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- Ice #3697391 12/12/12 05:11 AM
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Beat the Kobayashi Maru
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Watch out with the XL engines, replacing them isn't cheap. Haven't messed with those in a long time due to that. Maybe they adjusted the repair cost, but it was a losing deal back when.


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- Ice #3698955 12/14/12 05:22 PM
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Stick to the plan man!
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Some update for the Conquest mode
MWO Forum's link

Click to reveal..
Quote:
In Conquest, players will vie over Germanium resource collectors. These mobile mining units refine Germanium for the team that controls them. The more units under a team�s control, the faster that team will be gathering resources.


Quote:
There are 5 resource collectors spread throughout each map. Each team will begin the match with the nearest resource collector to their start location already under their control.


Quote:
The first team to collect 750 resources will win the match.


Quote:
our team has taken ownership of a resource collector when the name of that collector on your HUD has turned blue. If you remain in the capture zone, you will see a colored blue bar begin to fill on the left side of the HUD element (see indicator 5 on above screenshot). You do not have to completely fill the bar to gain ownership, but since all resource collectors can be re-captured by the enemy team, the more time you devote to filling your capture bar the longer it will take for the enemy to drain and capture it for themselves.


Quote:
Basic Win Conditions & Rewards:
The first team to 750 resources collected wins.
A team can also win by destroying all enemy Mechs.
Win or Lose, any resources collected by a team are multiplied by 25 and players are rewarded that amount in C-Bills. (Germanium is paid for no matter if you win or lose).
For example, if two teams play out via resource collection, and one team has 750 resources and the other has 480 resources, the first team earns 18,750 C-Bills and the second earns 12,000 C-Bills.


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- Ice #3699104 12/14/12 08:54 PM
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The conquest mode sounds really interesting, looking forward to that.

For the XL engine, I am running one now in my Dragon. They have fixed the repair bills, seems more reasonable now. I think my worst bill was 87K, most are around 40-60K though.

See you guys out there sometime.

Cheers!

MojoFlow #3699166 12/14/12 10:41 PM
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"Call me Az"
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Originally Posted By: MojoFlow
The conquest mode sounds really interesting, looking forward to that.


It is Arathi Basin.

- Ice #3699180 12/14/12 10:58 PM
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Beat the Kobayashi Maru
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"A team can also win by destroying all enemy Mechs."

Whew! I was getting upset there for a minute! I was afraid this was some be-damned respawn kind of conquest game.


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- Ice #3699674 12/15/12 09:08 PM
Joined: May 2009
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Stick to the plan man!
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MY cataphract 4x with 1 LL +2UAC5
Will try to sqeeze a third UAC5


The team kill was because I was already firing my LL at an atlas, and my teammate passed in front of me and it killed it... duh


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- Ice #3700316 12/16/12 09:55 PM
Joined: Nov 2001
Posts: 3,214
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Two-speed Five-Blade Fan
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I also saved up for a 4x.

I took your lead and tried fitting a third AC... but I've since removed it. I'd moved the main pair (AC5 and UAC5) into the same arm (which improves sighting - as I can use the AC5 tracer to range the UAC5 burst). The extra AC5 was rarely being used (as it was usually obscured by whatever cover I was using). I reinstalled th LL and added an AMS with the weight saved.

Previously, I tried using two flamers: The 4x is slow - so I figured the flamers at least let me die screaming (if anyone closed range with me).

- Ice #3700350 12/16/12 10:42 PM
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Posts: 522
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Still feel the best 4Xs are quad AC2 but used in a support role with a 4 man or 8 man team rather than by yourself in pug matches where you die (usually to a light mech) because you don't have a wingie to help out. Especially works well as a long range killer/area denial weapon if you group the AC2s two and two and have them on primary and alternate triggers which increases the rate of fire dramatically. Basically you stay back and fire visually from outside 1000-2000m doing a lot of damage very quickly but only able to be hit by a guass or ER PPC, which is handy in the current ECM build of the game. Although I guess for people in the US and Canada who are closer to the server with lower latencies may do better with other 4X builds more suited for close range which is where people from overseas tend to use lasers more so they have a better chance at hitting even with lag.

From my point of view the 1X and Muromets are better suited to close range.

Cheers,
Stonehouse

- Ice #3700957 12/17/12 08:36 PM
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New economy update will be applied after tomorrow patch


Quote:
Cadet Bonus

We�ve added a new scaling reward bonus for the first 25 matches played. This new C-Bill reward system helps ease players into the game, allowing them to quickly buy their first BattleMech within 4-5 matches, regardless of match outcomes.
Light 4-5 matches
Medium 6-10 matches
Heavy 11-15 matches
Assault 16-25 matches
An average match takes 6 minutes.
By match 25 players can earn a minimum of 8.6 Million CB.
Hero and Premium Time boosts apply to the Cadet Bonus.



What does this mean for existing players?
Anyone with fewer than 25 matches will receive and appropriate amount of C-Bills for their current # of matches played.
Anyone over 26 matches will receive a onetime bonus of 7,981,686 CB.
Repair and Rearm




RNR has been removed from the game to facilitate a better overall user experience and game balance. All BattleMechs and Items will be repaired to 100% health during downtime on Tuesday the 18th.

Trial BattleMech Improvements

With repair and rearm removed from the game, we have rebalanced the Trial Mech reward system to reflect our move towards a better new user experience.
Now earn 100% CB and XP rewards.
Trial BattleMechs will continue to rotate out every 2 weeks.
Premium Time bonuses apply.
Reward Changes



Too help balance out the economy with RNR removed, we have rebalanced the existing C-Bill reward system to reflect the average NET rewards. NET rewards would be the average CB earned by players after repairing and rearming their mechs in the current version of MWO.

In addition we have continued to refine the rewards system to increase active participation. Players will now earn more CB for engaging the enemy and contributing to the success of their team. Even in a losing situation, players can earn significant rewards. We have also removed or reduced passive rewards to a bare minimum.

Average Rewards by player match rank before any bonuses:
1 � 100,000+
2-3 75,000-100,000
4-5 50,000-75,000
6-7 35,000-50,000
8 � 25,000-35,000
We plan to make tuning adjustments over the coming weeks as we introduce more active rewards for non-combat aspects of the game.



We anticipate a reduction in AFK bots and a general realignment in player group tactics from base capping to enemy engagement.

Salvage remains the same.

Assault Rewards
Win/Loss/Tie = 25,000
Team Kill = -10,000 * how many teammates you have killed
Component Destroyed = 2,500 * how many components you have destroyed
Enemy Kill = 5,000 * how many enemies you have killed
Enemy Kill Assist =7,500 * how many kill assists you got in the match
Spotting Assist = 2,500 * how many spotting assists you got in the match
Damage Done = 25 * how much damage you did in the match
Capture Win and Assist have been removed.
Conquest Rewards:
Win/Loss/Tie = 25,000
Team Kill = -10,000 * how many teammates you have killed
Component Destroyed = 1,250 * how many components you have destroyed
Enemy Kill = 2,500 * how many enemies you have killed
Enemy Kill Assist = 3,725 * how many assist you got in the game
Spotting Assist = 1,250 * how many spotting assist you got in the game
Damage Done = 25 * how much damage you did in the game
Conquest Bonus = 25 * how many resources you have collected
NOTE: We plan to tweak the Conquest numbers in the New Year after collecting live analytics.
Link


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- Ice #3700970 12/17/12 08:54 PM
Joined: Apr 2008
Posts: 19,581
Beat the Kobayashi Maru
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Beat the Kobayashi Maru
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That's a good one. People get frustrated with how long it takes to earn money for a mech as it is now.


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- Ice #3701021 12/17/12 09:49 PM
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Stick to the plan man!
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the only thing I'm not sure if it's good, is that they completly remove $ for capturing an enemy base


XBL/PSN/others: genbrien
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- Ice #3701122 12/18/12 12:37 AM
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I like the changes, should actually encourage some more team-play.

I am OK with no base capture bonus, should hopefully minimize the 'base rush' mentality that you see from time to time.

Generally, I am really enjoying the game, not getting as much cockpit time in as I would like, but should have some more time soon.

smile

- Ice #3701139 12/18/12 01:01 AM
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Beat the Kobayashi Maru
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I think they should just add an LMS game type to the mix and leave the base capture points.
I hope they get the persistent war/clan battles going soon.


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· CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
- Ice #3701175 12/18/12 02:16 AM
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I hope they'll add respawn someday.
But not the Call of Duty/Battlefield respawn.

They could do some kind of dropship drop/respawn, but with the 4 mechs you chose to bring to battle. (You already have to choose 4 mechs of all yours in the mechlab).
Game will be longer, and less repetitiv


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- Ice #3701257 12/18/12 05:47 AM
Joined: Apr 2008
Posts: 19,581
Beat the Kobayashi Maru
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Beat the Kobayashi Maru
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Chromehounds had a nice system. Once you were taken out, you showed up as a pilot without a mech. You could run around, shoot others that were also "dead" but it didn't have any effect. It would be cool if you were taken out to reappear like that and get to man some turrets at your base. Once the turrets are all taken out, then you're out of luck, but it would add something to it.


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- Ice #3701388 12/18/12 02:05 PM
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I'm a little worried with the removed of R&R cost. The cost of repair seemed to help keep everyone from running the fully decked out mechs. FF, XL, some reloads were all real expensive so most people didn't run them and thats a good thing.

One of the flaws of our current system is that these items are supposed to be rare, hard to find, the high cost kind of mitigated this.

With base capture money removed, does that mean an ecm raven squad capping the base will net them nearly no money? That would be nice.

S


MWO callsign Feetwet
Feetwet #3701411 12/18/12 02:53 PM
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Originally Posted By: Kelen
I'm a little worried with the removed of R&R cost. The cost of repair seemed to help keep everyone from running the fully decked out mechs. FF, XL, some reloads were all real expensive so most people didn't run them and thats a good thing.


XL engines will just make them easier to destroy(the engine take the Center Torso + L/R torso)


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Originally Posted By: Raw Kryptonite
That's a good one. People get frustrated with how long it takes to earn money for a mech as it is now.


I'm now earning 40% of what I did - because I try to actually survive the matches (and I don't drive a heavy into the maelstrom).

Yes, there are ways to help your team other than brawling. In particular, well timed diversionary attacks can divert enemy mechs and break enemy formations.

- Ice #3701844 12/19/12 02:10 AM
Joined: Apr 2008
Posts: 19,581
Beat the Kobayashi Maru
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Beat the Kobayashi Maru
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The new Stalker sounds pretty cool. I'd like to see more 100 ton options though.
Quote:

Stalker
Next, we have our newest Mech addition, the Stalker! No, I won�t get out of here, it�s true! Weighing in at 85 tons, and with a terrifying primary variant, we think this particular Assault Mech will quickly find itself a very, very popular spot in our Mech lineup.

It will come with the following variants:

STK-3F
STK-3H
STK-4N
STK-5M
STK-5S
Who doesn�t want a giant Mech will bull-hooves for feet and more missile and energy slots than you can shake a stick at?


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· CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
- Ice #3702322 12/19/12 06:10 PM
Joined: Jul 2001
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Hey I've been waiting for a heroic Dragon variant, now I have two to choose from. aroundthetree


One day the West will fall. But if the Liberty for which we fight is taken up by the world then the West will not have failed.
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