Harmony Gold’s lawsuit against BattleTech and it’s various creators looks to finally be over. And this time, just maybe, it’s over for good.
Piranha Games President Russ Bullock took to the MechWarrior Online forums to make an official announcement on the settlement between PGI and Harmony Gold. He was necessarily brief with his words as the exact details of the settlement were not disclosed. However, he was able to offer this approved wording:
“Harmony Gold and Piranha Games are delighted to announce that they have ended their dispute. Piranha Games will continue to use the “classic” BattleTech designs and Harmony Gold and Piranha Games look forward to continuing to serve their respective fans and customers.”
Standard disclaimer: I’m no lawyer, but this seems like a win. It essentially means that Piranha Games can continue to use the Unseen ‘Mech designs currently in MechWarrior Online, and likely can put a few into the upcoming MechWarrior 5: Mercenaries as well.
Thanks to the kind folks over at the BattleTech subreddit, we also have a copy of the court documents for people to verify with more legally-trained eyes.
courtesy of Mecha Talk
Note the use of “dismissal with prejudice” in the court docs. This means that whatever terms were agreed upon for the settlement, Harmony Gold cannot bring the same case before the courts again. In order to sue PGI they’d have to convince a judge that the new case isn’t the same as the old one, which would probably be a very tough thing to do after all this litigation.
And even if Harmony Gold convinced a judge that there’s a new case to argue, they’d still be right back where we last left them before the settlement: with PGI arguing that Harmony Gold doesn’t even own the copyrights and can’t sue as a result.
That’s not to say that a new lawsuit isn’t impossible. We don’t know the terms of the settlement, so whatever deal they worked out might only be for the current generation of games. A new game, say BattleTech 2 or MechWarrior 6, might not be protected by this settlement (if Unseen designs are used) and be subject to another lawsuit.
Another big deal is that this settlement drops the claims against everyone, including Catalyst Game Labs. We no longer have to worry about HG shutting down the tabletop side of things just because of a dispute in the virtual world of video games.
Now, there’s a lot of debate over on the official BattleTech forums about what suddenly brought this case to a settlement when PGI seemed like they were all-in on their arguments against Harmony Gold. Maybe HG managed to get that letter rogatory from Big West authorizing them to defend copyrights that they owned? Or maybe there was something even bigger hidden in HG’s arsenal that we might never know about.
All we can say for sure is that this looks to be the end of the road for this current spat of legal issues for now, and maybe, hopefully, forever.
Harmony Gold and Piranha Games have settled according to recently filed court documents.
Unlike last time when Harebrained Schemes had their case with HG dismissed two months ago, we’re going to keep our champagne bottles firmly corked and the confetti safely ensconced in whatever container confetti is normally ensconced in (I don’t actually know anything about confetti–is it a tin? A can?).
“Plaintiff Harmony Gold U.S.A., Inc. (‘Harmony Gold’) and Defendant Piranha Games Inc. (‘Piranha’) have agreed to a settlement in principle of this case,” the document reads, “but need time to prepare the written settlement documents.”
The motion goes on to state that if things fall apart then the case will proceed as it had previously.
As for what that settlement might entail, that we don’t know. And we may never know–legal settlements are often subject to non-disclosure agreements that will prevent us from ever knowing for sure if Harmony Gold will rear their ugly heads to rain on our parade.
BUT, and I say this as a non-lawyer with absolutely no background to draw from (sorry, our resident lawyer is on vacation and wasn’t able to comment as of the time of this writing), it seems likely that PGI paid off Harmony Gold with a stipulation that they cannot come after them for their upcoming game, MechWarrior 5: Mercenaries.
Unless the settlement details get disclosed the only way to tell is to wait and see what ‘Mechs Piranha Games opts to put in their upcoming single-player MechWarrior game. If there’s no Marauders, Warhammers, or Riflemen, then we’ll have our answer.
The MechWarrior Online World Championship tournament has just been announced with a surprise twist.
Stock ‘Mechs. That’s right: rather than taking out the highly customized, tuned, and optimal loadouts that all these pro-MechWarriors are used to, they’ll be confined to using the as-stock weapons, ammo, and armor that you can find on any of the old TRO’s.
PGI announced their latest iteration of the MechWarrior Online World Championship tournament on Twitter, with CEO Russ Bullock writing that the team “wanted to do something different” when it came to this year’s competition. That difference evidently being to lock everyone into using the configuration that most ‘Mechs came in as they were originally purchased.
I say “most” since that’s not the only restriction. The tournament has been limited to Inner Sphere-only technology circa 3039, with PGI providing a list of eligible ‘Mechs and variants on their MWOWC rules page.
courtesy of mechwarrior.com
Teams are comprised of 8 players, just as last year, with no team being able to field more than three ‘Mechs in any given weight class. Also, no duplicate chassis are allowed, so if someone takes a Wolfhound then nobody else on that team will be able to. Quirks, skill points, and consumables will all be as normal.
The stock-class restriction was quick to draw both criticism and praise from the MechWarrior Online community. Many professional players lamented the fact that stock-class ‘Mechs are perhaps even less balanced than the current metagame present at the highest levels of competitive play. Most competitive builds are mission-focused to bring down opposing ‘Mechs, but stock builds are made for the larger BattleTech lore, which often pits ‘Mechs against other opponents such as infantry, tanks, and AeroSpace Fighters. Those sub-optimal chassis are likely to be overlooked entirely as competitive teams scramble to find the best anti-’Mech chassis available.
To be honest, with how stock mechs are now, there will be such clear imbalances that you won't see anything but the same mechs. Regardless of map, regardless of opponent, and regardless of players. Stock mechs are simply not balanced. They were designed for tabletop.
However, stock-class tournaments aren’t entirely new to MechWarrior Online, with many beer-league teams playing in such casual tournaments throughout the year. Those MechWarriors may be encouraged to give the competitive scene a try with these new rules and restrictions.
@russ_bullock don't tell anyone cuz it'll hurt my street cred, but i am okay with your new rules for WC this year.
But while the unrestricted MWO strives for balance among all ‘Mechs (with varying levels of success), stock ‘Mechs were never designed to be equal. There will be clear winners and losers in the list that PGI has provided. For example, I think it highly unlikely that the stock Locust will see any amount of play. The stock version has virtually no armor, and without the benefit of 3050s-era weight-saving technology to give it a larger engine, it runs too slow to dodge any shots.
There’s also some clear winners on the list. The Wolfhound was already a favorite among pro-players, and the stock loadout of four Medium Lasers and one Large Laser is essentially a viable laser-vomit build even unmodified. It will certainly be much slower than we’re used to seeing on the competitive stage, and it will run vastly hotter thanks to single heat sinks, but as a light ‘Mech, it seems like the best of the bunch.
Other laser-vomit builds, such as the Crab, the Grasshopper, and Black Knight are also likely to be popular as they’ll allow for pinpoint damage without needing to worry about ammunition. Another possible ‘Mech to watch out for is the Archer. Without AMS or ECM to provide protection, LRM-boats such as the Archer could spell a quick death for any light ‘Mechs caught out of position, especially since those light ‘Mechs will be moving far slower due to a lack of XL engines.
As for assault ‘Mechs, the King Crab is likely to be popular, but with only two tons of ammunition split between either torso, each powerful AC/20 will only have 7 shots to connect with. Professional players are good, but even the pros might not be able to make 7 shots work in the long run.
courtesy of mechwarrior.com
As for why PGI decided to go with stock ‘Mechs, it seems likely to do with the upcoming release of their latest game, MechWarrior 5: Mercenaries. Much like Harebrained’s BattleTech, MW5 is set to take place before the Clan Invasion around the year 3025. By showing off competitive players in ‘Mechs that will likely be found in MW5, PGI turns the tournament into a publicity stunt for their game’s release.
The tournament begins on June 21st, which gives competitive teams a few weeks to look over the approved ‘Mechs and see what might work in an 8v8 competition.
This will surely be a MechWarrior Online World Championship unlike any other. We’re certain to see some new faces and maybe even some new strategies thanks to this restriction.
Or it might turn out to be a boring fight between Wolfhounds, Grasshoppers, and Crabs. We won’t know for sure until later in June.
There’s been a lot of speculation on the Harmony Gold v. BattleTech lawsuit, and I’m sorry to say some of that speculation may have come from this very publication. Previous articles from yours truly may have made it seem like the ongoing lawsuit is on its last legs and that we were all moments away from our triumphant victory.
That may have been more wishful thinking on my part, as it turns out. But, rather than me preface every article with the now-standard “I’m not a lawyer, but”, we’ve reached out to an ACTUAL lawyer to get his professional two cents.
Let me introduce you all to Robert Spendlove, an intellectual property lawyer and partner at the law firm of Laubscher, Spendlove & Laubscher. In his own words, Robert “has worked extensively in the gaming and toy industry, for and against such companies as Nintendo, Zuru, Disney, Turbine, and Sony.”
But more importantly, Robert is also a huge BattleTech nerd with over thirty years of losing countless hours to various iterations of the franchise on either tabletop or personal computer. This guy knows two things: BattleTech and IP law, and he’s also pretty damned good at explaining the two.
So good, in fact, that he wrote a big long essay on the current state of the lawsuit that I just couldn’t bear to slice and condense. Thus, to correct my own mistakes and give us all a unique insight into what’s going on, I present to you Robert’s take. Enjoy!Continue reading →
It’s going to be a fantastic week for BattleTech video games.
The day we’ve all been waiting for is finally almost here. Steam codes have been sent to all Kickstarter backers, pre-orders are available for pre-loading, and on Tuesday, April 24th, we finally get our hands on the finished product, hot off the digital presses from Hairbrained Schemes.
We’ve had our paws on the multiplayer beta for some weeks now (and did a write-up on the experience a while ago), but this will be the first time we get our hands on the single-player campaign (unless you were one of the lucky few influencers that got an early download to show off on Twitch). As a connoisseur of Harebrained’s Shadowrun series of games, I have high hopes that the single-player experience lives up to the high bar set by their previous turn-based RPGs.
And while we of the BattleTech faithful are obviously hyped for BattleTech‘s arrival, we’re not the only ones. As of the time of this writing, BattleTech is number two on Steam’s top sellers list, beating out such juggernauts as PlayerUnknown’s Battlegrounds and Far Cry 5. That’s high praise even for a game developed by giants in the industry, let alone a small developer like Harebrained.
We’ll have a preliminary review of the game up in the coming weeks after I’ve gotten a chance to play through a few hours of the campaign.
courtesy of MechWarrior Online
In other news, MechWarrior Online has released their latest update that brings Solaris 7 to their online shooter. As the name suggests, rather than 12v12 company-level brawls, or 8v8 strategic fights in the case of faction play, Solaris 7 pits MechWarriors in single combat.
The game changes drastically when you only have a single opponent. Suddenly you no longer need to consider bringing enough ammunition to last you an entire protracted battle. Rather, the goal is to pump out as much damage as possible as quickly as possible to bring your opponent down before he can do the same to you. This opens up a completely new meta in ‘Mech designs, and folks are already throwing up some creative new builds on the various online forums.
On top of that, Duncan Fisher‘s announcing brings a level of immersion that was previously missing to the game, and the MechWarrior Online developers PGI are giving away a free ‘Mech just for logging in: the UZL-3P Uziel!
There’s still time to get the rewards for pre-ordering BattleTech, and MechWarrior Online is still free to play so you can download that and start playing right now. There’s never been a better time to be a BattleTech gamer.
Good evening BattleTech fans! While we’re on the eve of BattleTech’s long-awaited release, we have some news on the lawsuit front for the ongoing legal battle between Harebrained Schemes, PGI, and Harmony Gold.
When we last left our intrepid heroes they were asking the judge for summary judgment against HG to find in favor of the defendants (that’s us) without needing to go into a lengthy trial. It turns out that PGI found the results of an earlier trial that proved Harmony Gold didn’t even have the rights to the Unseen ‘Mechs they were suing over in the first place. Those designs were in fact owned by another company called Big West.
What happened next was Harmony Gold decided to amend their complaint and remove some of the specific language from their suit against PGI and Harebrained Schemes. This was in order to buy time and stave off a summary judgment against them, which was seeming very likely due to the shaky legal ground HG suddenly found themselves on.
Not to be deterred, PGI refiled their motion for summary judgment with mostly the same language as before after HG amended their complaint. I’m no lawyer, but according to Reddit user GoodTry3067 (and with kudos for explaining all the legalese) we could be in for a long wait while the judge decides on the request for judgment Like, to the tune of 6 months.
I know, I know, that’s a bummer, but chin up! It’s looking like we might finally see the last of the much-reviled Harmony Gold.
But not so fast. In a last-ditch effort, Harmony Gold is throwing the legal equivalent of a long-bomb, 600 yard play (is that what they’re called? I know less about sports than I do about law) by requesting a letter of rogatory–essentially a letter from litigators in Japan asking them to confirm HG’s ownership of the Unseen copyrights.
They’re not likely to get it for a two reasons: A) Japanese companies rarely, if ever, come to the defense of American companies, let alone idiotic ones like HG who litigate themselves into a corner, and B) any litigator sending a letter to the judge opining that HG owns the copyrights would be lying since they do not.
How I imagine this all went down (courtesy of associated press)
Rightly smelling blood, PGI filed a motion to deny HG’s request for a letter rogatory from Japan on the completely reasonable grounds that they should have sent this request way back during the discovery process and not on the eve of trial. They also assert, probably correctly, that HG is just trying to delay a trial and waste the court’s time.
“Piranha opposes the motion for several reasons, but principally because the issue of who owns the copyrights asserted in this case has already been decided by three courts,” wrote PGI in their request for dismissal. “In light of those court rulings, the only apparent reason for Harmony Gold’s motion is to create confusion and cause delay.”
Ouch. There’s no word yet on when the judge will rule on PGI’s motion, which was filed on April 2, but here’s hoping the judge finally loses their cool and tosses Harmony Gold on their collective asses.
Before I end this update, I have a special request. It looks like Harmony Gold may finally get what’s coming to them, and on that day we’re going to need some appropriately smarmy art commemorating the occasion. If you or someone you know might be artistically inclined and can produce an image of Harmony Gold getting either crushed, blasted, or otherwise destroyed by a BattleMech–any ‘Mech, even one of the Unseen–then please send it on over so we can showcase it on what will hopefully be the best news update Sarna has ever posted.
My friends, I bring tidings of great joy. MechWarrior Online is finally getting a ‘Mech that has been ignored for far too long given it’s illustrious and storied history. Finally, loyal ‘Mech fans will be able to pilot perhaps the greatest ‘Mech to ever grace the pages of BattleTech.
A rare sight in the Inner Sphere for centuries, the Flea had a troubled childhood. Initially known as the Trooper, it was developed by the Free Worlds League in 2475. The initial prototypes were so heavily flawed, however, that it took twenty-five years of additional development before the prototype could even be considered by the League’s Ministry of Defence, and even then it’s rumored to have required some hefty bribes before they agreed to take on the Trooper as their dedicated reconnaissance ‘Mech.
The design was rechristened the Flea in order to distance it from its troubled development. The Flea proved high maneuverable and effective against infantry and lightly armored targets, but utterly incapable of engaging ‘Mechs more heavily armed than itself. Excessive losses deterred the League from ordering replacements, and it wasn’t until Wolf’s Dragoons arrived did the Inner Sphere see the Flea in action again.
With the Dragoons using the Flea to great effect, the little ‘Mech gained a notoriety that eventually climbed to fame. It eventually became such a desired design that the Capellan Confederation’sMaskirovka raided a League factory for the ‘Mech’s schematics. Fleas began popping up in Capellan militias and then in planetary armies across the Inner Sphere.
Despite its obvious capabilities, the Flea suffered from several flaws. The FLE-17, by far the most common variant, was considered too slow after the arrival of the clans and technology allowed for XL engines to become the new standard in light ‘Mechs. Its armor was, likewise, insufficient for all but the lightest of combat duty.
courtesy of confracto.com
But largest of all was how most variants of the Flea lacked jump jets, preventing a ‘Mech named after a famously jumping creature from actually jumping at all.
The Flea was originally intended to be included in the first batch of ‘Mechs released with MechWarrior Online but was sidelined for reasons that were never explained. In all likelihood, the game’s developers were concerned with what such a small and maneuverable chassis would do for the overall competitiveness of light ‘Mechs.
That doesn’t explain why the Locust was eventually introduced before the Flea, but that’s neither here nor there.
The point is, the Flea is finally set to arrive, and I for one am very glad for it. It’s been a very long time coming.
There’s a problem with MechWarrior Online. Actually, there’s probably over a dozen problems with MechWarrior Online, depending on who you ask, but the one we’re going to talk about today is one that is universal for any game, online or no, and that’s balance.
The subject of balance is something that has recently captured the attention of Russ Bullock, President of PGI, after an explosive video was posted by part-time playwright and full-time competitive MechWarrior critic Dane “Jarl” Crowton. The video brings a no-holds-barred message to the guy in charge of MWO in an impassioned plea to return something that has been sorely lacking in the game, and that’s game balance between various ‘Mechs, weapon systems, and even between the Inner Sphere and Clans themselves.
The Need For Balance
Now, before we even begin, we all know here at Sarna that the Clans were never supposed to be balanced. They were supposed to be vastly superior to the Inner Sphere in every measurable way, thus making for some interesting plot development. But MechWarrior Online is by design a competitive game, and when two sides square off in glorious battle neither side wants the other to have an unfair advantage as it’d take all the fun out of honorable combat. Like Clan MechWarriors or even Kurita pilots, honor is everything in MechWarrior Online.
But, as The Dane points out in his video, balance has been something that MechWarrior Online has struggled with and continues to struggle with today. And for good reason: it is vastly more complicated balancing a computer game than a tabletop one.
The Spider, a victim of of the infamous re-scale of MWO’s ‘Mechs.
For those of you who are non-MechWarrior Online players, a brief explanation. Let’s take the humble Medium Laser, a staple of both tabletop BattleTech and MechWarrior Online Inner Sphere BattleMechs. In BattleTech the tabletop game, a one ton, one critical slot weapon that deals five damage a pop is fine for several reasons having to do with the tabletop rules: fire rate is fixed at once per turn (as with many weapons), and since where you strike the enemy ‘Mech is (usually) decided at random boating up on an arsenal of 10 or 12 lasers isn’t as terrifying as even a third as many AC/20s.
Now let’s take MechWarrior Online. It’s the same one ton, one crit, five damage weapon, but the problem is the pilot can aim a bunch of them all at the same spot, making 10 or 12 of these weapons capable of coring all but the heaviest of ‘Mechs. Sure, the heat you generate will cause a shutdown, but who cares if your opponent is already dead? The incentive to boat is massive, which causes a problem when you want to encourage the equal use of the over 100 weapons systems found in MechWarrior Online.
The medium laser in action. Courtesy of mmobomb.com
To try and make the weapon remotely fair, PGI attempted all sorts of solutions: they increased the beam delay, requiring the pilot to hold their crosshairs longer on the target (and thus also increase the likelihood of either missing or getting shot in return). They tweaked range and damage fall-off numbers, penalized players with extra heat (called “ghost heat”) when fired in large groups, and reduced their cooldown so they couldn’t be fired as fast as either their larger or smaller brethren. And while all these adjustments certainly changed the Medium Laser’s performance, it remains open to debate whether or not they brought the weapon back in line.
Today the Medium Laser remains ubiquitous simply due to its efficiency – one ton, one crit, five damage is simply hard to beat when you have the available hardpoints for one.
A Tangled Web Of New ‘Mechs
No other game in existence has a larger challenge with balance than MechWarrior Online.
That’s just one weapon system that challenges PGI with balance. With the recent surge of Jihad-era tech, there are now over a hundred different weapons systems in MechWarrior Online, and each of them requires the same kind of tweaking to remain fair in an online, competitive game. It’s a monumental task for a small, independent developer like PGI.
A task that PGI makes even more monumental with each passing month. For some time now, PGI has released a new ‘Mech nearly every month in MechWarrior Online, and while few players would argue against adding additional content to the game, it makes the task of balancing every chassis nigh impossible. With hundreds of different ‘Mechs to consider (if you include each unique variant of a given chassis) ensuring that each new entry to MWO’s roster is fair in comparison to already existent ‘Mechs is a task for an adaptively intelligent supercomputer and not a small team with a few spreadsheets. No other game in existence has a larger challenge with balance than MechWarrior Online.
The Introduction of the Clans was the first major bombshell in MWO balance. Courtesy of mwomercs.com
Unfortunately for PGI, balance is a necessary component of any competitive game. If MechWarrior Online were primarily a PvE game, such as Warframe, overperforming weapons or ‘Mechs can be explained as simply being rewards for players who have unlocked enough of the game’s content to achieve them. But MechWarrior is a PvP game, requiring every weapon, every chassis, and every scrap of technology to be balanced for veterans and newcomers alike. No new player will be drawn to a fundamentally unfair game, and certainly not one as obtuse as MechWarrior Online.
Unfortunately for PGI, balance is a necessary component of any competitive game.
So how does a game with hundreds of thousands–perhaps even millions–of points of interaction achieve even a semblance of balance? I hate to use the word “unfortunately” twice in the same article, but the truth is there’s no easy way to program a computer to consider the player experience on top of all the hard math required in balancing a game. It takes years, a dedicated player base, and developers willing to listen to player feedback to achieve balance.
As small as MechWarrior Online is, there are still plenty of players willing to offer their two-cents when it comes to all aspects of the game. PGI has a public test server that allows certain players to test out larger changes, but that server hasn’t seen much use since the previous skill tree update, while there have been multiple changes to weapons and ‘Mechs in the eight months since then.
An expanded system which takes player feedback and turns it into useful data is certainly going to require a larger investment of resources from PGI than they’ve currently made, but it’s a necessary one for the continued ongoing health of the best–and the only–ride in town.
Well, at least until they release MechWarrior 5. Then it’s back to PvE madness and we can throw balance out the window.
I know it’s the beginning of the year and the last thing people are thinking of is another MechWarrior Online tourney, but this one’s a bit out of the blue for a good reason.
On January first, New Year’s Day, a fellow MechWarrior and his family lost their home due to an electrical fire. Now he, his wife, and two children have nowhere to live. There’s the usual GoFundMe set up for this sort of tragedy, but waiting for the goodwill of men isn’t really this community’s style. We prefer taking things into our own hands.
To that end, this MechWarrior’s clanmates on MechWarrior Online have organized a tournament where the proceeds will all go towards getting this guy and his family a new home. Frag some bozos in multi-ton death machines and help people out while doin’ it; what more could you ask for?
And it’s not just one tournament – it’s actually three, held on January 20, 27th, and February 3rd. Each tourney will have its own unique spin on it to keep things fresh and exciting, and everyone who enters will have a random chance to win loot from all the movers and shakers in BattleTech.
Let’s hit the deets!
First, for every $5 you donate to the GoFundMe campaign you get to pick which event you’d like to participate in. Fifteen bucks get you entry into all three. You can absolutely donate more if you like, but it’s a $5 minimum to take part in at least one tournament. Email your receipt to MYCROFT000@GMAIL.COM along with which tourney you’d like to sign up for. Your receipt is your entry ticket, so don’t lose it.
courtesy of mwomercs.com
Next, pick your tourney. January 20th will be a Solaris-style, 1v1 tournament, January 27th will be a 4v4 tournament where teams will be randomly assigned, and February 3rd will be a standard 8v8 tournament with similar rules to the World Championship.
January 20th Tournament
1v1, Solaris-style matches.
Single elimination, best of three games tournament.
No restrictions on tonnage, equipment, or consumables, so you can get an Atlas versus a Locust.
Once you choose your ‘Mech, that’s your ride for the duration of the tournament. No switching loadouts in between matches.
Registration closes 48 hours before the tournament begins.
Grand prize is an Ultimate ‘Mech Pack of the player’s choice, which gives you all the variants for a particular ‘Mech, the Hero variant, and a bunch of cosmetic stuff.
January 27th Tournament
Single elimination, best of three games tournament.
Each team of four will be randomly generated from all participants.
You may change your loadouts between matches, but max tonnage is always 300 tons per team.
Map will always be Skirmish on Canyon Network.
Registration closes 48 hours before the tournament begins.
Grand prize is Collector Mech Pack of the player’s choice per player on the winning team. Collector ‘Mech packs have 3 variants of the ‘Mech, a bunch of cosmetic stuff, but no hero variant.
February 3rd Tournament
Rules will be similar to the MechWarrior Online World Championships (ie. Each team can have two lights, two mediums, two heavies, and two assaults).
Map will always be Conquest on Rubellite Oasis.
The structure of the tournament will be round-robin or single elimination, depending on the number of entrants.
Registration Closes 96 hours before the tournament begins.
Grand prize is a Standard ‘Mech Pack of each player’s choice, which has 3 variants, no 30% c-bill bonus variant, no hero variant, and fewer cosmetics than either of the previous packs.
Now, say you’re a terrible MechWarrior and think you don’t even have a hope in hell of winning any of these three tournaments. That doesn’t mean you still can’t win a prize! All the big BattleTech names, PGI, Harebrained Schemes, Catalyst Game Labs, and Iron Wind Metals, have signed on to offer their support and have prizes available to all tournament contestants.
How will these prizes be given away? Throughout the tournament, various members of the MechWarrior’s clan, Sixth of June [6of6], will challenge you to a 1v1 fight “with various arbitrary and absurd rules imposed from stock loadouts to battling with nothing but machine guns and no front torso armor.” It sounds insane, but fun, and you get some sweet loot for participating.
All the details and rules are naturally on the MechWarrior Online forums, along with a heartfelt response from the homeless MechWarrior at the heart of the tournament, Safety Seth:
“I cannot offer thanks enough. Moments like these leave the grace of tongue lost for expression. Know that my family, my pregnant wife Tamra (Freebirth scum I know :) ), my 12-year-old son Raven, who loves the RVN-3L, Nyxxie my 6-year-old daughter, and myself are humbled at such a thing. Thank you so very much.”
January 20th is only a few days away, so be sure to donate, email, and sign up for your chance to win and help a fellow MechWarrior out while doing it. Win-win.
Welcome back to Community Outreach! This week we have TwinkyOverlord from EmpyreaL, the reigning champs of the MechWarrior Online World Championships. We talk about how he got into competitive MWO, how EmpyreaL came to win the recent championship in Vancouver, and what the future holds for the best team of MechWarriors in the world. Enjoy!