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[BATTLETECH/Mechwarrior] The [MW5: Clans] are about to Invade the Inner Sphere!
Posts
Steam: betsuni7
Finished the main campaign right before Rasalhague part 2 kicked off. Currently on Mission 3 of that section.
Thoughts on how everything works together so far:
LotKL: The two mini-chains did help me fill out my heavies, and the main Kestrel campaign wasn't that bad at all, but then again I had salvaged the Marauder II from the last mission from the Victor chain and stacked it with 3 BLCs/5 MLs.
CtA: Hatchetman chain comes too late in the campaign. I was already working with heavies and the heavier mediums for the Hatchetman you get (and ones you can salvage) to be worthwhile.
RoR: First half was a breeze, second half started almost right after I finished the main campaign and was flush with cash and 100 ton assaults. Strolling a 4xUAC/5 Annihilator around the third mission (the base defense one) was almost criminal.
Main workhorses have been my first Longbow (had since early in the campaign), the Marauder II, and two 2xAC/10 WHM-6Rs.
Patch for the bolt-ons (and Centurions) causing loading issues is dropping Wednesday morning.
Patch notes:
Server stability should return to normal
Client crashes (from the Centurion) should be fixed
Bolt-Ons will function more like Cockpit Items
We have reduced the total Item IDS by making (most) Bolt-Ons shared across the Chassis where possible
There are still Unique Bolt-Ons such as Atlas Glowing Eyes that can only be equipped to Atlas Variants
Examples
If you owned 1 left-hand Atlas Katana Sword and 1 left-hand Hatamoto Katana Sword you will now own 2 left-hand Katana Swords that can be equipped on Mechs that are compatible with Left-handed Katana Swords
Note
No Bolt-Ons have been removed
You may now own duplicates of some Bolt-Ons depending on your inventory
You will still need to unequip Bolt-Ons from the mechs that they are currently equipped on to move them to other mechs
In some cases, there will still be duplicate Bolt-Ons that are only shared on select mechs
Naming conventions on the Bolt-Ons are a bit wonky (for now) as the UI intends to display all the mechs it is compatible with
We will fix the naming convention in a future patch (not in Dec patch for now)
Look forward to current event extensions, a compensation event, and Seasonal events coming this week.
This is tempting me to start over since I want to see all the DLC that I bought.
Steam: betsuni7
Best suggestion I can give is go hard at the start so you can hit as many of the HotIS chains as possible. No lie, the Agincourt (Archer) would have been amazing, and I did have a Fang (Dragon) I found on the market to round out some lances that would have been great as the Sidewinder. I screwed around a bit and I was starting Kurita space stuff when I got the message from Sortek. It might be possible to speed run the campaign before Kestrels starts up but I doubt it (mebbe if modded and with a full crew of player controlled mechs).
Stuff does get kinda packed near the end. Rasalhague part 1/finishing campaign/Rasalhague part 2/Dragon's Gambit all are close enough together that there's not a lot of breathing room.
I vaguely recall kinda pissing around for like two decades in-game before getting around to finishing the story.
I clearly need to get caught up, but I'd love to know how I, the Protagonist, am
Like, where's the "debt" I'm paying off here?
Fortunately, I just rebuilt my PC with Actual Modern Hardware, and so now's a wonderful time to dip back into MW5!
It’s more
Of course, it turns out the person who reaches out to you is
Deep lore spoiler:
Haven’t played myself yet but so far it’s encouraging.
*starts downloading MWO again*
It's a biggie now that the comp season is over:
New legendaries:
Stone Rhino "Aksum" (8 torso ballistic hardpoints and a massive screenshake modifier)
Free holiday mechs:
COM-D03(H) (New Commando with 5 energy hardpoints, 2 H, 3 CT and MASC. Thanks to small cockpit (!) and compact gyro (!!))
Weapons:
RAC/2, RAC/5 buffed.
HAG shots are now distinct color from Gauss rounds.
Equipment:
IS/Clan single HS buffed (increased dissipation for first 10 from .15 to .18)
cDHS nerfed (reduced dissipation from .22 to .2)
IS/Clan ECM nerfed (ECM bubbled reduced to 90m from 120)
Mechs:
Centurion: Agility buffed
Longbow: JJ shake reduced to match other mechs.
Quirks:
Thunderbolt (TDR-10SE, buffed missile cooldown)
Marauder (Blight, buffed survival quirks to match MAD-5D)
Longbow (LGB-12C, LGB-12R, buffed missile quirks)
Annihilator (All, cleanup and buffs)
Map fixes:
Fixed stuck points in Bearclaw II.
That Commando has me having bad ideas...
Steam: betsuni7
Should note that the Commando in question is allegedly capped at 175 for the engine size.
I don't recall which chassis's could get fast enough, but basically if you got your mech up to around 180 kph, their net code breaks because it could no longer rectify the differences between where you are shooting and where the mech is from the pilot's perspective. If you watch top MWO light pilots, you'll still see them feathering MASC or their top speed, because fluctuating your top speed makes it significantly harder for MWO's code to rectify what both players are seeing versus any lag.
The better question is "which phase of this being broken do you mean?"
Because physical mech location and where the netcode thinks it is have been broken many times. It was broken for a while for absolutely everybody when mech knockdowns were still in the game; run into a mech and it would be desynced when it got up, fucking up trying to shoot it. The solution was to disable knockdowns (sad Dragon noises). Then there was also a long-ass time, way before MASC and when mech top speeds were only like 140-160 kph, where effectively everything was desynced all the time but only high speed really desynced mechs and hitboxes so that meant the fastest stuff took insane amounts of punishment. If you think it's hard killing a high-speed Commando with "speed armor" that shrugged off like 80% of the landed damage, imagine trying to kill a Centurion at ~130 kph with speed armor (thanks to XL engines) and also had a hitbox bug where losing an arm gave permanent extra protection to the torso sections. And SRMs had their explosion damage bugged and multiplied, so said Centurion running around with a stack of SRM-6 hit harder than an AC-20.
And then I think they "fixed" the problem and upped the speeds and broke desyncing later. And then did it again later. Anyway, yeah, speed has broken the game at least twice I think.
Play one game with at least 50 match score during that timeframe to qualify
MWO: Adamski
My Twin Chargin' Chuck Vulcans continue to bowl over the opposition, until I face bug mechs that can jump into my rear arc. Those make me sad. Until they land too close and get suplexed. Quite satisfying.
These hit percentages are absolutely stupid, though. I understand you're looking to simulate low skill pilots but I shouldn't opt for melee on a SRM Commando with no heat because my guns won't hit otherwise. That includes post evasion stripping.
https://www.youtube.com/watch?v=Wk8KfQzMhK0
Steam: betsuni7
January Legends:
Victor: Li Dok To (has a massive laser fist)
Executioner: Sovereign (not sure, appears to have 4 ERPPCs)
February Legends:
Black Knight Red Reaper II (heavy shield, full mech height)
Warhawk Kasai
Upcoming weapons:
Inner Sphere:
- Light AC/2 and AC/5: A modified version of the Autocannon that sacrifices cooldown and range for a lighter weight.
- Silver Bullet Gauss Rifle: A modified gauss rifle that fires its shells in a spread pattern with a rapid cooldown.
- Magshot Gauss Rifle: A much smaller gauss rifle designed for targeting smaller opponents.
- Thunderbolt Missile 5, 10, 15, 20: A medium range, lock on, high payload missile system.
Clan:
- Proto AC/2, AC4, and AC/8: Similar to IS LACs, a modified Autocannon with increased weight savings, longer cooldown, and shorter range.
- AP Gauss Rifle: A much smaller gauss rifle designed for targeting smaller opponents.
- Beam Laser: A variation of the X-Pulse laser, this large class laser gives a continuous beam output.
- Plasma Cannon: A lighter version of the Clan ERPPC, this weapon deals a slight amount of heat damage along with regular damage.
New Legendaries:
Executioner Sovereign (smaller engine and no MASC for a lot more pod space)
Victor Li Dok To (10xlaser fist and +4 Med laser HSL)
Weapon changes:
IS and Clan MPLs (heat reduction)
IS and Clan SSRM-2 (HSL increase from 5 to 7)
All HAGs (damage per pellet reduced, but pellets now have splash like clan/snub PPCs)
All LRMs (velocity nerfed, trajectory lowered)
Note: Apparently there was a bug introduced where LRMs and ATMs will sometimes fire in wrong direction, even with a lock.
Equipment changes:
Advanced Sensor Package (buffs range to TAGs)
Artemis (increases LRM velocity back to original values)
Mechs:
Aksum (Stone Rhino hero) had LAA removed
Piranha PIR-A hitbox for AMS now registers as front torso, not rear.
Warhammer WHM-4L geometry added to remove holes.
Gorewing (Vapor Eagle hero) eye bolt-ons fixed.
Quirks:
Osiris (Full chassis rework)
Adder (ADR-W)
Viper (VPR-B)
Black Lanner (BKL-A)
Stone Rhino (ST-AK (LGD))
Store:
EXE-M available for C-bills
Gausszilla & Stone Crusher (Annihilator and Clan Annihilator) available for MC
Stone Rhinos available for MC
February Legends:
Red Reaper 2:
Inspired by the Onyx Legend and the tabletop custom variant "Red Reaper."
Warhawk Kasai:
Inspired by the artwork of an MWO artist that goes by jjm1.
New weapon previews coming in the next couple of weeks.
Also, MW5's DLC6 is going to be announced soon.
Honestly, I want to believe just for the ongoing success of the franchise at large, but even more honestly I'd just rather MW5:C gets released and shows itself to be competent and does good numbers. I kinda just want more solo-playable MechWarrior (despite not spending enough time with it already).
I just don't see how a new PvP MechWarrior title is any more successful in the hands of a PGI that, in and of itself, demonstrated a literal decade of frequent incompetence. That said under their new Corporate Overlords of EG7, whose portfolio has a number of not-blockbuster-but-not-abject-failure online games, maybe there's enough outside oversight and guidance that a new game of that ilk might not suck.
Realistically if they base any team for MWO2 around the folks currently working on MWO (and not the ones who ran it into the ground and maintenance mode) they’re probably going to be in a more solid place.
Unfortunately it's much more likely that the extra investment brings back the management interference that repeatedly threw logs under MWO's feet in the past, but, you know, hope springs eternal.
GO, GO, GO!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
New Legendaries:
Black Knight Red Reaper II: Large shield.
Weapon changes:
HAGs: heat reduction.
LRMs: max trajectory arc returned to 150 meters.
Equipment adjustment:
Sovereign cannot increase their number of jump jets.
Mech adjustments:
EXE-B-C(LGD) (Leg omnipods reduced to 1 JJ each, stock adds 2xSRM-2s)
Longbows (Torso and arm pitch normalized)
Quirk adjustments:
Crusader (CRD-3R, CRD-5M)
Jagermech (JM6-A, JM6-DD)
Victor (VTR-9B-LI(LGD))
Mauler (MAL-KO)
Executioner (All)
King Crab (KGC-000, KGC-000B, KGC-0000)
Maps:
Hibernal Spawns closer to Canyon Network.
Polar Highland spawns moved closer.
Store:
Bug fixes:
RGH Bolt hitbox fixed.
God I wish I could play again...
Steam: betsuni7
DLC-6 is on Solaris, and includes Duncan Fisher as a Mechwarrior ally.
New chassis is the Loader King (which is the Roughneck I think?). Along with several gladiator mech variants.
https://www.youtube.com/watch?v=uoYkgrEu4Q0