I love my Catapults (though now long mastered they've been shelved for a while, only brought out on special occasions), and while harder, you can still pull it off.
Maybe I'll grab the Catapults I'm missing some day (Jester and C1) if they're on sale.
I started with Cats not long ago and enjoyed - think it was a good beginners Mech - LRMS with some guns and heavy enough to take a bit of a pounding - eps with AMS - which I always take if I can. I like my Cats - I have a LRM 15/Laser build and a K2 which I keep changing the set up - presently with a Gauss rifle which I am getting the hang off and is starting to get me kills
Just running my Ravens at the moment - trying out AC2 with one but it just seems much less effective than the ER LL build?
Man, the Zeus. Ugly as hell but god damn I'm excited to see it being added. I wonder though, considering it's design, if it'll suffer from the other barrel-chested mechs like the Awesome and Thunderbolt.
Ledabot wrote:God dam PGI. If i learned one thing from games workshop, its to space your packs so far apart, that people will be able to buy everything!
Ay. However, this pack will be up for pre-order for at least 3-4 months (possibly more).
It's a 'rush announcement' so that the people who missed founders / phoenix and don't want clans can buy an Inner Sphere pack and qualify for the free Atlas and King Crab. Work on the mechs won't even start for ages as only really the concept guys aren't already tied up with production of CW, Wave II and the King Crab. So I doubt they'll be making these till December, release likely won't be till feb/mar next year I imagine.
I don't know if I'll bother tbh. I'll see what they actually are when it goes up, and what the fringe bonuses are... but yeah, I've been pretty spendy on this game, the Dark Eldar release and computer repairs lately, so....
Y'know I missed the founders order, the phoenix order, and now the clans (mostly, but I really don't care about the clans). I think I might partake in this one, the Zeus is a favorite of mine so I might just go a la carte if the packs suck.
To be honest, you might as well go for the full pack.
Al La Carte will likely be around US$35-40 USD each, and won't come with any of the extras.
Even as-is, the premium time alone on the Zeus's Wrath Pack is worth around US$30, then around US10-15 worth of Mechbays, and the Faction Packs will likely have 3 colours and a Camo for each mech.
Ovion wrote: To be honest, you might as well go for the full pack.
Al La Carte will likely be around US$35-40 USD each, and won't come with any of the extras.
Even as-is, the premium time alone on the Zeus's Wrath Pack is worth around US$30, then around US10-15 worth of Mechbays, and the Faction Packs will likely have 3 colours and a Camo for each mech.
I might pick it up just for the extras...
Not to mention, Phoenix pack cost like 50% more.
Btw, you guys seen the first two teasers for the IS quirk system?
If not, here you go:
Hunchback 4G - Tier 5 Brawler
Additional Armor (RT) +18
Additional Structure (RT) +12
AC/20 Range +12.5%
Ballistic Weapon Range +12.5%
AC/20 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
AC/20 Velocity +12.5%
Ballistic Weapon Velocity +12.5%
Energy Weapon Heat Gen -15%
Energy Weapon Range +15%
- Yes all of the values stack with each other.
- Yes Cooldown is represented with a + symbol but that means being able to fire your weapon faster.
So you can see that we still completely accomplish our goal of making a statement that this 4G is about the AC20 and the quirks will stack in a way to make it just as effective as the previous quirk pass I teased last week. However now if you simply must take out AC2's then you will still bring in half of the ballistic benefit.
The new rule set is that each Weapon Specific quirk gives half to the specific weapon and half to the global family.
As compared to the Hunchback 4H - Tier 4 Skirmisher
Additional Armor (RT) +18
Additional Structure (RT) +12
AC/10 Range +10%
Ballistic Weapon Range +10%
AC/10 Cooldown +10%
Ballistic Weapon Cooldown +10%
Medium Laser Cooldown +10%
Energy Weapon Cooldown +10%
Medium Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Ledabot wrote:God dam PGI. If i learned one thing from games workshop, its to space your packs so far apart, that people will be able to buy everything!
Ay.
However, this pack will be up for pre-order for at least 3-4 months (possibly more).
It's a 'rush announcement' so that the people who missed founders / phoenix and don't want clans can buy an Inner Sphere pack and qualify for the free Atlas and King Crab.
Work on the mechs won't even start for ages as only really the concept guys aren't already tied up with production of CW, Wave II and the King Crab.
So I doubt they'll be making these till December, release likely won't be till feb/mar next year I imagine.
I don't know if I'll bother tbh.
I'll see what they actually are when it goes up, and what the fringe bonuses are... but yeah, I've been pretty spendy on this game, the Dark Eldar release and computer repairs lately, so....
Wait, free King Crab?
How does that work with the packs? Does buying any one of them allow for that mech for 'free'? Or would it be more value to simply buy the KC with mechCredits?
Ledabot wrote:God dam PGI. If i learned one thing from games workshop, its to space your packs so far apart, that people will be able to buy everything!
Ay.
However, this pack will be up for pre-order for at least 3-4 months (possibly more).
It's a 'rush announcement' so that the people who missed founders / phoenix and don't want clans can buy an Inner Sphere pack and qualify for the free Atlas and King Crab.
Work on the mechs won't even start for ages as only really the concept guys aren't already tied up with production of CW, Wave II and the King Crab.
So I doubt they'll be making these till December, release likely won't be till feb/mar next year I imagine.
I don't know if I'll bother tbh.
I'll see what they actually are when it goes up, and what the fringe bonuses are... but yeah, I've been pretty spendy on this game, the Dark Eldar release and computer repairs lately, so....
Wait, free King Crab?
How does that work with the packs? Does buying any one of them allow for that mech for 'free'? Or would it be more value to simply buy the KC with mechCredits?
Anyone who has purchased a top tier pack (Founder, Phoenix Overlord etc.) Will get a free custom King Crab.
Ledabot wrote:God dam PGI. If i learned one thing from games workshop, its to space your packs so far apart, that people will be able to buy everything!
Ay. However, this pack will be up for pre-order for at least 3-4 months (possibly more).
It's a 'rush announcement' so that the people who missed founders / phoenix and don't want clans can buy an Inner Sphere pack and qualify for the free Atlas and King Crab. Work on the mechs won't even start for ages as only really the concept guys aren't already tied up with production of CW, Wave II and the King Crab. So I doubt they'll be making these till December, release likely won't be till feb/mar next year I imagine.
I don't know if I'll bother tbh. I'll see what they actually are when it goes up, and what the fringe bonuses are... but yeah, I've been pretty spendy on this game, the Dark Eldar release and computer repairs lately, so....
Wait, free King Crab? How does that work with the packs? Does buying any one of them allow for that mech for 'free'? Or would it be more value to simply buy the KC with mechCredits?
As per this page Anyone who did certain things gets certain rewards.
'Cupcake Day' saw us get free Cupcakes, 2 million C-Bills, a Free Mechbay and such simply for playing the game. (And a half-price mechbay sale! I enjoyed that) If you've ever bought MC, you get a free Centurion CN9-AH Hero + Mechbay. If you've ever bought a pre-order pack you get a free Atlas AS7-S Hero + Mechbay. If you've ever pruchased a Top Tier Mech Pack (Legendary Founder, Overlord Pack, Masakari Pack, Man O' War Pack, Wrath Pack), you get a free King Crab Hero + Mechbay. If you've purchased the Masakari + Man O' War Pack you get a free Mad Dog Hero, 2 Mad Dog variants and + 3 Mech Bays.
And doesn't the King Crab look amazing:
Spoiler:
The King Crab being a 100T Hero mech with Bay is valued at 7,800MC or roughly US$35. With the addition of the Atlas Hero and Mechbay, simply for getting the Wrath Pack (if you haven't bought a pack before) nets you an additional US$70 of 'mech.
Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Frankenberry wrote: Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Not impressed by lights AND their pilots...?
I fear you have not seen a good light pilot then.
Good light pilot in an Ember or a Jenner-F would make you eat those words.
Depends on which one of my Ravens I am running, a scout, sniper, or thug. Each has strengths and weaknesses. Spotting can be a pain if the boats are watching everyone else or trying to be direct fire.
Frankenberry wrote: Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Not impressed by lights AND their pilots...?
I fear you have not seen a good light pilot then.
Good light pilot in an Ember or a Jenner-F would make you eat those words.
As far as MWO has shown me, light pilots are just like every other person that only plays the 'fast' classes; they're lone wolves with little or no interest in team work and when they are interested in team work, they suck at it - oftentimes getting in the way of a friendly alpha because they think they can brawl with the assaults.
I'm not saying lights are worthless, they have their place, and I certainly believe there are some good light pilots out there. Currently though, watching some donkey-cave run around at 130kph with a 6 medium laser jenner doesn't impress me.
Frankenberry wrote: Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Not impressed by lights AND their pilots...?
I fear you have not seen a good light pilot then.
Good light pilot in an Ember or a Jenner-F would make you eat those words.
As far as MWO has shown me, light pilots are just like every other person that only plays the 'fast' classes; they're lone wolves with little or no interest in team work and when they are interested in team work, they suck at it - oftentimes getting in the way of a friendly alpha because they think they can brawl with the assaults.
I'm not saying lights are worthless, they have their place, and I certainly believe there are some good light pilots out there. Currently though, watching some donkey-cave run around at 130kph with a 6 medium laser jenner doesn't impress me.
You really need to try playing in group matchmaker. A light lance will murder things and scouting is winning.
Frankenberry wrote: Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Not impressed by lights AND their pilots...?
I fear you have not seen a good light pilot then.
Good light pilot in an Ember or a Jenner-F would make you eat those words.
As far as MWO has shown me, light pilots are just like every other person that only plays the 'fast' classes; they're lone wolves with little or no interest in team work and when they are interested in team work, they suck at it - oftentimes getting in the way of a friendly alpha because they think they can brawl with the assaults.
I'm not saying lights are worthless, they have their place, and I certainly believe there are some good light pilots out there. Currently though, watching some donkey-cave run around at 130kph with a 6 medium laser jenner doesn't impress me.
I'm primarily a Light Pilot. I specialise in Locusts, but am also damn good in a Spider, Kit Fox, Firestarter and Adder. I own every light available (bar a few heroes which I may get at some point anyway.
I run with next to no armour and very few weapons. I do this to bring you information on the enemy team. I do this to bring you locks for your missiles. I do this to distract and harass so you can get into position. I do this to sow confusion. I do this to provide ECM cover to my team. I do this to hunt Assaults or draw the fire of the enemies big guns. I sacrifice myself by flanking the enemy and getting them to turn their backs to my team. I cap so my team can focus on the hunt.
I either put my neck on the line, moving alone in something that can go down in 1-2 meta-volleys to support my team, or stick with my team sacrificing my mobility to provide ECM cover and point defence.
So while you're free to not care for a class (I'm not a huge fan of most Mediums and most Assaults), I resent being accused of not being a team player and useless/detrimental in such a blanket manner just because I pilot lights. :/
Might be tired and grumpy due to long days at work, long journey times and a migraine, but still. :(
I'm about to get a Raven to use as a Narc and Tag boat. Can you give me any pointers Ovion? I normally run Blackjacks so i'm used to sticking close to the slow lumbering guys and trying to keep their flanks clear.
Frankenberry wrote: Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Not impressed by lights AND their pilots...?
I fear you have not seen a good light pilot then.
Good light pilot in an Ember or a Jenner-F would make you eat those words.
As far as MWO has shown me, light pilots are just like every other person that only plays the 'fast' classes; they're lone wolves with little or no interest in team work and when they are interested in team work, they suck at it - oftentimes getting in the way of a friendly alpha because they think they can brawl with the assaults.
I'm not saying lights are worthless, they have their place, and I certainly believe there are some good light pilots out there. Currently though, watching some donkey-cave run around at 130kph with a 6 medium laser jenner doesn't impress me.
I'm primarily a Light Pilot.
I specialise in Locusts, but am also damn good in a Spider, Kit Fox, Firestarter and Adder.
I own every light available (bar a few heroes which I may get at some point anyway.
I run with next to no armour and very few weapons.
I do this to bring you information on the enemy team.
I do this to bring you locks for your missiles.
I do this to distract and harass so you can get into position.
I do this to sow confusion.
I do this to provide ECM cover to my team.
I do this to hunt Assaults or draw the fire of the enemies big guns.
I sacrifice myself by flanking the enemy and getting them to turn their backs to my team.
I cap so my team can focus on the hunt.
I either put my neck on the line, moving alone in something that can go down in 1-2 meta-volleys to support my team,
or
stick with my team sacrificing my mobility to provide ECM cover and point defence.
So while you're free to not care for a class (I'm not a huge fan of most Mediums and most Assaults), I resent being accused of not being a team player and useless/detrimental in such a blanket manner just because I pilot lights. :/
Might be tired and grumpy due to long days at work, long journey times and a migraine, but still. :(
Pretty good summary - I do try and do a lot of support work in my Raven's and Locusts - keeping with the big boys with my ECM especially and TAGing targets - must I really hate spiders as they tend to trash my heavies
The ECM Raven is a solid mech, especially for support.
Got good armour for a light making it surprisingly durable.
Whack the biggest engine you can in there and try to keep moving as much as possible, though the raven can get away with staying still periodicly for tagging.
Ovion wrote: The ECM Raven is a solid mech, especially for support.
Got good armour for a light making it surprisingly durable.
Whack the biggest engine you can in there and try to keep moving as much as possible, though the raven can get away with staying still periodicly for tagging.
Its nice getting all stealth TAG bonuses etc now plus twin ER LL does often rack up the damage I have found, I usually try to stay near the main group to give them some ECM cover
Trying to grind through the XP for my 2nd non ECM Raven at the moment
Frankenberry wrote: Yeah, I think I'm gonna save a few bucks and get the Zeus pack, I may not care about the light coming with it (I'm not impressed with light pilots, or their 'mechs), but the free King Crab and the associate extras that come with the pack are worth it.
Of course, I'll splurge on this pre-order only to have the next IS mech order be four of the mechs I've wanted since launch.
Not impressed by lights AND their pilots...?
I fear you have not seen a good light pilot then.
Good light pilot in an Ember or a Jenner-F would make you eat those words.
As far as MWO has shown me, light pilots are just like every other person that only plays the 'fast' classes; they're lone wolves with little or no interest in team work and when they are interested in team work, they suck at it - oftentimes getting in the way of a friendly alpha because they think they can brawl with the assaults.
I'm not saying lights are worthless, they have their place, and I certainly believe there are some good light pilots out there. Currently though, watching some donkey-cave run around at 130kph with a 6 medium laser jenner doesn't impress me.
I'm primarily a Light Pilot.
I specialise in Locusts, but am also damn good in a Spider, Kit Fox, Firestarter and Adder.
I own every light available (bar a few heroes which I may get at some point anyway.
I run with next to no armour and very few weapons.
I do this to bring you information on the enemy team.
I do this to bring you locks for your missiles.
I do this to distract and harass so you can get into position.
I do this to sow confusion.
I do this to provide ECM cover to my team.
I do this to hunt Assaults or draw the fire of the enemies big guns.
I sacrifice myself by flanking the enemy and getting them to turn their backs to my team.
I cap so my team can focus on the hunt.
I either put my neck on the line, moving alone in something that can go down in 1-2 meta-volleys to support my team,
or
stick with my team sacrificing my mobility to provide ECM cover and point defence.
So while you're free to not care for a class (I'm not a huge fan of most Mediums and most Assaults), I resent being accused of not being a team player and useless/detrimental in such a blanket manner just because I pilot lights. :/
Might be tired and grumpy due to long days at work, long journey times and a migraine, but still. :(
Spoiler'd, cause...damn.
See that entire summary is what I think of when I think Light pilot/lance, you're not there to win glory for yourself, but for the team. More so than any other class the team relies on it's lights to scare away other lights and provide a wealth of information via scouting, tagging, and narcing. In this, we are in agreement.
I didn't say that all light pilots are selfish assclowns, merely that when I pug, I never run into a light lance/single pilot that doesn't just run off and get killed almost immediately. I'm on the fence about the ECM Raven with 2xERLL because...well, I've seen games be won by those guys, but at the same time I hate that a light is sniping (a personal feeling, not founded on anything in reality). I understand that not all pilots are cut from the same cloth, as the same could be said for every other weight class - I don't even want to think about the guys who put nothing but LRMS and a single AC/2 on an Atlas.
Frankenberry wrote:See that entire summary is what I think of when I think Light pilot/lance, you're not there to win glory for yourself, but for the team. More so than any other class the team relies on it's lights to scare away other lights and provide a wealth of information via scouting, tagging, and narcing. In this, we are in agreement.
Role suitability depends on the exact type of light 'mech. Not every heavy is a frontline brawler. Not every light is a scout.
Otherwise everyone would run ECM-Ravens, and nothing else.
Teamwork and knowledge of where/when to best apply a light 'mech's advantages is critical to success, but from what I've seen, most complaints about lights come from people that got killed by them.
Farming with my Raven 3L at the moment. XL210, 2x Large Laser (less heat and shorter burn than ER), Tag, Narc, LLaser cooldown module, LLaser range module, Ferro, Endo and Dual HS. The rest is armor. It's a beast...
As to the Raven earlier (while no TAG), I'd honestly run something like this: RVN-3L
ERLL for sniping, NARC for support, plenty of armour and 2 SPL to deal with close targets. (When facing ravens in my other lights, they always have trouble nailing me with the LL and so I can just circle them to death)
Soladrin wrote: Me and most of the guys in CI now use these builds.
The one I just posted, the 6 medium pulse laser crow and the 5x SRM6 derpcrow.
I've seen the laserboat-crow more often than the SRM6 one, and the few times I see the SRM6 he dies almost as soon as he shows up - which isn't to say the build is bad, the player generally is.
Also dropped against CI today a few times with my group, got curbstomped.
I'd love to, but my schedule is so random I have no idea when that would even happen.
And I'm terrible at the game, really. The only mech I own is a DDC currently and I'm grinding to the next variant so I can work on mastering the giant bastards.
Ovion wrote: As to the Raven earlier (while no TAG), I'd honestly run something like this: RVN-3L
ERLL for sniping, NARC for support, plenty of armour and 2 SPL to deal with close targets. (When facing ravens in my other lights, they always have trouble nailing me with the LL and so I can just circle them to death)
Thanks for the tips on Raven builds Ovion and Soladrin. I will have to play around with these.
As for now I just got my BJ-3 armed up this weekend! 2 ER-LL, 3 MPL, 3 JJ, XL235. I've been pulling an average of 400 damage a game, really loving this build!
I built up a Stormcrow (Storm Chicken) with a build similar to this and looking forward to trying it. The Stormcrow won't have the jump jets of course, but will have speed and an AMS on top of the weapon loadout to make up for it and its ridiculously good torso turn speed and radius.
Lol, I used one like that for awhile, it is mean to say the least. Right now I have my BJ-1 with two UAC-5s, 1 ML, and 2 JJs. I have the most battles in that jack and just unlocked all the elite skills over the weekend too. Then I have the BJ-1x with 6 Med L, and 2 Small L. I forget the engine but he goes 104ish kph. I use him for flanking and does a pretty good job at it. All in all the Blackjacks are by far my favorite mechs.
When I feel trolly I bring out my 4 MPL, 1 LRM 20, and 2 UAC 20 Direwolf Prime(I) . First game after some trial playing got 720ish damage.
5x UAC 5 with (I think) 4 ER Medium lasers
3x Gauss rifle with 7 ER medium lasers
Saw one get 1600 dmg yesterday.
That is evil! 700 something damage is not great but its the best i've done. ^ That is just wrong on so many awesome levels. haha.
I love UAC 5s so that build is really tempting.
I have not had much luck with Gauss yet. I've only been playing for almost 2 weeks now so there is still a lot for me to learn. But so far I am not liking Gauss or Streak missles.
I used to hate lasers but after I got my BJ-1x laser boat I started to like them. Then I did not like missles but got a Stormcrow D when they were on sale and love LRMS and SRMS. Maybe I need to make a Gauss boat next and I'll change my mind .
My personal (effective) Dire Wolf builds have been:
4x CUAC5 + 4 ERML or ERMP and a Targetting computer.
Can't remember how much ammo it had... 15-20T at least.
I've never felt the build with 5 had quite enough ammo.
My first and still favorite build is my Dakkaphract. It's got almost all its armour on the front, 4 AC/5s, a whole lot of ammo, and not much else. But I do so love stutter-firing them. I have it set up so that it's chain fire of each arm on each mouse key (so left arm, chainfire, on left mouse, right arm, chainfire, on right mouse).
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Small Laser Range +30%
Energy Weapon Range +30%
Small Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Movement:
Acceleration +25%
Deceleration +50%
Locust 1M - Tier 5 Skirmisher
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Medium Laser Range +12.5%
Energy Weapon Range +12.5%
Medium Laser Cooldown -12.5%
Energy Weapon Cooldown -12.5%
Medium Laser Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Cooldown +15%
Missile Weapon Heat Gen -15%
Movement:
Acceleration +25%
Deceleration +50%
Locust 1V - Tier 5 Support
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
ER-Large Cooldown +25%
Energy Weapon Cooldown +25%
ER-Large Duration -12.5%
Laser Duration -12.5%
Energy Weapon Range +15%
Ballistic Weapon Range +15%
Movement:
Acceleration +25%
Deceleration +50%
Locust 3M - Tier 4 Brawler
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Small Pulse Range +30%
Energy Weapon Range +30%
Small Pulse Cooldown +10%
Energy Weapon Cooldown +10%
Movement:
Acceleration +25%
Deceleration +50%
Locust 3S - Tier 4 Skirmisher
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Medium Laser Range +12.5%
Energy Weapon Range +12.5%
Medium Laser Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Missile Weapon Range +30%
Missile Weapon Cooldown +15%
Movement:
Acceleration +25%
Deceleration +50%
Jenner Oxide - Tier Brawler
SRM/4 Range +7.5%
Missile Weapon Range +7.5%
SRM/4 Cooldown +7.5%
Missile Weapon Cooldown +7.5%
SRM/4 Heat Gen -7.5%
Missile Weapon Heat Gen -7.5%
Note negative quirks from before are removed.
Raven Huginn - Tier 5 Brawler
Additional Structure (LL&RL) +4
Additional Structure (RA&LA) +3
MGun Range +12.5%
Ballistic Weapon Range +12.5%
SRM/4 Range +12.5%
Missile Weapon Range +12.5%
SRM/4 Cooldown +25%
Missile Weapon Cooldown +25%
Missile Weapon Heat Gen 15%
Cicada X5 - Tier 4 Skirmisher
Additional Armor (RA&LA) +12
Medium Laser Range +10%
Energy Weapon Range +10%
Medium Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Medium Laser Duration -10%
Laser Weapon Duration -10%
Missile Weapon Cooldown +12.5%
Old movement quirk values are retained for now - a future quirk pass will look at movement quirks across the board.
Hunchback Grid Iron - Tier 5 Skirmisher
Additional Armor (RT) +18
Additional Structure (RT) +12
Medium Pulse Range +12.5%
Energy Weapon Range +12.5%
Medium Pulse Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
UAC/5 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
UAC/5 Velocity +12.5%%
Ballistic Weapon Velocity +12.5%
Ballistic Weapon Range +15%
Movement:
Torso yaw speed +37.5%
Torso pitch speed +10%
Wolverine 6K - Tier 5 Skirmisher
Additional Structure (RA) +18
Large Pulse Range +25%
Energy Weapon Range +25%
Large Pulse Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Large Pulse Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Range +15%
Movement:
Torso yaw speed +25%
Catapult K2 - Tier 3 Skirmisher
Medium Laser Range +7.5%
Energy Weapon Range +7.5%
Medium Laser Duration -7.5%
Laser Weapon Duration -7.5%
Ballistic Weapon Cooldown +10%
Cataphract Ilya Muromets - Tier 3 Skirmisher
AC/10 Velocity +7.5%
Ballistic Weapon Velocity +7.5%
Medium Laser Cooldown +7.5%
Energy Weapon Cooldown +7.5%
Medium Laser Duration -7.5%
Laser Weapon Duration -7.5%
Awesome 8Q - Tier 5 Support
Additional Structure CT +20
Additional Structure LT +10
Structure Strength RT +10
PPC Heat Generation -12.5%
Energy Weapon Heat Gen -12.5%
PPC Range +12.5%%
Energy Weapon Range +12.5%
PPC Velocity +25%
PPC Cooldown +12.5%
Energy Weapon Cooldown 12.5%
Laser Duration -15%
Movement:
Torso yaw speed +10%
Torso pitch speed +10%
Awesome Pretty Baby - Tier 5 Skirmisher
Additional Structure CT +20
Additional Structure LT +10
Structure Strength RT +10
Large Laser Cooldown +25%
Energy Weapon Cooldown +25%
Large Laser Range +12.5%
Energy Weapon Range +12.5%
Large Laser Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Cooldown +15%
Movement:
Torso yaw speed +10%
Torso pitch speed +10%
Turn rate +5%
Stalker 4N - Tier 4 Skirmisher
Large Laser Range +10%
Energy Weapon Range +10%
Large Laser Cooldown +10%
Energy Weapon Cooldown +10%
Large Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Missile Weapon Cooldown +12.5%
Atlas Boar's Head - Tier 3 Skirmisher
Additional Structure (RT<) +11
AC/10 Velocity +7.5%
Ballistic Weapon Velocity +7.5%
Medium Pulse Range +7.5%
Energy Weapon Range +7.5%
Energy Weapon Heat Gen -10%
Large Pulse Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Large Pulse Laser Range +10%
Energy Weapon Range +10%
AC/10 Range +10%
Ballistic Weapon Range +10%
AC/10 Cooldown +10%
Ballistic Weapon Cooldown +10%
Dragon Fang - Tier 5 Skirmisher
Additional Structure CT +24
Additional Structure RA +6
AC/10 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
AC/10 Velocity +12.5%
Ballistic Weapon Velocity +12.5%
Large Pulse Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Large Pulse Range +12.5%
Energy Weapon Range +12.5%
Energy Weapon Heat Gen -15%
Dragon 5N - Tier 5 Support
Additional Structure CT +24
Additional Structure RA +6
AC/2 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
AC/2 Heat Gen -12.5%
Ballistic Weapon Heat Gen -12.5%
ER-LL Heat Generation -12.5%
Energy Weapon Heat Gen -12.5%
ER-LL Cooldown +12.5%
Energy Weapon Cooldown +12.5%
ER-LL Duration -12.5%
Laser Weapon Cooldown -12.5%
Movement:
Torso yaw speed +10%
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Small Laser Range +30%
Energy Weapon Range +30%
Small Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Movement:
Acceleration +25%
Deceleration +50%
Locust 1M - Tier 5 Skirmisher
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Medium Laser Range +12.5%
Energy Weapon Range +12.5%
Medium Laser Cooldown -12.5%
Energy Weapon Cooldown -12.5%
Medium Laser Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Cooldown +15%
Missile Weapon Heat Gen -15%
Movement:
Acceleration +25%
Deceleration +50%
Locust 1V - Tier 5 Support
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
ER-Large Cooldown +25%
Energy Weapon Cooldown +25%
ER-Large Duration -12.5%
Laser Duration -12.5%
Energy Weapon Range +15%
Ballistic Weapon Range +15%
Movement:
Acceleration +25%
Deceleration +50%
Locust 3M - Tier 4 Brawler
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Small Pulse Range +30%
Energy Weapon Range +30%
Small Pulse Cooldown +10%
Energy Weapon Cooldown +10%
Movement:
Acceleration +25%
Deceleration +50%
Locust 3S - Tier 4 Skirmisher
Additional Structure (LL&RL) +8
Armor Strength (LA&RA) 50%
Medium Laser Range +12.5%
Energy Weapon Range +12.5%
Medium Laser Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Missile Weapon Range +30%
Missile Weapon Cooldown +15%
Movement:
Acceleration +25%
Deceleration +50%
Jenner Oxide - Tier Brawler
SRM/4 Range +7.5%
Missile Weapon Range +7.5%
SRM/4 Cooldown +7.5%
Missile Weapon Cooldown +7.5%
SRM/4 Heat Gen -7.5%
Missile Weapon Heat Gen -7.5%
Note negative quirks from before are removed.
Raven Huginn - Tier 5 Brawler
Additional Structure (LL&RL) +4
Additional Structure (RA&LA) +3
MGun Range +12.5%
Ballistic Weapon Range +12.5%
SRM/4 Range +12.5%
Missile Weapon Range +12.5%
SRM/4 Cooldown +25%
Missile Weapon Cooldown +25%
Missile Weapon Heat Gen 15%
Cicada X5 - Tier 4 Skirmisher
Additional Armor (RA&LA) +12
Medium Laser Range +10%
Energy Weapon Range +10%
Medium Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Medium Laser Duration -10%
Laser Weapon Duration -10%
Missile Weapon Cooldown +12.5%
Old movement quirk values are retained for now - a future quirk pass will look at movement quirks across the board.
Hunchback Grid Iron - Tier 5 Skirmisher
Additional Armor (RT) +18
Additional Structure (RT) +12
Medium Pulse Range +12.5%
Energy Weapon Range +12.5%
Medium Pulse Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
UAC/5 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
UAC/5 Velocity +12.5%%
Ballistic Weapon Velocity +12.5%
Ballistic Weapon Range +15%
Movement:
Torso yaw speed +37.5%
Torso pitch speed +10%
Wolverine 6K - Tier 5 Skirmisher
Additional Structure (RA) +18
Large Pulse Range +25%
Energy Weapon Range +25%
Large Pulse Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Large Pulse Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Range +15%
Movement:
Torso yaw speed +25%
Catapult K2 - Tier 3 Skirmisher
Medium Laser Range +7.5%
Energy Weapon Range +7.5%
Medium Laser Duration -7.5%
Laser Weapon Duration -7.5%
Ballistic Weapon Cooldown +10%
Cataphract Ilya Muromets - Tier 3 Skirmisher
AC/10 Velocity +7.5%
Ballistic Weapon Velocity +7.5%
Medium Laser Cooldown +7.5%
Energy Weapon Cooldown +7.5%
Medium Laser Duration -7.5%
Laser Weapon Duration -7.5%
Awesome 8Q - Tier 5 Support
Additional Structure CT +20
Additional Structure LT +10
Structure Strength RT +10
PPC Heat Generation -12.5%
Energy Weapon Heat Gen -12.5%
PPC Range +12.5%%
Energy Weapon Range +12.5%
PPC Velocity +25%
PPC Cooldown +12.5%
Energy Weapon Cooldown 12.5%
Laser Duration -15%
Movement:
Torso yaw speed +10%
Torso pitch speed +10%
Awesome Pretty Baby - Tier 5 Skirmisher
Additional Structure CT +20
Additional Structure LT +10
Structure Strength RT +10
Large Laser Cooldown +25%
Energy Weapon Cooldown +25%
Large Laser Range +12.5%
Energy Weapon Range +12.5%
Large Laser Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Cooldown +15%
Movement:
Torso yaw speed +10%
Torso pitch speed +10%
Turn rate +5%
Stalker 4N - Tier 4 Skirmisher
Large Laser Range +10%
Energy Weapon Range +10%
Large Laser Cooldown +10%
Energy Weapon Cooldown +10%
Large Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Missile Weapon Cooldown +12.5%
Atlas Boar's Head - Tier 3 Skirmisher
Additional Structure (RT<) +11
AC/10 Velocity +7.5%
Ballistic Weapon Velocity +7.5%
Medium Pulse Range +7.5%
Energy Weapon Range +7.5%
Energy Weapon Heat Gen -10%
Large Pulse Laser Heat Gen -10%
Energy Weapon Heat Gen -10%
Large Pulse Laser Range +10%
Energy Weapon Range +10%
AC/10 Range +10%
Ballistic Weapon Range +10%
AC/10 Cooldown +10%
Ballistic Weapon Cooldown +10%
Dragon Fang - Tier 5 Skirmisher
Additional Structure CT +24
Additional Structure RA +6
AC/10 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
AC/10 Velocity +12.5%
Ballistic Weapon Velocity +12.5%
Large Pulse Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Large Pulse Range +12.5%
Energy Weapon Range +12.5%
Energy Weapon Heat Gen -15%
Dragon 5N - Tier 5 Support
Additional Structure CT +24
Additional Structure RA +6
AC/2 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
AC/2 Heat Gen -12.5%
Ballistic Weapon Heat Gen -12.5%
ER-LL Heat Generation -12.5%
Energy Weapon Heat Gen -12.5%
ER-LL Cooldown +12.5%
Energy Weapon Cooldown +12.5%
ER-LL Duration -12.5%
Laser Weapon Cooldown -12.5%
Movement:
Torso yaw speed +10%
Holy crap, the Pretty Baby might actually be worth taking now.
Simply place [Spoiler] at the start, and [/Spoiler] at the end of the text, and it'll condense it down to a spoilered box
I did a quick review of the Locust Quirks earlier, so here you go:
Spoiler:
Quick review of the Locust Quirks now they've fixed the post:
Locust 1E - Tier 4 Brawler
(6E - common loadout, 6SPL / 6SML)
- Comments:
If this covers Small and Small Pulse Lasers, it'll be amazing.
I doubt it will though.
I'll try it with 6SL instead of 6SPL, but I think that SPL may still be better.
Can still run it with the SPLs and just have +30% and -10% though, rather than +60%, -20%.
Should still simply improve the build I already run regardless.
Locust 1M - Tier 5 Skirmisher
(2E, 2M - common loadout 2 ML/MPL, 2SRM2/SSRM2)
- Comments:
It'd be nice if this covered Medium Pulse aswell, but like the 1E it's doubtful.
The missile ones are a nice overall boost, and even using Pulse It'll still just improve my standard build.
Locust 1V - Tier 5 Support
(1E, 4B - common loadout 1ML/MPL, 4MG)
This... makes no sense.
The ERLL build is a rarely used build, and has no relation to it's stock build or purpose either.
With an ERLL, you can either fit:
An XL190 and no other weapons.
-or-
An XL170 with 2MGs and a half ton of ammo (need to drop some armour too)
+50% to cooldown, -25% duration and +15% range isn't bad for the ERLL, but... a sniping weapon on a mech that dies when it stops moving?
I feel this is the first real miss in the locust quirks.
Locust 3M - Tier 4 Brawler
(5E - Common loadout mixed Small and Medium lasers)
- Comments:
I can't help but feel this should have swapped quirks with the 1E.
Other than that? S'fine.
Locust 3S - Tier 4 Skirmisher
(1E, 4M - I'm not actually sure what the common builds are for this anymore. 2-4SRM2s/SSRM2s? with a ML/MPL?)
- Comments: Seems alright, much the same as the 1M, with range boosts instead of cooling?
Overall the boosts seem fine, just the 3M and 1E should switch quirks, and I don't know what's going on with the 1V...
Wow this is going to be a game changer, too bad my trebs got snubbed, lrm buff doesn't help me any. I do like the 3F buffs energy cooldown and missile cooldown is going to make it a beasty once more.
Trebs all look to be Tier 3 to 4?
And to be fair, as with all of them - yes it'll get the biggest boost with that specific weapon, but it gets half the boost with any weapon of that type.
So your trebs will still improve a significant ammount.
Holy crap, that Centurion - D though...I'm actually really happy with the Awesome changes, it's still a walking brick, but now you can make people pay for engaging you head on.
Over the weekend I managed to master out my BJ-3 and my BJ-1. I put the AC-2s on my 1 and that thing is fun! Been pulling an average of 300 damage a game and got 660 for my best so far. The fire rate is awesome with the quicks and cores slow assaults before they can run to cover.
With the level 5 ER large laser cooldown on my BJ-3 I am now getting 600-800 damage fairly often if I can get into a good position.
Now I need to start working on my Jagermech again. Need to buy the AA next and want that ECM Raven. Next couple days off are going to be spend credit farming in my Direwolve Prime and Atlas S.
Ruberu wrote: Over the weekend I managed to master out my BJ-3 and my BJ-1. I put the AC-2s on my 1 and that thing is fun! Been pulling an average of 300 damage a game and got 660 for my best so far. The fire rate is awesome with the quicks and cores slow assaults before they can run to cover.
With the level 5 ER large laser cooldown on my BJ-3 I am now getting 600-800 damage fairly often if I can get into a good position.
Now I need to start working on my Jagermech again. Need to buy the AA next and want that ECM Raven. Next couple days off are going to be spend credit farming in my Direwolve Prime and Atlas S.
I got myself the AS7-S and I can't get that thing to work, maybe I'm used to the ECM love my DDC gets but I swear, with the S I die quicker than my teammates nearly every fight.
Ruberu wrote: Over the weekend I managed to master out my BJ-3 and my BJ-1. I put the AC-2s on my 1 and that thing is fun! Been pulling an average of 300 damage a game and got 660 for my best so far. The fire rate is awesome with the quicks and cores slow assaults before they can run to cover.
With the level 5 ER large laser cooldown on my BJ-3 I am now getting 600-800 damage fairly often if I can get into a good position.
Now I need to start working on my Jagermech again. Need to buy the AA next and want that ECM Raven. Next couple days off are going to be spend credit farming in my Direwolve Prime and Atlas S.
I got myself the AS7-S and I can't get that thing to work, maybe I'm used to the ECM love my DDC gets but I swear, with the S I die quicker than my teammates nearly every fight.
What are you running on it?
I can't remember it's exact layout, (I am at work otherwise I would look it up for you) but I know it has a gauss with 3 tons of ammo and 4 SRM 4s. It works mostly okfor me.
I either had a stroke or just can't play this game anymore. Every game I drop lately is shameful. Im not saying I was an epic player, but I was a good player, now Im dog turds.
Pirates Bane has been good fun.
Locusty goodness, everything I wanted from a Locust Hero.
I've been finding I've generally been having pretty good games pugging (mixed with not very good games), but if I drop group lately I do exceptionally badly.
Frankenberry wrote: So, Awesome 8qs and 9ms, going to be buying 9 me of each in a bit, anyone had any time in them since the quirks?
Erm... eh?
Not sure which ones the QS, MS and ME are... sooo.. On paper now, Awesomes aren't that bad.
Play wise they've improved and are somewhat more common again, and don't just evaporate due to being barn doors now.
In regards to quirks:
Spoiler:
Awesomes:
Max 300 Engine:
AWS-8Q - 7E, Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (PPC +25%)
Energy Cooldown +12.5% (PPC +25%)
Energy Heat Gen -12.5% (PPC -25%)
Laser Duration -15%
PPC Velocity +25%
AWS-8R - 3E, 4M (4x15), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Cooldown +12.5% (ER Large Laser +50%)
Energy Heat Gen -12.5% (ER Large Laser -25%)
Missile Range +12.5% (LRM15 +25%)
Missile Cooldown +12.5% (LRM15 +25%)
Missile Heat Gen -15%
AWS-8T - 5E, 2M (2x15), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +15%
Energy Cooldown +15
Energy Heat Gen 15
Missile Cooldown +12.5% (LRM15 +25%)
Missile Heat Gen -15%
AWS-8V - 4E, 3M (3x15), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (PPC +25%)
Energy Cooldown +15%
Missile Cooldown +12.5% (LRM15 +25%)
Missile Heat Gen -15%
PPC Velocity +25%
Max 385 Engine:
AWS-9M - 6E, 3M (3x2), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (ERPPC +25%)
Energy Heat Gen -12.5% (ERPPC -25%)
Energy Cooldown +15%
Laser Duration -15%
ERPPC Velocity +25%
Max 400 Engine:
AWS-PB (Pretty Baby) 3E, 3M (2x4, 1x15), Quirks:
+5% turn speed, +20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (Large Laser +25%)
Energy Cooldown +25% (Large Laser +50%)
Energy Heat Gen -12.5% (Large Laser -25%)
Missile Cooldown +15%
I have the 9M already, on my list currently is to get the 8R and 8Q, mostly because they're as different as possible.
I'd reccomend the 8R as one of them because it's a damn good missile boat.
Frankenberry wrote: So, Awesome 8qs and 9ms, going to be buying 9 me of each in a bit, anyone had any time in them since the quirks?
Erm... eh?
Not sure which ones the QS, MS and ME are... sooo.. On paper now, Awesomes aren't that bad.
Play wise they've improved and are somewhat more common again, and don't just evaporate due to being barn doors now.
In regards to quirks:
Spoiler:
Awesomes:
Max 300 Engine:
AWS-8Q - 7E, Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (PPC +25%)
Energy Cooldown +12.5% (PPC +25%)
Energy Heat Gen -12.5% (PPC -25%)
Laser Duration -15%
PPC Velocity +25%
AWS-8R - 3E, 4M (4x15), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Cooldown +12.5% (ER Large Laser +50%)
Energy Heat Gen -12.5% (ER Large Laser -25%)
Missile Range +12.5% (LRM15 +25%)
Missile Cooldown +12.5% (LRM15 +25%)
Missile Heat Gen -15%
AWS-8T - 5E, 2M (2x15), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +15%
Energy Cooldown +15
Energy Heat Gen 15
Missile Cooldown +12.5% (LRM15 +25%)
Missile Heat Gen -15%
AWS-8V - 4E, 3M (3x15), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (PPC +25%)
Energy Cooldown +15%
Missile Cooldown +12.5% (LRM15 +25%)
Missile Heat Gen -15%
PPC Velocity +25%
Max 385 Engine:
AWS-9M - 6E, 3M (3x2), Quirks:
+20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (ERPPC +25%)
Energy Heat Gen -12.5% (ERPPC -25%)
Energy Cooldown +15%
Laser Duration -15%
ERPPC Velocity +25%
Max 400 Engine:
AWS-PB (Pretty Baby) 3E, 3M (2x4, 1x15), Quirks:
+5% turn speed, +20 CT, +10 ST internal structure, turn rate +10%
Energy Range +12.5% (Large Laser +25%)
Energy Cooldown +25% (Large Laser +50%)
Energy Heat Gen -12.5% (Large Laser -25%)
Missile Cooldown +15%
I have the 9M already, on my list currently is to get the 8R and 8Q, mostly because they're as different as possible.
I'd reccomend the 8R as one of them because it's a damn good missile boat.
Jesus, I didn't know I'd typed that bad of a post on my phone, not doing that again.
But yeah, I mean the 8Q and the 9M (ppc and erppc boats respectively). I've seen more of them in combat but people still suck at piloting them in my bracket (down near the bottom) so I haven't had any reference to how good they can be.
It's significantly different to the 2 you have, keeping it interesting.
It also makes a pretty nasty LRM boat, with 4xLRM15s boasting a range of 1250M, and better heat + cooldown than normal.
Ovion wrote: Then yes, for your third, I reccomend the 8R.
It's significantly different to the 2 you have, keeping it interesting.
It also makes a pretty nasty LRM boat, with 4xLRM15s boasting a range of 1250M, and better heat + cooldown than normal.
It'll be the next one I get.
I think I used the 8T? The one with only 2 bays and had a blast with that, less point defense weapons than the rest I think, which made fending off lights and mediums pretty irritating. Truthfully I'll be getting the 8R, Q, and 9M once I get some C-Bills together - I can't justify spending MC on C-Bill available mechs.
I love this sale! Bought the Dragon Mastery pack and the Fang, of cousre keeping the Heros and the Champion but going to sell the regular one. Still have some extra MC for some camo for my other mechs and some cockpit jewerly.
Just waiting to actually get to play now, sadly I have to work all weekend so I won't be able to enjoy my new mechs for this extra xp weekend.
Mr Morden wrote:Good to see they are dropping the Beagle counter range - had a horrible time trying to provide protection for the team!
what are you running in Pirates Bane - I had 4 SL's and MGs plus AMS and ECm but now have 3 med lasers, Sl and ECM.AMS
I've been running this:
Experimented with 4 Small Pulse Laser, 2MG, but it was a lil too... iunno... lacking somehow.
Currently trying 2ML, 2SL, 2MG but it runs too hot for my tastes.
Debating trying 2 SL, 2SPL, 2MG though I think that'll fall short too.
Allowed to stay with it, I can drop an Atlas within 60% heat using 4SL + 2MG.
The burn times a little high, but it suits my playstyle of sustained harrassing passes.
Ohhhh that's nice - should be getting one then as ordered the resistance pack recently
@ Ovion - loving my Pirates Bane - I'm not great with Lights but its so much fun - although I do still have an AMS (have them on ALL my mechs) - notice that you don't bother?
Yeah, if you got the Zeus Pack paid up, you get it when that timer runs out.
My Zeus isn't isn't paid up yet (though I still get the KGC from the previous top tier packs).
Locusts are good times. Up to 7 you should join me. Need to take my PB out more though. (Wonder if any other Camo Unlocks would look any good on me Locusts)
Automatically Appended Next Post: Servers are down now.
I think they set it to 6pm, real-time, rather than Canada Time O-o
My PB, one of the 1Vs, and the 1M have DHS among my Locusts atm.
My 1E and 3M rather need them.
The 3S could probably do with them, and I'll probably get them for it eventually.
The other 1V does not need them, as it's 1MPL and 4MGs. Singles is fine.
The sad thing is, I don't even want to drop in it.
Assault queue is at 75%, it'll take a looooooong time, and I'll probably die in moments, so I'll give it a few days and just mess with builds and training grounds, then maybe drop in my Locust and go Crab fishing!
Automatically Appended Next Post: 2x AC20 (4T)
2xMPL (3T)
2xSRM6
When I alpha, I hit 98-99% heat, but god help you if you're in front of me.
Anything sub-assault in training ground just dissapears in a cloud of smoke, and even then Ican get the rear armour there's a good chance those will go away too.
77.8pt Alpha. I'll be interested to see how it performs in a live-fire situation.
On my first game, I got 4 kills. Its was nuts. Sadly, I only did 150ish damage since all I did was dual ac20 people in the core. I swear I only fired 5 or 6 times that game.
Hmmnh. I'm tempted to take a look soon'ish (probably January at the earliest though), but I am so out of the loop and practice that I fear I'd get roflpwnd within the first 30 seconds of a game. It also still grinds my gears that apparently no-one at PGI realises how faction militaries work when it comes to the ranks of their MechWarriors. But still ... I hear the Dragon's call.
Does anyone want to offer their review of the current version of Community Warfare?
Mind sticking up a link or a name for that vid? I got this weird thing going where FireFox thinks Flash is a virus or something, telling me to update it when it's already updated.
So I've been playing clan warfare all day. All I can say, is I'm glad I don't border the jade falcons. House of Lords and the various jade falcon galaxy's are really good at this game.
Thew ping combined with the bad frames is truly a beast though. I am having real problems getting things to hit.
I seem to be in the minority, but I'm not digging the CW. The two maps are pretty bad, the att/def is bad, the box at the back objective is poor, balance IS vs clans is rough at best, fps for most people is horribad, dropping out 1 out of 3 matches is not great (even though I never failed to rejoin)
I know its in beta currently so some of the stuff is just a wait and see.
I heard so many people in my unit go OMG it came early OMG, I say it came 2 and a half years late but whateves.
Anvildude wrote:Mind sticking up a link or a name for that vid? I got this weird thing going where FireFox thinks Flash is a virus or something, telling me to update it when it's already updated.
Heh. The same combat you 'love', now with moar dubstep drops.
You know what would be awesome? If they actually managed to individualize the maps for each different planet. Create a procedural generation for the terrain to start with, add some 'planet quirks' and manually place in the props, you could probably stomp out a planet a day or two.
Also, what would be awesome is if players could actually dedicate themselves as Drop Ship pilots to provide fire support and have to actually fly their downed allies in themselves- it would add so much more to the game. Maybe mount the Long Toms on the ships so that artillery is actually fired off by another player.
If you do end up buying one of your own, I reccomend:
Adder Prime first (if you're getting on with that well)
And/Or Adder D.
I say the D, because with the purchase of it plus a Prime Arm, and A torsos, you've got all the ideal set ups for the mech available.
If the Prime, you can get the D and A torsos for the same effect.
But that gives you the ability to make the Laser Vomit, PPC sniper and LRM boat builds.
I favour the LRM flavour myself: ADR-D This is a really solid boat, with an LRM30 and 2ERMLs for backup.
For a PPC Prime, I'd say ultimately changing it to: ADR-PRIME Not a huge difference, but it gives you a pair of lasers for close defence, though you could replace them with 2 more heat sinks.
Well since I've got access to the Adder Prime Trial for now I'm buying other mechs. I've gotten a Stalker which I'm sure I'll rarely use as it's too slow in this game, and I'm enjoying my Jaeger I just bought
I've also enjoyed using a Hunchback trial equipped with too many Med Lazers
Ovion wrote: Heh, you all use the sale to buy good mechs.
I bought a Cicada 3C.
Bit short of Cash and a Thunderbolt was on my want list - the mech was always cool in the background. I laso want to get soem more Dragons so I can master the one I have. But need to earn the c-bills!
What advantage and Disadvantages do DOuble heats sinks offer?
They take up more critical slots, which on some 'mechs aren't all that numerous, but generally, double heat sinks are a worthwhile upgrade compared to their singe brethren.
Although, you can put an utter fethload of them on most chassis, not that you should, but the option is there.
And if you're running a Jaeger, go double heatsinks, you'll want to stay cool and spam those AC's as much as possible.
The advantage of double heat sinks always outweighs the negatives. It offers more cooling per ton. I have never found a mech where it was worth it to not take them.
Honestly, endo and double heat sinks are mandatory on just about every mech. Ferro only on very specific (mostly lights) since it uses far to many crit slots for the tonnage you get back.
Single Heatsinks are 1T, 1 Slot, 1 Heat dissipation. Double Heatsinks are 1T, 3 slots, 1.4 heat dissipation (2 if in base engine sinks).
Due to the 2x Engine sinks alone it's basically always worth getting DHS.
Endo-Steel takes up 14 slots and reduces the weight of the structure by half. Endo is effectively mandatory on basically all Lights+Mediums, and on a case by case basis with Heavy+Assault.
Ferro-Fibrous reduces the weight (but not amount) of armour. It also takes up 14 slots. Ferro is pretty mandatory on most lights, and useful on lots of mediums, but often takes up too much space vs the weight saving on anything bigger.
XL Engines are massively more expensive, take a 6 more slots (3 for each side torso), but weigh massively less. Also pretty mandatory for Lights, and again case-by-case on anything larger.
Ovion wrote: Yeah, a Teamspeak 3 style VOIP is going to be integrated in feb.
Among other things.
Urbanmech
Yeah I saw the UrbanMech - it should be fun - but I would much prefer an old school Warhammer or Marauder - In Black Widow Company colours - in the meantime eagely waiting for my Panther.
The system that Tribes uses/used and may have pioneered (I'm not really up on video game chat functionality history).
Take a key that's not oft used, somewhat out of the way, such as "v" for example. Bind that so that it brings up a little menu in-game, which then has sub-menues accessable via other keys (such as 'g' or 'f' or whatnot). While this menu is up, btw, those keys proc first to the menu and don't do other in-game stuff, so no accidental grenades or whatever. Then you have a final keystroke which selects an option from that sub-menu.
In Tribes, 'v' was the initial menu proc, 'g' was for "Social", and 's' was for the setting-appropriate swear word, Shazbot. So hitting 'v-g-s' in rapid succession would almost instantly have your character verbalize "Shazbot", as well as sticking it in chat.
But there were other functions as well. "v-g-h" might give a "Hello" message, or "v-c-d" might say "Defend the Base!"
It's a very smooth system, allowing for a very diverse set of commandes (Tribes had, I think, 5 or 6 initial submenues, some of which had their own sub menus) within the time it would otherwise take to type a single word. And once you learned the system, it was pretty intuitive as well.
Also, Marauders can't be included due to being one of the Unseen, I think.
There are already unseen mechs in the game.
Yeah several were remade to be less problematic - Locusts, Battlemaster, ShadowHawk IIRC all were taken from elsewhere in their original format but made into less obvious (and sadly somewhat less cool) versions
So do you need stuff to use this VOIP thingy - I don't have comms so doubt it will work for me
Those are Reseen, rather than their original Unseen counterparts, from Project Phoenix.
A few others could be get awayable, but most PGI are staying away from because they're still a hot topic with Harmony Gold, and they don'y want to risk their wrath.
How does Harmony Gold still exist... they haven't made anything since 2005.
fething [MOD EDIT - The Expletive Filter helps but it isn't perfect, and ultimately we're all responsible for the content of our posts. - Alpharius] companies...
Automatically Appended Next Post: - Yeah, that's pretty much how it lives:
Legal issues Harmony Gold, via its license of Robotech, claims to own the copywrite in the US for images of mecha from the component series of the show, Super Dimension Fortress Macross, Super Dimension Cavalry Southern Cross, and Genesis Climber MOSPEADA. They have pursued multiple lawsuits against anyone using mecha which even vaguely resemble these designs.
Most notably, many early designs used in Battletech, such as the Warhammer, Valkyrie, and Marauder, were licensed directly from the Japanese producers of Macross, with the overlapping rights mistake not being realized for nearly a decade. Harmony Gold sued FASA, and as a result these designs were removed from the game. Fan outcry over 'The Unseen' has lead to multiple attempts to negotiate deals allowing for resumed use of the designs, but despite in one case a sourcebook going to press before being abruptly pulled, no deal has ever been reached. As a result of the failed negotiations, the producers of Battletech ruled that any designs not developed in house would no longer be used in order to avoid future issues.
Harmony Gold issued cease and desist orders against sites displaying images and trailers from the video game MechWarrior Online, due to one of the mehs used in the trailer being a Warhammer.[3] The company claims that the images portray ’mechs that they own the rights to, according to a legal settlement from 1996.[4]
The legal status of Harmony Gold's license to Macross is dubious. Harmony Gold’s license for Macross came from Tatsunoko Production, but Japanese courts ruled that it was Studio Nue (creators of the series) that controls the Macross intellectual property. The license Tatsunoko was given was for international distribution outside Japan only, and does not allow them to control the intellectual property.[citation needed]
Harmony Gold is known for making broad ranging claims on the Macross copywrite in order to extract payments from other companies. Harmony Gold claims in Federal Court that Hasbro's SDCC 2013 exclusive set "G.I. Joe vs Transformers The Epic Conclusion" violates their copyright license on the animated Japanese Macross TV series (1982-84).[5]
Their basically just throwing tenuous lawsuits and royalty claims to stay afloat.
I have not had significantly luck with Gauss but. We have simply recently been playing for almost Two weeks now so there remains a whole lot that i can understand. Yet to date I'm not really liking Gauss or perhaps Ability missles.
So how do you actually participate in a match in community warfare? I signed on with Ghost Bear being my favorite clan out of the invading clans allowed and saw three planets on the list with any sort of activity, clicked enter and I was the only person there. I have more things to do than look at an empty screen so I checked all three and had the same response so I went and played Skyrim.
I managed to get into a few faction games over the weekend. It can be a wait. I love the Mad Dog, that thing is a beast for only being 60 tons. I want another one but I guess it will be awhile since grinding C-Bills takes forever.
Col. Dash wrote: So how do you actually participate in a match in community warfare? I signed on with Ghost Bear being my favorite clan out of the invading clans allowed and saw three planets on the list with any sort of activity, clicked enter and I was the only person there. I have more things to do than look at an empty screen so I checked all three and had the same response so I went and played Skyrim.
Did you even wait a full minute? It can take up to that long to just link you into a group let alone get you in a game. You need a bit more patience to play CW.
What factions or clans are you guys fighting for in CW? I've started playing MWO again after a longer break and thought it might be cool to drop with some of the dakka pilots once in a while.
Minx wrote: What factions or clans are you guys fighting for in CW? I've started playing MWO again after a longer break and thought it might be cool to drop with some of the dakka pilots once in a while.
Steiner - for the Archon - Melissa iirc. She's lovely.
Our Merc group just changed from rassalhog (how the hell do you spell that) to Smoke jaguar to do some research on the clans play style to see how they do so well. So far I've only been able to conclude - because their mechs eat IS ones for breakfast. For some reason that upset a lot of people in my merc group.
Mr Morden wrote: Enjoying my new Panthers and Enforcers - great fun - anyone else having fun with them?
I am currently using the Enforcer 5D for the weekend challenge and having great fun as well. It's resilient and mobile while still packing enough weapons. I haven't really tried the Panther yet, although jump sniping with a somewhat fast mech should be fun.
So far I have only used the Panther 10k with 2 ERPPCs and the Enforcer 5D with an UAC 5 and 2 ERLL. Both have been lots of fun and work really well with the builds.
The 5D does not have many quirks for the UAC 5 or ERLL but its still a blast using it like that.
People are saying the 3d waves light might just be the most powerful light ever released so far. Basicly a fire starter with ecm in a compact spider sized package. I pray for our souls.
Shadow cats a goodie too. I will probably just get those two and skip the big fellas.
I want a Cauldronbourn but I can't justify spending that kind of money on this. Perhaps I'll grab it seperate when ti comes out, or wait awhile until I can grab it for C-bills
I am in Jade Falcon Prime. Pilot name Prawfut Bludskin
JFP is loyalist Jade Falcon unit (obviously lol)
We are not a competition group but we do train our pilots to be nearly comp level. Something I think any Steiner pilot here would attest to If you are interested in Clans and Unit play in CW come check us out.
ClanJadeFalcon.com
Been playing more lately as I short time for a vacation and my attention span is short bouncing me from game to game. I have a question. whats the point of picking a particular house to fight for in faction warfare? I chose Liao last night and spent all four games I played as the lone Liao guy in heavily mixed companies fighting preformed Clan Wolf companies(there are twelve of them thus they aren't binaries or trinaries.). We barely scratched these guys. It was really bloody annoying and not a lot of fun. I play for fun, not for super competitiveness.
I am going to start running Ravens and ECM mechs to try and support my allies but that will seriously impact my points. I noticed that the clan wolf guys are fielding massive amounts of ECM making it incredibly hard to target them with any kind of missiles. I am not going to say clan is OP, I do not think it is. I think they need to institute proper clan numbers however. 12 vs 10. There is no reason whatsoever they cant do this.
Mr Morden wrote: I have always been Steiner but may drop a few times with some of the other IS Houses to get the free Mechbays
Same ingame name?
Kyle Travis on MechWarrior
I have a question. whats the point of picking a particular house to fight for in faction warfare?
Its fun and fluffy - but more seriously - you get loyalty points and lots of nice things for achieving specific ranks in the various House / Clans...... 8 or 9 bad games will get you a free Mech bay for instance.
Col. Dash wrote: spent all four games I played as the lone Liao guy in heavily mixed companies fighting preformed Clan Wolf companies(there are twelve of them thus they aren't binaries or trinaries.). We barely scratched these guys. It was really bloody annoying and not a lot of fun. I play for fun, not for super competitiveness.
I will only say this here because the forums on MWO site are just too toxic to try explaining anything rationally A few tips for CW.
#1The current version of CW is NOT pug friendly. You will have much more fun if you join a unit, even a causal one, and drop as a team. Most casual teams do not mind if you only have time for 1 or 2 games, as long as you are willing to wait for their current match to finish to pick you up. Also most will offer advice and "training" on good builds, strategies, and tactics, to improve your piloting skills.
#2 Learn the Que Info Pugging can be done in CW, but a better understanding of the Que Info tab on each planet will improve your general experience greatly, Please see tip #4 for why Clan vs IS is such a mixed bag. Look for planets that have numbers on them already (don't go to a 0/0 planet). When you select a planet you will be able to look at the Que Info tab and it shows a bar graph that looks something like this: 11 10 9 8 7 6 5 4 3 2 - 1 - - - 1 2 3 4 5 6 7 8 9 10 11 :EDIT cant make the spacing work... just imagine the dashes are over 3 and 6 What my example graph is telling you is there is 1 group of 6 pilots, 1 group of 3 pilots, and 2 groups of 1 pilot (solo ques). this totals 11 pilots and only needs 1 more pilot to launch a lobby. If you look at this graph before you hit attack you will have an idea of how long a wait you will have based on how many more pilots it needs to make a 12 pilot group. You will also know if you are going into a full pug fest (12 groups of 1 pilot) or a near 12man (1-11man group plus 1 solo)
#3 Attack, Your faction (you chose Liao) dictates who and where you are able to attack. As Liao you only have 2 options on attack, Davion and Marik. Since opening of CW the greater number of Marik and Liao playerbase has had a Cease Fire in effect. You are not likely to be able to attack Purple Birds. You CAN attack Yellow Menace and honestly that is where MOST of Liao's larger groups focus. Teams prefer to be the aggressor. No matter what faction, Clan, or House you are in, most teams prefer to be the aggressor. As a Solo pug player you are much more likely to join partial teams (6+ team members) when on an attack planet. Both because teams prefer to be aggressive and the "Attack Grab Bag" of solo pilots for attack planets is MUCH smaller.
#4 Defense, Like attack your faction dictates where you can defend. As Liao you only have 2 defenses of your own territory, against Marik (not going to be attacked) and Davion. You also have the option to defend any IS world under attack from Clans. This is why most IS pugs feel like they run into clan teams non stop. Every IS faction can defend vs Clans. When a clan team is formed (full 12 man or not) the "Call to Arms" goes out to EVERY IS pilot "Defence Grab Bag" to join the que and defend against this attack, not just the faction pilots that are under attack. So most people in hopes to find a fast game click on the defend and unless you are already in a group (TEAMS FTW) you are likely solo dropping with all the other solos that clicked on the defend button.
You get to play the game how it's supposed to be played? Seriously though, playing this game with a group on teamspeak or something is just a far superior experience IMO.
You get to play the game how it's supposed to be played? Seriously though, playing this game with a group on teamspeak or something is just a far superior experience IMO.
QFT! If you mean Clan as in a Unit. This game is really intended to be a social game so may as well make some friends while doing it.
If you are meaning Clan faction, Jade Falcon, Ghost bear, Smoke Jaguar, Wolf - it just means in CW you use Clan Mechs exclusively (IS houses use IS mechs exclusively)
Also note some Merc Units like Comstar Irregulars that Ovion and Soladrin belong to often switch sides so that their players get to use IS tech while on IS contract and Clan tech while on Clan contract. While Loyalist units like Jade Falcon Prime the unit I belong to have permanent contracts with one faction, and I only get to use my IS mechs in non-CW matches.
keltikhoa wrote: Also note some Merc Units like Comstar Irregulars that Ovion and Soladrin belong to often switch sides so that their players get to use IS tech while on IS contract and Clan tech while on Clan contract.
We're red now.
We were blue last week.
Don't remember being green yet, but I liked it when we were cyan.
(I do actually know what we are - I miss being FRR, I actually want to career track that, but I'm a support mech in a merc core, I go where they pay me I'm told.)
keltikhoa wrote: Also note some Merc Units like Comstar Irregulars that Ovion and Soladrin belong to often switch sides so that their players get to use IS tech while on IS contract and Clan tech while on Clan contract.
We're red now.
We were blue last week.
Don't remember being green yet, but I liked it when we were cyan.
(I do actually know what we are - I miss being FRR, I actually want to career track that, but I'm a support mech in a merc core, I go where they pay me I'm told.)
Lol my first intro to the BT universe (lore) was the Jade Phoenix Trilogy. It hooked me completely and I have been a Jade Falcon purist ever since lol. Also I am at faction rank 16 going on 17... those higher end faction rewards are SWEEEET.
Ugg pet peeve, calling a guild or corp a clan. If its fantasy its a guild, if its modern or sci fi its a corp or unit. Never understood the whole clan thing outside the BT clans or the Wu Tang.
I have started playing a Raven 3L for faction games and it does ok. Biggest problem I have had was managing buttons with diverse weapon systems. How are you guys managing mechs with 4 distinct weapon systems or do you just have high end mice with multiple programmable buttons? I have reduced my Raven to just medium pulse lasers and the Narc and TAG which I rarely get to use. I didn't find the SMR6s useful in faction warfare as we are usually too much on the move backwards getting curb-stomped by premade teams to want to get in effective range of the SRMs. With Narc I can fire and forget and move away, maybe with a quick laser volley. TAG just gives my position away and asks for an airstrike.
Col. Dash wrote: Ugg pet peeve, calling a guild or corp a clan. If its fantasy its a guild, if its modern or sci fi its a corp or unit. Never understood the whole clan thing outside the BT clans or the Wu Tang.
I have started playing a Raven 3L for faction games and it does ok. Biggest problem I have had was managing buttons with diverse weapon systems. How are you guys managing mechs with 4 distinct weapon systems or do you just have high end mice with multiple programmable buttons? I have reduced my Raven to just medium pulse lasers and the Narc and TAG which I rarely get to use. I didn't find the SMR6s useful in faction warfare as we are usually too much on the move backwards getting curb-stomped by premade teams to want to get in effective range of the SRMs. With Narc I can fire and forget and move away, maybe with a quick laser volley. TAG just gives my position away and asks for an airstrike.
Well, probably because the word Clan has been used for over 2 decades to signify a group of players under the same banner. Counterstrike, diablo, battlefield, unreal tournament, all called clans.
SO depending on your clan/house loyalty you only get to use certain mechs in Community Warfare? Okay then. Doesn't matter to me. I only play standard games with Orgsbane. (Who i'm mildly surprised hasn't posted here yet)
Overlord Thraka wrote: SO depending on your clan/house loyalty you only get to use certain mechs in Community Warfare? Okay then. Doesn't matter to me. I only play standard games with Orgsbane. (Who i'm mildly surprised hasn't posted here yet)
Your chosen faction limits you to either IS or clan mechs during CW battles. You should at least try some of those CW fights for the mechbay and GXP rewards (see faction achievements). PUG vs PUG CW can be quite fun actually.
Overlord Thraka wrote: Rewards from CW? first I've heard of it? What kinda stuff we talking here?
Loads of cool stuff - when you sign up for a House or Clan - you start getting LP for that faction - check out you achevements on the Faction section -.1st free Mech ba reward is 2nd tier I think about 2000 LP - even if you loose you usually get 200-400 LP Really high tiers get MCs - lots of MCs
re the Raven 3L - I run mine with 2 ERLL and TAG - I have 1 button for all three and one for TAG - I usually chain fire the ERLL - depending on the map
I've had great success searching ebay for 'battletech lot'. If you're patient, and don't really care which mechs you're getting, you can keep the cost somewhere under $3 a mech in most cases.
Some fanatical collector has actually been putting up lots of 6 mechs for 99 cents for a month or so. I do not know how many they originally had in their collection, but it has been fascinating to watch.
Here's one featuring out of print plastics ending tomorrow- not mine, nor am I in any way associated with the seller.
Step 3 - In the US, you get the official mini producers of Battletech models, Iron Wind Metals. (In the UK, we have to use Ral Partha Europe, which is also the best place in the UK to get Total Warfare atm, while it's on sale.)
Step 4 - Ebay.
I started with just the Introductory Box Set, then a few bits from Ral Partha, including Total Warfare a Locust and Urbanmech. Then I got really lucky on ebay, with a job lot of 20 mechs, including 10 Unseen for £30. (Unseen normally go for £15-30+ each). Recently ebayed the battle armour and Tarantula, making the year of my collection 3054.
I've listed all the mechs I have in the above picture, the ones from the Introductory Box Set are marked (IBS##), and the Unseen are (U)
1 Clan Light 30T - KFX-Prime Kit Fox 0 Clan Medium 2 Clan Heavy 60T - MDD-Prime Mad Dog 75T - TBR-Prime Timber Wolf (IBSXX) 0 Clan Assault
Special 24 Inner Sphere Battle Armour
Automatically Appended Next Post:
Gitzbitah wrote: I've had great success searching ebay for 'battletech lot'. If you're patient, and don't really care which mechs you're getting, you can keep the cost somewhere under $3 a mech in most cases.
Some fanatical collector has actually been putting up lots of 6 mechs for 99 cents for a month or so. I do not know how many they originally had in their collection, but it has been fascinating to watch.
Here's one featuring out of print plastics ending tomorrow- not mine, nor am I in any way associated with the seller.
More Unseen, more Locust, a nice little collection.
Automatically Appended Next Post: Through the magic of Daylight!, I have better pictures. xD
Labeled:
Spoiler:
And for a giggle, my set up for playing:
Spoiler:
On the end there, is my junker rig, for playing Win95/98/2000/XP games on, where emulation is either ineffective or difficult on my main rig.
In the corner is my fiancees computer, which will shortly be replacing the white monitor with a 20" one, and I'll probably replace the Junkers screen with the old white one.
Col. I'll hold off buying anything until I hear from you on weather the sale went through or not. But I don't have too much to spend on this so I don't think I'd be able to purchase all of them at once
Back on the topic of MWO, what mech would be best to mount something like 6 AC2s?
After almost 20 days I think this won't count as a double post.
I just got 4 kills in a Skirmish match as the current trial Spider. (Spider 5k C) It had 4 Machine guns, and a ER Large Laser.
4 kills.... That beats my previous record by 2. It litterally doubled my highest kill count in a single non-CW match. I feel good. I also spent some money to buy a additional 15 Mech bays. That'll hold me for a while.
I'm focusing entirely on inner sphere mechs. I'm thinking on either saving to upgrade the non Champ spider 5k I own to match the Champ trial mech. Which means over 3 mil of upgrades. Double heat sinks, Endo Steel, Ferro armor, weps, and a XL-Engine.
Overlord Thraka wrote: Just a single UAC right? Unless your dropped some armor or engine power to make it dual.
I own a Missile Cent. (LRMS mostl. But I got the SRMs to equip it that way if I want)
I've got a Jager with 6 Machine guns and a apir of Pules larges.
I've got a Jager I currently am running with 4 med lasers and 2 AC5s
I've also got a Hunchie who I usually run a pair of AC2s and a med Pulse laser.
And finally I have my spider
Yeah just the one UAC5 - I swapped it out for my Gauss rifle - not great with them - I tend to not fire at the right moment and it powers down.
Currently have 3 Hunchbacks AC20 bad boy, dual LRM10 variant and my UAC5 one. Did the same with my Dragon so have the LRM10, UAC5 and dual Med lasers which is durable and quite nippy. Just started using my Grasshopper - 3 ERLL's seems to work.
Again swapping my Gauss on my Zeus for UAC5.
Was spectating a Stormcrow with a UAC20 yesterday - that looked fun
Sgt_Scruffy wrote: Last time I had played this game, the clans had just been announced. I'm considering reloading it. Has the game gotten better or worse now?
I love it - but what did you like or not like about it then? It was before my time with the game so can't really say if its "better".
We have a good selection of maps - not all great but quite nicely varied. I think there is about 15 all told.
There is a second game mode in Community warfare with 4 and soon to be 5 different maps and rather than one 'Mech you get to drop in 3 more (consecutively) as you die. It can however take a long time to get a game if you are not part of a group.
There are a lot of Mechs and many of the best are available for Cbills including some really good Clan ones like Mad Cat and Storm Crow.
They run very regular challenges and tournaments to get free stuff - some of them are hard and some are just wonderfully giving.
They just implemented VIOP (?) - I can't get me headset to work yet but can be very useful - I tend to just listen to what's being said and work with that.
Sgt_Scruffy wrote: Last time I had played this game, the clans had just been announced. I'm considering reloading it. Has the game gotten better or worse now?
The clans can be evil depending on the variant, new maps and PGI has been doing a good job turning the game around in a good way. that's what has changed for the most part, other than IS mechs getting quirks to help balance them out some. I've heard a lot of people who left awhile back have been coming back and liking it.
I left WoT and started to play this, This game shined the light on how unbalanced World of Tanks is.
Personally with CW out and all. I think it's at a all time high. Getting better all the time. Most of the issues usually complained about are minor things really. No-one uses 3rd person because aiming is harder. Ghost heat is a issue still, but the 'Coolent flush' is practically unused AFAIK. In my experience any mech that would need to use it will be taking to much damage being out in the open firing. It's only useful for when you get jumped and are frantically pushing weps out ASAP to bring the little bugger of a light.
All in all being a mechgeek and a huge fan of the Mektek version of MW4 I'd recommend it to pretty much anyone.
I prefer it far and above any other non-RPG MMO game I've played. I enjoy it more than WoT, LoL and Planetside 2 combined.
I think I've said enough. Now go download it at once!
The balance is surely in a much better place than it was last time I played. Not perfect, but for a game that was abysmal for so long, there is marked improvement. I love CW. It's the game mode the game really needs. Solaris is coming up supposedly, along with expansions to CW itself. The quirk system is an intriguing answer to the long standing issues of Mech balance, and one that can allow rebalancing without having to mess directly with weapon stats. New netcode is supposed to be in the works.
It took awhile but the game is finally starting to come along.
They still need to limit clans to 10 mechs. its one of the basic tenants of the clans and should have been a no brainer.
You need to get in a group for faction warfare. IS PUG groups are badly punished right now by clan teams since they haven't bothered to make separate planets yet for PUG fights.
Other than that the game is much improved even though we should have had faction warfare from opening day. Still wish they would have used the class system, it had a lot of promise, never figured out why they suddenly without warning ditched it.
I went ahead and downloaded it. There was nothing wrong with MWO when I last quit. I was an elite founder and had played ever since the days of closed beta. Was a member in good standing of House Marik. I loved the game. It just got old.
Since I'm on the side of Ghost Bear I've been busy acquiring the Clan mechs bit by bit, but I have used the trial Griffon and it is nice. I like it a lot.
notprop wrote: Are there redeem codes for this like WoTs?
I'm just waiting on the patch download so some free junk when i get going would be super if anyone's has one?
None that I am aware of - I don't think the game works like that........
You do get a lot of C-bills over the first 25 misisons - be careful how you spend them.
Cheers Mr M.
Right I've got off and running with this play and dozen games or so but I have to say I'm finding it difficult to target Enemy mechs. Which is to say I can't see the damn things half the time as lasers smack me in the chops and the missile warning chick lets me know I'm about to get pounded.
I appreciate there is a learning curve but I'm just not seeing them to shoot at range.
Is there a good beginners guide anyone can recommend. I have to admit I figured 15 years of Mechwarriors 1 to 4 would hold me in good stead but I'm not hitting bugger all!
There are several good guides on the main website - also spend some time on the Training maps getting to know the maps and the targeting systems.
On thing to always be doing is press R - this not only locks targets, but tells you were enemies are and lets you lock your LRMs/ Streaks. Lastly it also gives you a readout on the status of the targeted 'Mech which is really useful.
When you die - don't log out - spectate and watch how people do stuff - good and bad - also helps with learning the maps.
The mini map is vital - I use it as much as normal visuals - as it also gives you the orientation of the Mechs - very useful when you are in a light trying to get behind an assault.
What sort of Mechs are you using?
Always stick with the group when learning the game (and after).
I've been using primarily light mechs as I felt more simplified weapon outfits would aide in getting to know the game but found it a bit vulnerable.
I've had a few goes with some 50-70 tonne ones as a change, mostly to see if standing off at range was a better idea but that's where I found I had difficulty targeting, probably at too great a range.
Still using the trial Mechs at the moment but with 5mill in the bank I may be looking for a permanent ride soon.
I must admit to only playing one training map but it had no moving targets to practice on. I think I'll take your advice and give that another crack.
notprop wrote: I've been using primarily light mechs as I felt more simplified weapon outfits would aide in getting to know the game but found it a bit vulnerable.
I've had a few goes with some 50-70 tonne ones as a change, mostly to see if standing off at range was a better idea but that's where I found I had difficulty targeting, probably at too great a range.
Still using the trial Mechs at the moment but with 5mill in the bank I may be looking for a permanent ride soon.
I must admit to only playing one training map but it had no moving targets to practice on. I think I'll take your advice and give that another crack.
Also forgot to say - zoom is handy.
I went for a good old Catapult as my first purchase - partly cos I always liked the 'Mech and partly as it is reasonably durable as a heavy and had both LRMs and a laser suite. It's still one of my 'Mechs I use a lot - LRM10 and LRM 15 both with Artemis, a large pulse and a 3 Med pulses......I also have a AMS on every Mech both for me and team support.
One good light to play with is the Raven 3L - its lovely as a sniper with 2ERLL and ECM.
Until you know where people are - hug cover and stick with the group - even as a light - you are often helping support your team - especially if the Assaults get mugged by Lights - you can be a godsend.
Play mediums. Lights are typically too fast for a newbie to use properly. Mediums are are fast enough to learn mobile run-and-gun, and armored enough to be slightly forgiving.
Personally I started with the Heavies, and still find I like them the most- enough armour to be able to brawl a little, but with enough zip to reposition if you need to.
Also, take a good look at your controls- that is, keymapping. Don't play with a controller, at all.
You'll want to learn whether you like having Locked Arms or not, as well as if you like having the Push-to-move throttle or the classic one. You said you've played the older games, so you might want to stick with unlocked arms and the 'sticky' throttle.
MWO is a Peer to Peer game (I think), which means it's sort of 'cloud hosted' across everyone's computers, and the person to host the match has the client that makes the 'big decisions'. Or, if it's Server hosted, it's about the same thing- but anyways, Ping is sort of how 'far away' you are from the server- the length of time between when a bit of information is sent to the computer that makes the important decisions (did that bullet hit, was that a crit, is there ground under your feet, etc) and your own computer. Lower is better, really high Ping (like, nearing 1000) is terrible, because it causes a sort of severe lag, where your client registers a hit based on the code that predicts what another player is doing (in the time between update signals), but they actually did something unpredictable ad so to them the shot missed- so it looks like they just didn't take a hit that clearly impacted.
I haven't used my Urbies, I'm waiting to get some C-bills for Ferro and Endo, I'll then get some XL-Engines and commit heresy by getting em to go 100kph
I'd forgotten how much fun a AC20 Hunchie is.
When you get premium time does it automatically activate?
Or do you have to activate it yourself allowing you to save it
I ask because I want to know if I should be playing Massive MWO for Premium C-bills bonus or just wait until It'd be easier for me to do so.
My Premium time button on the home area of the hanger is highlighted if that helps
Overlord Thraka wrote: I haven't used my Urbies, I'm waiting to get some C-bills for Ferro and Endo, I'll then get some XL-Engines and commit heresy by getting em to go 100kph
I'd forgotten how much fun a AC20 Hunchie is.
When you get premium time does it automatically activate?
Or do you have to activate it yourself allowing you to save it
I ask because I want to know if I should be playing Massive MWO for Premium C-bills bonus or just wait until It'd be easier for me to do so.
My Premium time button on the home area of the hanger is highlighted if that helps
Usually Premium time a day or two - you get from events is auto activated - banked premium time from purchases usually requires activation
Overlord Thraka wrote: My Premium time button on the home area of the hanger is highlighted if that helps
If the premium time counter is not counting down you've got banked premium time, usually from pre-orders. You can activate it all in one go with the button in game or perhaps preferably a month (could be a week; i am not entirely sure) at a time using the mwomercs-website. Your profile on the website should tell you how much active and banked premium time you've got.
See I've got 15 empties and I don't buy mechs with MC.
I only farm C-bills. Too cheap for MC to buy them.
I intend to buy more than 20 mechs, but for now I'm good.
In case you guys missed it on the MWO forums, They are advising that you run the repair tool prior to the 21st patch. sometime when you can set and forget your computer for a while.
I am going to have to run that before I go to sleep. Today is my only day off this week and I don't want to spend all my MWO time just downloading lol.
I love LBX10's, so no reason to drop that You only practically need 3T of ammo for per gun most heavy ballistics in PUG matches.
Bump up to a 375, only lose a little heat disspation for it.
That's a better build but.... I find that XL on Heavies and especially on assaults is a easy kill for the enemy. That and the basci cost for a XL 375 makes me gag. I think I'll stick with my build for now, and MAYBE upgrade to that in the future. Thanks anyways though. Prices are just too much for me
I'll try out my build and see how it works. I kinda like that Wubmaster build. But I just can't afford that kind of Engine
Ovion wrote: Could always try:BLR-3MI love LBX10's, so no reason to drop that You only practically need 3T of ammo for per gun most heavy ballistics in PUG matches.
Bump up to a 375, only lose a little heat disspation for it.
That's a better build but.... I find that XL on Heavies and especially on assaults is a easy kill for the enemy. That and the basci cost for a XL 375 makes me gag. I think I'll stick with my build for now, and MAYBE upgrade to that in the future. Thanks anyways though. Prices are just too much for me
I'll try out my build and see how it works. I kinda like that Wubmaster build. But I just can't afford that kind of Engine
Yeah, the price of engines is mad, but once you've got one, it'll work for all.
The XL400 is pretty painful at 6.5mil, but it's not impossible. Price of a Heavy Mech.
Go through your extra equipment / engines, sell off the spare and you'll quickly be partway there.
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