That was nice.

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PostPosted: Thu Dec 20, 2012 6:16 am 
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Last night - bought a Stalker, did 8-man drops with my House for a couple of hours, got to try out Conquest mode and see the new map.

All very shiny :)

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PostPosted: Wed Dec 26, 2012 3:52 pm 
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Hmmm. I ought to be ready to start working on my third Hunchback soon. I might actually unlock Elite on something!

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Jan 23, 2013 10:02 pm 
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The new start up annimation is cool.

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PostPosted: Thu Jan 24, 2013 12:30 am 
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Mmm. *****' Betty.

I need to get a few more hours in so I can unlock Elites on my Hunchbacks...

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jan 24, 2013 1:12 am 
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I am having heat issues with my pc right now. I can't play more than two matches without my PC crashing. Not sure if it is the video card or the processor. All I know is that my box starts to sound like a black hawk and it crashes.

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PostPosted: Thu Jan 24, 2013 1:57 pm 
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After playing this last night I have come to the realization:

I am really really bad at this game.

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