FreiA French Prometheus UnboundDeadwoodRegistered Userregular
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
Hop on vent at some point. It's a lot easier with people explaining things to you in real time.
The interface is kinda butts atm since it gives so little info. There's a batch of links that gets posted in the beta PM as the "mandatory new guy info dump" that you should book mark. The links contain info on weapon stats, hardpoints on the mechs, and that sort of thing. Basically all the stuff the mechlab should tell you but doesn't yet.
ER - Extra Range - Moar heat, moar range.
PPC - Particle Projection Cannon - Big blue orb of long range death.
MG - Machine Gun - Dakkadakka
XL - eXtra Light Engine - trades having lower tonnage for taking up critical room in your left and right torso. Losing your left and right torso means you go boom with an XL engine installed.
SRM - Short Range Missile - Dumbfire missiles
LRM - Long Range Missile - Requires a lock on
Streak SRMs - SRMs that cannot be dumbfired and require a lock on.
AMS - Anti-Missile System - Exactly what it says on the tin. Automatically shoots down incoming missiles (added benefit of making you look cooler too). Does not require manual activation.
Weapon groups: Up and down select the weapon, left and right select the group. Press right control once to apply the weapon to the selected group. If the weapon is already in that group, pressing right control will remove it. The corresponding weapon group number will light up once a weapon has been added to the group.
Stick close to your team and stay on comms with PA guys and we'll be able to help you out on the fly easily.
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
Awesome, just knowing those helps out immensely. Thanks. I looked at the forums, but I guess I wasn't looking at the actual beta forums, so I'll check out the guides.
Should get some time to play tomorrow, will try to hop on and then maybe handicap you guys greatly by having me on your team.
Awesome, just knowing those helps out immensely. Thanks. I looked at the forums, but I guess I wasn't looking at the actual beta forums, so I'll check out the guides.
Should get some time to play tomorrow, will try to hop on and then maybe handicap you guys greatly by having me on your team.
Nah. Just follow one of us around and shoot at what ever we're shooting and you'll do just fine. Those were all the acronyms I remembered being in the game off the top of my head, I'll explain any others to you if needed.
TOGSolid on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Man, I know it's beta but if any game could use even the smallest tutorial, it's this one. Why is it that every ridiculously easy game that comes out starts with a tutorial that handholds you, but complicated games rarely have any explanation at all?
I think they expected that the only people to really want to buy into Founders or apply for beta were BT/MW fans. If you have any questions let us know and we'll help you as best we can.
Also, it's a closed beta, so they don't really have the time to spend on developing tutorials for new guys. Not that the game shouldn't have a tutorial, but there just isn't one in place right now.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
I don't think it's a bug. Mouse button 1 is supposed to fire the currently selected column, mouse 2 fires the weapons allocated to group 2. Keyboard 1-6 fire groups 1-6.
Unless that's changed recently.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
I don't think it's a bug. Mouse button 1 is supposed to fire the currently selected column, mouse 2 fires the weapons allocated to group 2. Keyboard 1-6 fire groups 1-6.
Unless that's changed recently.
The bug im familiar with is the first time you have a new mech/load out and after you set up weapon groups, weapon group 1 still fires all weapons until the next game.
Ex:
I respeced my Mech with 2 large laser, 2 UAC 5, and had a previous SRM 6 already in group 3. The first time i fight with this Mech I remap the 2 UACs off of weapon group 1 and into weapon group 2.
Weapon group one will still fire the 2 large lasers and both UACs until the next game.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
I don't think it's a bug. Mouse button 1 is supposed to fire the currently selected column, mouse 2 fires the weapons allocated to group 2. Keyboard 1-6 fire groups 1-6.
Unless that's changed recently.
If that's the system it is nonsense. I shall henceforth mention is as a shitty control system rather than a bug.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
I don't think it's a bug. Mouse button 1 is supposed to fire the currently selected column, mouse 2 fires the weapons allocated to group 2. Keyboard 1-6 fire groups 1-6.
Unless that's changed recently.
The bug im familiar with is the first time you have a new mech/load out and after you set up weapon groups, weapon group 1 still fires all weapons until the next game.
Ex:
I respeced my Mech with 2 large laser, 2 UAC 5, and had a previous SRM 6 already in group 3. The first time i fight with this Mech I remap the 2 UACs off of weapon group 1 and into weapon group 2.
Weapon group one will still fire the 2 large lasers and both UACs until the next game.
I think this is the bug/system I was talking about. When you launch your next game the vertical column will reset back to 1 and it will seem as if the bug has cleared.
You know, what the game needs is the ability to set your weapon groups in the mechlab. You should not be having to do that at the start of the battle. I'm not a 'founder' though, so maybe I'm misunderstanding what you guys are saying.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
I don't think it's a bug. Mouse button 1 is supposed to fire the currently selected column, mouse 2 fires the weapons allocated to group 2. Keyboard 1-6 fire groups 1-6.
Unless that's changed recently.
The bug im familiar with is the first time you have a new mech/load out and after you set up weapon groups, weapon group 1 still fires all weapons until the next game.
Ex:
I respeced my Mech with 2 large laser, 2 UAC 5, and had a previous SRM 6 already in group 3. The first time i fight with this Mech I remap the 2 UACs off of weapon group 1 and into weapon group 2.
Weapon group one will still fire the 2 large lasers and both UACs until the next game.
I think this is the bug/system I was talking about. When you launch your next game the vertical column will reset back to 1 and it will seem as if the bug has cleared.
IDK i usually manually set the weapon column on the srm 6. I have my buttons setup to fire group1, group2, group 3 etc. Not the currently selected weapon group.
You know, what the game needs is the ability to set your weapon groups in the mechlab. You should not be having to do that at the start of the battle. I'm not a 'founder' though, so maybe I'm misunderstanding what you guys are saying.
It is far from feature complete, the core systems are getting there though so features should be coming in a lot quicker then in the past. Still very much a closed beta though.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Yeah, the switch to open beta is slated as September 22nd, and the devs have even stated that that's the tenuous date for when they hope to be able to go to open beta.
Things are rough right now, but I think the devs know that a rocky initial launch would probably sink the entire venture right from the start.
Yeah, the switch to open beta is slated as September 22nd, and the devs have even stated that that's the tenuous date for when they hope to be able to go to open beta.
Things are rough right now, but I think the devs know that a rocky initial launch would probably sink the entire venture right from the start.
It's my hope that the founder's program will enable them to push the release date until they're certain of a solid launch.
I'm not sure how experience is supposed to work for your mech chassis. The way its described now you have to fill out all 8 Pilot abilities on THREE of the same mech but in different variants just to move to the next tier of experience.
Given the limited number of mechs you can have in your bay, I cannot see how that is viable.
I'm not sure how experience is supposed to work for your mech chassis. The way its described now you have to fill out all 8 Pilot abilities on THREE of the same mech but in different variants just to move to the next tier of experience.
Given the limited number of mechs you can have in your bay, I cannot see how that is viable.
Unlocks are persistent whether you own the variants in question or not. Thus, you can sell a variant once you've unlocked the tier and free up the bay slot. If you're willing to spend some funbux on MechXP-GeneralXP conversion, you don't even have to pilot the other variants if you don't want to.
Yeah I am not a veteran MechWarrior player, I just really love the more realistic mech combat games so this was right up my alley. I'm not very familiar with the background or anything, so I have no idea what all the abbreviations mean or anything like that. I find the interface kind of hard to work with, like... it makes me feel like an idiot, but I can't even figure out how to change the weapons on the mech I bought. I just do a bunch of clicking around and accomplish nothing.
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
While there's nothing at all wrong with enjoying this game, "realistic" is not a word you should use to describe this game. Ever. For a textbook worth of reasons. I suspect you're referring to the more mechanical, even simulation feel of the game at times (versus the hilariously unrealistic distances and other aspects).
You may wish to pace yourself before you delve into MechLab stuff, all the same--this is traditionally one of the really deep rabbit holes of the MW PC titles. Get a feel for a range of distinctive mechs before tooling about, I would suggest.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Are all mechs unlocked from the get-go, or is there a tech tree where you have to start out with light mechs and research your way up, a la WoT?
You can buy anything provided you have enough CBills.
The current cursory skill system requires you to have multiple variants of a mech to climb the skill tree, though, and you can use the premium money to trade in mech-specific XP for general XP (that works on any mech). But the skills don't offer HUGE bonuses; I just got up to the second tier for Jenners, but the bonuses there will only give me about a 5% boost to the respective elements when combined with the first-tier stuff. The only place where that will even give a meaningful boost is speed, where it will take my favored Jenner from about 130 kph to about 135/136 kph. On most mechs, that'll be a boost of just a few kph, which is barely noticeable.
So even if somebody had an identical mech to yours and was pretty far along the skill trees, you'll still almost certainly win if you're the better pilot. The skills are a nice bonus to have for playing, but winning is far more about playing the strong points of whatever configuration you have. I see them as more of a reward for playing a given variant than something you would even need to touch, though you would think PGI was asking for you to donate your mother's kidneys for some of the pub screeching about grinding the skill trees.
Not super in-depth right now, but the current skill tree is INFINITELY preferable to WoT's where you have to grind for ages just to get some not-crappy tanks and decent gear.
I think the pilot lab stuff is also due to a change, and the system was put in place to make sure it worked and that it would confer bonuses correctly. But it may be permanent I don't know.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2012
Hahahaha, man, this game. It seriously provides some of the best wins.
I pop on for a couple quick games and take my usual Jenner. Drop on Caustic Valley at the factory base, so I swing way right to come up behind the enemy. The whole enemy team is clumped together and headed around the crater on the left, leaving their base completely, completely undefended. I do the usual thing a scout should do in that situation and sprint for the cap after giving the enemy team a little bit of time to get far away from their base.
These guys definitely outmass us, but I'm hoping they'll split enough to give us an advantage. Things even up for a bit and the enemy pushes the fight back to our base; if no enemies show up to bother me, we can just win by cap. Unfortunately, a Cat shows up backed by a Hunchback, so I pull away from their base a bit in the hopes they'll follow. They do, I return to cap some more, but they're still too close and I can't finish. No way do I have the firepower to take them both on, so I book it for our base to reinforce our own guys.
Run it over the top of the crater and our side of the map is a graveyard, dead mechs and smoke plumes everywhere. I get there just as an enemy Atlas and Awesome finish off the last 2 members of my team, which now means I'm really screwed in terms of a straight-up fight. But I'm a scout, and their base is about 95% capped at this point; if the 2 defenders from before I have pulled out, I can still win this if I can just get a few seconds alone at their base.
Head back around the crater and the enemy HB meets me halfway. He gets a good AC/20 shot off, immediately stripping off my front CT armor and damaging internals, but I ignore him and keep running. The enemy Cat is perched on top of a big peak right in front of their base, but I risk it anyway and just keep moving. The Cat sees what I'm going for and starts to move off the top of the peak to intercept me, except he makes a fatal error and moves towards me. I keep my right side to him to protect my CT internals, then juke past him straight at their base to start capping away with just a tiny sliver of red to go. The Cat is firing everything he has that can do anything, but getting only glancing blows as he tries to correct his mistake and get back in the base square.
The guy is within a couple dozen meters of stopping the cap and making our victory impossible, fires a laser salvo... and shuts down literally inches outside the box. A split-second later, I, outnumbered 4-to-1 and outmassed by more than 8-to-1, cap for the win. I so wish that there was after-game chat right now so I could have seen the howls of pubs whining about losing to base caps.
One guy standing in the square would have assured their complete and total victory, but nope, people just have to go for those kills.
In the vids I saw Autocannons fire only one grenade - Shit aint canonical!
Yeah. Unfortunately they fire big single slugs and except for some mechanics are identical to Gauss rifles. Im a little disappointed by that too.
I think the idea is to not make them too similar to lasers which right now can crawl over you to hit multiple areas. So instead they make them similar to PPCs and Gauss.
Good Lord, I'm terrible at this game. I bought the mid-grade veteran deal, and picked a Catapult thinking I'd hang back. That doesn't work: I constantly get assraped by Jenners. If not, then I spend the whole round launching missile salvos that never seem to do much damage. I took off 2 medium lasers and tried LRM20s. That was a mistake: I just went out of ammo quicker.
So then I tried a standard hunchback (though I swapped out the small laser for some CASE, thinking that long range might not be my thing. Still no luck: even with a few solid AC20 hits to the face I don't seem to do much except expload myself as I run head first into an Atlas half the fucking time.
I know it's just my utter lack of skill, so what basic pointers do you all have for me? Italianranma is my pilot name as well, if you want to add me to your friend's list *hint *hint.
ok a Cat A1 decked out with 4x SRM4 and 2xSRM2 is absolutely hilarious... demolished 3 commandos and a hunchback in short order. Was amusing just stopping right in front of the hunch, destroying his AC20 in the first volley, then wait for him to realise he can't fire and can't escape in time...
Posts
I also can't figure out how to assign weapon groups. I use right ctrl, scroll up and down and get the numbers to change... but they never seem to want to stay like that, or I'm not locking it into place or even placing it correctly. I don't know, there's no real good indication that you have done it correctly until you know what you're doing.
Hop on vent at some point. It's a lot easier with people explaining things to you in real time.
ER - Extra Range - Moar heat, moar range.
PPC - Particle Projection Cannon - Big blue orb of long range death.
MG - Machine Gun - Dakkadakka
XL - eXtra Light Engine - trades having lower tonnage for taking up critical room in your left and right torso. Losing your left and right torso means you go boom with an XL engine installed.
SRM - Short Range Missile - Dumbfire missiles
LRM - Long Range Missile - Requires a lock on
Streak SRMs - SRMs that cannot be dumbfired and require a lock on.
AMS - Anti-Missile System - Exactly what it says on the tin. Automatically shoots down incoming missiles (added benefit of making you look cooler too). Does not require manual activation.
Weapon groups: Up and down select the weapon, left and right select the group. Press right control once to apply the weapon to the selected group. If the weapon is already in that group, pressing right control will remove it. The corresponding weapon group number will light up once a weapon has been added to the group.
Stick close to your team and stay on comms with PA guys and we'll be able to help you out on the fly easily.
Should get some time to play tomorrow, will try to hop on and then maybe handicap you guys greatly by having me on your team.
Nah. Just follow one of us around and shoot at what ever we're shooting and you'll do just fine. Those were all the acronyms I remembered being in the game off the top of my head, I'll explain any others to you if needed.
Also, it's a closed beta, so they don't really have the time to spend on developing tutorials for new guys. Not that the game shouldn't have a tutorial, but there just isn't one in place right now.
There's a bug with the weapon selection. After setting the numbers, move the vertical select column back to the 1 position, otherwise your shit won't work.
I don't think it's a bug. Mouse button 1 is supposed to fire the currently selected column, mouse 2 fires the weapons allocated to group 2. Keyboard 1-6 fire groups 1-6.
Unless that's changed recently.
The bug im familiar with is the first time you have a new mech/load out and after you set up weapon groups, weapon group 1 still fires all weapons until the next game.
Ex:
I respeced my Mech with 2 large laser, 2 UAC 5, and had a previous SRM 6 already in group 3. The first time i fight with this Mech I remap the 2 UACs off of weapon group 1 and into weapon group 2.
Weapon group one will still fire the 2 large lasers and both UACs until the next game.
If that's the system it is nonsense. I shall henceforth mention is as a shitty control system rather than a bug.
I think this is the bug/system I was talking about. When you launch your next game the vertical column will reset back to 1 and it will seem as if the bug has cleared.
IDK i usually manually set the weapon column on the srm 6. I have my buttons setup to fire group1, group2, group 3 etc. Not the currently selected weapon group.
You got it.
"When it's ready."
Or an Atlas limit, or something.
Things are rough right now, but I think the devs know that a rocky initial launch would probably sink the entire venture right from the start.
It's my hope that the founder's program will enable them to push the release date until they're certain of a solid launch.
Given the limited number of mechs you can have in your bay, I cannot see how that is viable.
Unlocks are persistent whether you own the variants in question or not. Thus, you can sell a variant once you've unlocked the tier and free up the bay slot. If you're willing to spend some funbux on MechXP-GeneralXP conversion, you don't even have to pilot the other variants if you don't want to.
You can buy anything provided you have enough CBills.
While there's nothing at all wrong with enjoying this game, "realistic" is not a word you should use to describe this game. Ever. For a textbook worth of reasons. I suspect you're referring to the more mechanical, even simulation feel of the game at times (versus the hilariously unrealistic distances and other aspects).
You may wish to pace yourself before you delve into MechLab stuff, all the same--this is traditionally one of the really deep rabbit holes of the MW PC titles. Get a feel for a range of distinctive mechs before tooling about, I would suggest.
The current cursory skill system requires you to have multiple variants of a mech to climb the skill tree, though, and you can use the premium money to trade in mech-specific XP for general XP (that works on any mech). But the skills don't offer HUGE bonuses; I just got up to the second tier for Jenners, but the bonuses there will only give me about a 5% boost to the respective elements when combined with the first-tier stuff. The only place where that will even give a meaningful boost is speed, where it will take my favored Jenner from about 130 kph to about 135/136 kph. On most mechs, that'll be a boost of just a few kph, which is barely noticeable.
So even if somebody had an identical mech to yours and was pretty far along the skill trees, you'll still almost certainly win if you're the better pilot. The skills are a nice bonus to have for playing, but winning is far more about playing the strong points of whatever configuration you have. I see them as more of a reward for playing a given variant than something you would even need to touch, though you would think PGI was asking for you to donate your mother's kidneys for some of the pub screeching about grinding the skill trees.
Not super in-depth right now, but the current skill tree is INFINITELY preferable to WoT's where you have to grind for ages just to get some not-crappy tanks and decent gear.
I pop on for a couple quick games and take my usual Jenner. Drop on Caustic Valley at the factory base, so I swing way right to come up behind the enemy. The whole enemy team is clumped together and headed around the crater on the left, leaving their base completely, completely undefended. I do the usual thing a scout should do in that situation and sprint for the cap after giving the enemy team a little bit of time to get far away from their base.
These guys definitely outmass us, but I'm hoping they'll split enough to give us an advantage. Things even up for a bit and the enemy pushes the fight back to our base; if no enemies show up to bother me, we can just win by cap. Unfortunately, a Cat shows up backed by a Hunchback, so I pull away from their base a bit in the hopes they'll follow. They do, I return to cap some more, but they're still too close and I can't finish. No way do I have the firepower to take them both on, so I book it for our base to reinforce our own guys.
Run it over the top of the crater and our side of the map is a graveyard, dead mechs and smoke plumes everywhere. I get there just as an enemy Atlas and Awesome finish off the last 2 members of my team, which now means I'm really screwed in terms of a straight-up fight. But I'm a scout, and their base is about 95% capped at this point; if the 2 defenders from before I have pulled out, I can still win this if I can just get a few seconds alone at their base.
Head back around the crater and the enemy HB meets me halfway. He gets a good AC/20 shot off, immediately stripping off my front CT armor and damaging internals, but I ignore him and keep running. The enemy Cat is perched on top of a big peak right in front of their base, but I risk it anyway and just keep moving. The Cat sees what I'm going for and starts to move off the top of the peak to intercept me, except he makes a fatal error and moves towards me. I keep my right side to him to protect my CT internals, then juke past him straight at their base to start capping away with just a tiny sliver of red to go. The Cat is firing everything he has that can do anything, but getting only glancing blows as he tries to correct his mistake and get back in the base square.
The guy is within a couple dozen meters of stopping the cap and making our victory impossible, fires a laser salvo... and shuts down literally inches outside the box. A split-second later, I, outnumbered 4-to-1 and outmassed by more than 8-to-1, cap for the win. I so wish that there was after-game chat right now so I could have seen the howls of pubs whining about losing to base caps.
One guy standing in the square would have assured their complete and total victory, but nope, people just have to go for those kills.
if they do I imagine it would be the same idea as a founders mech, base varrient new model/skin
Yeah. Unfortunately they fire big single slugs and except for some mechanics are identical to Gauss rifles. Im a little disappointed by that too.
I think the idea is to not make them too similar to lasers which right now can crawl over you to hit multiple areas. So instead they make them similar to PPCs and Gauss.
So then I tried a standard hunchback (though I swapped out the small laser for some CASE, thinking that long range might not be my thing. Still no luck: even with a few solid AC20 hits to the face I don't seem to do much except expload myself as I run head first into an Atlas half the fucking time.
I know it's just my utter lack of skill, so what basic pointers do you all have for me? Italianranma is my pilot name as well, if you want to add me to your friend's list *hint *hint.