Editing MechWarrior Online Legends
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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. 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.
− * '''Invasion''' - 12 vs. 12 attack and defense matches. Attackers must breach a heavily defended enemy base via one of two to three gates, opening the gates to allow 'Mechs without jump jets to pass by destroying large generators behind them, and then destroying three smaller generators before they can cripple the module powering a [[Naval Gauss Rifle|naval gauss cannon]] preventing the arrival of larger invasion force. Defenders are assisted by a large number of turrets scattered around the base. Unlike standard play where once players are killed they are dead until match end, Invasion features a drop deck where players can take four 'Mechs of any weight as long as their total combined weight is greater than 160 tons and less than 240 tons. Additionally, each time the attacking or defending player enters the field at either match start or "respawning", they are dropped by a ''[[Leopard]]''-class [[DropShip]] after small arrival delay, the DropShips firing upon nearby enemies as they arrive offload, aiding defenders as the attacker push for the final assault or warding off attempted spawn camping of the attackers landing zone. + * '''Invasion''' - 12 vs. 12 attack and defense matches. Attackers must breach a heavily defended enemy base via one of two to three gates, opening the gates to allow non-jump-jet-equipped 'Mechs to pass by destroying large generators behind them, and then destroying three smaller generators before they can cripple the module powering a [[Naval Gauss Rifle|naval gauss cannon]] preventing the arrival of larger invasion force. Defenders are assisted by a large number of turrets scattered around the base. Unlike standard play where once players are killed they are dead until match end, Invasion features a drop deck where players can take four 'Mechs of any weight as long as their total combined weight is greater than 160 tons and less than 240 tons. Additionally, each time the attacking or defending player enters the field at either match start or "respawning", they are dropped by a ''[[Leopard]]''-class [[DropShip]] after small arrival delay, the DropShips firing upon nearby enemies as they arrive offload, aiding defenders as the attacker push for the final assault or warding off attempted spawn camping of the attackers landing zone.
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. Unlike standard play, Community Warfare features no ELO matching of any kind. 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. Unlike standard play, Community Warfare features no ELO matching of any kind.
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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. | 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. | ||
− | * '''Invasion''' - 12 vs. 12 attack and defense matches. Attackers must breach a heavily defended enemy base via one of two to three gates, opening the gates to allow 'Mechs | + | * '''Invasion''' - 12 vs. 12 attack and defense matches. Attackers must breach a heavily defended enemy base via one of two to three gates, opening the gates to allow non-jump-jet-equipped 'Mechs to pass by destroying large generators behind them, and then destroying three smaller generators before they can cripple the module powering a [[Naval Gauss Rifle|naval gauss cannon]] preventing the arrival of larger invasion force. Defenders are assisted by a large number of turrets scattered around the base. Unlike standard play where once players are killed they are dead until match end, Invasion features a drop deck where players can take four 'Mechs of any weight as long as their total combined weight is greater than 160 tons and less than 240 tons. Additionally, each time the attacking or defending player enters the field at either match start or "respawning", they are dropped by a ''[[Leopard]]''-class [[DropShip]] after small arrival delay, the DropShips firing upon nearby enemies as they arrive offload, aiding defenders as the attacker push for the final assault or warding off attempted spawn camping of the attackers landing zone. |
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. Unlike standard play, Community Warfare features no ELO matching of any kind. | 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. Unlike standard play, Community Warfare features no ELO matching of any kind. |