Which founders mech should i get




















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 To date the Project Phoenix packs are the last time-limited pre-order packages, with both packs removed from sale on December 3rd Posted 01 August - PM Problem is they're golden handcuffs.

Buying these founders mechs will, over a long run, make you feel obligated to pilot just those mechs, as opposed to branching out to something new. If you have 0 interest in none of the above four mentioned, and know that once something new comes out you'll never pilot those 4 again, I would just get the Veterans package, if you're hell bent on buying one of the 3 packages anyway.

Running on fumes studying for finals.. Posted 01 August - PM I highly doubt that Pirahna is going to create a game where funds are going to be a huge issue for those who wish to not spend funds on the game, unless they become penny pinchers like EA and try to get what they can when they can. We've seen how that ends up. Posted 01 August - PM There also the prime models of the battlemech's. Posted 01 August - PM They've got a good shelf life and they don't take up mech bays.

It's as unique as all the other "Founder's Mechs. The Cadet C-Bill bonus decreases each time you receive it, with the first bonus yielding , C-Bills and the last 90, This can cause many players to purchase a cheaper Mech as they notice their earnings decreasing. Many cheaper Mechs often come with slower engines, which can lead to poor Heat Efficiency , speed, and overall maneuverability.

To put this in perspective, an average Free player will earn about 80, C-Bills per match. To understand the value of C-Bills we need to compare what it takes to get them, and how many you need to get specific things. A typical player will do around 8 matches per hour of play time. A typical player with no premium time or hero mech will also make an average of around 90, C-Bills per match. This average will go up or down depending on player skill and play style, but it is a good baseline number to use.

With this in mind we can make the following observation. Now that we know what it takes to get C-Bills, we can look at what you can spend them on.

This list will give you an idea of how many C-Bills you will need to buy 'Mechs of different sizes, as well as the more major pieces of equipment. From this information we can make a fairly accurate table of how much play time it takes for a non-premium player to earn enough money to buy and equip a new 'Mech.

The Cadet bonus will help you more quickly buy your first 'Mech, and after that someone who plays regularly should be able to buy one or two new 'Mechs every week. It should be noted that buying a default-loadout 'Mech is usually not a very good decision, due to many 'Mechs coming with poor default gear or ineffective weapon loadouts. It is often necessary to save an extra 2,, to 6,, C-Bills in order to ensure you can immediately upgrade your new 'Mech to be on more even terms with other players.

Of course, you only have four 'Mechs bays to start with, and that is where MC comes into the picture. You cannot earn MC in the game, you can only buy it for real world money. Most of the things MC can buy are not purchasable with C-Bills. MC can only be obtained through the MechWarrior Online website. The normal cost breakdown is as follows:. Notice that the larger the MC package, the less it costs per MC.

Keep this in mind and plan accordingly. The next section will give you an idea of how much MC you will need to get what you want. Since the cost of MC depends on the size of the package you buy, there is no exact dollar to MC ratio.

The following list will show you the general MC ranges you will deal with for the primary things MC is used for. There are several things you can do to increase the rate you earn C-Bills.

The following tips are listed in order of how much they impact your C-Bill gains. There is nothing that impacts C-Bill generation as much as having premium time.

So if you did good in a match and earned k C-Bills, premium lets you walk away with k. Even a mediocre player with premium time is going to earn C-Bills faster than a good player without it. When buying premium time, keep in mind that it counts down regardless of if you are logged in. If you buy 30 days, that time expires exactly 30 days from the time you bought it. Also note that just like buying MC, premium time costs less the more you buy at once.

Therefore the 1 day, 3 day, and 7 day packages are of a lesser value. If you are going to go premium, try at least 30 days of time, and the cost is more reasonable.

There are currently 20 Hero mechs in the game, with new ones being released every couple of weeks. These unique mechs can only be bought with MC. But they have a powerful feature.

Stacking these two bonuses takes that , C-Bills per hour figure, and pushes it all the way up to 1,, Featuring a first person point of view, players attempted to destroy enemy installations and enemy Battle Mechs. Sticking with the tried and true, Mechs blowing up other Mechs, developer Piranha Games has simply introduced the Massively Multiplayer aspect to the popular franchinse; MechWarrior is still MechWarrior.

And this is a good thing! MechWarrior titles have always been a satisfying challenge. Players must constatly juggle keeping their eyes out for enemy combatants, and operate the fine tuned machine they are riding in. MechWarrior online is no different, and I must say it is a blast literally to play! Do you find these founder packs enticing enough to try MechWarrior online? And for you veteran MechWarrior fans, will you be setting aside some cash to show your support for the franchise?



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