Anyone else starting to tire of the looong grind required to make any decent amount of money?
Not too bad actually IMHO for a F2P game, I usually find I can grind out enough money for a new mech every other day or so, and of course if I want to speed that up Premium time increases the earnings or buying the mech via MC is also an option.
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I like the game tremendously, so I spend a few bucks here and there. They deserve it and I want it to succeed. The more cash they get the more staff they can add to crank out the dreamy features I keep hearing about. LOL Cheaper than buying a mech for MC would be to buy enough MC for a day or two of premium time when you know you can be on a good bit to churn up some bucks. Then plan your builds on that website ahead of time to avoid spending bucks on trial and error. Right now I think I've got 7 mechs built, but I can see myself adding more. I simply love the building/tweaking thing, it's half the game for me.
It's not really the grind that gets to me, it is the need to own 3 chassis to advance in the pilot tree. If this requirement didn't exist...say make the master and elite level XP higher then I wuoldn't really have any problems at all. But having to buy 3 of them...and I guarantee that I will hate one of them drains all my cash.
I would also like to see a system where if I kill a mech, there is a percentage chance...maybe 10...that some surviving piece of equipment will be salvaged. 'Hey look, I legged this catapult and got his XL engine...:-)'
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I would imagine that's a little incentive to buy mechs to get through faster. Otherwise, I don't see the point. You should be able to take one all the way up if you want, independent of the other variants. I plan to sell off one of my 3 Stalkers since I've got that build narrowed down so much I don't like the arrangement of one of them. I've got 4 builds I like but I can throw them together quickly enough that I don't need to keep a 3rd mech for that. I'm also thinking that once I've got the atlas line finished I'll sell my RS. I love the energy weapon arrangement, but I'm to the point that I think a non-ECM atlas is a waste of time. I'd have sold off my founders atlas a long time ago if I could. A "lending" feature in a clan structure would be nice. Or a clan pool for parts and mechs to share. One day... Going to be on a lot today/tonight. The wife is out of town and I've got entertainment stuff for the kids. Time to regress a bit! Gotta wait on the booze though. LOL
Anyone else starting to tire of the looong grind required to make any decent amount of money?
I was getting really tired of it for a while, but here's what I found really helped with it:
1. Don't play just to earn CB. Don't play just to grind out some XP. Do play because it's fun to walk around in a big stompy robot and shoot at other big stompy robots while they shoot back. In other words don't obsessively check your CB and XP totals after every match to see how much they increased. It will make the game seem like drag. Play because it's fun to play! Making a wise first mech purchase it key here so you don't end up needing to upgrade too soon.
2. Don't sell mechs just to reduce the grind. It may be tempting to speed up the purchase of a new Atlas by selling off that HBK or CENT, but then if you get a little tired of your new Atlas after a while, you won't have anything to switch to to change it up a little. I've got 8 mechs right now, and it's always nice to be able to jump in a Raven after I get tired of big slow mechs, or jump in my AC20 HBK and break faces if I get tired of sniping with Dragons and Catapults. Besides, you get such a low % of your money back when you sell.
March is here, and with it a host of new features for MechWarrior Online. Our focus this month is improving the new user experience by adding a suite of tips, better details, testing grounds, and user friendly control options. Experienced MechWarriors will also be able to enjoy content designed specifically for them, including a brand new system of consumables, expanded statistics, and a new map!
New Content:
* `Mech of the Month - JagerMech (19th) * Hero `Mech of the Month - The X-5 (5th) * New Patterns - Mountain Line (5th) and Vagabond (19th) * New Cockpit Items - Dynamic hanging items make their debut, Fuzzy Dice anyone? (5th and 19th)
Testing Grounds
This offline game mode allows player to launch into a random map and test out there currently selected BattleMechs. Each Testing Grounds match has 8 non-interactive `Mech targets for players to shoot and test damage, heat, movement and other strategies. This is just the beginning of a large set of training options for new and experienced players coming online in the next few months.
Consumables
An extension to the module system is being introduced on March 19th. Players will now be able to equip a variety of consumable module items. Upon release players will have access to Coolant Flush, Air Strikes, and Artillery Strikes. These new items will be available for C-Bill and MC purchase. Details will be forthcoming in an upcoming Command Chair post here www.mwomercs.com/forums/forum/102-command-chair/<http://www.mwomercs.com/forums/forum/102-command-chair/>.
Tourmaline Desert
MechWarrior Online's largest map yet! This hostile alien world will test the skills of the best MechWarrior pilots. Like Alpine Peaks<http://http:/mwomercs.com/game/maps/alpine-peaks>, players will need to change their overall strategies, focusing on offense and defense, along with bringing in a balanced BattleMech build.
Expanded User Statistics
Players will now be able to see a much more robust set of player stats when visiting their personal www.mwomercs.com/profile/stats<http://www.mwomercs.com/profile/stats> page. Detailed information about Mechs, Weapons, Maps, and Modes will give players a deeper understanding of how well they are doing. For now, these stats are only viewable by individual players. In future updates players will be able to see other player's stats and leaderboards.
New User Controls and Joystick Improvements
Players will now have more options with regards to how they pilot their BattleMechs. Several new control systems and improvement have been added including Throttle Decay (gas pedal vs set throttle), Arm Lock to torso, Set Point Throttle (10-100% throttle values in 10% increments), Face Torso, and Joystick Analog turning. Player will also be able to customize their key bindings via the Pause Menu during matches.
MechLab UI Improvements
Further refinements to buying and selling `Mechs, readying `Mechs, and a visualization of hardpoints, weapons, and critical space directly on the `Mech itself, will make their appearance March 5th. These additions make a huge improvement to understanding the state of your BattleMech, along with helping understand the differences between variants when making a purchasing decision.
Community Events
After a hugely successful Be A Hero Challenge<http://mwomercs.com/tournaments> weekend, we've decided to add more events to our March schedule. Expect to see a variety of different challenges inspired by the community's feedback! Also coming in March, Design a Trial Mech challenge. Players will be able to design a Heavy Trial Mech build based off one of the existing heavy `Mech chassis. The wining loadout, will be made available for uses as a Trial Mech throughout the month of April.
Performance
On March 5th Host State Rewind (HSR) goes live. This new system allows players with high latency pings to fire and hit more reliably using Lasers, Machine Guns, and Flamers. Often referred to as the lag shield effect, HSR will significantly improve the reliability and accuracy of weapon hit detection, making certain BattleMechs much easier to hit. We anticipate overall damage will increase, resulting in some possible upcoming weapon balancing changes if needed.
Players will now have more options with regards to how they pilot their BattleMechs. Several new control systems and improvement have been added including Throttle Decay (gas pedal vs set throttle), Arm Lock to torso, Set Point Throttle (10-100% throttle values in 10% increments), Face Torso, and Joystick Analog turning. Player will also be able to customize their key bindings via the Pause Menu during matches.
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here."
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Artillery and air strike sound like fun, but just another way to beat up on the heavy and assault classes. The lights are what's so annoying right now. I guess we'll have the satisfaction of knowing someone had to pay to take us out like that. I hope the joystick controls work well. I'd like a reason to use my stick as well as my throttle. LOL I still doubt it will be better than the mouse though, and I've got more buttons for assignments on my mouse as well. It would be fun though.
Jebus. I thought the MWO forums were going to melt down yesterday after they announced the consumables (funny that everyone focused so much on Coolant Flush instead of the seemingly much more dangerous air and artillery strikes...). It seems a little P2W-ish, but ultimately it seems like a stable game and tuned ELO matchmaker would balance it all out in the end (ie - if ELO is working, I play against people that are just as deadly as I am. Who cares what weapons/modules they use to get it done?).
While it's nice to see joysticks getting some love, I can't imagine I'll every play this game with a joystick instead of a mouse. I can't see how aiming would be as effective. Although running around using TrackIR and a Joystick in combination would be fun and immersive, if only just to try it once in a while.
Everything else in that update looks good. Contrary to what the Chicken Littles on the MWO forums would have you believe, this game seems like it's moving in the right direction.
I finished basic on my K2 and bought a CPLT-C4. Even in it's stock config, 2 x LRM20 is awesome.
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Originally Posted By: MojoFlow
I will likely keep playing with mouse and keypad (g13).
I am wondering though if using rudder pedals might be cool for steering the mech (not torso).
Would free up a couple keys, I might try it out when it is supported.
See you guys tonight!
That's what I do. My stick has a rocker for yaw on the throttle, which is what I use for turning. Turn rate is the same as kb. Mouse for looking/targeting as usual.
Yeah some nice updates in this patch, still undecided on the consumables but hate to see the usual over-reaction on the forums... looking forward to some MWO tonight
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I played a couple earlier, but didn't see anything new yet, like the artillery and strikes. Maybe the weapon cool-down sound that sounds a little too much like a vacuum. I like the weapon stats addition in particular. I did try the stick again, but still too slow moving to be useful. No change there, still needs to be much faster and not just mimicking WASD.
I played a couple earlier, but didn't see anything new yet, like the artillery and strikes. Maybe the weapon cool-down sound that sounds a little too much like a vacuum. I like the weapon stats addition in particular. I did try the stick again, but still too slow moving to be useful. No change there, still needs to be much faster and not just mimicking WASD.
This surely must be some kind of mistake with the sound file: