MechWarrior: Online - Catch all

Have they officially said a stat wipe will occur for open beta? I assume there will be one, and I think they've said no wipes after it officially opens up.

Expect a wipe next week on the 16th. Or whenever they finally do release the Open Beta.

I am so happy. Dusted off and plugged in my ancient Saitek Cyborg 3D Gold joystick, bought originally for Heavy Gear II, I think. It works! Had to rummage around in the config file for a little bit due to my own stupidity - I re-bound a bunch of controls that were OK as-is, but my new bindings didn't work, and I couldn't figure out how to clear them from the menus. It isn't quite as quick and accurate as a mouse (still relearning those joystick skills!), but man, the immersion. Don't need the keyboard at all.

The new lighting is really very pretty. Seeing an Atlas bearing down on my downed Commando from behind a veil of falling snow... it's like straight out of Battletech fantasies.

I'll try and hook up with some of ya and play. Will try and get on tonight but, I have RL tonight.

Kamakazi010654 wrote:

Trying to get a big group together for tonight at 8PM EST during the stress test.

Will be getting together in voice chat to hopefully roll over the competition

If Xcom allows me to take a break, I'll be on.

Tough old haul building up a budget with the training mechs. But only compared to being given a budget to begin with.

Open beta delayed a bit, and they've put out a patch tonight.

PGI Response to the major concerns of the community.
We would like to let you all know that we DO listen and DO carefully follow the forums, Facebook, Tweets, PMs and support tickets. We have a team of committed staff whose entire job is to tell us these things.

Game development is similar to trying to steer a very large ship. To make changes in direction takes time and accurate judgement calls. Even after the decision to change direction has been made, it takes a lot of time to make sure the change is working and the direction is valid. A lot of the feedback on the forums specifically are in the pipe for implementation, but again it comes down to time to get them ready and tested before sending it out to you folks on the live servers.

That being said, we’d like to address the concerns and worries that many of you have regarding Open Beta, Match Making, Founder’s Premiums, Game Balance, New User Flow and the future of Community Warfare.

Open Beta:
We have decided to push Open Beta back. We agree that the game's current state of stability is not allowing us to get the latest experience across to new and veteran players alike. This is a short push back on the date and will depend on the stability and playability of the build.

Current Gameplay Issue:
The instability (lag to completely dead FPS) has been identified and we will put out a fix tonight. We also want to make sure this fix works on the Live game servers so you will get a new patch very soon.

Match Making:
The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams.

The next 3 stages of planned releases for Match Making involve the following:

Phase 1:
Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4.
Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.

Phase 2:
Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft’s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively.
At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date.

Phase 3
We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we’ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented.

We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible.

Founder’s Premium Account Status:
We have heard your cries and we are responding to them…

On the date of Open Beta, your Premium Account timer WILL start ticking. Around Open Beta, a button will appear that will allow YOU the Founder’s account holder to decide when the timer starts to tick down. At the same time as this button appearing, your used Premium Account time will be reset to its full value. At that point, you can click the button to start your timer but you cannot stop it. It will be up to you to decide when the Premium Account starts to tick.

Please note that this only applies to Founder’s Premium Account Bonus. Founder’s Mechs behave as planned from Open Beta onward.

Players who purchase a Premium Account AFTER Open Beta will have their timers start immediately upon purchase.

Game Balance:
The game is fairly close to where we want it but the last few items are finally coming into play in terms of Mech on-board systems and items such as Double Heat Sinks, Ferro Fibrous Armor which directly relate to weapon balance and combat experience. Now that those systems are in place, we will be looking into balancing factors such as heat and damage/damage over time etc.

For more information about where weapons are going, check out this link.

New User Experience:
We are adding a lot of tutorials for new players, and we believe this will help greatly. We’re also tightening the UI to make the flow easier to understand. In general, we’re adding a lot in the coming days, and we do understand this is needed to help new players the various complexities of MechWarrior Online.

Videos of every aspect of Mech Warfare will be coming soon, including moving your Mech, arming your Mech and tactics with your Mech.

Community Warfare:
Let’s start off by re-quoting the original Community Warfare Pillar from our game description:

Community Warfare:
MechWarrior® in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech® Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech® lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp's player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards.

Nothing has changed from this original vision of where we want to take Community Warfare. The thing about Community Warfare the decision to push it out further post Open Beta, is the sheer size of the feature and the amount of time to implement. Right now we want the dev team to focus on getting the current game feature set into the live build and then stabilize the build as people join us through the first few weeks of Open Beta. Soon after, a large segment of the entire team will shift over to getting Community Warfare coded and implemented so we can get this into the hands of internal/early beta tester’s hands so we can launch the feature in the future. Because of the sheer workload of this feature we cannot give you an accurate timeline for delivery for this but we will start rolling out information as we begin development of Community Warfare.
After this big gameplay injection, we will look at the plan for the Clan Invasion.

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We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team

Ya, got tired of pug vs team stompfests, stopped playing. Sad to see it will just be slightly less of a curb stomp, a 4 man organized team + pugs will still consistantly squish a full pug team. If they fixed that, I'd live with the rest of the problems, but this is a deal breaker. Eh, plenty of other games out there.

LtWarhound wrote:

Ya, got tired of pug vs team stompfests, stopped playing. Sad to see it will just be slightly less of a curb stomp, a 4 man organized team + pugs will still consistantly squish a full pug team. If they fixed that, I'd live with the rest of the problems, but this is a deal breaker. Eh, plenty of other games out there.

How would they fix it?

I guess I just don't see any way to fix the pugs vs. pre-made issue without just completely getting rid of groups, and that would be like an AC/20 shot to the head of the community

Also, my interpretation was that they would be matching 4 Squad + 4 pugs vs. other 4 Squad + 4 pugs in the matchmaking.

Kami got it correct.

Phase 1 Matchmaker is Premade 4 + Pug 4 vs Premade 4 + Pug 4

Phase 2 is Premade 8 vs Premade 8

Phase 3 is drops by Skill rankings..

Kamakazi010654 wrote:
LtWarhound wrote:

Ya, got tired of pug vs team stompfests, stopped playing. Sad to see it will just be slightly less of a curb stomp, a 4 man organized team + pugs will still consistantly squish a full pug team. If they fixed that, I'd live with the rest of the problems, but this is a deal breaker. Eh, plenty of other games out there.

How would they fix it?

I guess I just don't see any way to fix the pugs vs. pre-made issue without just completely getting rid of groups, and that would be like an AC/20 shot to the head of the community

Also, my interpretation was that they would be matching 4 Squad + 4 pugs vs. other 4 Squad + 4 pugs in the matchmaking.

Well, World of Tanks, that allows 15 players on each side of the battle, only allows groups of 2 people for FtP and 3 people for premium accounts. Since they had faced the same problems of balancing matchmaking in the past, something tells me that their solution has merit.

As far as matchmaking with pugs, the group of up to 4 means only that those 4 people will be guaranteed the same game. Not that there will be another group of 4, or any group, on the other team.

I think these small game situations are going to be a bit different after they implement a lot of the meta game stuff that includes fighting for territory/planets. Also, I think they want to go to bigger battles.

A couple of people from Piranha Games have been on a podcast called No Guts No Galaxy. They've talked a bit about some of that. Seems they have big plans.

Pugs vs Pugs, teams vs teams. Not exactly rocket science. It is a simple fact: An organized team will destroy a pug almost every time. Being curbstomped is not fun, when its not fun, people stop playing, when people stop playing, they stop paying. Curbstomping is only fun for a little while, for most people. So, if your matchmaking is designed to not be fun, how long will the business keep bringing in money?

During the weeks I did play in the closed beta, I ran into almost nothing but teams as a pug. End result? No matter how well I did personally, no matter how much I dominated, I still lost, because a pug loses to a team. And if you lose constantly, in a game where you spend too much on repairing and rearming, you quickly end up broke. That isn't my idea of fun, sorry.

MoonDragon wrote:

As far as matchmaking with pugs, the group of up to 4 means only that those 4 people will be guaranteed the same game. Not that there will be another group of 4, or any group, on the other team.

Exactly.

Match pugs against other pugs. Match teams against other teams. If you are going to mix pugs and teams, then if one side has a team, then the other side must always have a team. That fixes that problem, as much as it can be fixed. Thats the nature of pugs and the internet, there is no perfect solution but there is good enough. And from what I've seen of MWO's devs so far, that won't the case.

Call of Duty uses a separate queue called mercenary that you can't join when in a group. I don't think MWO has a large enough player base to make this a viable option but, it could work after launch.

So, what is the formula for putting together an effective team?

Roles? Artillery, Infantry, Sensors,...

Or just communication and organization?

Ghostship wrote:

So, what is the formula for putting together an effective team?

Roles? Artillery, Infantry, Sensors,...

Or just communication and organization?

Communication, focus fire, and not doing stupid things that pugs love. I.e. rushing forward unsupported, or marching solo into the face of 3 enemy mechs, or hanging back and not engaging while your team dies. Stick together, move together, fire on the designated target, that right there will win most fights if the enemy doesn't do the same.

If you aren't comfortable with your weapons and mech, find something that does suit you. A scout mech in the hands of someone that can't dance is a squishy target that dies fast. A sniper mech that can't hit is worse than useless. Etc, etc.

Communication isn't as difficult as a lot of people think. 'Pushing left.' might be all you need for a plan, if everyone understands and supports it. 'Moving up now. 3 targets. Priority alpha the hunchback. Secondary the Atlas. Taking hits, pulling back'. That's probably all you might need to say for an entire firefight. Keep it clear, simple and short. Say what needs to be said, and don't say what doesn't need to be said. Gloating, trash talk, etc, save that for when weapons aren't being fired.

Anyone that can understand and do the above is a solid teammate in my book.

LtWarhound wrote:
Ghostship wrote:

So, what is the formula for putting together an effective team?

Roles? Artillery, Infantry, Sensors,...

Or just communication and organization?

Communication, focus fire, and not doing stupid things that pugs love. I.e. rushing forward unsupported, or marching solo into the face of 3 enemy mechs, or hanging back and not engaging while your team dies. Stick together, move together, fire on the designated target, that right there will win most fights if the enemy doesn't do the same.

If you aren't comfortable with your weapons and mech, find something that does suit you. A scout mech in the hands of someone that can't dance is a squishy target that dies fast. A sniper mech that can't hit is worse than useless. Etc, etc.

Communication isn't as difficult as a lot of people think. 'Pushing left.' might be all you need for a plan, if everyone understands and supports it. 'Moving up now. 3 targets. Priority alpha the hunchback. Secondary the Atlas. Taking hits, pulling back'. That's probably all you might need to say for an entire firefight. Keep it clear, simple and short. Say what needs to be said, and don't say what doesn't need to be said. Gloating, trash talk, etc, save that for when weapons aren't being fired.

Anyone that can understand and do the above is a solid teammate in my book.

When I end up playing with PUGs I am always amazed at how far a few text chats and a waypoint can go to promoting team work

had some great rounds last night. I'm really liking my 4 medium laser + ac10 sniper hunchback. The AC10 doesn't hit as hard as the AC20, but I am able to carry 50 rounds, so if I'm able to stay hull down and at a distance I can really tear up the targets.

I am certainly a pug pilot. Situational awareness is my problem. Played with some GWJers a couple if months back.

I find I "stumble" into three enemy units head on, or get over focused and assume that lace mates were sticking with me. These tendencies have made a centurion with a big AC work best for me.

I find I either do damage and die up close, or I'm not scoring from far back and survive. Sounds like PUG syndrome.

What one thing do think would help me improve most? Aside from logging time of course.

Ghostship wrote:

I am certainly a pug pilot. Situational awareness is my problem. Played with some GWJers a couple if months back.

I find I "stumble" into three enemy units head on, or get over focused and assume that lace mates were sticking with me. These tendencies have made a centurion with a big AC work best for me.

I find I either do damage and die up close, or I'm not scoring from far back and survive. Sounds like PUG syndrome.

What one thing do think would help me improve most? Aside from logging time of course.

For me it was thinking like a WWII tank commander. Present as little of a target as possible, make use of your scouts to provide situational awareness, and don't be afraid to disengage. One round I was able to harass a target with a small laser (arms were blasted off) but it was enough for me to peek out occasionally and zap him in order for him to split his concentration, allowing teammates who were better armed to take him out.

Stylez wrote:
Ghostship wrote:

I am certainly a pug pilot. Situational awareness is my problem. Played with some GWJers a couple if months back.

I find I "stumble" into three enemy units head on, or get over focused and assume that lace mates were sticking with me. These tendencies have made a centurion with a big AC work best for me.

I find I either do damage and die up close, or I'm not scoring from far back and survive. Sounds like PUG syndrome.

What one thing do think would help me improve most? Aside from logging time of course.

For me it was thinking like a WWII tank commander. Present as little of a target as possible, make use of your scouts to provide situational awareness, and don't be afraid to disengage. One round I was able to harass a target with a small laser (arms were blasted off) but it was enough for me to peek out occasionally and zap him in order for him to split his concentration, allowing teammates who were better armed to take him out.

I bet if I google, I can find real life accounts, and tank sim fan instructions for piloting. Interesting reading. Any sources?

I'm really hoping the game ends up with a Natural Selection style of Commander eventually. Right now the map + command features seem pretty thin. Even a decently organized PUG vs 8 man team can hold it's own for a while with barely any instruction, imagine how much better if someone were marking targets and assigning squads.

silentsod wrote:

I'm really hoping the game ends up with a Natural Selection style of Commander eventually. Right now the map + command features seem pretty thin. Even a decently organized PUG vs 8 man team can hold it's own for a while with barely any instruction, imagine how much better if someone were marking targets and assigning squads.

I think I read something about a commander module that would give more advanced command features. I can't find a link so I might have made it up

Decent "basics" vid for whenever this finally goes open beta:

Not sure about picking a light mech first. Didn't realize the color keyed weapon effectiveness piece talked about @ 5:30.

Just a note for you all. When you buy a mech take it out for a spin before you mess with it in the lab. Otherwise you may end up like me with an Atlas that refuses to take on any armor.

plavonica wrote:

Just a note for you all. When you buy a mech take it out for a spin before you mess with it in the lab. Otherwise you may end up like me with an Atlas that refuses to take on any armor.

ah so that's how that happens!

I had the same thing happen to my dragon. ended up selling it back

Got my client installed and patched and added my name to the spreadsheet. I really hope my 3+ year old rig can handle a current game.

GioClark wrote:

Got my client installed and patched and added my name to the spreadsheet. I really hope my 3+ year old rig can handle a current game.

I think in the dev question and answer the last day or two they said they were working on stuff like Core 2 Duo class hardware performance. Not sure what you have, but if it doesn't run now, it might as they continue to optimize.

My low-end system (i3, GTS250) handles it just nice after the latest patch, which seriously optimized things. It was playable before. I would remain optimistic.

Just got my invite. Been a long time since I've played a mech game, but I should be able to make myself useful.