Friday, February 27, 2015

Really? THAT's what you've been up to?

Greetings Mechwarriors,

I must say that I'm a little disappointed. I'm certainly not surprised, but I am at least a little taken aback. I had been thinking about doing a post on the new Resistance Mechs, the Panther and Enforcer, that were recently released, or a post about what kind of music that I like to listen to while I play MWO, or a post about my change of opinion on the Ultra AC/5, or a post about my participation in a really, really fun community run event, or a post about how freaking sweet this is...but no, I think I need to address my disappointment.

This past Monday, PGI announced the pre-order availability of the Wave III Clan Collection. Really? That's what you've been up to, PGI? How about a different game type? How about more match making options? How about not breaking two things while patching one? How about really putting the finishing touches on this game before starting development on another one? Here's a great example of what I mean.

Adding those ovals was a comparable effort.

Six cockpit screens, with a seventh off to the right, that display absolutely nothing. I'm sure most people that have been playing this game for more than a month have just learned to ignore these screens and work around them, but these are a glaring omission. Shouldn't these display something? Wouldn't it be great if these were customizable? Why not let players choose parts of the HUD to instead display on these cockpit screens? Wouldn't that add to the immersion since I know that I'm not wearing a neurohelmet?

I also realize that I have adjusted my in-game FOV to give me more visibility and that not doing so could reduce the visibility of these displays, but, I mean, really. There's not even a speck of a hint on a quickly passing breeze that anything even remotely having to do with these screens will ever be implemented. So, again, I say, "really?"



Good luck and good hunting, pilots.

Thursday, February 19, 2015


The Wolverine Champion Mech. The WVR-7D.

Greetings Mechwarriors,

When I started playing this game, it took me a long time to find my niche. After many, many, painful hours of gameplay, it turns out that I'm a medium Mech pilot at heart. Honestly, that kind of worked out like I had originally hoped. There was some sort of, dare I say it, romanticism to being a medium pilot. Agile, resilient, and able to provide fast and effect fire support, that's a medium Mech. Of course, assault and heavy Mechs are appealing because of their shear firepower, but calling them quick is almost moronic. Yeah, that's right.

After trying and failing at piloting a Hunchback, I sold it for a Wolverine. I've had that Wolverine in my Mech bay for around six months and don't plan on selling it. I've had even more fun after outfitting it with a Gauss Rifle! But, as much as it seems like I could, I'm not going to once again talk about my beloved Wolverine. I am, however, going to talk about the Wolverine that I don't have! The Wolverine that no one has, but the one we deserve. This is especially true after the "Quirkening" that put down the, large pulse laser based, "Wubverine" once and for all.

I'm talking about the Wolverine Hero Mech that isn't available in MWO. The Wolverine is one of only a couple long-standing Mechs that don't have a Hero version. Hero versions usually: have special quirks, are only available for real money, have a custom camo pattern, and give a +30% C-Bill bonus to each match. "Why not the Wolverine?", I hear you ask, and I concur. But, what would such a Hero Mech look like? Of course, here's my wild jab at it.

There are only a few Wolverine variants that were produced and available around or before 3050, the current in-game year. This limits the options greatly, considering the total number of variants that would later be developed for this Mech; eight more in all. There are currently three variants of this Mech available in MWO. In my opinion, there are only two available variants for a Wolverine Hero Mech, the WVR-7D and WVR-7M. I'm only going to talk about a Wolverine Hero Mech based off of the WVR-7D. If you're more interested in the 7M, whenever I say "ultra auto-cannon/5", just think "ER large laser" and get over it.

The WVR-7D would come standard with a XL 275 engine, double heat sinks, Ferro-Fibrous armor, standard structure, and quirks to boot. The "real" 7D was equipped with Myomer Accelerator Signal Circuitry, an equipment that would allow a Mech to move at twice its standard walking speed! This equipment was best used sparingly though, as it could cause leg actuator failure. This equipment isn't featured in MWO, and I certainly don't think they should add it, but I think they should increase the maximum engine size of the WVR-7D to reflect that capability. Well, let's just look at what I think would be a stock loadout.


Now, that's a sexy Mech.

I'm not suggesting that the WVR-7D come with all the modules seen here, but that would be awesome. I am suggesting some pretty beefy UAC/5 quirks, though. How's about:

Additional Strucure (RA) +25
Torso Twist Rate (YAW) +25%
Energy Range +25%
Energy Heat Generation -12.5%
Missile Cooldown +20%
UAC/5 Cooldown +25%
UAC/5 Range +12.5%
UAC/5 Heat Generation -25%
C-Bill Bonus +5,000,000%

This thing would be a beast, for sure. I think PGI is scared of the possibilities. They fear the Wolverine. That's it, I'm sure. That's the only reason that I can think of as to why PGI wouldn't have come out with a Wolverine Hero Mech. I mean, heck, I'd still buy the thing if the "custom camo pattern" was a tasteful nude of Patrick Swayze and Lea Thompson. Don't picture it. Shameful passions aside, I am still hoping that PGI gets around to giving its players a Wolverine Hero. Alas, I can hope all I want, but I can never prove that I haven't thought waaaaaay too much about this.

Good luck and good hunting, pilots.




Sources:
http://www.sarna.net/wiki/Wolverine_(BattleMech)
http://haveno.info/BT%20-%20TechManual.pdf

Friday, February 13, 2015

You know what, PGI? I'll take it.

Greetings Mechwarriors,

Although I, too, hold the Capital NH, "Nerf-Hammer" in as much disdain as anyone, I can't help but shrug off this latest blow. I'd like to think that one person in my Unit is single-handedly responsible for this crap:

New:
WVR-6K
Additional Structure (RA) +18
Large Laser Range +12.5%
Energy Weapon Range +12.5%
Energy Weapon Cooldown +15%
Energy Weapon Heat Gen -12.5%
Large Laser Heat Gen -12.5%
Laser Duration -15%
Missile Weapon Cooldown +15%
Torso Yaw Speed +15%

Old:
Additional Structure (RA) +18
Torso Yaw Speed +25%
Energy Range +25%
Energy Cooldown +12.5%
Energy Heat Gen -12.5%
Missile Range +15%
Large Pulse Laser Range +25%
Large Pulse Laser Cooldown +12.5%
Large Pulse Laser Heat Gen -12.5%

Talk about a different ball game...High five!

Essentially, they've taken away all of the Wolverine-6K's Large Pulse Laser bonuses. If no one has noticed, the large pulse laser is a formidable weapon and you could fit four on this 'Mech! Talk about being able to send a lot of electrons down range quickly. This change in balance wasn't really surprising.

The reason that I say that I'm perfectly happy with this upcoming patch is that only two 'Mechs I own are affected, the BLR-1S and the ON1-P. The Protector, ON1-P, loses its bonuses for the AC/20, but gains a +10% bonus to both Gauss and ballistic cooldowns. I already happen to own the Gauss Cooldown 5 module, currently on my WVR-6R( and yes, it's a blast), which will gain me an additional +12% bonus to my Gauss cooldown. I lose the Missile Range bonus, but I don't really need it for, all the four whopping tons of, two LRM 5s. A 15% bonus to energy range, heat generation, and duration? I'll take it, considering I have two ERLLs and the ERLL Cooldown 5 module... The SRM6 bonuses? PGI, you couldn't give them away. I'm glad to lose them. I do mourn the lose of the AC/20, though. I've been having a lot of fun with it. It's also regrettable that the Gauss is more easily destroyed, but hey, I was nursing my right torso anyway.

The BLR-1S also gets bonuses that will work in my favor. It loses the bonus to LRM15 cooldown and heat generation, but I wasn't using them anyway. I've had much more luck chain firing a LRM 10 and a LRM5. The missile cooldown and heat generation bonuses get kicked up from 10% to 12.5% anyway. Keep it comin'. For what I'm going to lose in the energy weapon heat generation bonus, I'm getting twice the bonus to energy weapon range. +25%? My ERLL are starting to look like mom and dad's favorite of their children on Christmas Eve. The range bonus also is looking pretty good for the two MPLs I just put in a couple of weeks ago.

So, to all the Nerf hatters...ha ha. No, but really, chin up kid. This round of changes in balance will just change up the gameplay. Maybe we'll start to see less touting, gloating, ERPPC boating Thunderbolts. Just sayin'. Unfortunately for you, my BLR is still going to be spouting out "lurms" like an Olsen twin's lunch. I'm honestly glad to see a change in 'Mech Quirks because it will change up gameplay. I mean, to soften the blow, PGI is also giving away a free 'Mech bay (about a buck fity), right?!  They feel your pain. It will be interesting to see how these new Quirks play out against the upcoming Panther, PNT-10K(R) and Enforcer, ENF-5D(R). Speaking of, I'm excitedly awaiting the LB 10-X Quirks for the Enforcer! Can you say "breaching charge"? *Clack-clack*

Good luck and good hunting, pilots.




Sources:
http://lyranmechcavalry.com/forum_threads/1952530
http://mwomercs.com/forums/topic/189410-sneak-peek-is-quirk-phase-2-feb-17-2015-patch/
http://mwo.smurfy-net.de/#mechs_quirks

Wednesday, February 11, 2015

Isn't this interesting?

Greetings Mechwarriors,

As a bonus...current Clan Territory in CW with lore overlay:



Looks about right, albeit a little early. Next up, the Wolverine Champion 'Mech.

Good luck and good hunting, pilots.





Sources:
http://ppc.warhawkenterprises.com/theclans/clanspace.html
http://www.norrisdev.com/mwocw/

Patch 1.3.367, just force your way into my heart, why don't yah?

Greetings Mechwarriors,

I used to be one of those guys, you know the type. The type of guy that would sometimes talk disparagingly about PGI from time to time. I thought of them something akin to that friend of yours that has owed you $50 for months. Yeah, we'll still hangout, but don't expect me to take your crap and don't expect me to not glare occasionally. When following the MWO forums or reading online reviews of the game, it's easy to feel like a lot of people are getting the same vibes. But, there's a way to let bygones be bygones.

I recently sat down and played some MWO with a friend of mine. We took turns dropping into PUGs and having fun. We each wound up only playing one match a piece, but it was enjoyable. I bring this up because my friend and I are both gamers and we both love strategy. This means that I spent a good twenty minutes explaining to him how all of the game mechanics work in MWO. The HUD, the upgrades, the modules, the camo and paint, GXP, EXP, 'Mech teirs, 'Mech variants, 'Mech loadouts, gameplay pace and strategy, the maps, Community Warfare, Factions, achievements, etc, etc, etc; the list goes on. In doing so, I realized what I was getting for a free-to-play (FTP) title. I must admit, I have taken a long hiatus from electronic gaming. I used to be a PC gamer playing whatever games my parents would let me spend my allowance on, but it's been at least 10 years since I have played PC games in any real kind of way. What I mean to say is, I'm not hip with PC gaming. But, I know a deal when I see one.

This latest patch brought changes to a lot of things that the MWO community has been badgering on about for at least a month now. I'm not sure twelve more Clan variants is what most people had in mind, but it's a good effort by PGI to give Clan pilots more variety. It has definitely been welcome to see that PGI is willing to listen to the community and make requested changes. It almost justifies the cost of purchasable content! Though, I must also say that it is now easier than ever to join with other members of your Faction and your Unit. The changes to Faction Grouping has enabled my Unit to really reach out to other Steiner Units and recruitable pilots. Go LMC!

Boss pewpew, brah

The biggest changes, however, came to Community Warfare. A new map? What?! The new CW map, Hellebore Springs, is loosely based off of the current public map, Canyon Network. I can honestly say that I am so glad that they picked that map. Canyon Network is probably my second favorite map in the game. With the continued release of new maps for CW, the experience will get more and more enriched, I tell you what. I'm not saying that I want to see a HPG Manifold style map in CW that lets players fight over a moon or large artificial satellite, but I totally am. Yes, I know this isn't Gundam.

Counter Attacking in CW is also a lot better than it used to be, in that it actually reflects reality. The defending team no longer miraculously fixes gates and turrets, but instead faces the revenge of the fallen's allies arriving all to late. This change needed to happen, regardless of the other CW updates.

So, thumbs up, PGI. Sure, two of 'em. This game might not be as trendy as a lot of other titles, but you handle it well enough. There is a ton of content and there is a lot of fun to be had with this title. I have more readily paid into this game than I would a "AAA" title (a? an? whatever). I've got to say though, I'm going be a little more appreciative of the pain that PGI brings on my wallet and social life. Thumbs? Still up.

Good luck and good hunting, pilots.