If you want a brawler just throw an AC20 on there already.
2 er large
1 ac 20
3 streak
is my ddc of choice. Good at any range, and the streaks will keep you alive long enough against the little guys to line up a ac shot.
Then it'll be kitting out the D-DC, purchasing DHS for those that need it, and maybe saving for a few XLs before saving for my next Atlas (probably a K? still not entirely decided on that)
But my locusts could do with XL195s, my spiders could probably do with some, as could some of my Catapults (though that'll be what the 300 in the K will be for!)
If you want a brawler just throw an AC20 on there already.
2 er large
1 ac 20
3 streak
is my ddc of choice. Good at any range, and the streaks will keep you alive long enough against the little guys to line up a ac shot.
I really dislike (er) large lasers for brawling, LPL's however.. Then again, I also don't like streaks, having to get a lock is too big a negative for me, requires me to be facing things too much.
Too bad this game is doomed to failure. I just read through the updated matchmaking system, which IF you want a private match where you can pick the weight classes and map and size, purchase premium time. End of the fething line there for me. This game is a flaming wreck now.
VermGho5t wrote: Too bad this game is doomed to failure. I just read through the updated matchmaking system, which IF you want a private match where you can pick the weight classes and map and size, purchase premium time. End of the fething line there for me. This game is a flaming wreck now.
Lolwut. That's not for matchmaking it's for private lobbies.
The reason why launching without full teams has been made a premium function is because it puts extra load on the servers, devs have talked about this before.
VermGho5t wrote:Too bad this game is doomed to failure. I just read through the updated matchmaking system, which IF you want a private match where you can pick the weight classes and map and size, purchase premium time. End of the fething line there for me. This game is a flaming wreck now.
Yeah. It's a pretty reasonable request to be perfectly honest (especially if you actually read the thing, instead of frothing at the mouth).
For private matches that straight 12vs12, that are basically the same as public (random map, 4x3) except you have a choice in all 24 players.
For private matches that are 12vs12, but you want to set: The Map, Tonnage Limits, Match Time, 3PV on/off. Then ONE person (the group leader of group 1) needs Premium Time active. 1 in 24.
Additionaly, For private matches that are 2-23 people, then the Group Leaders of both Group 1 and Group 2 must have Premium Time. So that's 2 in 2-24 for that option to be available.
Of all the things you could complain about with the game, this is what you chose.
I really would have thought that the 'only 50 Gold Timberwolf packages left!' announcement would have evoked more ire. I am far more upset by the idea that there are that many people willing to pay 500 bucks for a skin for a game than I am for custom matches being a pay-to-customize thing.
Thank the Goddess thy can't really pay to win! I'd be totally outclassed.
VermGho5t wrote: There's a number of other things, but gentlemen, keep drinking the cool-aid.
We're not saying there aren't flaws, but this is hardly anything big, anything unexpected, or anything unreasonable.
Requiring 1-2 people out of 24 have Premium Time isn't really that harsh, and has a reasonable argument for WHY it's that way. (They're apparently going to switch to 'private match tokens' later instead of premium time).
The game is however improving, even with its flaws (slower than it should, but at least it is).
Yes UI2.0 is clunky and irritating, yes we need Community Warfare, and a slew of other things promised, but the core game is at least fun and solid.
That said, judging by your comments, you obviously haven't read things through, made rational decisions or even attempted to rationalise your standpoint, prefering to make snide remarks.
It's a free 2 play game, of course there's going to be those 'give us 50 bucks for this game-changing aspect' deals now and again. It's insane that anyone would pay 500 dollars for digital product...then again, anyone who's played an MMO for any length of time can speak to that, myself included.
But I think where the problem's arise is when you shell out the money for the game, like most people do for MWO (mechbays, hero mechs, camo types, paint, and other MC related gear), you don't get any true updates to the game aside from aesthetics. This might be fine for most, but the problem with MWO lies with the dev's, not their marketing group.
They justified an almost 2 year beta with 'we're trying to make it better!' cries and then 'launched' the thing without it even having key pieces they said it would have. UI 2.0 was suppose to be launched with the game, as was private matches, as was skirmish mode. They're there now, so that complaint is moot I suppose, but I find it curious that a strictly MP based game launched with ZERO community support aside from forums (which are a given in most cases), blatant coding errors and glitches, and the fix times for some of these things have been atrocious.
All that said, I love this game. Truly and utterly, I'm a fan. I have to take breaks from time to time given the silliness that crops up every now and then, but all in all, I really like the current setup. Of course I think they should have spent the time creating a 50-60 doillar Mechwarrior game with a campaign and MP support and then released xpac's, but eh...beggars can't be choosers I suppose.
Meh, they aren't getting another dime from me until Clans are properly implemented along with factional warfare. Doing the same missions over and over for no reason is boring as hell.
It's a quickdraw with a balistic slot in each arm, missile slot in each side torso and 2 energy in center torso. Ams on left torso and can use jump jets.
Probably the first hero mech I'll be buying right at release, quickdraws have become my favourite mechs lately so can't wait to have on with balistics.
The anti-PG sentiment in game is very interesting. Its not just on the forums and such by trolls as the few hardcore fanboys would like you to believe. Someone asked if anybody had bought any of the clan packs during the launch wait in several matches last night. Not a single person said yes. Overwhelmingly though, there was a sense of betrayal from players that did buy previous packages that PG has not fulfilled their promises to the players and until those promises were met, they would not get another dollar.
The biggest complaint by far was no faction warfare. This should have been released when the game went live. They have been promising this since before beta. In fact the beta version of the game is still the set up we have now, battle after battle of non-linked missions. Whoop-dee-doo. Instead they give us private matches, who the hell cares about private matches? Give us faction warfare. Stop everything else you are doing PG and give us faction warfare. Clans need to be secondary, new mechs need to be secondary, new GUIs need to be secondary, weapons tweaks, new maps, new game modes, anything else, calmly place it on the desk and go work on getting factional warfare as was promised years ago.
Private Matches have made a lot of people happy, and then a lot of people are just 'meh' about them.
Clans have already been paid for, and were meant to be out last year technically (the argument has been made that the Clan Invasion has only just reached the planets we are fighting on, and has been going on for ages, but really, that's just fans trying to BS an excuse).
However, being they've been paid for and the release is next month, let them come out as-is, and have them hit that deadline.
Same with the Smurfy-Style layout.
Then from July, if they're doing anything other than putting in the features that have been meant to be in the game for 2 years, such as Community Warfare and such, they're doing it wrong.
Ovion wrote: Private Matches have made a lot of people happy, and then a lot of people are just 'meh' about them.
Clans have already been paid for, and were meant to be out last year technically (the argument has been made that the Clan Invasion has only just reached the planets we are fighting on, and has been going on for ages, but really, that's just fans trying to BS an excuse).
However, being they've been paid for and the release is next month, let them come out as-is, and have them hit that deadline.
Same with the Smurfy-Style layout.
Then from July, if they're doing anything other than putting in the features that have been meant to be in the game for 2 years, such as Community Warfare and such, they're doing it wrong.
Lead dev has already said they will be focussing exclusively on it after clans. The reason GUI and other tweaks took precedence because they needed the new systems to even be able to implement stuff.
I've gone down that road before. You end up with very few shots, slow speed, and a tremendous feeling of satisfaction when you splat someone at close range.
Of course, I was using a Hunchback, and I'd imagine the experience is much better with a larger machine.
I have ran the 2 lbx 2 med and 3 srm4 ddc build and its a beast to be sure, but I really don't like having to get that close to be a badass, I prefer a medium long brawler.
Deathshead420 wrote: I have ran the 2 lbx 2 med and 3 srm4 ddc build and its a beast to be sure, but I really don't like having to get that close to be a badass, I prefer a medium long brawler.
Medium/long short range if you get what I mean, i'm not a brawler in the sense i just run in and get swarmed and do as much damage before death. I do mine from the fringe of 270, so whatever label you want to apply to it is ok , but i'm in a ddc wherever im at its a brawl.
I've had several instances whereupon I decided to save for an Atlas...then i bought a Jager...and a Battlemaster...yeah, I've got a serious bit of Magpie-ness when it comes to MWO.
My Atlas is a D with 2LPL, 1AC20 2SRM6 and 2ML. Its a good close brawling build, but I never seem to drop in River City with it, apparently the matchmaker thinks that Alpine is good for close range brawlers . DHS and Endosteel make things work, but she suffers from some heat issues if heat isn't watched over a prolonged period. Sadly PGI still refuses to give us 'true' DHS with their excuse of the "3 second Jenner" despite ML's having a recharge time of 4 seconds
With your D-DC I would probably do the same, except I would drop the 2 ML's for the ECM.
Anyway, im just still glad that the legendary 6MG Spider rumour I started is still going
master of ordinance wrote: My Atlas is a D with 2LPL, 1AC20 2SRM6 and 2ML. Its a good close brawling build, but I never seem to drop in River City with it, apparently the matchmaker thinks that Alpine is good for close range brawlers . DHS and Endosteel make things work, but she suffers from some heat issues if heat isn't watched over a prolonged period. Sadly PGI still refuses to give us 'true' DHS with their excuse of the "3 second Jenner" despite ML's having a recharge time of 4 seconds
With your D-DC I would probably do the same, except I would drop the 2 ML's for the ECM.
Anyway, im just still glad that the legendary 6MG Spider rumour I started is still going
I've been having reasonable success with a STD300, 608 armour, ECM, BAP, AMS+1T, AC20+2T, 2SRM6+2T, LRM10+2T, 2 ML, 9 Heat Sinks.
Runs at 1.18 efficiency, and I can generally manage the heat on it pretty well.
After my next Commando and Cicada, I'm torn...
I should probably do Ravens and Centurions next after that...
Then Thunderbolts?
Or do I go straight to the AS7-K?
Had fun last night running around with B33f and Errodien (if you guys ever look at NGNG). We we're running an anti leg lance. Raven's and firestarters just legging everyone. XD
A times release date? F this, this was the thing that would make or break my relationship with MWO, they said the releasexdstexwould a certain time I expected that but more and more of their bs, you'd expect that they're learned on the edge of being given up on by the fans. Well I've given up.
Oh I agree, there's no reason for it to be a staggered release, especially the c-bill only part after it's been on preorder for so long.
Just that it's not a surprise.
Hell, if it was staggered but each was available for MC+C-bills at the same time even, that'd be better.
At least post-Clan release (17th) everything is supposed to be CW / fixes
I don't see any reason for rage. By the dam packs if you won't want to have the mechs early. They made no promises to release the free quickly for you convenience.
Some things are rage worthy, but honestly, most of it is either: Silly, that people blow out of proportion, Not really a problem anyway, Not worth the effort.
UI2.0s layout / setup / button fest is annoying, but you get used to it. Certain errors they won't fix are infuriating (Weapon Grouping / Mech ID glitch)
But otherwise - so far they're mostly hitting targets now, and things are improving (albeit slowly). And the game is pretty fun. And I love my Stompy Robots.
So just enjoy the game, or if you don't - why play it?
Some things are rage worthy, but honestly, most of it is either:
Silly, that people blow out of proportion,
Not really a problem anyway,
Not worth the effort.
UI2.0s layout / setup / button fest is annoying, but you get used to it.
Certain errors they won't fix are infuriating (Weapon Grouping / Mech ID glitch)
But otherwise - so far they're mostly hitting targets now, and things are improving (albeit slowly).
And the game is pretty fun. And I love my Stompy Robots.
So just enjoy the game, or if you don't - why play it?
Sadly there are things worthy of the rage, like certain maps, and the large amount of error and glitch sections. Just last night my Atlas got stuck on River City, and spent about 2 minutes there as I tried to get un stuck.
Other problems include the lack of destructible terrain (We are in 20-100 ton walking war engines, armed with gigawatt rated lasers and cannons ranging from 88 to 500 MM. Those un armoured civilian buildings should crumble before us.
Then there is the problem of light mechs-most noticeably the Locust-suffering leg damage that is out of proportion when we crest a minor ridge and leave the ground for a tiny fraction of a second, or clip a minor boulder, where as heavier units don't.
or the issue of scaling. We are massive multi ton stomping machines. Yet the maps resemble COD esque scaling in most proportions.
Oh, and the damn pinpoint issues and ballistic meta. Brawls occur far to rarely these days, although when they do they are fun.
Essentially the whole thing (all the problems, that is) is rooted in the fact that PGI is treating this as a Free To Play game. Now, that, in and of itself, isn't an issue- it is, after all, Free to Play, and the only way they're getting paid is if they properly monetize it as a Free to Play game. However, where this is a problem, is that they're catering everything to the lowest common denominator. They don't have collision or melee or Death From Above because lower-end machines can't handle it that well. They have COD scaling because they're trying to attract the FPS demographic- same with the pinpoint damage.
Basically, they're trying to allow the maximum number of people to play the game.
Problem here? The people with the cheap, low-end PCs, or the COD fanboys, aren't the ones that are paying them. The ones that are buying every single mech, getting extra bays, pre-ordering Clan packages- these are the guys that've spent $2000+ for a computer specifically to run MWO as well as possible. So PGI is essentially reducing their game quality to cater to the guys that aren't paying them.
Remember, they used to have Collision damage and Death from Above- people complained and they had issues with lights getting knocked down- instead of saying "Deal with it" and letting people adapt their gameplay (I imagine Lights would be a lot less likely to do 'circle of death' if the Atlaii could just kick 'em), they wanted to keep those 2 week CODFPS boyos, and so took out that mechanic so it was more MMFPS.
They used to have Repair and Re-arming costs- something that would make ammo-less energy weapons a lot more attractive, right? But people who weren't used to having Death be a problem, or were used to infini-ammo replenishment, weren't liking it. So they took that away.
It's odd, and PGI probably shouldn't have been handed such a polarizing franchise with such a huge, heavily entrenched fanbase, as what is essentially their first major MMO.
^^ The best example of someone getting it.
Damn, I actually forgot the lights thing. It is a pity that my Atlas cant kick them over and unload a massive 62 alpha into them. That would shut them up quickly.
Sadly there are things worthy of the rage, like certain maps, and the large amount of error and glitch sections. Just last night my Atlas got stuck on River City, and spent about 2 minutes there as I tried to get un stuck. Other problems include the lack of destructible terrain (We are in 20-100 ton walking war engines, armed with gigawatt rated lasers and cannons ranging from 88 to 500 MM. Those un armoured civilian buildings should crumble before us. Then there is the problem of light mechs-most noticeably the Locust-suffering leg damage that is out of proportion when we crest a minor ridge and leave the ground for a tiny fraction of a second, or clip a minor boulder, where as heavier units don't. or the issue of scaling. We are massive multi ton stomping machines. Yet the maps resemble COD esque scaling in most proportions. Oh, and the damn pinpoint issues and ballistic meta. Brawls occur far to rarely these days, although when they do they are fun.
I've not really experienced glitches, apart from the occasional booting from the game, but that might be my connection as much as an issue at their end. Though if it happens to you often (say, more than once a week), then yes, that's infuriating.
Lack of Destructible Terrain is hardly an issue, sure it'd be nice, but it'd take a LOT of work (doubling, if not tripling the assets required), and server strain. They're slow enough as it is, without that increase! And just because we have big lasers and cannons doesn't mean the buildings would just crumple. Even after specific bombings, artillery barrages or vehicles crashing into them. Look at towns in modern and past warzones, the buildings aren't all flattened, because unless you specifically hit enough support, after getting through all the walls and insulation, it's not coming down. And this is Future Tech! buildings. And again, not rage worthy.
I agree the 'fall damage' ratio is a bit dumb, but then - I've not had problems with it in my lights, because I know it happens, and so either avoid it, or account for it if I DO have to jump off something. Not 'rage worthy' though.
It's been shown the scaling is fine mostly. There's a couple things off, but it's mostly really tall lamp posts. Most of what makes people think scaling is out with maps, is perspective. There IS a weapon scaling problem though. There are threads on it at the MWOMercs forums. But even then, really not rageworthy.
Convergence Time should really be reactivated, the whole instant pinpoint thing is a little annoying, but then, you can deal with it. Still not really rageworthy.
And I see quite a few Brawls, my Atlas when it dies so far has generally been in them.
Maybe it's ELO levels, maybe I'm just lucky?
But at the end of the day, it's a game, you are meant to play it and have fun. If you're raging at a game, either it's so awful you shouldn't keep playing it, or you have anger issues. Otherwise, it's not worth the effort, look at things objectively, and make decisions, don't go off on a mindless rage.
Essentially the whole thing (all the problems, that is) is rooted in the fact that PGI is treating this as a Free To Play game. Now, that, in and of itself, isn't an issue- it is, after all, Free to Play, and the only way they're getting paid is if they properly monetize it as a Free to Play game. However, where this is a problem, is that they're catering everything to the lowest common denominator. They don't have collision or melee or Death From Above because lower-end machines can't handle it that well. They have COD scaling because they're trying to attract the FPS demographic- same with the pinpoint damage.
Basically, they're trying to allow the maximum number of people to play the game.
Problem here? The people with the cheap, low-end PCs, or the COD fanboys, aren't the ones that are paying them. The ones that are buying every single mech, getting extra bays, pre-ordering Clan packages- these are the guys that've spent $2000+ for a computer specifically to run MWO as well as possible. So PGI is essentially reducing their game quality to cater to the guys that aren't paying them.
Remember, they used to have Collision damage and Death from Above- people complained and they had issues with lights getting knocked down- instead of saying "Deal with it" and letting people adapt their gameplay (I imagine Lights would be a lot less likely to do 'circle of death' if the Atlaii could just kick 'em), they wanted to keep those 2 week CODFPS boyos, and so took out that mechanic so it was more MMFPS.
They used to have Repair and Re-arming costs- something that would make ammo-less energy weapons a lot more attractive, right? But people who weren't used to having Death be a problem, or were used to infini-ammo replenishment, weren't liking it. So they took that away.
It's odd, and PGI probably shouldn't have been handed such a polarizing franchise with such a huge, heavily entrenched fanbase, as what is essentially their first major MMO.
Yeah, collisions and R&R should really be in.
And yeah, another company would have been better.
But it is what it is, and we have what we have. And it is at least slowly improving.
Plus it's obviously working, there's lots of players, and they're obviously making money.
All I can say is thank god they did reduce the load of the game. I will always love mechs, but I sure as hell couldn't play the game every day if it was any more demanding on my crappy computer.
Yeah, I mean, I have a pretty good computer (It's a high-end CAD workstation that cost £3500 ffs / NZ$6500), and I can only just run it at medium settings with 25-40fps.
Basically every other game I have I can run on max at 50+fps. My laptop just cried itself to sleep when I tried it on there...
- On a side note, not sure if I've asked before, but what part of NZ are you in? Lived in Hawkes bay for a few years.
I'm glad destructible terrain isn't in the game. you keep harping on how there aren't enough brawls, destructible terrain would completely remove brawling from the game cause you couldn't even use cover to even close the distance.
Pinpoint accuracy is fine as it is. Why? Because if you make everything random spray you either end up with a game less about skill and more about spraying. Or counterstrike where only the guys with too much time end up being able to show any decent accuracy.
Leg damage from falling is fine and hell, should be increased, I see lights constantly landing without using JJ's and getting off scott free, those legs need to get punished. Same goes for other weight classes mind you. A 90 ton highlander landing a 20 meter jump without any JJ assistance should potentialy cripple itself. This would also instantly punish lot's of the poptart sniping meta.
I'm glad destructible terrain isn't in the game. you keep harping on how there aren't enough brawls, destructible terrain would completely remove brawling from the game cause you couldn't even use cover to even close the distance.
Pinpoint accuracy is fine as it is. Why? Because if you make everything random spray you either end up with a game less about skill and more about spraying. Or counterstrike where only the guys with too much time end up being able to show any decent accuracy.
Leg damage from falling is fine and hell, should be increased, I see lights constantly landing without using JJ's and getting off scott free, those legs need to get punished. Same goes for other weight classes mind you. A 90 ton highlander landing a 20 meter jump without any JJ assistance should potentialy cripple itself. This would also instantly punish lot's of the poptart sniping meta.
I agree and disagree, maybe a small bit of destruction would be good, as for the JJ thing you are right on the money with that, they should atleast try it for a patch or two.
Ovion wrote: Yeah, I mean, I have a pretty good computer (It's a high-end CAD workstation that cost £3500 ffs / NZ$6500), and I can only just run it at medium settings with 25-40fps.
Basically every other game I have I can run on max at 50+fps.
My laptop just cried itself to sleep when I tried it on there...
- On a side note, not sure if I've asked before, but what part of NZ are you in? Lived in Hawkes bay for a few years.
That is far more money than I ever want to spend on a single pc. I would try and keep it under $1500 if I was to build one, which I can't afford to do. I am currently in Christchurch but I used to live in Hamilton.
To be honest, it's sometimes nice when work/school and play can work together. High end gaming PCs are also high end Rendering PCs- I'd have completely failed my last Comp Animation final if I hadn't bought a fancy gaming PC that I could render on, and I'd gladly pay $2000 or $3000 (if I had it) for a PC that could render a full HD scene with reflections and subsurface scattering in under a minute- which, coincidentally, would also allow me to play games like Planetside 2 or, say, Mechwarrior Online, at full graphics.
And I'd be able to legitimately write it off as a school investment.
That's quite amusing. Something else amusing is the name of the new trench bucket hero. It sounds really funny but the thing is named after a real trebuchet that really is quite badass. You can imagine the shitstorm that is the facebook comments when they got something they didn't care about though. We did get some nice cockpit items if you care about those.
Ovion wrote: Yeah... I didn't much care to spend that much, but the CAD hardware is expensive.
Drop the CAD specific stuff and it's probably half price. xD
Not sure if I want the new Treb or not...
The scheme is pretty cool, but it's money, and would mean adding trebuchets to my list.
Thing has 4 LRM20 slots though!
A treb would have trouble carrything two due to weight. IMO, it looks like a rich mans shadowhawk-2D2
As a user of the treb 7m, this hero mech can do so much more than the stock setup that it comes with. On mine I use 2 med, 1 large, 3 streaks, a bap, 5 jj's, and goes 99.7 before speed tweak. It might not be an atlas but I have fun jumping on peoples heads with it.
It's nice when it works, like legging a Spider into immobility or mortally wounding an Atlas from behind. More often than not, I was averaging only 2-3 hits before the paper armor was shredded and I was killed.
I am considering replacing the AC20 with the lighter LB10x. That configuration would allow for more armor, 2x ammo and a pair of MLs.
helgrenze wrote: I have decided to end the "Glass Hammer" Raven.
It's nice when it works, like legging a Spider into immobility or mortally wounding an Atlas from behind. More often than not, I was averaging only 2-3 hits before the paper armor was shredded and I was killed.
I am considering replacing the AC20 with the lighter LB10x. That configuration would allow for more armor, 2x ammo and a pair of MLs.
I'm assuming this is the raven 4x?
If so, try this:
Ferro endo DHS, near max armor (till you hit a round number) ERPPC NARC 3x JJ.
Ferro endo DHS, near max armor (till you hit a round number) ERPPC NARC 3x JJ.
Just snipe and support.
Yeah, I like having the ballistics on this one. Ran 2 matches with the LB10x and averaged @80 damage. The above config is close to what I am running on the 2x, minus the jump and with a 4 pack. The 3L is my brawler/backstabber with 2 x srm4 and 4 x ml, plus Guard.
Ferro endo DHS, near max armor (till you hit a round number) ERPPC NARC 3x JJ.
Just snipe and support.
Yeah, I like having the ballistics on this one. Ran 2 matches with the LB10x and averaged @80 damage. The above config is close to what I am running on the 2x, minus the jump and with a 4 pack. The 3L is my brawler/backstabber with 2 x srm4 and 4 x ml, plus Guard.
80 dmg... I hate to be that guy, but you aren't counting that as a positive right? My single ERPPC raven even gets to 200-300 dmg on avarage :X I'm sad when my mechs can't top 400...
Honestly depends how good a pilot you are and what bracket you're in, plus how often you can play/practice. My numbers are K/D 0.19 W/L 0.83 Avg Damage per Match 66 Lights 35 Mediums 94 Heavies 113 Assaults 97
Average Exp per match 536
BUT, I can only play so often and for so long, AND this is better than it was a month ago, and next month it'll be better again. As I'm slowly mastering and properly kitting out my chasis, it'll go up even more.
Debating actually buying some Modules too... Unlocked em, but never really use.
Ovion wrote: Honestly depends how good a pilot you are and what bracket you're in, plus how often you can play/practice.
My numbers are
K/D 0.19
W/L 0.83
Avg Damage per Match 66
Lights 35
Mediums 94
Heavies 113
Assaults 97
Average Exp per match 536
BUT, I can only play so often and for so long, AND this is better than it was a month ago, and next month it'll be better again.
As I'm slowly mastering and properly kitting out my chasis, it'll go up even more.
Debating actually buying some Modules too...
Unlocked em, but never really use.
Dumb question but, where do you find your damage avarage stats?
I have an excel sheet with a ton of extra equations and info.
Each stat from my stats screen (easy to c/p whole charts into excel) List of mechs I want, costs, how long it'll take me to get it based on average income, contents of my garage (because pre-inventory this was a bitch), and a mechlab.
In this case, Mech stats > Avg Damage per mech > add Average all cell.
That's 3 hits. I have to ask, how do you do that? Do you just run straight at the enemy team, fire a couple shots and die? Because I honestly can't wrap my head around how you would avarage that low...
I really don't mean to be insulting but... I honestly don't understand how this is possible. Hitting twice with a gauss rifle would equal your avarage damage at that point.
I feel like you must be missing something fundamental...
Actually- remember, this is an LBX- which means that each shot isn't always going to hit with all projectiles. I could see 10 shots where only 3 'pellets' hit each time- still terrible aim, though.
That's 3 hits. I have to ask, how do you do that? Do you just run straight at the enemy team, fire a couple shots and die? Because I honestly can't wrap my head around how you would avarage that low...
I really don't mean to be insulting but... I honestly don't understand how this is possible. Hitting twice with a gauss rifle would equal your avarage damage at that point.
I feel like you must be missing something fundamental...
That was the average with the AC20, which equates to hitting once or twice each time out. That build only carried one ton of ammo so... 7 shots meant picking the shots with more care. Of course once people realize a 35ton mech has an ac20 they tend to shoot at it...... a lot.
Soladrin wrote: Have you considered playing a light as... a light?
Throw in an XL 275 and slap on some lasers.
I will admit that I play lights as "aggressive scouts" rather than light cav. I run XL235s in the Ravens which is still faster than most except lights. The plus is heavier armor, especially on the legs, given the current meta with lights.
Soladrin wrote: Have you considered playing a light as... a light?
Throw in an XL 275 and slap on some lasers.
I will admit that I play lights as "aggressive scouts" rather than light cav. I run XL235s in the Ravens which is still faster than most except lights. The plus is heavier armor, especially on the legs, given the current meta with lights.
My lights always have full armor and always max engine, speed is a light's main defense, it actively hurts my survivability if I lower it.
Played a bunch of games over the weekend, got to play with Ovion, he's a good guy and would play mech anytime with him.
If you ever see him on the enemies team watch out for his locust, he will give you a nasty rash .
I for the first time tried being a light pilot, not so good at it.
Bought and lvl'd up 2 firestarters, not a bad little mech for what it is.
I ran it with 2 er lrg and a tag with a xl 260 and 4 jj's , maybe not the best build but I need to transition from my big stompies to the little guys.
Gitzbitah wrote: OH that BlackJack is tempting- flying through the air, tossing out 3 pulse lasers and the extreme firepower of 6 MGs would be really, really fun.
Try the BJ1 with jump jets and an AC20. I've had quite some fun rounds with that load out.
I have to agree, the MG-Hero variant does sound like fun as well though.
I'm gona say that the clan factions they mention are Wolf, Ghost Bear, Jade falcon and Shadow Jaguar. What do you think the 3 in the works are? Hells Horses and Blood Spirit seem likely to me. Most of the other big ones are Warden clans though so I didn't expect them to show up as much.
You mean Smoke jaguar? If they are even remotely keeping with fluff at 3050, the only invading clans after they called in the reserves are Wolf, Ghost Bear, Jade Falcon, Smoke Jaguar, Nova Cats, and Steel Viper. Diamond Shark is brought on as a reserve clan only when the Nova Cats and Vipers are allowed to join the fray and that is the reason they are/were allowed to fight at Tukkayid, but they play zero role as a combat clan during the invasion other than that. Remember the Warden clans were involved too. Hells Horses and Blood spirit remain in the Clan cluster throughout the current story line of Battletech, which is what 100 years after MechWarrior? They have never stepped foot in the Inner Sphere along with most of the other non-invading clans.
Damn, I went on a murder dpree last night in my Dragon-1N. What follows is an account of one of my battles, one that i think is pretty notable. Before i begin, this is my loadout. I run a Dragon DRG-1N fully mastered. We mount an AC10 on the right arm for the primary hard hitting factoe, backed up by a pair of Medium Laser's, one in the left torso and one in the left arm. To back this up at close ranges there is an SRM4 in the snout-mount. The Engine is an XL355 I think (IWe cannot remember the rating). It gets me up to 103.9KPH with Speed Tweak. anyway, She has 12 DHS, all engine and an Endo structure. Finally, the armour is maxed out.
It started off on Crimson Straight, Conquest. My team had taken the upper section and we swiftly moved down to Kappa. Things heated up and we moved through the pass, leaving the engagement too the Atlas and a few others. This would probably prove to be a mistake but i digress. We stormed down the slope and swiftly advanced to take the lower spawn point and then turned back to engage. It is here that i really started to let go. I had been previously damaged, with my left torso front stripped and the structure orange and my centre torso rear stripped with the structure orange. However i had had enough of people claiming the Dragon was crap.
My first kill came from an ECM equipped Cicida with an AC20. It had previously damaged me and so i joined with a Raven whom was assaulting it. Things ended badly for the Raven but he overheated and i got some damaging shots in so that when he started up I could swiftly ffinish him. My next kill came from a damaged Jaeger that was attacking a friendly Battlemaster. I shot out his side torso and then moved around to obliterate his centre torso. It was then that a Victor, largely undamaged but with a few yellow panels and stationed on the platform came to my attention by poptarding over the ridge, hitting me with a PPC and bringing my right arm to red. Enraged i stormed at the hill and in my fury failed to stop to think. I stormed theup the hill and came right over, just as he was preparing to jump up again. Snarling at my screen, by this point i was so lost in my rage that i didnt think and didnt let up. My shots smashed into him and tore into his side torso, obliterating armour plate as he desperately tried to back away from my rath. We honestly would have payed good money to see that pilots face as he saw a badly damaged Dragon crest the ridge and tear into him. As it was he must have had either an XL engine or unC.A.S.E'd ammo in that side torso as he fell abruptly in a smoking ruin.
as we cleared his toppled wreck a hostile Thunderbolt opened up so i chose to dive through an opening and into the lower. This would prove to be my mistake as there was a hostlile Commando 2-B with an ERPPC lurking down there. He shot my right arm off, removing my cannon from the equation. I backed up, trying to bring my SRM4 and 2 Medium Laser's to bear on him but he was moving to swift, although I did inflict some solid hits. My only hope was to hold out until my friendly Stalker could come to our aid, but alas, for it seemed that time was not on my side. The enemy Thunderbolt dropped down, and denied our heavy hitting cannon the two Hostiles made short work of my crippled Mech.
I trasffered viewing to the friendly Stalker, whom was just on the other side of the ramp. However at that moment the game ended - the enemy had outcapped us and we had lost. Still, it was a great game and I proved once again that a well run Dragon is still a sight to fear.
They used to have Repair and Re-arming costs- something that would make ammo-less energy weapons a lot more attractive, right? But people who weren't used to having Death be a problem, or were used to infini-ammo replenishment, weren't liking it. So they took that away.
Not really. The problem with repair and re-arm was that it was hideously implemented. If you were playing a missile support mech or took lots of damage across all locations (rather than taking it all on the centre torso and dying quickly), it was quite easy to lose money on a match.
Now, if they'd done that and not had free Trial Mechs with no costs, then it would be horrible. But losing money on a match? That's a tangible, immediate consequence of playing badly. If a Merc Corps went out and had half their Mechs cored in the first 15 minutes of battle, and the other half were all missing limbs or completely empty of ammo by the end of it, they'd probably be losing money as well.
This is what actual Scouts are for (and not just Lights with as many Medium Lasers crammed on as possible- I'm talking BAP, TAG, NARC, Seismic sensors, waiting and watching, using camoflauge, running if the enemy sees you SCOUTS)- let you know where the enemy is so they don't get the drop on your expensive Heavies and Assaults. This is what Mediums are for- flanking and dividing the enemy's attention, and taking out the enemy Scouts. This is what trigger discipline is for- you don't fire that AC/20 until you know that you can hit. You don't fire off your LRM volley until you have a clear lock and a friendly Scout has them stuck in their sights. Jumpjets aren't only for popping over hills to fire shots over cover- they're for jumping over enemy Mechs and getting over rocks as you retreat, or getting into an odd position quickly enough that the enemy doesn't expect you to come from that direction.
Unfortunately while I agree with you Anvil 100% and the game was billed as such, the smallness of the maps and mechanics of the game keep this from happening. If camo actually worked it would be nice but instead all mechs are a certain color at a certain distance and they don't let you chance paint schemes after a map is chosen.
Anvildude wrote: Well, yeah. That's why you have to play smarter.
Now, if they'd done that and not had free Trial Mechs with no costs, then it would be horrible. But losing money on a match? That's a tangible, immediate consequence of playing badly. If a Merc Corps went out and had half their Mechs cored in the first 15 minutes of battle, and the other half were all missing limbs or completely empty of ammo by the end of it, they'd probably be losing money as well.
This is what actual Scouts are for (and not just Lights with as many Medium Lasers crammed on as possible- I'm talking BAP, TAG, NARC, Seismic sensors, waiting and watching, using camoflauge, running if the enemy sees you SCOUTS)- let you know where the enemy is so they don't get the drop on your expensive Heavies and Assaults. This is what Mediums are for- flanking and dividing the enemy's attention, and taking out the enemy Scouts. This is what trigger discipline is for- you don't fire that AC/20 until you know that you can hit. You don't fire off your LRM volley until you have a clear lock and a friendly Scout has them stuck in their sights. Jumpjets aren't only for popping over hills to fire shots over cover- they're for jumping over enemy Mechs and getting over rocks as you retreat, or getting into an odd position quickly enough that the enemy doesn't expect you to come from that direction.
How to drive new players away in a nutshell.
Repair and re-arming costs should be entirely reserved for community warfare.
I still have my first 'mech ever, a CN9-AL that I mastered last year.
I LOVE this thing, large laser, two mediums and two SRM6's. I'm hitting around 85-90 ish kph, so I can dance around the heavies and assaults easily. Probably the most fun I have is when i'm hauling ass with some other mediums and we catch an assault lance all by themselves.
The 9-AL. One damn good Mech.
Actually, that gives me an idea. How about extending the game lengths and the map sizes? This would make for longer lasting games and would buff energy boats. Early on the ballistic Mechs would rule, but as the match wore on and they expended munitions they would eventually run low on ammo, and thus effectiveness, whilst the energy boats would still be going strong.
Just a thought really, but one that could greatly improve gameplay.
My stalker 3f that I have had since they released is pretty sic right now, I love it. This patch really improved my damage. I have been averaging, at least 600 dmg in the rhino, and thats on the low side, even matches we got slaughtered on I still got like 6-700 dmg.
Rhino 3f
6 med lasers, 3 srm6, 1 srm4( to avoid ghost heat), 305 engine, many HS and ammo, full armor minus a ton of the legs.
63.5 top speed its a efficient killing machine, it really shines when there is a short range standoff, say canyon or the ridge on frozen chity, or the upper or lower city.
master of ordinance wrote: The 9-AL. One damn good Mech.
Actually, that gives me an idea. How about extending the game lengths and the map sizes? This would make for longer lasting games and would buff energy boats. Early on the ballistic Mechs would rule, but as the match wore on and they expended munitions they would eventually run low on ammo, and thus effectiveness, whilst the energy boats would still be going strong.
Just a thought really, but one that could greatly improve gameplay.
So the meta would shift to nothing but energy boats..? No thanks. PPC's are king already.
master of ordinance wrote: The 9-AL. One damn good Mech.
Actually, that gives me an idea. How about extending the game lengths and the map sizes? This would make for longer lasting games and would buff energy boats. Early on the ballistic Mechs would rule, but as the match wore on and they expended munitions they would eventually run low on ammo, and thus effectiveness, whilst the energy boats would still be going strong.
Just a thought really, but one that could greatly improve gameplay.
So the meta would shift to nothing but energy boats..? No thanks. PPC's are king already.
Actually I tend to find that AC5 meta builds are my main problem. The low flight speed of PPC's means that they are easier to dodge than AC shots, and the high heat/low ROF means that they are less of a threat too me.
Maybe with a slight lowering of the heat that lasers produce would result in them becoming better?
master of ordinance wrote: The 9-AL. One damn good Mech.
Actually, that gives me an idea. How about extending the game lengths and the map sizes? This would make for longer lasting games and would buff energy boats. Early on the ballistic Mechs would rule, but as the match wore on and they expended munitions they would eventually run low on ammo, and thus effectiveness, whilst the energy boats would still be going strong.
Just a thought really, but one that could greatly improve gameplay.
So the meta would shift to nothing but energy boats..? No thanks. PPC's are king already.
Actually I tend to find that AC5 meta builds are my main problem. The low flight speed of PPC's means that they are easier to dodge than AC shots, and the high heat/low ROF means that they are less of a threat too me.
Maybe with a slight lowering of the heat that lasers produce would result in them becoming better?
What you mainly run into is people coupling PPC's with AC5's because they share range and they have the closest projectile speeds when compared to other weapons, this allows them to pull off those 35 pinpoint damage jump shots.
Krellnus wrote: Well I haven't palyed this game since, well its been a long time, what have I missed since the start UI 2.0 gentlemen?
Well the LRM's got a much needed buff and the SRM's got a damage boost in an attempt to counter the HitReg issues, although rumour has it that a certain Paul wants to nerf the hell out of them as soon as said issues are fixed.
What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
@Soladrin
Its not the 35PT of pinpoint damage that I have an issue with, Im usually moving too fast for it to matter much. The issue I have is with the continuous barrage of AC5 shells and the massive amounts of Screenshake, smoke and 105MM shell explosions that block my view, make it impossible to return fire or see where I am manoeuvring and reduce my FPS to 10 at best.
Krellnus wrote: Well I haven't palyed this game since, well its been a long time, what have I missed since the start UI 2.0 gentlemen?
Well the LRM's got a much needed buff and the SRM's got a damage boost in an attempt to counter the HitReg issues, although rumour has it that a certain Paul wants to nerf the hell out of them as soon as said issues are fixed.
What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
@Soladrin
Its not the 35PT of pinpoint damage that I have an issue with, Im usually moving too fast for it to matter much. The issue I have is with the continuous barrage of AC5 shells and the massive amounts of Screenshake, smoke and 105MM shell explosions that block my view, make it impossible to return fire or see where I am manoeuvring and reduce my FPS to 10 at best.
That seems more like an issue with your PC. Also, you are moving too fast for a 35 damage snipe to give you issues but an AC5 barrage gives you trouble? That seems odd.
Screenshake on AC5's isn't that bad in my experience, though I'm always torso twisting so I don't really notice screenshake that much anyway.
Krellnus wrote: Well I haven't palyed this game since, well its been a long time, what have I missed since the start UI 2.0 gentlemen?
Well the LRM's got a much needed buff and the SRM's got a damage boost in an attempt to counter the HitReg issues, although rumour has it that a certain Paul wants to nerf the hell out of them as soon as said issues are fixed.
What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
@Soladrin
Its not the 35PT of pinpoint damage that I have an issue with, Im usually moving too fast for it to matter much. The issue I have is with the continuous barrage of AC5 shells and the massive amounts of Screenshake, smoke and 105MM shell explosions that block my view, make it impossible to return fire or see where I am manoeuvring and reduce my FPS to 10 at best.
That seems more like an issue with your PC. Also, you are moving too fast for a 35 damage snipe to give you issues but an AC5 barrage gives you trouble? That seems odd.
Screenshake on AC5's isn't that bad in my experience, though I'm always torso twisting so I don't really notice screenshake that much anyway.
Its more a matter that at the speed I am moving the AC5/PPC snipers have a hard time hitting the desired location (A Dragon doing 103.9KPH and jinking is a difficult target) but at these speeds maximum movement control is needed. The meta barrage robs me of this through the lack of visibility Ill have to try torso twisting more though, it may help
Krellnus wrote: Well I haven't palyed this game since, well its been a long time, what have I missed since the start UI 2.0 gentlemen?
Well the LRM's got a much needed buff and the SRM's got a damage boost in an attempt to counter the HitReg issues, although rumour has it that a certain Paul wants to nerf the hell out of them as soon as said issues are fixed.
What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
@Soladrin
Its not the 35PT of pinpoint damage that I have an issue with, Im usually moving too fast for it to matter much. The issue I have is with the continuous barrage of AC5 shells and the massive amounts of Screenshake, smoke and 105MM shell explosions that block my view, make it impossible to return fire or see where I am manoeuvring and reduce my FPS to 10 at best.
That seems more like an issue with your PC. Also, you are moving too fast for a 35 damage snipe to give you issues but an AC5 barrage gives you trouble? That seems odd.
Screenshake on AC5's isn't that bad in my experience, though I'm always torso twisting so I don't really notice screenshake that much anyway.
Its more a matter that at the speed I am moving the AC5/PPC snipers have a hard time hitting the desired location (A Dragon doing 103.9KPH and jinking is a difficult target) but at these speeds maximum movement control is needed. The meta barrage robs me of this through the lack of visibility Ill have to try torso twisting more though, it may help
But... full dakka isn't meta...Gauss/AC5+PPC's is the Meta.
And yes, Torso twisting is the reason I can kill A cataphract and a Viktor on my own with my BJ-1, at the same time.
Clan mechs were playable on the test server yesterday, had some great fun trying out the ones I bought. (you could only use mechs you actually bought).
The nova prime is an absolute beast. 12 ER small lasers and 4 clan machine guns pretty much meant that getting behind someone meant he was dead.
Love the way they did clan AC's. An AC20 fires a burst of 5 rounds, 4 damage each. Ultra versions can be double tapped, firing again during it's cooldown.
The omnipod system is also great, allowing you to completely swap critical slots around between your mechs can lead to some horrifying results ( 6xUAC 5 dire wolf for instance).
My take on it based on my trawling of the MWO forums:
Spoiler:
Part 1:
Mad Cat Hit Boxes are OK
Half-Ton ammo boxes for all weapons!
Clan weapons and IS updates added to Smurfy: http://mwo.smurfy-net.de/#weapon_ballistic_innersphere C-LB20-X is 1 ton heavier and 2 slots more than a LB10-X
Kit Fox is your High Ballistic, with a LT and RT mount above its head: http://i290.photobucket.com/albums/ll243/killerpeaches7/MWOClient_2014_06_12_16_43_52_712.png Kit Fox has ECM and 3+ AMS
Clan Mechs are very powerful, but the IS can still hold their own, and skilled pilots can outperform. Still scary as feth though.
Influx of people on test server has crashed it at least once.
Dire Wolf while still scary, isn't gak-your-pants unbeatable like in tabletop at this point.
C-UACs are apparently incredibly painful and brutal.
Look great.
Armour is able to raise and lower, it's just upgrades and some fixed equipment that can't be changed.
The HUD looks fantastic: http://i290.photobucket.com/albums/ll243/killerpeaches7/thorview.png I want them JUST FOR THE HUD Dammit.
People are hailing the Kit Fox as the *best* of the clan mechs, and the core of the new meta, with AMS, trip ECM and sniping.
Part 2:
6 Ballistic Direwolf
Nova can make itself explode with a 12 C-ML alpha.
Example of pod-switching quirks: http://i508.photobucket.com/albums/s321/Khobai/ScreenShot0001_zpse16a8595.jpg Dire Wolf continues to scare the crap out of people
Dire Wolf 'feels' like piloting a Stalker in regards to moving and turning
All clan mechs are semi-zombie in their durability due to the C-XLs, while armour gets stripped pretty quick, they keep on trucking. (Requires kill both side, or the CT to drop them)
Brawling capable, very
All UACs now semi-auto, must manually time your shots
Gold Camo is apparently really good, though still not worth the price tag.
You will know gold mechs at lock due to their (G) designation.
Clans can't quite do the 'meta' builds you see on IS, and so favour brawling more - will add variety
Clan Stock configs are for the most part, pretty good apparently.
C-Streaks = terrifying, especially CSSRM6's
In 'Stock matches' if clans are allowed, they'll just wreck everything they look at.
Clans have Artemis - it's identical to the IS version.
Yellow Lasers, and holycrap those missiles, that cockpit, that HUD!: http://i177.photobucket.com/albums/w215/ShadowWolf_Kell/ScreenShot0001.jpg People found mauling Gold mechs immensely satisfying.
Kit Fox is amazing.
The versatility of pods is ridiculous.
General SRM fix is solid.
Timberwolf is the most versatile (pos. best) of the clan mechs.
Lots of people have upgraded 1-2 levels after playing the test.
Stormcrow is solid, can take 5 CSSRM6's, This is scary.
Individual Omni-Pods are around 400,000 C-Bills each.
C-LRMS ripple fire, but aim for the CT harder if they make it past AMS.
Kit Fox is same size as a Raven, other light is the same size as a Cicada.
General consensus is this is a fantasticly well balanced patch, and I've not really seen anything bad so far.
People are looking forward to it.
master of ordinance wrote: What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
Stock Mech Mondays? Sounds cool, what are command consoles actually going to do though, from what I remember about their rules, it doesn't actually translate pretty well into a mechwarrior game. Still it's a shame to find out that the game is going pay to win as soon as I want to get back into it...
Ovion wrote: My take on it based on my trawling of the MWO forums:
Spoiler:
Part 1:
Mad Cat Hit Boxes are OK
Half-Ton ammo boxes for all weapons!
Clan weapons and IS updates added to Smurfy: http://mwo.smurfy-net.de/#weapon_ballistic_innersphere C-LB20-X is 1 ton heavier and 2 slots more than a LB10-X
Kit Fox is your High Ballistic, with a LT and RT mount above its head: http://i290.photobucket.com/albums/ll243/killerpeaches7/MWOClient_2014_06_12_16_43_52_712.png Kit Fox has ECM and 3+ AMS
Clan Mechs are very powerful, but the IS can still hold their own, and skilled pilots can outperform. Still scary as feth though.
Influx of people on test server has crashed it at least once.
Dire Wolf while still scary, isn't gak-your-pants unbeatable like in tabletop at this point.
C-UACs are apparently incredibly painful and brutal.
Look great.
Armour is able to raise and lower, it's just upgrades and some fixed equipment that can't be changed.
The HUD looks fantastic: http://i290.photobucket.com/albums/ll243/killerpeaches7/thorview.png I want them JUST FOR THE HUD Dammit.
People are hailing the Kit Fox as the *best* of the clan mechs, and the core of the new meta, with AMS, trip ECM and sniping.
Part 2:
6 Ballistic Direwolf
Nova can make itself explode with a 12 C-ML alpha.
Example of pod-switching quirks: http://i508.photobucket.com/albums/s321/Khobai/ScreenShot0001_zpse16a8595.jpg Dire Wolf continues to scare the crap out of people
Dire Wolf 'feels' like piloting a Stalker in regards to moving and turning
All clan mechs are semi-zombie in their durability due to the C-XLs, while armour gets stripped pretty quick, they keep on trucking. (Requires kill both side, or the CT to drop them)
Brawling capable, very
All UACs now semi-auto, must manually time your shots
Gold Camo is apparently really good, though still not worth the price tag.
You will know gold mechs at lock due to their (G) designation.
Clans can't quite do the 'meta' builds you see on IS, and so favour brawling more - will add variety
Clan Stock configs are for the most part, pretty good apparently.
C-Streaks = terrifying, especially CSSRM6's
In 'Stock matches' if clans are allowed, they'll just wreck everything they look at.
Clans have Artemis - it's identical to the IS version.
Yellow Lasers, and holycrap those missiles, that cockpit, that HUD!: http://i177.photobucket.com/albums/w215/ShadowWolf_Kell/ScreenShot0001.jpg People found mauling Gold mechs immensely satisfying.
Kit Fox is amazing.
The versatility of pods is ridiculous.
General SRM fix is solid.
Timberwolf is the most versatile (pos. best) of the clan mechs.
Lots of people have upgraded 1-2 levels after playing the test.
Stormcrow is solid, can take 5 CSSRM6's, This is scary.
Individual Omni-Pods are around 400,000 C-Bills each.
C-LRMS ripple fire, but aim for the CT harder if they make it past AMS.
Kit Fox is same size as a Raven, other light is the same size as a Cicada.
General consensus is this is a fantasticly well balanced patch, and I've not really seen anything bad so far.
People are looking forward to it.
I can pretty much agree with all of this having played 4-5 hours yesterday. Hell, I'd actaully say I'm still more scared of an Atlas then a Dire wolf. Dire Wolf has a pretty gigantic CT that can be hit from almost any angle. It's also never going to be faster then 48kp/h (53 with tweak).
Also ran a triple AMS 2 CERLL 3x jump jet kit fox with much succes.
master of ordinance wrote: What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
Stock Mech Mondays? Sounds cool, what are command consoles actually going to do though, from what I remember about their rules, it doesn't actually translate pretty well into a mechwarrior game. Still it's a shame to find out that the game is going pay to win as soon as I want to get back into it...
I would have thought that a Command Console would be required for a Lance or Squad commander to place "Go Here" markers on the map and HUD- or maybe show range to all targets on the screen at once, instead of just the one you're aiming at.
They're doing a second public test starting at 2pm Pacific on sunday. Since my patcher didn't work, hopefully, I can sort it out before then. Maybe the marshmellows will be fixed too.
And the worst thing happens. My flat mate decided to watch twitch streams all yesterday and use up the last of the internet. We don't get more till Wednesday! (patchday) This is terrible!
Ledabot wrote: And the worst thing happens. My flat mate decided to watch twitch streams all yesterday and use up the last of the internet. We don't get more till Wednesday! (patchday) This is terrible!
When did the internet become a finite thing again...?
Internet limits are a thing, primarily in NZ and the US.
Also:
Holy crap are C-LRMs amazing.
Not only do they look and sound cool, they're so light.
Running an LRM40 Kit Fox, and just not stopping firing through the match.
I'm going to enjoy this.
Internet limits are a thing, primarily in NZ and the US.
Also:
Holy crap are C-LRMs amazing.
Not only do they look and sound cool, they're so light.
Running an LRM40 Kit Fox, and just not stopping firing through the match.
I'm going to enjoy this.
I ran an LRM 75 summoner for gaks n giggles. Fireworks.
That said, Direwolf with dual LBX 20, dual large pulse and lrm 20 was also something to behold.
Favourite clanmech so far is the stormcrow, runs over 100 with tweak while carrying 2x SRM6 an LBX20 and 3 tons left for lasers.
Internet limits are a thing, primarily in NZ and the US.
Also:
Holy crap are C-LRMs amazing.
Not only do they look and sound cool, they're so light.
Running an LRM40 Kit Fox, and just not stopping firing through the match.
I'm going to enjoy this.
Patchday is Wednesday for me, becasue I am in New Zealand and living in the future.
I know that the missiles are great. I don't know about damage, but they're super light and look awesome. Also how are you fitting 10tons + ammo on a kitfox? Ahh... Small engine...
Krellnus wrote: Just slap three ML on that Stormcrow build and you're set, a nice close range brawler that can get in and out fast.
Mhm not sure, I don't like the duration on clan lasers all that much. May get some small pulse.
Well, unless they've changed how clan lasers differ in fluff, for the game, then you'd want the ML, because the clan do not actualy have stock lasers, when they refer to lasers, its always actually the ER version, unless they are specifically speaking pulse, which means you'll have some nice closing power on the way in and just generall increasing your threat range.
Krellnus wrote: Just slap three ML on that Stormcrow build and you're set, a nice close range brawler that can get in and out fast.
Mhm not sure, I don't like the duration on clan lasers all that much. May get some small pulse.
Well, unless they've changed how clan lasers differ in fluff, for the game, then you'd want the ML, because the clan do not actualy have stock lasers, when they refer to lasers, its always actually the ER version, unless they are specifically speaking pulse, which means you'll have some nice closing power on the way in and just generall increasing your threat range.
Since you apparently haven't played them yet, the way they did clan lasers is keep all the stats from the tabletop however, they made the beam duration longer so the DPS isn't too much higher. Good way of balancing.
Krellnus wrote: Wait so they buffed their damage output against anyone carrying ammo, remember that all the damage pulses can crit, inb4 clan dance club meta.
I remember nothing, I never played tabletop because the models look like ass.
And no, they didn't buff them, they just copied the stats from table top, like I just said, they simply spread the damage more.
I suggest you watch some of the dev vlogs and read some of the command chair posts.
Krellnus wrote: Wait so they buffed their damage output against anyone carrying ammo, remember that all the damage pulses can crit, inb4 clan dance club meta.
I remember nothing, I never played tabletop because the models look like ass.
And no, they didn't buff them, they just copied the stats from table top, like I just said, they simply spread the damage more.
I suggest you watch some of the dev vlogs and read some of the command chair posts.
What I'm saying is, that since the game calculates lasers as a series of small 'pulses' at I think it's like every 0.5sec or so, which from memory, means that the game allows each 'pulse' to crit internal components (so a damage 5 ML will deal 10 0.5 damage pulses over the course of its duration for example), then to increase the beam duration for Clan equipment they have to increase the number of 'pulses' the beam contains, allowing more chances to crit, resulting in comparable damage to armoured targets and superior damage to unarmoured ones, this makes standard clean lasers super pulse lasers, thus, a dance club.
I still had no problems wasting clan mechs with my IS mechs on the PTS yesterday, none at all.
The only mech that was remotely scary, was the big bad Direwolf, which as my friend Sparrow says, looks like a Highlander and a Stalker screwed and had a baby.
master of ordinance wrote: What else... Oh, yes Stock Mech Mondays has kicked off, 2 patches from now Command Consoles are finally going to do something.... And the Clans are coming in the next patch.
Stock Mech Mondays? Sounds cool, what are command consoles actually going to do though, from what I remember about their rules, it doesn't actually translate pretty well into a mechwarrior game. Still it's a shame to find out that the game is going pay to win as soon as I want to get back into it...
I havnt been yet due to college constraints but they sound pretty fun and I will be as soon as I can (I have a Centurion-CN9aL). You take a Mech, and run it stock. Matches are much more fun as you have to think, and energy weapons have a better place as ammo for all weapons is far more scarce.
So I guess today is the patch that makes or breaks the game. Will they implement clans properly or will they be like any other faction. Will be very disappointed if they just crap on 25 years of story.
Krellnus wrote:What I'm saying is, that since the game calculates lasers as a series of small 'pulses' at I think it's like every 0.5sec or so, which from memory, means that the game allows each 'pulse' to crit internal components (so a damage 5 ML will deal 10 0.5 damage pulses over the course of its duration for example), then to increase the beam duration for Clan equipment they have to increase the number of 'pulses' the beam contains, allowing more chances to crit, resulting in comparable damage to armoured targets and superior damage to unarmoured ones, this makes standard clean lasers super pulse lasers, thus, a dance club.
From what I recall (and cba to go verify, but am at least 95% sure is correct).
(ER)Lasers have 10 'ticks' over the duration.
Pulse Lasers have 7 'ticks' over the duration
It might be 11 ticks for clan, but I'd assume 10 just with a bigger gap between each.
And it's easy enough to lessen the chance of a crit per laser tic in order to equalize the chances over the entire duration. Flamers and Machine Guns actually have increased Crit chance even on top of their greater firerate.
I don't think there is anything as unbalanced as Ultra ac20s. They need to bump the tonnage on them or something. I haven't seen anything this bad since that one day with ppcs, but this is rapid fire!
Automatically Appended Next Post: Waitaminute- why is the C-UAC/20 one ton lighter than the regular C-AC/20 while still only taking up 12 slots?
But yeah. 4 UAC/20s on an Assault frame. So much nice. 80 Alpha pinpoint, rapid fire.
C-AC/20s are a place holder because they couldn't get the ammo-switching on C-LBXs to work.
C-ACs are also terrible, being they use LBX weight / crits / cost, with C-UAC code, so are just C-UACs that cost more, take up more space and sometimes weigh more.
Soladrin wrote: What are you guys on about? UAC20's aren't pinpoint. They fire 5 shells per shot that each do 4 damage.
That said, I love the LBX20. It has 1100 projectile speed and the spread is great.
Ooooh boy I'm loving C-LRMs atm, they launch much smoother, and have a cooler sound, they do suffer from launching one at a time though, so it is harder to get past AMS, but not so much, I can't tell if they are more accurate though, but it looks like they have a smaller spread.
I'm thinking about running this build, but I'm not quite sure atm.
Soladrin wrote: What are you guys on about? UAC20's aren't pinpoint. They fire 5 shells per shot that each do 4 damage.
That said, I love the LBX20. It has 1100 projectile speed and the spread is great.
Ooooh boy I'm loving C-LRMs atm, they launch much smoother, and have a cooler sound, they do suffer from launching one at a time though, so it is harder to get past AMS, but not so much, I can't tell if they are more accurate though, but it looks like they have a smaller spread.
I'm thinking about running this build, but I'm not quite sure atm.
The main difference that makes them "better" is that they are faster and move closer to the ground. Also, come next patch they will be doing damage below 180 metres, percentage based on distance.
Edit: Your mech is using SRM's.. not LRM's. .. Also, try adding artemis to them, the spread is amazing.
I did notice that they were faster, I'm not sure I like the idea of them removing their minimum range even if it means they are closer to table top, the % will have to be small otherwise people will just max C-LRMs and shotgun people.
Krellnus wrote: I did notice that they were faster, I'm not sure I like the idea of them removing their minimum range even if it means they are closer to table top, the % will have to be small otherwise people will just max C-LRMs and shotgun people.
From what I've picked up the damage under 100 metres is going to be terrible, like 10%. Damage will start ramping up from 100-180metres though.
Also, my triple AMS kitfox loves LRM boats, added the fire rate module and parked next to a 50lrm boat. No missile got through.
OK Clans are out and they are committing blasphemy by letting IS and clan fight on the same team. Huge issue. When is faction warfare coming out which will keep this from happening? The violation of 25 years of fluff so blatantly hurts and the sooner it ends the better.
Col. Dash wrote: OK Clans are out and they are committing blasphemy by letting IS and clan fight on the same team. Huge issue. When is faction warfare coming out which will keep this from happening? The violation of 25 years of fluff so blatantly hurts and the sooner it ends the better.
Hmm. I didn't think about that. That is kind of lame, especially at the beginning. It doesn't seem like it would have been that hard to keep them separate, at least at first.
Based on their previous comments - and the fact that everyone was allowed to buy Clan 'Mech preorders - this was to be expected. I mean, otherwise something like 12 vs 10 would have been the logical step, no? And we'd have a thousand entitled gamers crying foul at not being allowed to run their fancy Clan 'Mech with their IS unit.
But even as someone who has zero interest in the Clans, I have to say the (supposed) 1:1 balancing is boring. Worst case, it's a marketing gag that will simply see Clan Mechs becoming the new unofficial creme de la creme for both teams because of their unique perks, but I'll hold out judgment until I'm reading more people post their experiences.
I've been signing up with MWO years ago not (just) because of stompy robot action, but also because it felt like a game that valued immersion. It simply felt great, so of course I'm going "meh" at how the Clans are introduced.
That being said, it's possible to justify mixed Clan and IS Mechs on both teams with a bit of brain gymnastics and handwaving. A Clan Mech, for example, could have been captured - or its pilot is a Clanner who has been bested, and now feels compelled to fight as a bondsman for one of the Inner Sphere powers. Similarly, an IS 'Mech on a Clan team could be an Inner Sphere bondsman MechWarrior, or a special punishment for a Clan pilot who got his own ride crippled.
"But wait, Akashi-san", I hear you say now, "whilst these may be possible exceptions, they shouldn't be the rule as they are in the game now! There's way too many of them, and it's too soon!"
In a singleplayer game, this would be a valid concern. Thing is, MWO is basically an MMO that still casts every single player in the role of the protagonist, giving them special treatment for more fun. For example, how many players here would be willing to sacrifice the MechLab and only play stock 'Mechs just because that's the norm, too?
tl;dr: When you are special, then so is everyone else. This must be kept in mind.
I'm going to take another look at the game once Community Warfare hits and we actually have factions. Until then, I'll just keep an eye on this thread and their newsletters, and lurk. DEST-style.
Krellnus wrote:I did notice that they were faster, I'm not sure I like the idea of them removing their minimum range even if it means they are closer to table top, the % will have to be small otherwise people will just max C-LRMs and shotgun people.
According to the game code, they're the same speed, but they certainly look faster.
Lynata wrote:Based on their previous comments - and the fact that everyone was allowed to buy Clan 'Mech preorders - this was to be expected. I mean, otherwise something like 12 vs 10 would have been the logical step, no? And we'd have a thousand entitled gamers crying foul at not being allowed to run their fancy Clan 'Mech with their IS unit. But even as someone who has zero interest in the Clans, I have to say the (supposed) 1:1 balancing is boring. Worst case, it's a marketing gag that will simply see Clan Mechs becoming the new unofficial creme de la creme for both teams because of their unique perks, but I'll hold out judgment until I'm reading more people post their experiences.
I've been signing up with MWO years ago not (just) because of stompy robot action, but also because it felt like a game that valued immersion. It simply felt great, so of course I'm going "meh" at how the Clans are introduced.
That being said, it's possible to justify mixed Clan and IS Mechs on both teams with a bit of brain gymnastics and handwaving. A Clan Mech, for example, could have been captured - or its pilot is a Clanner who has been bested, and now feels compelled to fight as a bondsman for one of the Inner Sphere powers. Similarly, an IS 'Mech on a Clan team could be an Inner Sphere bondsman MechWarrior, or a special punishment for a Clan pilot who got his own ride crippled.
"But wait, Akashi-san", I hear you say now, "whilst these may be possible exceptions, they shouldn't be the rule as they are in the game now! There's way too many of them, and it's too soon!"
In a singleplayer game, this would be a valid concern. Thing is, MWO is basically an MMO that still casts every single player in the role of the protagonist, giving them special treatment for more fun. For example, how many players here would be willing to sacrifice the MechLab and only play stock 'Mechs just because that's the norm, too? tl;dr: When you are special, then so is everyone else. This must be kept in mind.
I'm going to take another look at the game once Community Warfare hits and we actually have factions. Until then, I'll just keep an eye on this thread and their newsletters, and lurk. DEST-style.
Actually, you can easily shake it off.
Game time is 3051, so you could argue that the planets / systems you're fighting in aren't quite at the periphery, so about a year later, they've finally reached our region, there's already the existing combatants and salvaged mechs, as well as black market dealers following the front line, making it around halfway through the invasion and giving us a year till The Battle of Tukayyid. We're apparently at 3049 now. Clans shouldn't even be here for few months. Wut.
Two matches in a row with 6 kills and 900+ damage.
also, catching anything with it's back to you in that thing is delicious.
Oh and for you guys, if you ever have trouble getting a build going for one of your mechs, this site is really good to get inspiration. http://www.mechspecs.com/forum/
Really disliking the lack of customization on so called Omni-mechs. We should be able to buy pod space, not hit box locations. I have on my stormcrow a single ballistic spot between all three chassis with zero ability to buy more. This was one of the huge advantages of the clans, I don't mind the expense of buys more pod space but any hitbox I buy only has a single weapon slot or if I am lucky, maybe two, in fact I think between my three chassis I have a two slot missile box and a two slot energy box. IS mechs have more customization than the mechs that are supposed to put them to shame in that respect. I wanted to turn one of my stormcrows into a gunslinger, but as far as I can see it, there is no way to do this. Even worse are the hit boxes that don't have any weapon or item slots(why the hell would someone pay c-bills to buy this?), or the ones that take up an entire hit box with a targeting computer(haven't noticed any difference between having one and not).
Am I missing something? I cant imagine they would have screwed the primary clan advantage that bad.
Oh, the enemy team didn't have any fast lights, that explains it
Only 1 the kitfox and he and the atlas on the enemy team were the last two alive, he tried to play peekaboo with me, I just stopped behind a building and waited to see which way he was gonna go on seismic, then when he made his move I turned and fired off an alpha and he crumpled .
The last mech the ddc was fresh but super dumb. He was rocking 2 lrm 20's and a ac 20. I dodged his lrms, went straight in took an ac 20 or two but got through without one lrm hitting me. Once he targeted me, someone on his team must have told him to run for his turrets, mistake. He died running away from a badly damaged ( although still fully functional) stalker.
Crimson Straight (Heat Neutral): Firing at Front Center Torso of Spider SDR-5D ( http://mwo.smurfy-net.de/mechlab#i=52&l=stock =36HP ) at 60 Meters Test 01: 1 Flamer, Solid Fire - Heat Rise @23s, Spider Death @53s, Explode @56s Test 02: 2 Flamers, Solid Fire - Heat Rise @12s, Spider Death @24s, Explode @39s Test 03: 3 Flamers, Solid Fire - Heat Rise @9s, Spider Death @17s, Explode @32s Test 04: 4 Flamers, Solid Fire - Heat Rise @2s, Spider Death @12s, Explode @22s Test 05: 5 Flamers, Solid Fire - Heat Rise @0s, Spider Death @10s, Explode @22s Test 06: 6 Flamers, Solid Fire - Heat Rise @0s, Spider Death @9s, Explode @20s
Test 07: 1 group of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @50s, Explode N/A, End @120s Test 08: 2 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @49s, Explode N/A, End @120s Test 09: 3 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s Test 10: (-2 Heatsinks, +2 Flamers) 4 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @23s, Explode N/A, End @120s
Test 11: 1 group of 3 Flamers, Chain Fire - Heat Rise N/A, Spider Death @49s, Explode N/A, End @120s Test 12: 2 groups of 3 Flamers, Chain Fire - Heat Rise 42, Spider Death @25s, Explode 80s
Crimson Straight (Heat Neutral): Firing at Front Center Torso of Spider SDR-5D ( http://mwo.smurfy-net.de/mechlab#i=52&l=stock =36HP ) at 60 Meters Test 01: 1 Flamer, Solid Fire - Heat Rise @20s, Spider Death @49s, Explode @58s Test 02: 2 Flamers, Solid Fire - Heat Rise @11s, Spider Death @24s, Explode @35s Test 03: 3 Flamers, Solid Fire - Heat Rise @4s, Spider Death @17s, Explode @29s Test 04: 4 Flamers, Solid Fire - Heat Rise @1s, Spider Death @13s, Explode @23s Test 05: 5 Flamers, Solid Fire - Heat Rise @0s, Spider Death @10s, Explode @22s Test 06: 6 Flamers, Solid Fire - Heat Rise @0s, Spider Death @9s, Explode @19s Test 07: 7 Flamers, Solid Fire - Heat Rise @0s, Spider Death @7s, Explode @17s Test 08: 8 Flamers, Solid Fire - Heat Rise @0s, Spider Death @6s, Explode @15s Test 09: 9 Flamers, Solid Fire - Heat Rise @0s, Spider Death @5s, Explode @13s
Test 10: 1 group of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s Test 11: 2 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @24s, Explode N/A, End @120s Test 12: 3 groups of 2 Flamers, Chain Fire - Heat Rise @5s, Spider Death @18s, Explode N/A, End @120s @41% heat Test 13: 4 groups of 2 Flamers, Chain Fire - Heat Rise @2s, Spider Death @12s, Explode @55s
Test 14: 1 group of 3 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s Test 15: 2 groups of 3 Flamers, Chain Fire - Heat Rise N/A, Spider Death @24s, Explode N/A, End @120s Test 16: 3 groups of 3 Flamers, Chain Fire - Heat Rise @3s, Spider Death @18s, Explode N/A, End @120s @42% heat
Test 17: 2 Flamers, set to 2 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s Test 18: 2 Flamers, set to 3 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s
Test 19: 2 groups of 4 Flamers, Manual Burst Fire - Heat Rise @2s, Spider Death @12s, Explode @60s
Terra Therma (Heat High): Test 01: 1 Flamer, Solid Fire - Heat Rise @16s, Spider Death @49s, Explode @49s Test 02: 9 Flamers, Solid Fire - Heat Rise @0s, Spider Death @5s, Explode @11s
Frozen City (Heat Low): Test 01: 1 Flamer, Solid Fire - Heat Rise @28s, Spider Death @49s, Explode @51s Test 02: 9 Flamers, Solid Fire - Heat Rise @0s, Spider Death @5s, Explode @14s
Crimson Straight (Heat Neutral):
Firing at Front Center Torso of Spider SDR-5D ( http://mwo.smurfy-net.de/mechlab#i=52&l=stock =36HP ) at 60 Meters
Test 01: 1 Flamer, Solid Fire - Heat Rise @23s, Spider Death @53s, Explode @56s
Test 02: 2 Flamers, Solid Fire - Heat Rise @12s, Spider Death @24s, Explode @39s
Test 03: 3 Flamers, Solid Fire - Heat Rise @9s, Spider Death @17s, Explode @32s
Test 04: 4 Flamers, Solid Fire - Heat Rise @2s, Spider Death @12s, Explode @22s
Test 05: 5 Flamers, Solid Fire - Heat Rise @0s, Spider Death @10s, Explode @22s
Test 06: 6 Flamers, Solid Fire - Heat Rise @0s, Spider Death @9s, Explode @20s
Test 07: 1 group of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @50s, Explode N/A, End @120s
Test 08: 2 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @49s, Explode N/A, End @120s
Test 09: 3 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s
Test 10: (-2 Heatsinks, +2 Flamers) 4 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @23s, Explode N/A, End @120s
Test 11: 1 group of 3 Flamers, Chain Fire - Heat Rise N/A, Spider Death @49s, Explode N/A, End @120s
Test 12: 2 groups of 3 Flamers, Chain Fire - Heat Rise 42, Spider Death @25s, Explode 80s
Crimson Straight (Heat Neutral):
Firing at Front Center Torso of Spider SDR-5D ( http://mwo.smurfy-net.de/mechlab#i=52&l=stock =36HP ) at 60 Meters
Test 01: 1 Flamer, Solid Fire - Heat Rise @20s, Spider Death @49s, Explode @58s
Test 02: 2 Flamers, Solid Fire - Heat Rise @11s, Spider Death @24s, Explode @35s
Test 03: 3 Flamers, Solid Fire - Heat Rise @4s, Spider Death @17s, Explode @29s
Test 04: 4 Flamers, Solid Fire - Heat Rise @1s, Spider Death @13s, Explode @23s
Test 05: 5 Flamers, Solid Fire - Heat Rise @0s, Spider Death @10s, Explode @22s
Test 06: 6 Flamers, Solid Fire - Heat Rise @0s, Spider Death @9s, Explode @19s
Test 07: 7 Flamers, Solid Fire - Heat Rise @0s, Spider Death @7s, Explode @17s
Test 08: 8 Flamers, Solid Fire - Heat Rise @0s, Spider Death @6s, Explode @15s
Test 09: 9 Flamers, Solid Fire - Heat Rise @0s, Spider Death @5s, Explode @13s
Test 10: 1 group of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s
Test 11: 2 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @24s, Explode N/A, End @120s
Test 12: 3 groups of 2 Flamers, Chain Fire - Heat Rise @5s, Spider Death @18s, Explode N/A, End @120s @41% heat
Test 13: 4 groups of 2 Flamers, Chain Fire - Heat Rise @2s, Spider Death @12s, Explode @55s
Test 14: 1 group of 3 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s
Test 15: 2 groups of 3 Flamers, Chain Fire - Heat Rise N/A, Spider Death @24s, Explode N/A, End @120s
Test 16: 3 groups of 3 Flamers, Chain Fire - Heat Rise @3s, Spider Death @18s, Explode N/A, End @120s @42% heat
Test 17: 2 Flamers, set to 2 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s
Test 18: 2 Flamers, set to 3 groups of 2 Flamers, Chain Fire - Heat Rise N/A, Spider Death @48s, Explode N/A, End @120s
Test 19: 2 groups of 4 Flamers, Manual Burst Fire - Heat Rise @2s, Spider Death @12s, Explode @60s
Terra Therma (Heat High):
Test 01: 1 Flamer, Solid Fire - Heat Rise @16s, Spider Death @49s, Explode @49s
Test 02: 9 Flamers, Solid Fire - Heat Rise @0s, Spider Death @5s, Explode @11s
Frozen City (Heat Low):
Test 01: 1 Flamer, Solid Fire - Heat Rise @28s, Spider Death @49s, Explode @51s
Test 02: 9 Flamers, Solid Fire - Heat Rise @0s, Spider Death @5s, Explode @14s
Except it DOES, because you receive little to no heat when chainfiring.
You can fire 2 Flamers infinetly on Chain Fire. 2 groups of 2 and 3 groups of 2, effectively the same, and 4 groups of 2 with minimal heat gen.
This gives you either an infinite blinding tool, and mitigates the major flaw of the flamer - your target will still take damage and reach the 90% heat off it aswell.
It might not ever be a tourney winning weapon, or the new meta, but it's interesting nonetheless, and maybe I can find a use for the thing, or even some small viability.
Ovion wrote: Except it DOES, because you receive little to no heat when chainfiring.
You can fire 2 Flamers infinetly on Chain Fire.
2 groups of 2 and 3 groups of 2, effectively the same, and 4 groups of 2 with minimal heat gen.
This gives you either an infinite blinding tool, and mitigates the major flaw of the flamer - your target will still take damage and reach the 90% heat off it aswell.
It might not ever be a tourney winning weapon, or the new meta, but it's interesting nonetheless, and maybe I can find a use for the thing, or even some small viability.
This is indeed true. I remember a thread on the MWO forums about it. Someone had 2 on their Jenner and they just kept on chainfiring them at their targets.
KFX-Prime: 2,628 MC - 6,570,000 C-Bills
- On Sale at: 2,044 (30% off)
KFX-D: 2,601 MC - 6,502,500 C-Bills
- On Sale at: 2,023 (30% off)
KFX-S: 2,842 MC - 7,105,000 C-Bills
- On Sale at: 1,989 (30% off)
Ovion wrote: Kit Foxes are available for MC, and are 30% off!
KFX-Prime: 2,628 MC - 6,570,000 C-Bills
- On Sale at: 2,044 (30% off)
KFX-D: 2,601 MC - 6,502,500 C-Bills
- On Sale at: 2,023 (30% off)
KFX-S: 2,842 MC - 7,105,000 C-Bills
- On Sale at: 1,989 (30% off)
Over 6 million C-bills for a light! PGI seriously are using the TT prices, despite having nerfed the clan tech, arnt they?
Ovion wrote: Kit Foxes are available for MC, and are 30% off!
KFX-Prime: 2,628 MC - 6,570,000 C-Bills - On Sale at: 2,044 (30% off) KFX-D: 2,601 MC - 6,502,500 C-Bills - On Sale at: 2,023 (30% off) KFX-S: 2,842 MC - 7,105,000 C-Bills - On Sale at: 1,989 (30% off)
Over 6 million C-bills for a light! PGI seriously are using the TT prices, despite having nerfed the clan tech, arnt they?
This is actually a little off, as it was a 15% off sale, not 30.
Give me a sec and I'll re-calculate.
KFX-Prime: 2405 MC - Est. 6,012,500 C-Bills KFX-D: 2380 MC - Est. 5,950,000 C-Bills KFX-S: 2340 MC - Est. 5,850,000 C-Bills
I would point out also: An XL180 is about 3mil on its own. DHS is 1.5mil. The 3 DHS needed are 36,000. Ferro is 150,000. Endo is 300,000.
So that's 4,925,750 C-Bills of base gear from the cost of each mech, that you'd normally have to buy afterthefact when buying Inner Sphere Mechs, meaning acutal 'mech wise, they're only around 1mil each. Coincidently, the Raven 3L which is a light that comes with Ferro and an XL210, is 6mil too.
More iconic than ironic. The Urbie is fairly popular amongst veterans simply for its unique shape, and the underdog reputation it comes with.
I still doubt many people would actually use it if it is released, though. In the tabletop, the UrbanMech can be viable due to its low point cost, allowing its owners to sink those points into other stuff to balance the unit's weakness. In MWO, however, each 'Mech is supposed to be roughly equivalent, so if you take an UM, you are intentionally making it harder for the entire team.
It wouldn't be useless, but in the end it would be just as much of a one-trick-pony as the AC20-Raven etc.
... come to think of it ... yeah, okay, a bit of irony is probably a part of it, too.
Hordini wrote: I never really got the whole UrbanMech thing. Is all the clamor over them just everyone trying be "ironic" by claiming to want a horrible mech?
An iconic tabletop mech, that's hilariously awesome to boot.
Plus, they do a LOT better that you'd think.
I do alright in my UM-R63.
My friend has killed everything up to an Atlas and Timberwolf with his UM-R60.
Okay, that makes sense that you could take a lot of them for a lower points cost and that would make them viable, but as has been said on company vs. company size MWO battles it would probably be a liability.
Wasn't it originally designed for an anti-personnel/vehicle role in urban combat (hence the name)? It seems like it's fine for that role but would be lacking in 1 on 1 mech combat.
A lot of the slow heavily armed light/med Mechs are designed as city fighters - same as brawlers like the Hatchetmen but as there is no h-t-h combat in MechWarrior online as yet..................
Then again there are no Elemental Points to worry about either
I have been having a crap time in mech lately, I didn't buy in to the clans.
I can't help but think that should have done something for the IS players.
I get why they did the clans the way they did them, to make money, but what about the people that spent money in other ways over the years?
We got nothing, oh wait we got the command module....that stacks up really nice against its clan counterpart.
I have never been one of those PGI haters, still not, but for the first time since closed beta I really do not have any desire to play.
We need to work out a time we can drop together again (maybe at the weekend?), cos we're still doing alright as a group.
I haven't really pugged since I started dropping with you lot, apart from when doing hard grind, and I don't really remember much of that weekend (though my stats say I played some 200+ matchs in those few days).
However, nor do I have any want to PUG drop either. It's just so much effort having to predict what the PUGs do these days...
That or try something crazy to lighten things up a bit. (Or just take a break - we're meant to be getting new IS mechs soon).
DNS is the registry that takes something like 'dakkadakka.com' and translates it to '64.34.186.105' so the site will actually connect.
If a DNS registry becomes corrupted, or something changes and it isn't updated promptly, the program will be unable to find the IP address and connect to the location.
We aren't sure why it's done this, it's mostly just UK residents (and mostly just Virgin Media residents), though there are people in other countries affected, it's mostly just us.
It won't affect other sites, Google's DNS registry is pretty solid.
To change it - go to your Network and Sharing Center
Under your Network, you'll have 'Access' and 'Connection' - next to 'Connection' you'll have 'View Status'
Click that, and in the popup window, click Properties in the bottom left hand corner.
In Properties, you'll see a list, select 'Internet Protocol Version 4 (TCP/IPv4) then click Properties in the bottom-ish right.
Here, in the bottom half click 'Use the following DNS server addesses' and change 'Preferred DNS server:' to 8.8.8.8
You will now be able to update MWO.
Once updated, you can always switch it back to 'obtain DNS server address automatically' afterwards and it should continue working.
(I haven't bothered tbh)
I had the worst night of mech ever last night, every game was a tragedy. They really need to add something soon to this game besides 1 new map and new hero mechs.
I've found that when I play I have to use other players as meat shields, they're going to run off and be useless anyway, so when they're getting their asses beat, I use that as a distraction to go for kills.
Honestly, MW:O turned out to be pretty meh unless you sink money into it.
Supposedly: Kitfox for C-Bills Thor/Summoner for MC Battlemaster Hero Kintaro Champion (new trial) 6 Cockpit items (5 new + first publicly available warhorn) Spider gets visual weapon customisation +2-3 more things that haven't been announced yet
Looking forward to my not-Urbie showing its guns. : D
Looks like I may have to prep my mothballed 'mech for combat once more to heed the Dragon's call to arms.
I wonder if they've finally come around in regards to the 12v10 "proper" battle size, too?
Looks like I may have to prep my mothballed 'mech for combat once more to heed the Dragon's call to arms.
I wonder if they've finally come around in regards to the 12v10 "proper" battle size, too?
Oh my Goddess- if those claws articulate in game, like the missile doors it would be breathtaking. Imagine the gauss charging as the doors dropped, and seeing those cannons staring at you right before they fired!
Gitzbitah wrote: Oh my Goddess- if those claws articulate in game, like the missile doors it would be breathtaking. Imagine the gauss charging as the doors dropped, and seeing those cannons staring at you right before they fired!
Today is a good day to die!
It's been stated by the devs that they will do that
I've not patched my client for half a year or so - did they change anything about the dreadful UI?
I think its handling was about 50% of my reasons of why I ever stopped playing. I never thought an interface you don't even interact with in-between the actual game could turn out to be so frustrating. Yet as I've heard from a colleague in my company last week, apparently I'm not even the only one.
Ledabot wrote:That's weird. The pic you have has the laser fudged out. I watched the dev blog 8 and he had it in there.
Dunno.
That's the image from the end.
That's a shot of pre-colouring and adjusting.
I actually think it looks better in the grey.
Lynata wrote:I've not patched my client for half a year or so - did they change anything about the dreadful UI?
I think its handling was about 50% of my reasons of why I ever stopped playing. I never thought an interface you don't even interact with in-between the actual game could turn out to be so frustrating. Yet as I've heard from a colleague in my company last week, apparently I'm not even the only one.
Yes and no.
Some things are better, we have a Smurfy-Summary and it runs a bit smoother.
However, PGI has now bought themselves out of the partnership with IGP and have complete control of the game.
Since then, things have improved a LOT.
They're listening to player feedback.
They're setting up a player council to get focused feedback and consult on balance issues.
Russ is interacting with the community, talking, listening and providing info when asked.
Big sales, the rewards scheme etc.
They say that Community Warfare will be out November (I think it was, definately by the end of the year but I'm too lazy to go check)
They also claim we'll (finally) be getting the Smurfy Style mechlab with CW.
Anvildude wrote:Wait, King Crab? KING CRAB! Dangit! Now I'm gonna have to start playing MWO again.
...Can it dual wield AC/20s?
Of course it can.
It's the gorram King Crab!, what else would it do!
(Well, dual wield LBX10s, with twin PPCs and twin SRM 6's.... but hey, we can dream.)
I did hear/read about their newfound independence, and Phase II of Community Warfare (what I'm eagerly waiting for) - I still have them in my feeds, and from time to time even check the Kurita forums.
Reinstalled after I got the email about the rewards for having been a player for a year or something. Sucks that I never spent money on the game or did any of the pre-orders stuff, because those rewards were pretty boss.
But, I can't complain, 2m and a free mech bay is nothing to scoff at. Although, I'm pretty sure it's going to take me like a year to get a DDC.
I had purchased both the biggest Founder and the Phoenix packages, which is probably around $200 or so - then again, some day I've calculated how much time I spent with the game already and it was well over 200 hours, so even though I'm currently not playing anymore I consider it a good investment, as far as "hours of fun per dollar" is concerned, compared to most other AAA titles.
Masakari. Man O' War. 90+ Mech Bays. Dozen or so colours. Few camo patterns (one shot and unlock). 4-5 Heroes.
Wish I could have got Phoenix Locust, but I missed it. Would have gone Founders too if my internet / PC had been good enough to run it at the time, but hey-ho.
Lynata wrote:I had purchased both the biggest Founder and the Phoenix packages, which is probably around $200 or so - then again, some day I've calculated how much time I spent with the game already and it was well over 200 hours, so even though I'm currently not playing anymore I consider it a good investment, as far as "hours of fun per dollar" is concerned, compared to most other AAA titles.
See, I've spent almost 3 times that on games where I spent maybe 30-60 bucks, so I can't really measure it in terms of dollar per hour of play.
Ovion wrote:Masakari.
Man O' War.
90+ Mech Bays.
Dozen or so colours.
Few camo patterns (one shot and unlock).
4-5 Heroes.
Wish I could have got Phoenix Locust, but I missed it.
Would have gone Founders too if my internet / PC had been good enough to run it at the time, but hey-ho.
- Also, hey, you get the King Crab for free then!
And jesus christ. Next time you're feeling spendy let me know, I need a new computer.
I'll have to wait until either the early AM or the early PM to accept it and drop with you, EST also. Working 3rd shift at the job and I haven't the clout to bring my laptop in and play MWO.
Frankenberry wrote:See, I've spent almost 3 times that on games where I spent maybe 30-60 bucks, so I can't really measure it in terms of dollar per hour of play.
Ah, don't get me wrong - it's just a personal guideline of sorts where I don't feel bad about my cash anymore.
There are some games where I've spent several hundreds of hours on a cheaper product as well, such as Dragon Age or Mass Effect, but all in all I noticed a trend that full price titles often give me just about 30-40 hours of game time, which is very much below of what I was getting out of MWO (and it's very likely I'll pick it up again in the near future).
F2P is always a bit of a risk if you delve into it with an open wallet, but then again so are full price games. Just have to measure what you're willing to part with for something, I guess. The advantage of F2P here is that in most cases you already know you're having fun before you are paying (even in MWO I purchased the Founder pack only after seeing the game in closed beta).
Lots on jumpjets this time. also a small nerf to clan engines, though I don't think it will make much of a difference.
Y'know, as much as I remember being terrified of Omnimechs back in previous MW games, I'm sort of 'meh' about MWO's take on them. I think the clan weapons are insanely good (the sounds are amazing), but the mechs themselves leave something to be desired I think. Except the Daishi...they don't die, it's insane.
Y'know, before I had to go to work tonight, I was trying out the Victor-9S(C) and was having a blast. It has pretty decent staying power in brawling (I've noticed slower assaults have a problem with the Victor's speed) and is pretty decent when using it's dual Ultrac AC/5's as a harassing weapon.
I may spend some bills on a stock 9S and see about maybe doing an LBX-10 or AC20 in place of the Ultras; make it more of a close range finisher/starter. If I go with the LBX I can do two srm6s, one srm4, two medium pulse lasers and enough ammo for 30 AC shots and about 19 missile shots.
Of course the total price is 17m cbills because of the damn XL 340 I need.
Frankenberry wrote: Y'know, before I had to go to work tonight, I was trying out the Victor-9S(C) and was having a blast. It has pretty decent staying power in brawling (I've noticed slower assaults have a problem with the Victor's speed) and is pretty decent when using it's dual Ultrac AC/5's as a harassing weapon.
I may spend some bills on a stock 9S and see about maybe doing an LBX-10 or AC20 in place of the Ultras; make it more of a close range finisher/starter. If I go with the LBX I can do two srm6s, one srm4, two medium pulse lasers and enough ammo for 30 AC shots and about 19 missile shots.
Of course the total price is 17m cbills because of the damn XL 340 I need.
Offcourse a victor is good, it's the single best Assault mech in the game.
Also, can't wait for the IS quirks, really looking forward to what they do with quickdraws and dragons.
Frankenberry wrote: Y'know, before I had to go to work tonight, I was trying out the Victor-9S(C) and was having a blast. It has pretty decent staying power in brawling (I've noticed slower assaults have a problem with the Victor's speed) and is pretty decent when using it's dual Ultrac AC/5's as a harassing weapon.
I may spend some bills on a stock 9S and see about maybe doing an LBX-10 or AC20 in place of the Ultras; make it more of a close range finisher/starter. If I go with the LBX I can do two srm6s, one srm4, two medium pulse lasers and enough ammo for 30 AC shots and about 19 missile shots.
Of course the total price is 17m cbills because of the damn XL 340 I need.
Offcourse a victor is good, it's the single best Assault mech in the game.
Also, can't wait for the IS quirks, really looking forward to what they do with quickdraws and dragons.
Do you or rather, have you, used the Victor to any degree? I'd like the input if I'm going to take the time to save up for the proper build.
I have one of each weight class, with 2 mediums as they are my favorite (Raven, Hunchback, Griffin, Jagermech and Victor).
My Victor has Endo, Double Heatsinks, Standard Armor, an XL 370, AC20, 2x Large Laser, SRM6 and full armor. 21 rounds for the AC20 and 100 for the SRM. It's my most successful Victor build so far. Forget the Jump Jets on it, waste of weight and space.
Frankenberry wrote: Y'know, before I had to go to work tonight, I was trying out the Victor-9S(C) and was having a blast. It has pretty decent staying power in brawling (I've noticed slower assaults have a problem with the Victor's speed) and is pretty decent when using it's dual Ultrac AC/5's as a harassing weapon.
I may spend some bills on a stock 9S and see about maybe doing an LBX-10 or AC20 in place of the Ultras; make it more of a close range finisher/starter. If I go with the LBX I can do two srm6s, one srm4, two medium pulse lasers and enough ammo for 30 AC shots and about 19 missile shots.
Of course the total price is 17m cbills because of the damn XL 340 I need.
Offcourse a victor is good, it's the single best Assault mech in the game.
Also, can't wait for the IS quirks, really looking forward to what they do with quickdraws and dragons.
Do you or rather, have you, used the Victor to any degree? I'd like the input if I'm going to take the time to save up for the proper build.
Yeah, there's a reason it's the most used Assault in competitive play. Even after having three waves of nerfs handed to it, it's still one of the best mechs.
That said, I never enjoyed it's playstyle. The reason it's so good is because it's the best IS poptart. That said, a madcat completely trumps it now.
So, I spent a few days saving up and selling unwanted crap from my inventory and scored a DDC and honestly? I'm having a great deal of fun.
I'm slow as hell, an enormous target, and get left alone 90% of the time. But, most people will run away from me if they catch me alone or even 2 on 1. When I finally arrive at the 'lets dance around launching missiles and poorly aimed gauss shots' area that all teams inevitably end up at, people generally realize I'm keeping them alive via that sexy ECM and I get several bodyguards.
The only problem I've found is timing really, finding that specific time or situation where I can charge in with my 50Kph and break the enemy. A minute or two off and I end up either fighting seven mechs with zero support, or I get there just in time to kill a legged light.
I think I'll go for mastery of this giant donkey-cave, not keen on losing the ECM when I move on to the other variants though.
Soladrin wrote: So, went back to my ol' faithfull. The Quickdraw. First match in a 2 AC 10 2 medium laser IV4 later and I'm up 5 kills and 700 dmg.
Gotta love a man that fields a Quickdraw, and even does well in it, heh.
Always been attracted to the odd-ball 'mechs, namely the Dragon and Quickdraw. But I suffer from mag-pie disorder when it comes to most any gaming situation so I'll sell the chassis like three days later because I've found another mech that's stealing my interest.
Soladrin wrote: So, went back to my ol' faithfull. The Quickdraw. First match in a 2 AC 10 2 medium laser IV4 later and I'm up 5 kills and 700 dmg.
Gotta love a man that fields a Quickdraw, and even does well in it, heh.
Always been attracted to the odd-ball 'mechs, namely the Dragon and Quickdraw. But I suffer from mag-pie disorder when it comes to most any gaming situation so I'll sell the chassis like three days later because I've found another mech that's stealing my interest.
I have 80 (full) mech bays so I hardly ever need to buy one. The only thing's I sell are chassis' that I only used to master things.
Soladrin wrote: So, went back to my ol' faithfull. The Quickdraw. First match in a 2 AC 10 2 medium laser IV4 later and I'm up 5 kills and 700 dmg.
Gotta love a man that fields a Quickdraw, and even does well in it, heh.
Always been attracted to the odd-ball 'mechs, namely the Dragon and Quickdraw. But I suffer from mag-pie disorder when it comes to most any gaming situation so I'll sell the chassis like three days later because I've found another mech that's stealing my interest.
I have 80 (full) mech bays so I hardly ever need to buy one. The only thing's I sell are chassis' that I only used to master things.
Jesus man, 80 mechs? I have 5 bays, and only 1 occupied, LOL.
I opted in for that 'get more than 130 points per match and get 500k' contest that PGI is doing to see if anyone can get the highest points per class. It's going to suck if it's only if you place on the board.
Heh. I'm an Awesome fan, myself. I don't really run them like they're usually run, though- I take LLs in the energy variant, and I run a Splatsome for my missile variant- 24 SRMs from close range is a pretty devestating volley, and as an Assault it can sorta/kinda take the punishment to get close enough.
Started up a different account, just for the cadet bonus and the 7 days free premium time in the hopes that I can train myself to be a bit better at the fire support role.
Bought a Catapult A1, six missile slots and 1 ams, trying to train myself to be smart with shots, conserve ammo, and help my team when it's the right time. piloting the A1 you can't afford to spam too much given that you have no backup energy weapons.
Take 6 LRM 5's. Chainfire. You never waste a lot of ammo when a lock is lost this way, and if you do keep the lock you will be hammering someone non-stop.
That said, I haven't played with LRM's in at least half a year. I prefer the direct route.
Been almost exclusively piloting Cicada's since my last Dragon escapade.
Take 6 LRM 5's. Chainfire. You never waste a lot of ammo when a lock is lost this way, and if you do keep the lock you will be hammering someone non-stop.
That said, I haven't played with LRM's in at least half a year. I prefer the direct route.
Been almost exclusively piloting Cicada's since my last Dragon escapade.
That's how I built her
I'd considered going medium/light...but I couldn't convince myself. And honestly, I love the catapult, always have. Going to see about mastering them.
My standard build on it is 4 MLas 2 AC10 with an XL300 or XL315. (depends on what I have lying around. )
I think that's the next one on my list to purchase once I get some c-bills racked up. Although, I've gotta say, the missile spam (as much as I hate being on the receiving end) is quite fun if played right.
Naturally I have to watch my own ass as my team will just advance without me, which is fine. But the one infuriating drawback is that people never lock their damn targets, like free targeting is better than aiming for the heavily damaged portions of the mech...PUG's are notorious for this and it makes me a sad fire support panda.
Anvildude wrote: Wait, can you specifically lock targeting to a damaged part? Is that one of those obscure keybindings that only MW vets know?
Agreed, I try and free aim at the damaged areas with direct fire weapons but I didn't think you could lock missiles onto specific areas unless its a module?
You cannot lock specific body parts on a mech. Frankenberry is talking about how relatively few teammates will press "R" to lock a target for him to rain missiles on indirectly.
It is true, lots of people won't lock targets and therefore don't get valuable target information (mech variant, armament, damage, etc) or allow their LRM-equipped teammates to provide fire support.
Even for those of us that do, it is sometimes hard to maintain locks. We're trying to avoid enemy fire, enemies are taking cover, they may have the radar deprivation module, ECM can take effect, etc.
I lock when I can, but sometimes get infuriated by the incessant demands of LRM boats sitting at the back not putting themselves in harm's way, complaining about "nobody locking targets" while I'm dodging gauss, ppc and ac20 fire.
Front-line mechs need to realize the benefits of locking, but LRM boats also need to realize that maintaining a lock isn't always easy.
There is no reason in this game to ever not lock on to a target. If someone doesn't have a lock going there either aren't any targets around or you are doing it wrong.
My point is that maintaining that lock isn't always easy to do and that LRM boats need to remember that when they're whining about not being able to fire.
My point is that maintaining that lock isn't always easy to do and that LRM boats need to remember that when they're whining about not being able to fire.
I was an Atlas pilot before my recent foray into the LRM boat field, so I know exactly what you mean about having to deal with a thousand bits of different tactical information, all the while having someone who, for all intents and purposes, may not even be fighting.
That having been said, attacking an enemy 'mech without a lock (when you can get one, god damn ECMs...) may be fun or cool or whatever. It's not effective. It doesn't ensure that you're targeting an already damaged side-torso of an XL AC40 Jaeger, or the stripped legs of a Jenner running around murdering your assaults with six medium lasers. It's understandable that you have to disseminate what, at times, is a lot of incoming data but if you're not locking up whatever you need dead, the rest of the team doesn't even know you're even in a fight.
I don't whine in games, I merely comment that I'm a LRM boat and I would LOVE to rain some death down on our opponents and kindly remind all the '1337 light pilots' out there that while it's REALLY cool to run around at 140kph, you're useless if that's all you do.
Just like idiots who "test their heat" into my rear armor at the start of a match, or stand directly behind me when I'm fighting from cover therefore preventing me from backing into cover while my weapons cycle.
Thats the worse, as an assault pilot, when I'm the spear tip, nothing is as bad as coming up to a corner of a building with intent to peak out alpha and pop back into cover only to find that there is a mech behind you.
To add insult to injury they scream at you to push or get out of their way. Kills me every time, I've even had to tell drop commander off for this.
I would also like to extend an invite out to any of the Dakka pilots that drop solo to come play with the CI (comstar irregulars).
Just hop on Teamspeak, na1.mech-connect.net password wordofblake and find the CI channel, everyone is cool and chill for the most part and all are welcome, I mean we let Soladrin in so we will let anyone in
Deathshead420 wrote: Thats the worse, as an assault pilot, when I'm the spear tip, nothing is as bad as coming up to a corner of a building with intent to peak out alpha and pop back into cover only to find that there is a mech behind you.
To add insult to injury they scream at you to push or get out of their way. Kills me every time, I've even had to tell drop commander off for this.
I would also like to extend an invite out to any of the Dakka pilots that drop solo to come play with the CI (comstar irregulars).
Just hop on Teamspeak, na1.mech-connect.net password wordofblake and find the CI channel, everyone is cool and chill for the most part and all are welcome, I mean we let Soladrin in so we will let anyone in
Just a heads up, torment campaigned for me joining so I'm already in CI now.
Got a chance to drop with some of the Dakka and CI guys over the weekend, it was a great time. Thanks for letting me join, and I look forward to dropping with you guys again.
Alas, I just stumbled upon this thread. I heard about the game, but thanks to deployment during 2012 I never get in it, and after getting back I didn't start up. I am an old MW3 player from Clan Cloud Cobra. Any of you guys around from that old clan. Name then was redleg. Chronos_mac if your around come up on the net.
So, my old unit found me and invited me back (I'd taken a long hiatus last year) and after a few drops with an organized squad...I find PUG'ing extremely frustrating.
"Fire support here, would love locks."
"feth you LRM noob, lock your own stuff."
-five minutes later-
"WTF STUPID ASS TEAM Y DINT YOU CHARGE EPSILON WIT ME!"
Note: He'd run off in his Cicada and gotten steamrolled by 3/4s of the enemy team after we'd told him not to.
"I noticed you didn't lock anything, if you had I would've been able to help."
-douchebag has left the game-
This is the kind of crap that I get in PUG's and now with the ELO settings, you have to grind your way up the hard way if you want to play with anyone worth a damn.
Frankenberry wrote:So, my old unit found me and invited me back (I'd taken a long hiatus last year) and after a few drops with an organized squad...I find PUG'ing extremely frustrating.
"Fire support here, would love locks."
"feth you LRM noob, lock your own stuff."
-five minutes later-
"WTF STUPID ASS TEAM Y DINT YOU CHARGE EPSILON WIT ME!"
Note: He'd run off in his Cicada and gotten steamrolled by 3/4s of the enemy team after we'd told him not to.
"I noticed you didn't lock anything, if you had I would've been able to help."
-douchebag has left the game-
This is the kind of crap that I get in PUG's and now with the ELO settings, you have to grind your way up the hard way if you want to play with anyone worth a damn.
I enjoy PUGging. It has its own charm.
Don't get me wrong, group is great with a team to back you up, and I drop with some guys + CI regularly.
But when you PUG, you aren't just playing Assault, Conquest or Skirmish - you're playing your team aswell.
You need to learn how to guide them, how to make them respond, force them to push, hold, or get locks for you and lead without leading or even hint that you are.
This means you need to learn how to read them (there's only a few flavours of PUG at the end of the day), but probing the waters in chat.
Yes, some games will be a write-off, but in those simply do what you can and move on.
Others - when you piss off the enemy team and they chase you back to your line, when you suicidally charge to get your team to push, because they're too scared to go first, etc - it feels good.
Or maybe I'm just nuts and enjoy messing with people and doing it the hard way, who knows. (Though I do pilot a Locust.)
Frankenberry wrote:So, my old unit found me and invited me back (I'd taken a long hiatus last year) and after a few drops with an organized squad...I find PUG'ing extremely frustrating.
"Fire support here, would love locks."
"feth you LRM noob, lock your own stuff."
-five minutes later-
"WTF STUPID ASS TEAM Y DINT YOU CHARGE EPSILON WIT ME!"
Note: He'd run off in his Cicada and gotten steamrolled by 3/4s of the enemy team after we'd told him not to.
"I noticed you didn't lock anything, if you had I would've been able to help."
-douchebag has left the game-
This is the kind of crap that I get in PUG's and now with the ELO settings, you have to grind your way up the hard way if you want to play with anyone worth a damn.
I enjoy PUGging. It has its own charm.
Don't get me wrong, group is great with a team to back you up, and I drop with some guys + CI regularly.
But when you PUG, you aren't just playing Assault, Conquest or Skirmish - you're playing your team aswell.
You need to learn how to guide them, how to make them respond, force them to push, hold, or get locks for you and lead without leading or even hint that you are.
This means you need to learn how to read them (there's only a few flavours of PUG at the end of the day), but probing the waters in chat.
Yes, some games will be a write-off, but in those simply do what you can and move on.
Others - when you piss off the enemy team and they chase you back to your line, when you suicidally charge to get your team to push, because they're too scared to go first, etc - it feels good.
Or maybe I'm just nuts and enjoy messing with people and doing it the hard way, who knows. (Though I do pilot a Locust.)
See I understand what you're saying and on my old account I ran Atlases (Atlai?) primarily. When i pushed, generally, the team would be on my ass light white on rice...other times, not so much. I've found though that fire support, indirect as I am, doesn't really hold sway in the command area of the game. Yeah, i can call out targets when I see them, but I shine when I can kill things that can't see me; this makes it hard to spot targets and enemy tactics when I'm running between buildings or terrain trying to get solid missile hits.
I think the Catapult, or rather, my urge to play an indirect support 'mech, sort of hinder my ability to 'steer' the team the way I need them to go. Even as a light, any light, you have more power in directing the actions of a PUG moreso than a Masakari with LRM 50s if only because you're in the thick of it from minute one. I've been considering shelving the Catapult for a bit, if only to return to a more brawler-esque heavy or medium in the hopes that - A) the patience training I've received from piloting a pure LRM boat will teach me to gauge my fights better, and, B) I'm a huge fan of being the first over the hill in a charge, the first to see the enemy turn their torsos, hit reverse in an attempt to bring their weapons high enough to target me, it's glorious.