Following the announcement of MechWarrior 5: Mercenaries at the inaugural Mech Con in , PGI maintained that development on MechWarrior Online would continue with two separate teams devoted to each game. However as MW5's development dragged out and forecast release dates were missed, coinciding with sales of each new MWO 'Mech Pack being well below the money required to produce them led PGI to announce in June that while not intending to discontinue MWO that their development resources were being refocused on MW5.
While no longer under active development, PGI has continued to maintain and modify the game to support the declining player-base. However, MechWarrior Online has notably made a bit of a resurgence in early Starting with the April 20th balance patch, which coincided with the release of the Stryker Pack , PGI has started implementing balance changes with the help of The Cauldron. Increasing utility of the wide array of weapon types and incentivizing more diverse Mech and weapon combinations through a Weapon Pass, Mobility Pass, and Quirk Pass.
Reducing the reliance on quirks for primary balance and instead focus their use on diversity and flavor of the numerous variants via the Weapon Pass. This helps mitigate outliers or potentially over-performing mechs in our new set of proposals. While also giving every variant a reason to exist and worth owning.
Adjusting general Mech attributes with a Mobility and Rescale Pass for the purpose of increasing fun and lengthening time to kill. These changes have been proven to be a boon to the playerbase, and PGI has been capitalizing by releasing two additional mech packs, The Warden Pack as well as the upcoming Hunter Pack.
The Cauldron has made additional changes since, including changes to mech mobility , quirks , as well as iteration on weapon balance as per their design philosophy. Additionally, PGI has dedicated a new level designer, Francois, who has updated various maps coinciding with monthly patches, starting with the update of Canyon Network as apart of the May Patch. Players who accept contracts and align with a faction in Community Warfare earn Loyalty Points which open up various reward tiers for their continued loyalty.
At present this takes the form of cockpit items and Mech Bays as well as steadily increasing volume of C-Bills , GXP and MC, but in the past PGI mentioned the possibility of unique camouflage schemes, discounts for weapons and 'Mechs preferred by specific factions, and even factional 'Mech variants and exclusive designs at the highest levels as being considered.
Earlier discussions of Community Warfare also painted a plan to have detailed logistical system, with holding or capturing various worlds giving LP bonuses and discounts to material.
Players drop solo, but can band together into units to fight together. Another feature supposedly considered for future introduction but as yet undeveloped was the use of unit coffers, a communal unit bank account, to purchase superior defenses or other aids to assist units in battle. Initially, one of the more notable concepts of the game was that it is set in a timeline with BattleTech universe in years, meaning the current real-world date equates to same day and month years later in BattleTech, placing the players right on the opening shots of the Clan Invasion as of The game forums previously had period news articles written by Catalyst Game Labs providing notable historical events supporting the passage of time to set the scene and mood of the Inner Sphere.
This detail was abandoned after development of Community Warfare lagged far behind the fictional timeline's pace, with the timeline reset back to a number of times, with the available technology and 'Mechs had remained at the early Clan Invasion era period with anything introduced after excluded. As of July PGI progressed the game's timeframe to and the era of Operation Bulldog , while at the same time moving the available technology to the FedCom Civil War era of with 'Mechs, weapons and equipment from this time period to be made available to players.
MechWarrior Online currently offers three combat modes, with Quick Play and Faction Play featuring teams of twelve players facing a similarly sized opposing team, and Solaris 7 having 1v1 and 2v2 dueling matches. At the conclusion of a match in and mode, the player's individual performance and contribution their team is tallied, earning C-Bills and experience points for both inflicting damage and defeating opponents, as well for assists, spotting and base captures.
Replacing a more linear placeholder system, the overall skill tree features a total of nodes divided between seven individual trees for Firepower, Survival, Mobility, Jump Jets, Operations, Sensors and Auxiliary consumables , each node offering benefits such as increased maximum heat, more responsive jump jets, better mobility, faster weapon cooldown, and reduced critical hit chance for example. While most items can be purchased with C-Bills, they are considerably more expensive in comparison to MC prices, and certain items such as premium time, 'Mech bays, Cockpit items and Hero 'Mechs can only be purchased with MC.
The standard and default play method for much of MWO's existence, featuring one training and five active game modes available to be played over one of thirteen different maps:. The defending side received assistance from turrets and ECM equipped spotting towers, though the attackers could capture and use the ECM towers against the defenders.
Victory was entirely dependent on the condition of the VIP, the attacking side winning as soon as the VIP was destroyed no matter how many defenders remained alive, where even if all the defending side were destroyed they could still win if the attackers could not destroy the VIP in time. Previously groups could be formed from any size from two up to twelve, but in the combine queues are limited to four.
Game mode and map selection is by vote with three random choices for each, the group leader's choice representing that of other players in their combined group. Quickplay also offers the option of private matches for any of the non-training game modes. While free players can create private invite-only matches that mirror the standard game modes, players with active premium time can create lobbies with custom options such as restricted map selection, specific tonnage limitations, non-standard match time limits and locked view modes.
If both team commanders in private matches have active premium time, they may also additional to launch with team sizes of less than 12, right down to pure 1 vs 1.
To avoid abuse, private matches do not award any C-bills or experience. The long awaited Faction Play, previously called Community Warfare, currently offers only one game mode played on two maps.
Along with earning C-Bills and experience, players in Community Warfare also earn Loyalty Points, opening up increasing rewards if they remain loyal and contracted to the same faction. Unlike standard play which is random and unconnected matches, Community Warfare takes place on an interactive map of the Inner Sphere with players selecting a contract to either attack or defend various key worlds along each faction's borders.
Some worlds are only available to certain players or units assigned to certain factions. If an attacking faction is able to secure a large enough volume of wins, ownership of that respective world transfers to them and the map's border changes in response, opening up or restricting which planets will become available for factions to attack or defend in future. Individual units or clans within a faction may earn the honor of the planet bearing their tag if that unit scores the most points when attacking or defending the planet.
One point is scored for every one member of a unit that participates in a victory battle on the planet. For example, if the A. The planet will now show the A. The A. Released on 17 April , the Solaris 7 game mode was intended to replicate the dueling of the Solaris Games rather than the team based play of MechWarrior Online' s other game modes, with players dropping in pure 1v1 or 2v2 "group" matches in maps emulating one of the five classic Open Class Solaris arenas - Boreal Reach , The Jungle , Ishiyama , The Factory and Steiner Stadium - complete with Duncan Fisher match-calling.
Where the tabletop Solaris is divided into five classes based upon weight, MWO's version has every variant of every 'Mech divided instead into one of seven divisions based on it's loadouts, speed and viability on the battlefield with multiple weight classes within each division. Solaris features competitive seasons running for three months, each division has two separate leaderboards for both match types with players moving up or down the rankings in response to their performance against opponents higher and lower in the standings, with a global leaderboard for each mode using an average of a player's ranking across all divisions, with the leaderboard is preserved for prosperity before being reset for the next season.
For Seasons 1 to 13 the top five players in each division and the top twenty in the global leaderboards received unique cockpit items, PGI announced 25 August that due to declining interest in Solaris and concerns of rampant win-trading and match fixing that such rewards were being removed for Season Player earnings in Solaris differ slightly from the main game with players receiving C-Bills and XP as before, as well as the new Accolade ACC currency that can only be earned by participating in Solaris matches.
Patrons are the default revenue stream available to all duelists, with players able to select from one three Patrons - Kallon Industries offering higher amounts of ACC per match, StarCorps Industries offering higher XP per match and Earthwerks Incorporated offering higher C-Bills per match.
Patron contracts run for 30 days with players having the option to swap to alternate Patron if they so choose, with players also able to select different Patrons in each division as well. As players earn ACC they "level up" with their selected Patron, earning better payouts and random cosmetic bolt-ons in unique Solaris caches for reaching various milestones, each division tracked and leveled up separately.
Sponsors are an additional source of income and ACC, offering Premium Time style percentage boosts to per match Patron earnings. Unlike Patrons which players select by default, the number and quality of sponsors up to 10 ranging from VEST to Triple-F is entirely dependent on a player's ELO performance in the arenas in the preceding twenty-four hours - higher ranked players will keep and gain access to higher paying sponsors where players sliding down the rankings will find sponsors deserting them.
Solaris introduced cosmetic geometric bolt-ons that can be added to a 'Mech such as masks, spikes and pauldrons. Certain bolt-ons are exclusive to certain 'Mechs, earned randomly via Solaris or purchased for MC.
Similar to the tabletop concept of Solaris-style cosmetic additions, these bolt-ons offer no real combat benefit, do not take up any additional weight and are instantly destroyed by weapons fire against the location on which they are fitted. In late August , PGI has decided to remove the Season Ending Leaderboard Rewards with the end of the 13th season, citing low player numbers and the belief that more rewards will not bring the playerbase back to Solaris 7.
As of the August 24th post , "We don't have a solution in place yet, however we are still interested in finding a solution for Solaris mode Any solution we pursue will be significant work and take place in the future. While very similar and heavily based on the tabletop game's construction system, MWO openly admits to having tweaked and changed armor levels, weapon damage, rate of fire, heat and ammo levels.
BattleMech modification in MWO uses a mixture of the tabletop game's critical location tables and MechWarrior 4 's hardpoint system, with 'Mechs featuring the familiar table layout but also having restrictions on what type and how many weapons can be placed in certain locations, primarily an attempt to avoid over-optimization and Boating. While the armor and engines of Inner Sphere 'Mechs can be heavily modified, Clan OmniMechs in MWO mimic their tabletop counterparts and feature "hardwired" components as a balancing mechanism.
The modular nature of the OmniMech is instead represented in the game by allowing players to swap the hardpoints between configurations, so players can mix and match hardpoint layouts to suit their preference.
Each new player automatically receives four MechBays with which to store purchased BattleMechs, players either having the choice of selling an existing 'Mech to free up a slot or spending MC to purchase additional slots. Players can earn additional Mech Bays for reaching certain loyalty tiers in Community Warfare, and free MechBays are also occasionally offered as rewards for events.
Originally a rarity, pre-order 'Mech packages have become PGI's primary means of funding the continued development and running costs of MechWarrior Online. While ensuring all 'Mechs and almost all of their variants will be available to non-paying players eventually, the delay has grown to in some cases seven months between pre-order and C-Bill release.
These special variants are permanently locked to their included 'Mech Bays and cannot be sold, though they can be stripped and their equipment sold. Initially billed as available for limited time in an attempt to drive sales, starting with the first Clan Collection the sale of packs became open-ended. Instead collections began to feature early purchaser bonuses such as cockpit items, patterns, C-Bills, modules and decals and in some instances even additional 'Mech variants to entice purchases prior to their in-game release.
Likened to Kickstarter or other forms of crowd funding, the MWO Founders Program was a method for people to effectively pre-purchase game time and show their support for the game prior to its official release. The program also had the added enticement of Closed Beta access for those who had previously missed out on being selected. The Founders packs went on sale from June 19th with delivery from August 7th before being removed from sale on September 6th The program was expanded on August 28th with the announcement of the Saber Reinforcement pack, an add-on funding level which added the Griffin and Wolverine to "Project Phoenix".
Similar to the original Founders' Program, players were able to choose between several pre-order packages to show their support for the then upcoming 'Community Warfare' expansion. Project Phoenix featured four standard purchase levels Talon, Storm, Guardian, and Overlord with the Saber add-on available for purchase after purchasing any one of the existing tiers. The program also had a Phoenix Loyalty Reward system, offering extra exclusive paint jobs and cockpit items as certain funding levels were reached.
Additionally where the Founders Program merely offered the Founder's 'Mechs, Project Phoenix introduced the concept of providing two additional standard variants to allow buyers the means of unlocking the skills for each chassis purchased without additional cost. The standard Project Phoenix pre-order content was delivered on October 15th , while the Saber Reinforcement content was delivered on December 17th Special Sections.
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In the 31st century the battlefields are dominated by immense and powerful mechanized units called BattleMechs. Join the ranks of elite operators tasked with piloting these war machines. Choose your path to becoming the most feared MechWarrior in the Inner Sphere, fighting for battlefield supremacy against other players.
Enter the Solaris Arena. Take a Patron Contract, pick up sponsors, and earn accolades as you climb to the top of the Divisions Leaderboards. Solaris 7 features 5 maps tailored for intense Mech Combat. Quick Play is where you'll find fast action, fielding a single 'Mech in team-based game modes and maps. Unlike Faction Play, Quick Play matches do not influence the layout of Inner Sphere territories; these battles are fought purely for rewards and glory.
Gameplay Piloting a 'Mech to victory requires a mastery of tactical positioning, teamwork, and firing discipline. Strike out as a Lone Wolf or seek out one of the many player-controlled Units and fight under the banners of powerful galactic empires for prestige, wealth, or nothing more than the sheer thrill of battle.
Next Gen Mobility - By the 31st century, tanks have evolved to take on humanoid shape, their treads replaced with nimble legs. Like modern tanks, 'Mechs move their upper torso and weapons independently of their legs offering unparalleled mobility while exchanging fire.
Depending on their size, BattleMechs travel at vastly different speeds and offer different systems like jump jets to aid in their locomotion. Make Every Shot Count - Pilots must balance mobility and damage output against the amount of heat generated from their weapons fire and 'Mech operation, lest they risk the temporary loss of power that comes when a 'Mech overheats.
Firing all weapons simultaneously known as an Alpha Strike can be the quickest way to devastate an opponent, but may leave a 'Mech helpless against its enemies if the heat sinks can't handle the stress.
Fight Smart - 'Mechs possess both external armor and strong internal structural elements to help minimize the chance of a 'quick kill'. As a result, pilots must treat each encounter with the utmost attention and awareness, prioritizing weaker or more critical components before delivering the killing blow.
Communication among teammates and the effective use of targeting systems can help to identify vulnerable 'Mechs and components. Teamwork is the Difference - Targeting a 'Mech will automatically allow your teammates to achieve their own lock, allowing them to ascertain vital location data, armor status, and loadout details for the targeted enemy.
Information Warfare can be a vital component for victory, providing attack-focused allies with the necessary information to tear their opponents to pieces. Pilots can also shield themselves and allies from enemy sensors and weapons fire using various counter measures. It is up to each pilot to customize their BattleMech loadout to fulfill their desired role. Find the perfect 'Mech - Hundreds of unique 'Mechs are available, offering a wide range of strengths and weaknesses.
Smaller 'Mechs should never stop moving, and can rely on their sheer speed to overwhelm heavier opponents.
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