New MechWarrior Game (for real this time)

Developer Interview 3: David Bradley, Bryan Ekman, Paul Inouye

Part 2/3, scroll up for beginning.

MWO: Which is your favourite of the past MechWarrior games?

[DAVID] I think the only past games I’ve played for any significant amount of time were MechWarrior 2 and MechWarrior 2: Mercenaries back in the day. So let’s go with those.


[PAUL] MechWarrior 3 tops my charts, I like the gameplay more than the rest and it was bringing us a more detailed environment and really making use of those new-fangled “texture maps!” The original MechWarrior still holds a place in my heart as well. It was the first MechWarrior and the first to immerse me into a 3D-vector based game.


[BRYAN] MechWarrior and MechWarrior 2 and the expansion packs.

MWO: How is making a Free to Play game different from a ‘normal’ game?

[DAVID] There are a couple of different aspects that I like the best. The first is that, being a free game, there’s no barrier to entry for a new player. If someone wants to play it, all they have to do is create an account and download the game, so we have a chance to reach a really wide audience. The other aspect is that we can launch with a solid core game but then continually improve and add to it with regular updates. This allows us to not only get in new features or ’Mechs that we want to see, but we can respond to the needs of the community as well.


[PAUL] There are a few aspects that are key to the differences between developing a normal boxed game and a F2P title.
First off, the difference between a new F2P game and MechWarrior® Online™ is twofold. First and foremost, MechWarrior is an established franchise with a very deep and rich history. Second, MechWarrior® Online™ is one of the first titles to push the technology envelope by using CryENGINE 3™.
Next, we need to look at the wide audience we’re going to draw. The biggest benefit to developing a F2P title is that the game is (as the acronym suggests) free. If a game is free, why wouldn’t you give it a shot? After getting the first impression from a player, it’s very important to keep that player interested in your title. With F2P, the player who is playing for free has no invested interest in continuing to play if the quality and content of the game, as well as the community, isn’t up to their expectations. A player doesn’t have to pay to be invested into the game as long as they feel like they’re part of a community or league that has a lot of fun playing the game. In order to pull this off, we have to be sure that the game is solid, has the right features at launch, has a continual stream of new content and is accessible to the new and veteran player alike.
Does this mean we dumb the game down for the casual, new player? No it doesn’t. We just need to make sure the new player has an enjoyable time while they learn the ins and outs of the game as well as the intricacies of customizing a BattleMech.
Lastly, addressing the Pay-to-Win argument that plagues so many F2P communities is something that we keep at the front of our design discussions. What is purchased with real world currency and what is purchased with in-game currency is the question that is in the back of my mind when looking at any item put into the game.
There’s a fine line between Pay-to-Progress and Pay-to-Win. Obviously we don’t want the latter but the dangers are there for every item we look at. What you may think has no implication on gameplay can and will have an effect in one way or another when it comes to anything that alters the properties of a BattleMech. We even run into this situation dealing with Information Warfare and Role Warfare items. All we can do is make sure that we’ve covered our bases and watch how things fall into place during testing/public beta testing.


[BRYAN] Nothing much more to add here.
MWO: Was it a total shock when you became the MechWarrior project owner?

[DAVID] I’m the project owner? Wow, that is a shock; I honestly had no idea. I thought that Bryan was the project owner and… Oh, wait, this question was probably meant for him. I think that maybe I should just let him answer it.


[PAUL] I’m the Project Owner????!??!!?! I need to renegotiate my contract!


[BRYAN] Don’t look at me. Maybe Matt Newman is the project owner.

MWO: If you had to pick a favourite ‘Mech, which would it be? Ok, one Inner Sphere, one Clan.

[DAVID] Well, I feel like I’m almost required to say the Balius, but that’s only because that answer would annoy Paul. Or the Piranha, for obvious reasons. But really, the Hunchback was the first ’Mech to get redesigned as well as the first to get into the game, so it’s really grown on me. And, as for Clan ’Mechs, I like the Kodiak. I suppose I just like being able to run up to an enemy, point some big guns at it, and watch it hopefully explode.


[PAUL] InnerSphere – Catapult… as stated in the forums… I fought for this puppy and whined to Bryan more than I ever have in the gaming industry. Clan – Blood Asp, just cause it looks cool and is armed to the teeth.


[BRYAN] Wow tough choice. Right now IS – Centurion and Clan – Loki. Ask me again in 12 months.

MWO: Which games were you influenced by for MechWarrior Online? Which features did they have that you liked?

[DAVID] Well, the obvious answer is all the past MechWarrior games. Some of their features have provided great templates, or at least starting points, for developing our own.


[PAUL] Battlefield 2 for the BattleGrid, RISK for the Inner Sphere conflict/border wars.


[BRYAN] EVE Online, Battlefield, Call of Duty, MechWarrior (1-4), BattleTech, Warhammer 40K, Warmachine, World of Tanks, and League of Legends.

MWO: How will different playstyles be encouraged in MechWarrior Online? (And what are your preferred playstyles?)

[DAVID] It’s a combination of making sure that the weapons and equipment that a player needs to suit their playstyle are available, as well as giving them the ability to unlock and install modules that will further enhance their role. We also need to reward actions and objectives beyond the standard “kill your enemy until he’s dead.”
In games I usually prefer a combat role, but one that I can use on the front lines to support my teammates. I’m happy [to] jump in the way of enemy fire if it means that my teammate can capture the flag or hill or whatever the objective is. (And this way I can also pass the blame on to them if the enemy captures it instead. ;)) So I’ll probably be playing a medium ’Mech that can get me to where my buddies need help, and then have enough fire power to at least distract our enemies and have them focus on me.


[PAUL] Information Warfare and Role Warfare are our 2 motivators to have mixed class BattleMechs on the battlefield. Everyone here at Piranha loves a good co-op feel when playing multiplayer titles. While we won’t be having co-op in MWO, we will have some really cool team based gameplay that will become apparent in the next few months. ?
Contrary to what my co-workers think (they think I’m a griefer due to my vulgar trash talking), when I play competitive online games outside of work, I’m more into the team play aspects rather than running and gunning trying to prove something. If you were to look at my BF2 stats, you’d see that my K/D ratio isn’t the greatest but I did a crazy amount of objective completions. I’m always the assault/support class pushing the frontline forward and I’m sure that’s how I’ll be playing in MWO. Probably a Medium or Heavy class Mech balanced between armor and weaponry. I’ll be the one capturing points, or defending a location, or defending the scout or commander class Mechs. I’ll be monitoring all communications to see where I can help out the team.


[BRYAN] I’m all about quick precision strikes. Get in, get out. I like to balance max speed, stealth, and damage, not unlike a Ninja.

MWO: Can you guys explain how the Battlegrid works?

[DAVID] The BattleGrid is essentially a version of the minimap that has expanded to fill your screen and provide you with the ultimate tactical view in the game. From here you’ll be able to see your location, the locations of your allies, the location and status of objectives, the location of enemies in your line of sight, etc. You’ll also see any information that’s being shared by your allies. The BattleGrid is going to be the commander’s best friend when it comes to planning tactics, issuing orders, and calling down artillery strikes.


[PAUL] Imagine looking at a map of the environment you’re in. The more information fed to you from scouts or the commander, the more you’re going to see. Scouts will be able to relay tactical information to the commander who then relays that information back to everyone else on the field. The commander has the ability to issue orders, call-in support fire and recon sweeps. The more information shared on the battlefield, the more prepared all players will be when approaching hot spots on the map. All players will have access to the BattleGrid but only the commander will have interactivity with it. It would be in your best interest to keep him protected at all times.

MWO: Is there a favourite faction around the office, or are allegiances pretty evenly spread?

[DAVID] I’m not really sure where everyone’s allegiances stand. Maybe we should physically divide up the office to match the Inner Sphere map and everyone will have to move their desk into the area of their favourite faction. Then we put up electric fences along each border. The only downside is that all the Clanners would have to find room in a building across the street.


[PAUL] You know what? I’m not really sure. I refuse to acknowledge anyone who is not aligned with Kurita.
Update: Just took a poll… we’re kinda spread even across the board but the small majorities are Kurita and Marik in that order

MWO: How does the Line Of Sight/Display work?

[DAVID] The basic rule is that if you don’t have line of sight on an enemy ’Mech, then it’s not going to be targetable or even show up on your radar. Now, there are exceptions to this rule. The first is that if you see an opponent and then they disappear behind a building, there will be a few seconds before their information decays and disappears. The other exception is that teammates will be capable of relaying their information to you, and vice versa. There’s also support units, such as UAVs, that can be deployed to act as spotters for your ’Mech. On the whole, this is meant to increase the value of tactical information as well as the role of scout ’Mechs on the battlefield.

MWO: If I want to play MechWarrior Online as a Jenner pilot, am I going to get creamed by Atlas pilots? How do you go about balancing different ‘Mechs of different weights?

[DAVID] In a one-on-one fight in an open field, that Jenner pilot is probably going to have to pull off some very fancy piloting and pray that they don’t get hit in order to stand a chance. However, in MWO, the smart Jenner pilot is going to try and avoid that situation. If they have to take on an Atlas, they’re going to want to try and do it in an area with a lot of cover, like a city, where their superior speed and maneuverability will allow them to weave between buildings to flank the Atlas. But the real balance between a Jenner and an Atlas isn’t just about their effectiveness in combat, but rather what they can bring to their lance as a whole. An Atlas is undeniably an effective killing machine, but a Jenner is an equally effective scout. It’s fast enough to get ahead of everyone else, where it can start relaying the position of enemy ’Mechs to its lancemates, deploy various sensor equipment, and act as a spotter for LRM strikes.


[PAUL] Depends on your skill level. If you’re standing in one spot acting like a turret, you’ll get hit so hard you’re grandkids are gonna have black eyes. If you’re aware of your surroundings, know the limits of your Jenner, you’ll probably have a decent chance of making that Atlas realllllly hurt if not take it out.
 
Developer Interview 3: David Bradley, Bryan Ekman, Paul Inouye

Part 3/3, Scroll up for start of article.

MWO: What is it like working with Randall Bills and Alex Iglesias?

[DAVID] It’s great! These are a couple of guys who are at the tops of their fields. Randall’s oversight, with his knowledge and history of the universe, has been a great help at providing us with any info we need as well as keeping us on track. And Alex’s redesigns are amazing. The community here on the forums may always be waiting to see the next ’Mech, but the same thing happens here at Piranha. Everyone waits for our art director to approve Alex’s latest designs, so they can get posted on the wall and our internal wiki for everyone to see.


[PAUL] I haven’t worked with Alex directly but I do watch him post “wouldn’t it be cool if…” statements on our planning board. As for Randall, he’s super cool and gets my sarcastic sense of humor. It’s great having both of them on board to help us make sure our product is not only of high quality, but of high integrity with the BattleTech Universe.


[BRYAN] An absolute pleasure! Randall is my go-to-guy for everything canon. He’s a walking encyclopedia, and crucial to making sure we’re as authentic as possible. Alex has been responsible for rebooting the entire look of MechWarrior’s BattleMechs. Without his talent, modernizing the overall look and feel of MechWarrior would not have been possible.

MWO: What kind of role will all the sensor gear (ECM, C3, etc) play in MechWarrior Online? Will a team need people with those things?

[DAVID] As someone once said, “Information is ammunition.” (And some other group may have equated knowing said information to being fifty percent of the battle, but we care less about them.) The sensors and communications equipment are all very useful, and will allow a player or team to have a greater situational awareness of the battlefield (or disrupt the other team’s awareness), but it won’t guarantee an instant win. Also, like with anything else, if you’re brining all this sensor gear, then there’s probably other stuff you won’t be able to bring with you. A well-coordinated lance might find that they can communicate through voice and text chat well enough that they prefer to bring extra weapons instead of more sensor gear.


[PAUL] All that sensor gear is part of the Information Warfare aspect of MWO. Sharing information is high in priority but not mandated. A team, who can successfully communicate what’s going on amongst themselves, will probably have a decent chance at winning without that gear. The only time you’re going to really have a problem in combat is if you decide to ignore information/communications completely.

MWO: Do you have a favourite weapon in MechWarrior? (IE. PPC, AC/20, micro laser, UrbanMech toss, etc)

[DAVID] AC/20. Powerful, but you have to get close enough to your opponent that you can wave at them from your cockpit before you reduce them to slag.


[PAUL] Who wrote these questions?!? Uhhh… the Rotary AC/5 cause it sounds cool!


[BRYAN] Anything the melts my opponent to a heap of steaming slag.

MWO: What’s it like having the best Community Manager ever?

[DAVID] You guys are managed? (And did Garth bribe one of your guys to ask this or did he sneak it in himself?) [ED: I’d never do such a thing! ;)]


[PAUL] I think Metro is doing a great job!


[BRYAN] He’s part of maintaining my sanity, however he did write these questions which had me up until midnight writing answers. So the verdict is still out.


We hope you all enjoyed this, and thank you for reading! Just a heads up, the Q&A3 over here will be closed this Friday so we can gather them to answer, so get your questions in now!
 
No word of a lie, I had a mechwarrior dream the other week.
It's a sign!
 
They're running closed staff betas. Timeline for release is Summer 2012. It's F2P, and set in real-time of the BattleTech universe, so a lot of content will wait. Sometime early to mid 2013 they'll be releasing all the Clantech stuff.
 
Well, that's good news!

I really hope they manage to get it out by summer, I really want to give this a try.
 
I've been waiting for this since 2009. I had given it up for Episode 3 status until this last October. Can't wait to see what happens.
 
I've been waiting for this since 2009. I had given it up for Episode 3 status until this last October. Can't wait to see what happens.

Same, was overjoyed when I heard of Smith & Tinker buying the rights to this as well as Shadowrun and now both franchises are getting new games, it's really great. I do hope we get some gameplay footage soon though, we should if they're aiming for a summer release.
 
Far as I can tell from dev blogs, they are moving at breakneck pace and have been since summer last year. I expect that we won't see screenshots until very close to release. The MechWarrior community is a dangerous bunch to release content to, they deconstruct and analyze EVERYTHING.
 
Developer Q&A 3 With Matt Craig, Bryan Ekman, Paul Inouye, David Bradley, Garth Erlam, Matt Newman

Participants:

Matt Craig – Technical Director – Head of Engineering

Bryan Ekman – Creative Director – Head of Design and Vision

Paul Inouye – Lead Designer – Game Systems and Presentation

David Bradley – Game Designer - Overseeing 'Mech combat and BattleTech® rules

Garth Erlam – Community Manager - Editor

Matt Newman(?) – Producer – Project Planning and Management

Modules! We thought we'd answer all the modules questions (or at least most) in a single question, so here we go!

[PAUL] For every talent unlocked on the Pilot Skill Tree, the player unlocks a module. The player can now purchase the module in the Store. These modules are purchased with C-Bills, the in-game currency.
Every BattleMech will have a specific amount of slots available for modules. The number of slots will vary depending on the BattleMech chassis the player chooses to play with. The device that houses these modules is a small electronic device that has no effect on BattleMech weight or critical space.

The module designs are created by the design team as a way to augment the piloting skill of a BattleMech without affecting the firepower or base rules of how a BattleMech operates. As to what the skills are, we are currently testing them out in gameplay. We want to ensure that these modules do not throw gameplay out of balance before releasing details on exactly what they do. Trollollololololllolllollololooooo!

Okay okay… put the pitchforks away… here is a THEORETICAL EXAMPLE:

Module: Enhanced Night Vision Effect: Increases the detail of objects while in Night Vision Mode at the cost of reduced range. Cost: 4500 CB The player equips this module in their BattleMech. The module instantly takes effect and anytime the player switches to Night Vision, they will see more clearly but not as far as the default Night Vision mode.

As a pilot becomes more experienced, he is sure to learn a little bit more about controlling a BattleMech as well as what to look out for. Now imagine if we apply this to the pilot’s situational awareness. A module could be implemented that plays off of this notion and increases the range of the pilot’s Anti-Missile System because he’s more aware of what to look out for. It’s like his mental/physical skills are embedded into a circuit in the form of a module, so the neurohelmet interface can take over, allowing the pilot to concentrate on other things. Neat huh?

When we design a Module, we try to stay away from interfering with historical/canon abilities of the pilot/Mech but there are some cross over designs that may contradict this. An example would be what our modules may do that normally requires a C3 unit equipped to a BattleMech. Or maybe they won’t! :p

I think that covers most of the questions concerning the modules.

Can anybody use the BattleGrid or will it be linked to either a commander or a specific module? –Skwisgaar Skwigelf

[DAVID] All players will be able to view the BattleGrid. Those with commander abilities will be able to issue orders through it, as well as receive more detailed information.

Does this mean that if I am in a Catapult and (an enemy) mech is detected behind a hill and I do NOT have direct LOS/D I can still launch LRMs at him and they would arc over the hill to hit him? –VanillaG

[DAVID] Yes, if you receive the target data from an ally, you’ll be able to lock on to that enemy and indirectly fire LRMs at it. Of course, you still have to allow a reasonable path for those missiles to travel. If you’re standing directly in front of the hill, those missiles aren’t going to have anywhere to go other than straight into the cliff face.

What will happen to a pilot when their mech is destroyed, from the angle of information warfare? Will the pilot be booted from the match, allowed to observe as a "spectator" or locked to their destroyed mech (with a voluntary or involuntary ability to exit the match)? –Mezzanine

[PAUL] If it were up to me we’d format your C:\ drive but Bryan has suggested that we auto eject the pilot into a first person spectator view.

[DAVID] There will be no free roaming spectator mode. Dead players will likely see their destroyed ’Mech for a few seconds and then be able to cycle through the viewpoints of their living allies.

[BRYAN] We’re very aware and concerned about spectator mode giving teams using Teamspeak like communications and advantage. More than likely we only allow spectators to view what the current target view (pilot) can see.

What kind of information does surveillance (give)? Positions of enemies on the map, communications, etc.? -Adridos

[PAUL] Positions of all units, yes. Communications… no.

How will the draw distance of graphics affect the LOSD? Will there be a "hard stop" on draw distance, and therefore a max limit to the actual LOSD? –GargoyleKDR (EDIT: LOSD=Line of Sight/Distance [GARTH])

[PAUL] I’ll let Matt C answer this.. I don’t speak Bocce or know anything about moisture evaporators. (I think PAUL just called MATT C C-3P0 [GARTH])

[MATT C] LOSD is related to the rendering but not directly linked so if we decide to limit LOSD range separate from the draw distance we can. At this time we don’t know if limiting LOSD will be necessary or not for gameplay, from a technical standpoint there’s nothing stopping the range being whatever we choose.

In reference to the Object and Waypoint markers. Will these markers be added by the unit commander or set by the match maker? If they are added by players is this the sole realm of a commander or can all units add to the map? –Arden Sortek

[DAVID] Most orders will only be able to be placed by those pilots who have invested in commander modules. The exception is that everyone will be able to issue basic commands such as “Help me! I’m under attack!” to all allies, and these will show up similar to orders from commanders.

You state details on a target are not inclusive; does this mean that Mechs with particular modules will be able to better obtain detailed information regarding a target? If so, will they be able to propagate that data instantly to other teammates whom are carrying particular info-sharing modules? –Aegis Kleais

[DAVID] There will be various levels of detail when you target an enemy ’Mech. The levels that you can access will be determined by how long you target the ’Mech as well as which modules you have equipped on your own ’Mech. For example, you may be able to first just target and track the ’Mech, then after a couple of seconds your computer identifies it as an Atlas, and then you receive a report from your scanners about the ’Mech’s overall damage state. If you have a specific module equipped you would then receive a detailed damage breakdown of the ’Mech’s components.
This information will be shared to your lancemates as you gather it, but they may require their own modules or other equipment in order to receive some of the more advanced scans.

Can you tell us how many "tech-trees" are available for the pilots, if you have to upgrade the pilots to get special modules. –Grayson Pryde

[PAUL] Right now there are 3, but that may or may not change at launch.
[BRYAN] More details about the pilot trees will be revealed during Role Warfare month.

Besides passive actions such as blocking communications or inhibiting a target-lock, will there be more "aggressive" forms of electronic sabotage such as IFF-flipping, sending fraudulent transmissions to enemy units, or other kinds of overtly offensive acts? –Prosperity Park

[DAVID] Initially, the more aggressive forms of electronic warfare are likely to be limited to ways of countering and knocking out enemy’s own electronic warfare and communications equipment. Additionally there will be equipment like Narc Beacons and TAG systems which are harmless on their own but allow for more accurate missile attacks. As we go we’ll look into implementing some of the more covert sabotage-oriented attacks that you mentioned.

Do factions have access to unique mechs or weapons? -cobrafive

[BRYAN] No. Prices may vary, but everyone has equal access to items.

Can you powerdown like in older games to avoid detection? –Rathverge

[DAVID] You will certainly be able to do so. The obvious downside is that you’re helpless while powered down, but it will be the best way to avoid being detected by others.

Will a satellite overview be a sort of "ping" on the map of all enemy targets that lasts the duration of the satellite or will you be able to hide from it? –Damocles

[DAVID] The satellite scan will be like a radar sweep of the map, revealing information about enemy positions, but this information will quickly decay. We have not yet decided if or how a ’Mech can escape detection (other than taking shelter in a covered area like a cave) but there will likely be methods of doing so. This is more likely to be true if we implement different kinds of satellite sweeps (i.e. thermal, magnetic, etc.).

Traditionally, some Mechs were considered better at detecting other Mechs, or better at information warfare. For example the raven, the Rifleman (radar) or the Cyclops come to mind. Will some Mechs be better/have more module slots than others? –Salesninja

[PAUL] Right now, our module plans are generic across the board. They will fit into any open slot in any BattleMech chassis.

Are there plans to have map related intel systems, beyond passive environmental effects and buildings? I.E. Is there a possibility of being able to target installations like listening posts to "blind" the enemy forces? –Hayden

[PAUL] While “listening posts” are not part of our current game modes, it doesn’t mean that they can’t be added fairly quickly to new game modes released soon after launch. We do have hard location objectives that you will be targeting during matches.

Will there be a persistent (and unpopulated overhead map) always available, or will you only have a map when there is overhead? –Omigir

[DAVID] The minimap and BattleGrid will always be available to you and will constantly update with all the information currently at your disposal.

Will radar still have a passive mode, and if so, how does it work? –Octobit

[DAVID] Yes, radar will have an active and a passive mode. Our current plans are for the passive radar to have a reduced detection range and limit a lot of the electronic and information warfare equipment on your ’Mech as well as the electronic communication between you and your lance. The benefit is that you become a lot harder for enemies to detect, leading to greater chances to surprise or spy on them.

If I produce a lot of heat like shooting (an) alpha strike, a PPC or something similar, will I be more (easy) to spot on the radar? –Sir Aaron

[DAVID] Running around with excessive heat won’t affect how you show up on normal radar, but you will stand out to enemies using thermal vision mode as well as any thermal sensors in the battlefield.

Are Hula Girls available as modules? -Red Death

[MATT N] Hula Girls are a cosmetic item only. However they will give you a +10 happiness boost IRL
[DAVID] The concept of hula girls has evolved into full-fledged HulaGirl class BattleMechs. Picture the Erinyes ProtoMechs in grass skirts and playing ukulele music through external speakers.

[PAUL] Why do you guys keep letting Matt out?? David… quit encouraging him!



That's all for now, folks! We hope you enjoyed our third developer Q&A, and we'd like to thank you all for your questions. Comment away, discuss, and remember that next Wednesday may just be a special treat ;)

Or maybe I'm the trololo... -GARTH
 
February is Role Warfare Month
Doing Your Part


This is a juicy month. We’re diving into one of the largest design pillars, Role Warfare. There’s so much content, we have two developer blogs. February is a special month for PGI, as we charge towards GDC and some really exciting announcements.


Developer Blog 3

This month features a two part blog. The first part, released today, covers a general overview of Role Warfare. On Friday, we delve deeper into the Pilot Tree, Modules, and BattleMech XP system.

Developer Interview 4 – Omid Kiarostami, Thad Jantzi, and Kevin Meek

This month continues the trifecta trend, as we discuss what Role Warfare means to the various departments within the studio. From the engineering department, Omid steps up to the plate. From the level designers, Thad Jantzi takes the reigns, and finally from the art department we have Kevin Meek.

Developer Q&A 4

We’ll open up questions today (the topic should be open by the time you're reading this.)

Wednesday Surprise

Does anyone else think BattleMech 7 is coming?

Extra Wednesday

Let’s just say something pretty freaking awesome. This is going to be a big one. No it’s not BETA. But we we’re getting close to that announcement.
 
Alright kids, I quit posting news articles since no one seemed interested, but pony up and look at this: two new videos. One of them is actual beta gameplay! This is not vaporware!

http://mwomercs.com/news/2012/02/151-wednesday-hot-drop <---trailer

http://www.inquisitr.com/205008/first-mechwarrior-online-gameplay-footage-released/ <---gameplay

http://www.escapistmagazine.com/news/view/116232-Its-a-Mechwarrior-Online-Multimedia-Meltdown <---interview with Russ Bullock

Bullock states that they will be releasing open beta in summer this year.
 
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