Editing MechWarrior Online Legends

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===Quick Play===
 
===Quick Play===
The standard and default play method for much of MWO's existence, featuring one training and four active game modes available to be played over one of thirteen different maps:
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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:
  
 
* '''Skirmish''' - Straight up 12 vs. 12 deathmatch, the match ends when all opposing 'Mechs are destroyed leaving one team standing. If this condition is not met upon game timer expiration, the team with the most 'Mechs remaining wins.
 
* '''Skirmish''' - Straight up 12 vs. 12 deathmatch, the match ends when all opposing 'Mechs are destroyed leaving one team standing. If this condition is not met upon game timer expiration, the team with the most 'Mechs remaining wins.
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* '''Domination''' - 12 vs. 12 "King of the Hill" matches, victory is achieved by holding a key area around the center of the map. Each team starts with a one minute timer and needs to be alone and not under fire in the circular domination area to count down. Outside the domination boundary each team has two generators which if destroyed by their opponents each add fifteen seconds to their opponent's timer. Victory is achieved when a team's timer reaches zero, or the lowest timer value at match expiration, or upon total destruction of one team.
 
* '''Domination''' - 12 vs. 12 "King of the Hill" matches, victory is achieved by holding a key area around the center of the map. Each team starts with a one minute timer and needs to be alone and not under fire in the circular domination area to count down. Outside the domination boundary each team has two generators which if destroyed by their opponents each add fifteen seconds to their opponent's timer. Victory is achieved when a team's timer reaches zero, or the lowest timer value at match expiration, or upon total destruction of one team.
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* '''Incursion''' - 12 vs. 12 base defense matches. Each team in Incursion has a base made up four mobile field bases defended by destructible walls and turrets which they must protect while destroying the opposing team's. To avoid excessive base camping, each team's base also features three defense towers offering additional benefits (DropShip firing at opposing 'Mechs at their base, whole map radar sweeps and radar jamming) which must be powered by fuel cells generated from three points in the center of the map, each fuel cell powering a single tower for two minutes. Victory in Incursion is awarded to the first team that either destroys all seven enemy base elements or to which team inflicted the most damage to the opposing team's base when the match timer expires. Like Conquest and Escort, it's possible for a team with all 'Mechs destroyed to win if the opposing team cannot inflict more damage on their opponent's base before the match ends.
  
 
* '''Testing Grounds''' - A single-player training mode which allows players to learn and test piloting skills, weapons targeting, loadout charges and map layouts. Eight noninteractive enemy 'Mechs are randomly placed on the map to provide targets, no C-bill or XP rewards are provided for defeating them.
 
* '''Testing Grounds''' - A single-player training mode which allows players to learn and test piloting skills, weapons targeting, loadout charges and map layouts. Eight noninteractive enemy 'Mechs are randomly placed on the map to provide targets, no C-bill or XP rewards are provided for defeating them.
  
Two game mode previously existed and have since been removed from the game:
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A sixth game mode previously existed called '''Escort''', a 12 vs. 12 asymmetrical attack/defense mode where attackers had to prevent a heavily armored AI controlled VIP ''Atlas'' reaching the DropShip extraction point, following a number of randomly selected paths. 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.
* '''Escort''', a 12 vs. 12 asymmetrical attack/defense mode where attackers had to prevent a heavily armored AI controlled VIP ''Atlas'' reaching the DropShip extraction point, following a number of randomly selected paths. 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.
 
 
 
* '''Incursion''' - 12 vs. 12 base defense matches. Each team in Incursion had a base made up four mobile field bases defended by destructible walls and turrets which they had to protect while destroying the opposing team's. To avoid excessive base camping, each team's base also featured three defense towers offering additional benefits (DropShip firing at opposing 'Mechs at their base, whole map radar sweeps and radar jamming) which had to be powered by fuel cells generated from three points in the center of the map, each fuel cell powering a single tower for two minutes. Victory in Incursion was awarded to the first team that either destroyed all seven enemy base elements or to which team inflicted the most damage to the opposing team's base when the match timer expired. Like Conquest and Escort, it was possible for a team with all 'Mechs destroyed to win if the opposing team could not inflict more damage on their opponent's base before the match ended. The mode was removed with the 19 September 2023 patch.
 
  
 
Following the game's formal release, Quick Play was divided into separate queues for grouped and ungrouped (solo) players, with the game's matchmaker using a form of ELO to try and ensure players are matched to other players with a similar win/loss ratio to try to create matches of equally ranked players, but declining player numbers forced PGI to combine both into what the fanbase refer to as Soup Queue, a portmanteau of Solo and Group Queues with negative connotations. Previously groups could be formed from any size from two up to twelve, but in the combine queues are limited to four. By default the standard play matchmaker attempts to ensure each side conforms to a weight ratio of 3/3/3/3 (three 'Mechs of the same weight class) though will breach this restriction to avoid excessive wait times, or when players drop in premade groups. 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.
 
Following the game's formal release, Quick Play was divided into separate queues for grouped and ungrouped (solo) players, with the game's matchmaker using a form of ELO to try and ensure players are matched to other players with a similar win/loss ratio to try to create matches of equally ranked players, but declining player numbers forced PGI to combine both into what the fanbase refer to as Soup Queue, a portmanteau of Solo and Group Queues with negative connotations. Previously groups could be formed from any size from two up to twelve, but in the combine queues are limited to four. By default the standard play matchmaker attempts to ensure each side conforms to a weight ratio of 3/3/3/3 (three 'Mechs of the same weight class) though will breach this restriction to avoid excessive wait times, or when players drop in premade groups. 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.

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