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MechWarrior Online Closed Beta KeysFollow

#1 Sep 30 2012 at 11:48 PM Rating: Good
The guys over at MMORPG.com are giving away beta keys for MechWarrior Online, which is still in closed beta.

You need to create an account with MMORPG to get the key, and then an account with MechWarrior Online to redeem the key and play. Note, there is still an NDA on this thing.
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#2 Sep 30 2012 at 11:54 PM Rating: Good
Note, there were about 700 keys left when I got mine, down from 3,000. This link came from reddit, so expect these keys to go quickly.
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#3 Oct 01 2012 at 12:00 AM Rating: Decent
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Since there is still an NDA in effect, I'll just mention that I may or may not have grabbed one of those keys, and that I may or may not be currently downloading the client. There were 655 keys left when I may or may not have signed up, so it you want one, don't wait until morning, they'll probably be gone.
#4 Oct 01 2012 at 12:10 AM Rating: Decent
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...and I should pay more attention to the Zam homescreen, because I could have saved myself the hassle of signing up for a website that I'll probably never visit again. Anyway, Zam has keys too.
#5 Oct 01 2012 at 6:53 AM Rating: Good
I should as well. Go with the Zam ones first, people.
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#6 Oct 01 2012 at 8:45 AM Rating: Good
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I'm not going to join the beta but you'll have to let me know how it is. MechWarrior is one of my old gaming flames.
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#7 Oct 01 2012 at 8:48 AM Rating: Good
I am allowed to say I am in the closed beta because I am a founder. I have been playing for months. A lot. That's all I can say. ;)
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#8 Oct 01 2012 at 9:03 AM Rating: Good
Note. The link I posted is out of keys. Zan still has some.
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#9 Oct 12 2012 at 9:45 AM Rating: Good
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Just a heads up, open beta will be open soon.
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#10 Oct 12 2012 at 9:53 AM Rating: Good
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My Zam beta key isn't working. :/
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#11 Oct 12 2012 at 1:27 PM Rating: Good
They did a big patch tuesday and screwed up the netcode a bit. Ok A lot. Was a corrective patch last night but I have not tried it yet. NDA is lifted now. Open Beta is on the 16th.

Only problem is open beta day is another big patch day with new mechs and a bunch of other goodies. Game was really stable for a long time but we are all a bit worried that with the recent patch problems and a huge influx of new player that the launch of Open Beta could be rough.

Game has a ton of potential but really needs a lobby and the eventual open community warfare planetary conquest to really start to shine. As for beta it's actually really fun just to jump in mechs and blow stuff up like the good old days. My team mostly just pub stomps at this point but we placed second in the open beta tourney (we should have won but we had an off day).

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#12 Oct 12 2012 at 4:56 PM Rating: Decent
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Game is fun enough, but it's going to need a lot more than is currently offered in the beta if it's going to last. That, and heat management needs a serious looking at. Some weapons generate entirely too much heat for the damage they do. Nobody uses PPCs or ER lasers because they are just painfully inefficient. Still, I've put more time into this beta than I have put into full games, so there is plenty of good in there, it just needs tweaking and expanding.
#13 Oct 12 2012 at 5:06 PM Rating: Good
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I use PPC's on my dragon, to run a Gauss+2PPC coring combo.
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#14 Oct 13 2012 at 12:54 PM Rating: Decent
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You're doing it wrong then. I have four Medium Pulse lasers that do more damage than your two PPCs, generate less heat, and can be fired more often.
#15 Oct 15 2012 at 3:52 AM Rating: Good
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Turin wrote:
You're doing it wrong then. I have four Medium Pulse lasers that do more damage than your two PPCs, generate less heat, and can be fired more often.


35 Dmg will instantly melt a cockpit, and you can kill at 590 meters. Quad pulse lasers are great to go John Kreese on scouts, but don't have range.

I run quad M. Pulses and 4 streaks on my light/lrm boat sweeper centurion
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#16 Oct 29 2012 at 9:58 PM Rating: Good
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Just a heads up, this is going into open beta tonight.
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#17 Feb 01 2013 at 5:00 PM Rating: Good
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They've cleaned up the new player experience, and while they don't have nearly as many maps as I'd like, they game actually runs decently now.
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#18 Feb 01 2013 at 8:55 PM Rating: Decent
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I still play a couple hours a week. The lag issues have been dealt with fairly well and the game is much more balanced than it was a few months ago. Though, I wouldn't recommend piloting an Awesome, they tend to get cored unusually easy. It would be nice to see the game expand at some point. I've never heard of a beta taking this long.

Edited, Feb 1st 2013 9:56pm by Turin
#19 Feb 03 2013 at 10:17 AM Rating: Good
Yeah the last patch was a big step in the right direction as far as netcode goes. Some of the things planned for the next month are pretty cool as well such as PPC heat pass, PPC countering ridiculously OP ECM, and 12 v 12's. Game is definitely in eternal beta though.

No lobby, no community warfare yet etc. I took a big break and only recently started playing again, mostly to keep my skills sharp for later.
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#20 Feb 03 2013 at 5:46 PM Rating: Good
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Quote:
ridiculously OP ECM


This is my main issue with it at present. I can deal with it, but that amount of power in 1.5T is a flabbergasting design decision.
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#21 Feb 03 2013 at 6:00 PM Rating: Decent
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I don't mind it so much. I don't use guided weapons so it has no real affect on my game play.
#22 Feb 03 2013 at 8:12 PM Rating: Good
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Turin wrote:
I don't mind it so much. I don't use guided weapons so it has no real affect on my game play.


It's not even that, the strategic distortion is immense.
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#23 Feb 04 2013 at 10:06 AM Rating: Good
Timelordwho wrote:
Turin wrote:
I don't mind it so much. I don't use guided weapons so it has no real affect on my game play.


It's not even that, the strategic distortion is immense.


Yeah I could give F all about missiles. It's more about invisible 100 ton atlas packs popping out of thin air and humping your face off. The maps are already small and ECM just increases the odds that any given pug/4 man is going to turn into a cluster F brawl.

I like brawling ok, but the game design atm with the way ECM is set up tends to stack the deck towards that gameplay style. In our 8 mans we have scouts but you can never tell if you will get scouts or not in pick up games.

Plus the fact that ECM stacks so it becomes an arms race for the ravens. 2 ECM will get worked by 3 ECM etc.

That whining aside I've actually gotten pretty used to how it is now. But the PPC changes sound like a fun element even if that does not really balance against a DDC pack holding to cover and popping into exsistence 100 m from you.
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#24 Feb 06 2013 at 3:10 AM Rating: Good
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The problem is really just the tradeoff involved in taking it is way too low.

If it took a large amount of resources to mount so that it was an actual choice in mounting it or not, or if the ECM chassis were significantly worse in combat situations then it wouldn't be so silly strong.
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#25 Feb 19 2013 at 4:46 PM Rating: Good
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New patch, lots of fixes. New Map. Fast LRM boats.
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#26 Feb 19 2013 at 7:51 PM Rating: Good
And they broke the ability to drop against your chosen opponent for tournament play... Most pugs won't care but for competitive teams like mine that were gearing up for the Run Hot Or Die finals it's a bit of a kick in the nuts. Meh.

Hopefully they build a lobby soon and work the kinks out of the new ELO system.
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#27 Feb 22 2013 at 9:21 PM Rating: Decent
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Played for a bit during the tournament. From what I can tell, if you don't play twenty-four hours a day, you don't have a chance. After some pretty good games, I'm 657 in Heavy and 737 in Light. Unless I spend the rest of the weekend playing, I don't think I'll be climbing any higher.
#28 Feb 23 2013 at 2:44 AM Rating: Good
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Timelordwho wrote:
The problem is really just the tradeoff involved in taking it is way too low.

If it took a large amount of resources to mount so that it was an actual choice in mounting it or not, or if the ECM chassis were significantly worse in combat situations then it wouldn't be so silly strong.

I think the issue is not that the tradeoff is too low, but that it fluctuates based on what you want to do. The problem is that the most significant cost of ECM is being forced to use a specific chassis, and so if you wanted a build suited to that chassis already the cost is nil and if you wanted a build unsuited to that chassis the cost is exorbitantly high. That's the issue. The cost isn't always high or always low, it can be either.

Piranha Games seems to be in a position where they want to make a Battletech game to please the fans, but also realize they need to make a game game to please anyone with common sense. This became evident to me when I realized just how much some people care about role playing in MWO. I think given time Piranha is both capable and willing to rebalance Battletech conventions.
#29 Feb 23 2013 at 9:00 AM Rating: Good
Turin wrote:
Played for a bit during the tournament. From what I can tell, if you don't play twenty-four hours a day, you don't have a chance. After some pretty good games, I'm 657 in Heavy and 737 in Light. Unless I spend the rest of the weekend playing, I don't think I'll be climbing any higher.



Yeah I played a bit last night solo which is unusual for me. Some guys on my team are going for it. But what it reminds me of is trying to get a server first on a WoW server the day after expansion. It does not mean your a good player. It just means you can play all day non stop until your mom gets tired of bringing you hot pockets.


Edited, Feb 23rd 2013 7:02am by Shojindo
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#30 Feb 23 2013 at 8:35 PM Rating: Good
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Quote:
Piranha Games seems to be in a position where they want to make a Battletech game to please the fans, but also realize they need to make a game game to please anyone with common sense. This became evident to me when I realized just how much some people care about role playing in MWO. I think given time Piranha is both capable and willing to rebalance Battletech conventions.


I think they are taking the long approach to this, by making incremental changes on things until it's actually decently balanced, showing the B-tech traditionalists that certain things don't port over well from tabletop, and then making appropriate changes. This way they don't have a conniption that things don't line up exactly with TT values. While this slower balancing approach is somewhat annoying for those of us who want a well balanced game now, it may be the right decision, because those traditionalists threw quite a bit of money behind the project. Once Community warfare is implemented, I think the RP'ers will be less inclined to arguing about specific heat sink valuations and various other things that may deviate from canon but ultimately make a better game.
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#31 Mar 22 2013 at 10:13 PM Rating: Decent
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There is a new tournament this weekend and the devs have apparently learned their lesson. This time around only your top ten games count towards your score, with the tie breaker being the lowest number of overall games. This seems like a much more fair system than their last attempt. I've managed to creep my way up to 15 on the JM6-A list, but I don't think I'll get much higher than that.
#33 May 11 2013 at 10:14 PM Rating: Good
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Hey, I downloaded the client yesterday and fired it up tonight. I like it, but I suck. Is there anything I might be doing wrong?
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#34 May 12 2013 at 12:08 AM Rating: Good
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It's got a learning curve. Do you have the basic controls down?

Hit me up sometime, and I'll play a few games, and go through some stuff.

Also, grouping with people helps a lot, as coordination wins games over individual skill.
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#35 May 12 2013 at 1:12 AM Rating: Decent
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It doesn't help that trial mechs suck. Once you have the funds to pick up your own mech and customize it to your game play style the game gets much easier.
#36 May 12 2013 at 6:04 AM Rating: Good
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Basically, use the trial mechs to feel out different play styles to see which you what sort of stuff you like for your first real mech, ie if you want to be fast or slow, and try out different weapon systems to see what you want to see when you build your own. once you have an idea of that, we can help you build one. This is a good reference once you get there.
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#37 May 12 2013 at 12:46 PM Rating: Good
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With the trial mechs, I prefer Conquest missions using the Jenner for the speed. I like capping the resources, but it sucks if you have no backup because the Jenner can't stand long in a fight. Especially against people who have been playing since launch, and are much better than I am.

BTW, is there a way to add friends in-game?

Edited, May 12th 2013 2:59pm by Kastigir
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#38 May 12 2013 at 9:04 PM Rating: Good
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If you want to go fast, you've got a couple of good options; Raven 3L is the premiere obnoxious Swiss army knife light mech, the Centurion 9-D is a pretty durable midrange mech that can also go super fast. Cicada 3M is another decent choice, or the metal babby (2D). One caveat for light mechs is that an XL engine is quite important for them, and that costs a decent amount of C-bills.

One fast mech that I wouldn't recommend, but is still hilarious to play is the Spider. 12 jump jets on a 30 ton mech are great for starting your own space program.
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