Beiträge von Vortex


    Die Morgan´s Lions haben sich im Laufe des Jahres wieder verstärkt und unsere Trainings freuen sich reger Beteiligung. Dennoch wollen wir auch zukünftig noch mit anderen Einheiten zusammen droppen und trainieren. Nehmt also weiterhin Kontakt mit uns auf!


    Intern haben wir in Anlehnung an unsere Clan-Traditionen der Novakatzen einen SLDF-Einstufungstest eingeführt. Je nach Anzahl der Anschüsse kann so jeder Rekrut bei seiner Einstufung höher in den aktiven Dienst einsteigen. Ferner bekommt jeder Rekrut ein 1RBR Starterhandbuch für Mechwarrior Online. Dieses soll Neueinsteigern schnell in die Spielmechanik helfen. Also meldet euch auch weiterhin, es lohnt sich!

    Der WOW-Effekt war nicht da, was die Waffen selbst betrifft. Aber es gibt deutlich mehr Möglichkeiten... Die XL Light Engine war für mich das beste Feature.


    Von den ATMs habe ich mir viel versprochen, aber mit 200m Minimum sind die eher als direkt-LRMs zu spielen.


    Details hier (man kann vorspulen):



    Herzlich willkommen bei den Morgan´s Lions und schön, dass du es zu uns geschafft hast. Schau doch mal unter "Brian Cache", sort findest du ein paar Starter-Dokumente.


    Bei deinen Urzeit wir wohl am ehesten Don Dein Partner sein. :) Kannst du theoretisch Sonntagabends?

    Hey Jörg / Fairlane


    Herzlich willkommen bei den Morgan´s Lions! Du hast schon mal die richtige Einstellung und bringst Witz mit, das ist schon die halbe Miete! :D


    Registriere dich doch bitte einmal hier im Forum, dann hast du Zugriff auf das 1RBR Starter-Paket in unserem eigenen kleinen Brian Cache.


    Zeitlich sind wir alle im normalen Alltag eingespannt, also wird das schon Passen. Donnerstag Abend ist unser grosse Trainins-Abend und Sonntags Abend ein kleiner. An den übrigen Abenden ist meist jemand online...


    Cheers!
    Vortex

    Hab es gestern mal getestet. Was ich schon mal sagen kann, dass man wirklich jedem Mech jeden Quirk geben kann. Cool Downs, Range, Struktur+, usw. Aber diese Quirks stehen in Konkurrenz zu dem, was heute Module sind. Ein Mech mit vielen Quirk-Eigenschaften, wird wenig Moduleigenschaften haben können.


    Ganz nett ist, dass ihr nun bis zu 5 Consumables tragen könnt. Dann z.B. bis zu 3 UAVs..... das macht Scouten attraktiver und der leichte Scout Mech wird damit mehr XP verdienten können.

    So richtig viel tut sich nicht.... neuer Game-Modus nächste Woche und dann noch mal CW-Updates(?). Was heisst es wenn neue Karten mit "!" dort stehen? Also erst zur Jahresmitte und danch?


    Das ist schade, denn eigentlich könnte man die CW Karten doch auch in den normalen Spielen anbieten.

    Yeah! Ein Aprilscherz?



    A Fool's Errand Challenge List



    Challenge progress statuses are updated every hour

    Challenge Completion Status Prize
    Secret Challenge 0 of 1 Secret Reward
    Use up all your ammo, inflict at least 200 total damage dealt against the Enemy, and survive in a single Quick Play match 0 of 1 1,000,000 C-Bills
    Launch a UAV and destroy an Enemy UAV in a single Quick Play match 0 of 1 1,000,000 C-Bills
    Achieve 1 KMDD against an Enemy Assault 'Mech 0 of 1 1,000,000 C-Bills
    Achieve 1 KMDD while piloting an UrbanMech 0 of 1 1 Trash Can Standing Cockpit Item
    1 Hanging 8-Bit Glasses Cockpit Item
    1 UrbanMech Warhorn Cockpit Item


    • Destroy the Enemy base (or)
    • Destroy all Enemy combatants and have a Base Damage advantage* (or)
    • Have a Base Damage advantage when the match timer expires


    * Enemy Base has less health than your Team Base






    River City Base West


    Each Team controls one Base on either side of the map. Each Base contains the following elements:


    • 4 Destructible Mobile Field Bases
    • 3 Destructible Defense Towers
    • Air Control Tower

    • Radar Tower

    • Jamming Tower
    [/quote]• Destructible Base Walls
    • Destructible Base Turrets



    The Mobile Field Bases and Defense Towers contribute to the overall health of the base. Destroying or damaging any of those Base elements will reduce the overall health of the Enemy base and bring your Team closer to victory.
    Base Walls do not count toward the health of the Base, but destroying them can provide your forces with a new vector of attack. Base Turrets also do not count toward the health of the Base.


    At the start of an Incursion Match all Defense Towers are inoperable. Players must locate Fuel Cell Generators on the map, retrieve their Fuel Cells, and return them to a Defense Tower for installation.



    Mobile Field Base




    Each Incursion map contains three Fuel Cell Generators, separated from each other and roughly equidistant between the two Bases.
    These Generators provide battlefield forces with Fuel Cells; reliable means of powering operational facilities, monitoring equipment, and defensive systems in the absence of reactor-based options. Players must use these Fuel Cells to power the Defense Towers located in their Team Base. Fuel Cells retrieved from any of the Generators can be placed into any friendly Defense Tower you wish.
    At the start of each match all three Generators will contain fully charged Fuel Cells waiting to be retrieved.
    These Generators cannot be damaged.





    Fully-charged Fuel Cell awaiting retrieval



    Retrieving a Fuel Cell





    Fuel Cell retrieved / New Cell being fabricated and charged


    Each Fuel Cell Generator requires 2 minutes to charge a Fuel Cell. Once a Fuel Cell has been fully charged the Generator will make the Cell accessible for retrieval. Fuel Cells do not deplete while they are still in the Generator.
    Once a Fuel Cell is retrieved the Generator will reactivate and begin charging a new Fuel Cell.


    To retrieve a charged Fuel Cell from a Generator a ‘Mech must stand within 5 meters of the Generator. Retrieval time is 3 seconds.
    If two friendly ‘Mechs are both within range the Fuel Cell will be received by the first player to have entered range.
    Fuel Cells cannot be retrieved if an Enemy ‘Mech is also within range. Destroying the Enemy ‘Mech in such a scenario will trigger the start of the standard 3s retrieval time.


    Fuel Cells do not deplete when they are retrieved from the Generator and being carried by a 'Mech. They will only deplete after being installed into a Defense Tower.


    A ‘Mech can only carry 1 Fuel Cell at a time, and Fuel Cells cannot be transferred between ‘Mechs. If a ‘Mech carrying a Fuel Cell is destroyed, the Fuel Cell is destroyed with it.
    Friendly and Enemy 'Mechs will display an associated icon in the standard targeting information while holding a Fuel Cell. When carrying a Cell you will also see the associated icon in your HUD.








    To install a Fuel Cell into a Defense Tower the ‘Mech must stand within 5 meters of the Tower. Installation time is 3 seconds.
    Once installed a Fuel Cell will immediately start providing the Defense Tower with 2 minutes of power.


    After 2 minutes the Fuel Cell will be depleted and consumed, allowing another Cell to be installed.
    Once consumed a Fuel Cell is considered destroyed and does not need to be returned to the Generator. Each Fuel Cell Generator acts as its own fabrication unit, creating and charging new Fuel Cells.


    Only the upper module of the Defense Towers can be damaged, such as the jamming sphere, the radar platform, and the air control booth. The scaffolding and tower structure itself cannot be damaged.



    Defense Tower Generator


    A Tower Generator can only hold one Fuel Cell at a time. Replacing a partially-drained Fuel Cell with a fully-charged Fuel Cell will not provide the Tower with an ‘extra’ amount of power; it will simply provide the Tower with the standard full charge of a Fuel Cell (2 minutes).



    Air Control Tower


    When powered, the Air Control Tower will call in a friendly DropShip to hover over the Team Base and engage Enemy forces at a range of 540 meters.
    The DropShip will maintain this defensive pattern for a period of 5 seconds before departing.
    A new Dropship will arrive every 7-17 seconds, depending on the map, for as long as the Air Control Tower has power (2 minutes per Fuel Cell).



    Radar Tower


    When powered, the Radar Tower conducts a full radar sweep of the battlefield, displaying Enemy positions for a duration of 5 seconds. This sweep re-occurs every 25 seconds for as long as the Radar Tower has power (2 minutes per Fuel Cell).
    Radar sweeps will not detect ‘Mechs under protection from ECM.



    Jamming Tower


    When powered, the Jamming Tower will issue a jamming signal, extending in a raius roughly half-way between the Tower and the Fuel Cell Generators, to counteract Enemy radar and targeting systems. This Jamming signal is perpetually active for as long as the Tower has power (2 minutes per Fuel Cell).




    Players can receive Rewards for performing the following actions in the Incursion Game Mode:


    Retrieving a Fuel Cell
    • 10XP and 500 C-Bills


    Installing a Fuel Cell
    • 50XP and 1,500 C-Bills


    Destroying an Enemy Defense Tower or Mobile Field Base
    • 100 XP and 10,000 C-Bills




    The following maps are currently supported for the Incursion Game Mode:


    • Caustic Valley
    • Crimson Strait
    • Forest Colony
    • Frozen City
    • Grim Plexus
    • HPG Manifold
    • Polar Highlands
    • River City
    • Tourmaline Desert


    Das neue Hintergrundbild für unsere Seite ist online.* Danke an SpOoKy777 für seine Kreativität und diesen Schnappschuss, wie die Morgan´s Lions den Clan Smoke Jaguar vertrieben haben!


    Um uns auch intern weiterzuentwickeln, arbeiten wir gerade am 1RBR Tactical Manual. Das soll besonders Neu- und wiedereinsteiger ansprechen. Stay tuned!


    *: Zuerst veröffentlich auf www.morganslions.de