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Mechwarrior Online: New Frozen City (Night)! New camo specs! New thread! (this one's old)

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Posts

  • HykuHyku Registered User regular
    I don't hate the trial Awesome, I hate the specced Assault that is let in because a pug chose one...
    Nothing like fighting 5+ assaults with the 5 on your team having no idea what their doing!
    **For premades this is less bad, as they can work around your choice; but in pugs it just hurts!

  • ToxTox I kill threads he/himRegistered User regular
    wreckzors wrote: »
    Tox wrote: »
    Syngyne wrote: »
    wreckzors wrote: »
    I am in need of a thorough mechlab walk-through. I bought the Raven variation that has jumpjets, and am having problems upgrading it. I made enough money to upgrade the armor to the farrah, but after doing so, I no longer make money. Before, If I died. I would still make money in my raven. Now, if I win and take some damage it seems like I just break even after repairs and stuff. Someone please tell me what I am doing wrong. I am using the RVN-4ZX variation.

    please fix me :D

    Ferro Fibrous is insanely expensive to repair. That's probably the bulk of your problem.

    See also: Thread title

    Also @wreckzors right now, due to a bug, jump jets are redundant. So if you have one in your 'mech, you have full jump capability. Extra jets only help in the event of a crit.

    I did notice that I had jumpjets in like... 5 locations. I didn't know if I needed them or not. I also don't know what the command module does or C.A.S.E. or well... a lot of things :P.

    BattleTech Wiki

    You can look up anything on there and it will give you the values/rules in accordance with the tabletop rules of the game.

    Helpful points:

    -Guardian ECM, Beagle Active Probe, and Command Module all currently are placeholder only. Those pieces of equipment don't actually do anything. If you buy a 'mech and it has one, sell it immediately. If you're outfitting a 'mech, do not purchase those things.

    -Ammo. It goes in your legs. The exception to this is Gauss ammo, which cannot explode (instead the gun itself is supposed to).

    -CASE is helpful if you must store ammo in your side torsos and do not have an XL engine. The function of CASE is, when your ammo explodes and destroys your side torso, instead of the remaining damage transferring to your center torso, CASE forces the damage out the back of the 'mech, causing no further damage to your 'mech. Inner Sphere 'mechs (read: you) can only put CASE in the side torsos. However if you have an XL Engine, destroying a side torso will already core your 'mech, so it's a waste of money (even though it should still help reduce repair costs, it doesn't seem to currently).

    -Upgrades. They go in this order: EndoSteel, then DHS (unless you're storing a lot of heatsinks outside of your engine and run obscenely hot, then go the other way around). If you absolutely must have more weight, and still have a bunch of space, and have a boatload of spacebucks to burn, then you can upgrade to FF. Frankly, as is, FF should only be used in a very few edge cases, otherwise it's just not worth it.

    -Upgrades II. Right now you have to do Upgrades as a separate thing from modifying your Loadout. This means that if you want to see how much space/weight you'll have to play with with EndoSteel, you have to pay the cash to upgrade. Then, if it turns out you don't want it, you will have to pay again to downgrade back to a regular internal structure. This is far from optimal, and everybody knows it, and everybody hates it. PGI claims they're going to change the MechLab interface so that you can do all the changes together and just save/pay once, but until that happens, do not buy an upgrade unless you're certain you absolutely want it (it wouldn't hurt to run the numbers on paper to see how much weight/space you'll have and figure out what you'll do with it.

    -Engines. Engines are a little weird right now with respect to a few things. Heatsinks mounted in your engine are always singles. Period. Always. It's a bug, and they know about it, and they're looking into it. They haven't said for certain if or how they're going to fix it. Also, engine weights are done a little oddly now, and include the weight that would normally be allocated to your cockpit (3 tons), and your gyro (1 ton for every 100pts of Engine Rating, or fraction thereof). This extra weight is added in after the XL halving, so a 250XL weighs more than half of what a 250 STD weighs. That's why, and it's balanced.

    @wreckzors hopefully that clears up a few things. In the future, just ask specifically what you want to know about, anybody that can will be happy to help.

    Twitter! | Dilige, et quod vis fac
  • DarkewolfeDarkewolfe Registered User regular
    Several of my games have been these weird events where each team sort of races past the other, takes a few potshots, and beelines straight to the enemy base. Too much base racing right now. Need some sort of fix to make base capture back into just something you do if you can't hunt the last few opponents.

    What is this I don't even.
  • ToxTox I kill threads he/himRegistered User regular
    Darkewolfe wrote: »
    Several of my games have been these weird events where each team sort of races past the other, takes a few potshots, and beelines straight to the enemy base. Too much base racing right now. Need some sort of fix to make base capture back into just something you do if you can't hunt the last few opponents.

    Get a Cicada, armor it up fully, put the fastest engine you can in it, and put a bunch of small lasers.

    When your team runs to cap, hide. When their team shows up to cap, interfere. Prevent the cap and then your team will win every time.

    Eventually the other team will figure out they can't just base-run every time.

    Twitter! | Dilige, et quod vis fac
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    Tox wrote: »
    Also K/D ratio is bullshit
    http://i.imgur.com/Cy5bJ.png

    Damn straight

    2cooo5d.jpg

    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • DarkewolfeDarkewolfe Registered User regular
    Tox wrote: »
    Darkewolfe wrote: »
    Several of my games have been these weird events where each team sort of races past the other, takes a few potshots, and beelines straight to the enemy base. Too much base racing right now. Need some sort of fix to make base capture back into just something you do if you can't hunt the last few opponents.

    Get a Cicada, armor it up fully, put the fastest engine you can in it, and put a bunch of small lasers.

    When your team runs to cap, hide. When their team shows up to cap, interfere. Prevent the cap and then your team will win every time.

    Eventually the other team will figure out they can't just base-run every time.

    That sounds effective at stopping the strategy and insanely boring as hell to play.

    What is this I don't even.
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited October 2012
    Darkewolfe wrote: »
    Tox wrote: »
    Darkewolfe wrote: »
    Several of my games have been these weird events where each team sort of races past the other, takes a few potshots, and beelines straight to the enemy base. Too much base racing right now. Need some sort of fix to make base capture back into just something you do if you can't hunt the last few opponents.

    Get a Cicada, armor it up fully, put the fastest engine you can in it, and put a bunch of small lasers.

    When your team runs to cap, hide. When their team shows up to cap, interfere. Prevent the cap and then your team will win every time.

    Eventually the other team will figure out they can't just base-run every time.

    That sounds effective at stopping the strategy and insanely boring as hell to play.

    It's not really going to stop the behavior either, as people will just try it again the next round.

    Cicada with a big engine is one of the most fun mechs in the game IMO. I wouldn't suggest just hiding with it though, as you're a really good recon and harassment mech. I had such a good time with my 4 MPLAS Cicada-2B in the closed beta - great durability, wicked speed and terrific punch for its size. Plan on getting another in a week or two, after I've filled out my garage a bit.

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • ToxTox I kill threads he/himRegistered User regular
    Seriously I'm picturing like six 'mechs on their cap and you running up and just alpha striking with 6 smalls and shit hitting fans. You'll get at least two or three to run off their cap just at the prospect of chasing you. And you're fast enough to lap back and hop on your cap to block it.

    I think we've run into pubbies trying to base run and it almost never works out for them. Oosik's will take the fight to you.

    Twitter! | Dilige, et quod vis fac
  • f3rretf3rret Registered User regular
    What is the difference between a "hardpoint" and a "slot"? I'm looking at the charts here:
    http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

    I thought a slot was the same as a hardpoint, but there are no mechs with 10 ballistic hardpoints on them, and an AC/20 takes 10 slots.

    steam_sig.png
  • grouch993grouch993 Both a man and a numberRegistered User regular
    edited October 2012
    Late to the party, question has already been answered.

    grouch993 on
    Steam Profile Origin grouchiy
  • DrovekDrovek Registered User regular
    f3rret wrote: »
    What is the difference between a "hardpoint" and a "slot"? I'm looking at the charts here:
    http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

    I thought a slot was the same as a hardpoint, but there are no mechs with 10 ballistic hardpoints on them, and an AC/20 takes 10 slots.

    Slots are the space a weapon occupies within a mech in a given section (Center Torso, Arms, etc.) A hardpoint is a mounting point for a weapon. Your AC20 takes 10 slots in a section, but only 1 hardpoint. So a mech with 2 ballistic hardpoints can mount up to 2 ballistic weapons, and they can be anything as long as they fit in the available slots in a section.

    steam_sig.png( < . . .
  • GaslightGaslight Registered User regular
    Slots = critical spaces. Every mech has 12 in each torso location (mostly taken up by stuff like engine and gyro in the center torso), 12 in each arm (some of which will be taken up by actuators), 6 in each leg (all of which except 2 will be taken up by actors), etc.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    f3rret wrote: »
    What is the difference between a "hardpoint" and a "slot"? I'm looking at the charts here:
    http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

    I thought a slot was the same as a hardpoint, but there are no mechs with 10 ballistic hardpoints on them, and an AC/20 takes 10 slots.

    Slots can be used for anything: Weapons, Heat Sinks, Ammo, etc.

    Hardpoints are the limitor on what weapons can be loaded where. A Torso section may have 12 Slots, but only one Ballistics Hardpoint, meaning if you put an AC20 in there, you have two free slots for ammo or heat sinks.

  • hatedinamericahatedinamerica Registered User regular
    Had a weird match somewhat like what's described above last night. I walked straight out of the base at the beginning and went right down the middle of the map. My faster teammates quickly got ahead of me and I was soon alone. I kept going, out in the open, down the middle of the map, all the way to the enemy base. Me and one light that was already there capped it and won without ever seeing an enemy or firing a shot. It was weird, and kind of eerie. Like I was the last robot in Stompytown.

  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited October 2012
    So the matchmaking changes are supposed to go into effect with next week's patch (Nov 6).

    I think we can all agree it was idiotic for PGI to release the open beta with the current matchmaking structure (even ignoring all of the mech lab / fitment bugs and hitbox issues), I just hope people stick around to see those changes. First impressions are huge, and they really cocked it up with this release.

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
    Gnome-Interruptus
  • grouch993grouch993 Both a man and a numberRegistered User regular
    Just found this on another site. Advertised as an offline mechbay supposedly up to date with 1.0.134 patch.
    http://dl.dropbox.com/u/57283401/MWOMechbay.zip

    Supposed to create small files that can be traded.

    Steam Profile Origin grouchiy
  • MegaMekMegaMek Girls like girls. Registered User regular
    Darkewolfe wrote: »
    Tox wrote: »
    Darkewolfe wrote: »
    Several of my games have been these weird events where each team sort of races past the other, takes a few potshots, and beelines straight to the enemy base. Too much base racing right now. Need some sort of fix to make base capture back into just something you do if you can't hunt the last few opponents.

    Get a Cicada, armor it up fully, put the fastest engine you can in it, and put a bunch of small lasers.

    When your team runs to cap, hide. When their team shows up to cap, interfere. Prevent the cap and then your team will win every time.

    Eventually the other team will figure out they can't just base-run every time.

    That sounds effective at stopping the strategy and insanely boring as hell to play.

    The best part about this strat is that it's not even effective at all. You can only stop the enemy from capping if you are physically inside the cap zone, which will get you killed no mater what mech you are in if you're alone. If the entire enemy team just piles into the cap zone, there's literally nothing you can do to stop them since they will just tank any incoming damage and win even if your whole team turns around to fight them. The enemy will cap too fast and you can't stop the cap. We're probably gonna start seeing this more and more, especially on maps where it's easy to sneak up on the enemy base like Frozen City.

    WoT handles this much better, by making any damage taken at all stall the cap; an enemy dying in the cap will reset it almost completely. This makes capping something you do when you have the opportunity; like when no one's defending at all, or there are only a few enemies left and you don't want to hunt them down cause they're hiding. And if someone tries to cap early, even a light asset can hold them off 'till the cavalry arrives.

    Is time a gift or punishment?
  • DarkewolfeDarkewolfe Registered User regular
    MegaMek wrote: »
    Darkewolfe wrote: »
    Tox wrote: »
    Darkewolfe wrote: »
    Several of my games have been these weird events where each team sort of races past the other, takes a few potshots, and beelines straight to the enemy base. Too much base racing right now. Need some sort of fix to make base capture back into just something you do if you can't hunt the last few opponents.

    Get a Cicada, armor it up fully, put the fastest engine you can in it, and put a bunch of small lasers.

    When your team runs to cap, hide. When their team shows up to cap, interfere. Prevent the cap and then your team will win every time.

    Eventually the other team will figure out they can't just base-run every time.

    That sounds effective at stopping the strategy and insanely boring as hell to play.

    The best part about this strat is that it's not even effective at all. You can only stop the enemy from capping if you are physically inside the cap zone, which will get you killed no mater what mech you are in if you're alone. If the entire enemy team just piles into the cap zone, there's literally nothing you can do to stop them since they will just tank any incoming damage and win even if your whole team turns around to fight them. The enemy will cap too fast and you can't stop the cap. We're probably gonna start seeing this more and more, especially on maps where it's easy to sneak up on the enemy base like Frozen City.

    WoT handles this much better, by making any damage taken at all stall the cap; an enemy dying in the cap will reset it almost completely. This makes capping something you do when you have the opportunity; like when no one's defending at all, or there are only a few enemies left and you don't want to hunt them down cause they're hiding. And if someone tries to cap early, even a light asset can hold them off 'till the cavalry arrives.

    The whole point of the cap was just to prevent teams from setting up ambush zones and then refusing to engage the rest of the time.

    It's going to start playing out like Chromehounds, though, where rushing the enemy base is the best strat ever, period.

    What is this I don't even.
  • ElvenshaeElvenshae Registered User regular
    SvK wrote: »
    Is there a role that is easier for a newb to fill and be useful? I feel like a scout should be an expert driver, which I am not. long-range fire support, maybe?
    MechMantis wrote: »
    Honestly I'd say a midrange skirmisher is easiest for a newbie to pick up. Pick an assault and STAY BY HIM. Shoot what he shoots. If there's a pesky light trying to murder him, murder the light.

    This is *great* advice. It's basically how I learned to stop sucking and be a productive member of the Oosik team!

    The current trial Centurion is a great 'mech to use for this. Use your LRMs from stand-off distance.* The large laser is going to be your next go-to weapon, but you don't have the heat sinks to fire it repeatedly. Rather, your two medium lasers in your center torso are going to be your workhorse weapons - consider setting them to chain fire (backspace) so that you can keep up a higher rate of fire.

    But, mostly, find the heaviest guy on your team, and do two things:

    1) If he's getting shot at by a smaller 'mech, it's your job to scare that 'mech off or destroy it. Especially if it's a TAGger! (See below.)
    2) If he's not, find his target and flank it, so that it cannot easily focus all its firepower on your assault buddy, and so that it cannot easily distribute your assault buddy's attacks across it's armor.

    The other thing to do is keep a really close eye out for enemy 'mechs with TAGs - that's a puny little laser that fires continuously and does no damage whatsoever, but instead puts a gigantic "SHOOT ME!" sign on its target for any LRM-using badguy. Normally, LRMs have a tendency to hit all over the place, distributing their damage inefficiently. When firing on a TAGged target, they group a lot tighter, so the damage is much more focused. This will allow enemy "artillery" to shred even heavily-armored assaults from a long, long way away. Kill TAGgers!

    You will get very, very few kills, and your K/D ratio will *suck*.

    On the other hand, you'll usually get 3 or 4 assists per match, a bunch of targeting / spotting bonuses, and the occasional component destruction payout.

    * Don't be afraid to toss your LRMS at just about any target - in vent, a lot of times, people will say things like, "Don't waste your LRMs on <X mech>," and I pretty much ignore that advice. Why? Because, eventually, the assault mech you're backstopping will get into closer range fights with someone, and LRMs become really, really hard to use close in (because, really close, they don't arm at all before impact, and slightly further out, it's hard to get and keep a lock in a brawl). Ammo left in the tubes at the end of a match is wasted ammo (in a trial mech, where you don't have to pay for rearm costs, and even when you are paying for rearms, it's not that expensive), so don't be afraid to waste a couple shots. Maybe only one in three hits and does damage, but that's still more damage than if you hadn't fired at all. You've got ... two tons, I think, of LRMs in the stock variant, which is 36 salvos.

  • NotoriusBENNotoriusBEN Registered User regular
    Gaslight wrote: »
    Gaslight wrote: »
    -endo steel is a flat reduction of 5% of your mech's total chassis weight. so bigger mechs get bigger use out of it. essentially, in a dragon you get an extra 3 tons to put on (60tons) or an atlas gets 5more tons(100tons)

    Er, 50%.

    I wish 50%, but no, its 5%. The internal structure weights 10% as much as your mechs max tonnage. Endo steel weights 50% of normal internal structure. Meaning you save 5%.

    He said chassis weight. I was assuming he was using chassis as a synonym for "internal structure." It's 50% of internal structure.

    So really, either is correct, it's just a matter of clearly defining our terms. Which I probably didn't help with. :P

    if you want definitions, my use of the term chassis is to represent the type of mech. a dragon, an atlas, a centurion. as opposed to variant: drg-1C, drg-1n, cat-k2, etc.
    :P

    a4irovn5uqjp.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • SyngyneSyngyne Registered User regular
    edited October 2012
    f3rret wrote: »
    What is the difference between a "hardpoint" and a "slot"? I'm looking at the charts here:
    http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

    I thought a slot was the same as a hardpoint, but there are no mechs with 10 ballistic hardpoints on them, and an AC/20 takes 10 slots.

    Imagine each location on your 'Mech (arm, torso, whatever) as a room in a house.

    Slots are the amount of space you have in the room.

    Hardpoints are like outlets and hookups in the walls.

    So, say, you have a closet(a 'Mech's right torso) that only has two wall outlets(energy hardpoints) in it. You may physically be able to fit a washing machine(or AC/20) in there, but it wouldn't do you any good because there isn't a washer hookup(ballistic hardpoint) to plug it into. However, you could fit two desk lamps(small lasers) in there, because there's an outlet to plug each one into, and they physically fit into the room. You could alternatively fit a 65' TV(PPC) in there as well.

    However, if the closet is jammed full of boxes from your last two moves that you are realistically never going to unpack but don't want to throw away(ferro fibrous armor, heat sinks, whatever), even if the closet has two outlets free, you're not getting the TV(PPC) in there because it just physically won't fit.

    ...this is a terrible analogy

    Syngyne on
    5gsowHm.png
    SupraluminalApogeeCarbonFire
  • TheExAmTheExAm Gerrymandered your districts Registered User regular
    TOGSolid wrote: »
    TOGSolid wrote: »
    The Mechwarrior Online Forums in a nutshell:
    http://www.youtube.com/watch?v=TxZDXUmGGsU
    I fucking love this, especially after growing up with that movie.

    6Jx6HOg.png
    Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    Syngyne wrote: »
    f3rret wrote: »
    What is the difference between a "hardpoint" and a "slot"? I'm looking at the charts here:
    http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

    I thought a slot was the same as a hardpoint, but there are no mechs with 10 ballistic hardpoints on them, and an AC/20 takes 10 slots.

    Imagine each location on your 'Mech (arm, torso, whatever) as a room in a house.

    Slots are the amount of space you have in the room.

    Hardpoints are like outlets and hookups in the walls.

    So, say, you have a closet(a 'Mech's right torso) that only has two wall outlets(energy hardpoints) in it. You may physically be able to fit a washing machine(or AC/20) in there, but it wouldn't do you any good because there isn't a washer hookup(ballistic hardpoint) to plug it into. However, you could fit two desk lamps(small lasers) in there, because there's an outlet to plug each one into, and they physically fit into the room. You could alternatively fit a 65' TV(PPC) in there as well.

    However, if the closet is jammed full of boxes from your last two moves that you are realistically never going to unpack but don't want to throw away(ferro fibrous armor, heat sinks, whatever), even if the closet has two outlets free, you're not getting the TV(PPC) in there because it just physically won't fit.

    ...this is a terrible analogy

    Oh man, I'm putting a bitchin' plasma TV and some sweet lamps in my living room. And wait 'till you see the kitchen, oh man

    Also, doing fairly well for myself... got my third hunchy, I'll probably hit Elite with them today. By god do I need that extra 15% cooling, and faster turning would be nice too. What we all really need though is a lag reducer...

    r3G0O.jpg

    8R7BtLw.png
  • tuxkamentuxkamen really took this picture. Registered User regular
    *If* I bother dropping DHSs into the Flashlight *and* the EHS count as doubles next week, I might change it to run with two LLs in the arms, six MPL in the lunchbox and one more in the head (or TAG). That should make it fairly dangerous at multiple ranges. Then again, I might try to hold out until the Stalker or Crusader drops (CRD-3L was my ultifavorite).


    Games: Ad Astra Per Phalla | Choose Your Own Phalla
    Thus, the others all die before tuxkamen dies to the vote. Hence, tuxkamen survives, village victory.
    3DS: 2406-5451-5770
  • GaslightGaslight Registered User regular
    edited October 2012
    The Crusader is never going to drop. Why would you think it is? Did they announce a new 'mech, an Unseen 'mech at that, and I somehow missed it?

    DON'T TOY WITH ME.

    Gaslight on
  • ShapeshifterShapeshifter Pants Optioanl Registered User regular
    we need urban mechs in this

    steam_sig.png
    Judge-Z
  • taliosfalcontaliosfalcon Registered User regular
    edited October 2012
    we need urban mechs maps in this

    No sense having an urbanmech without a true urban map for it to run around in :(

    taliosfalcon on
    steam xbox - adeptpenguin
  • Judge-ZJudge-Z Teacher, for Great Justice Upstate NYRegistered User regular
    we need urban mechs in this

    At the very least, and I'm not the first to say this, and Urbanmech bobble head!

    JudgeZed.png
  • tuxkamentuxkamen really took this picture. Registered User regular
    edited October 2012
    I said 'or'. Just like the clowns at the car parts store tried to tell me replacement 'or' refund meant no refunds.

    tuxkamen on

    Games: Ad Astra Per Phalla | Choose Your Own Phalla
    Thus, the others all die before tuxkamen dies to the vote. Hence, tuxkamen survives, village victory.
    3DS: 2406-5451-5770
  • ToxTox I kill threads he/himRegistered User regular
    Gaslight wrote: »
    The Crusader is never going to drop. Why would you think it is? Did they announce a new 'mech, an Unseen 'mech at that, and I somehow missed it?

    DON'T TOY WITH ME.

    CRD-8L_Crusader.jpg
    ?

    Twitter! | Dilige, et quod vis fac
  • ToxTox I kill threads he/himRegistered User regular
    At the very least, the PP Crusader is one of the few from that book I don't dislike.

    Twitter! | Dilige, et quod vis fac
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited October 2012
    Tox wrote: »
    Gaslight wrote: »
    The Crusader is never going to drop. Why would you think it is? Did they announce a new 'mech, an Unseen 'mech at that, and I somehow missed it?

    YOU BETRAYED THE LAW!

    CRD-8L_Crusader.jpg
    YOU BETRAYED THE LAW!

    DaMoonRulz on
    3basnids3lf9.jpg




  • wreckzorswreckzors Registered User regular
    Tox wrote: »
    wreckzors wrote: »
    Tox wrote: »
    Syngyne wrote: »
    wreckzors wrote: »
    I am in need of a thorough mechlab walk-through. I bought the Raven variation that has jumpjets, and am having problems upgrading it. I made enough money to upgrade the armor to the farrah, but after doing so, I no longer make money. Before, If I died. I would still make money in my raven. Now, if I win and take some damage it seems like I just break even after repairs and stuff. Someone please tell me what I am doing wrong. I am using the RVN-4ZX variation.

    please fix me :D

    Ferro Fibrous is insanely expensive to repair. That's probably the bulk of your problem.

    See also: Thread title

    Also @wreckzors right now, due to a bug, jump jets are redundant. So if you have one in your 'mech, you have full jump capability. Extra jets only help in the event of a crit.

    I did notice that I had jumpjets in like... 5 locations. I didn't know if I needed them or not. I also don't know what the command module does or C.A.S.E. or well... a lot of things :P.

    BattleTech Wiki

    You can look up anything on there and it will give you the values/rules in accordance with the tabletop rules of the game.

    Helpful points:

    -Guardian ECM, Beagle Active Probe, and Command Module all currently are placeholder only. Those pieces of equipment don't actually do anything. If you buy a 'mech and it has one, sell it immediately. If you're outfitting a 'mech, do not purchase those things.

    -Ammo. It goes in your legs. The exception to this is Gauss ammo, which cannot explode (instead the gun itself is supposed to).

    -CASE is helpful if you must store ammo in your side torsos and do not have an XL engine. The function of CASE is, when your ammo explodes and destroys your side torso, instead of the remaining damage transferring to your center torso, CASE forces the damage out the back of the 'mech, causing no further damage to your 'mech. Inner Sphere 'mechs (read: you) can only put CASE in the side torsos. However if you have an XL Engine, destroying a side torso will already core your 'mech, so it's a waste of money (even though it should still help reduce repair costs, it doesn't seem to currently).

    -Upgrades. They go in this order: EndoSteel, then DHS (unless you're storing a lot of heatsinks outside of your engine and run obscenely hot, then go the other way around). If you absolutely must have more weight, and still have a bunch of space, and have a boatload of spacebucks to burn, then you can upgrade to FF. Frankly, as is, FF should only be used in a very few edge cases, otherwise it's just not worth it.

    -Upgrades II. Right now you have to do Upgrades as a separate thing from modifying your Loadout. This means that if you want to see how much space/weight you'll have to play with with EndoSteel, you have to pay the cash to upgrade. Then, if it turns out you don't want it, you will have to pay again to downgrade back to a regular internal structure. This is far from optimal, and everybody knows it, and everybody hates it. PGI claims they're going to change the MechLab interface so that you can do all the changes together and just save/pay once, but until that happens, do not buy an upgrade unless you're certain you absolutely want it (it wouldn't hurt to run the numbers on paper to see how much weight/space you'll have and figure out what you'll do with it.

    -Engines. Engines are a little weird right now with respect to a few things. Heatsinks mounted in your engine are always singles. Period. Always. It's a bug, and they know about it, and they're looking into it. They haven't said for certain if or how they're going to fix it. Also, engine weights are done a little oddly now, and include the weight that would normally be allocated to your cockpit (3 tons), and your gyro (1 ton for every 100pts of Engine Rating, or fraction thereof). This extra weight is added in after the XL halving, so a 250XL weighs more than half of what a 250 STD weighs. That's why, and it's balanced.

    @wreckzors hopefully that clears up a few things. In the future, just ask specifically what you want to know about, anybody that can will be happy to help.

    Thank you for all the very helpful information!

  • wreckzorswreckzors Registered User regular
    Tox wrote: »
    wreckzors wrote: »
    Tox wrote: »
    Syngyne wrote: »
    wreckzors wrote: »
    I am in need of a thorough mechlab walk-through. I bought the Raven variation that has jumpjets, and am having problems upgrading it. I made enough money to upgrade the armor to the farrah, but after doing so, I no longer make money. Before, If I died. I would still make money in my raven. Now, if I win and take some damage it seems like I just break even after repairs and stuff. Someone please tell me what I am doing wrong. I am using the RVN-4ZX variation.

    please fix me :D

    Ferro Fibrous is insanely expensive to repair. That's probably the bulk of your problem.

    See also: Thread title

    Also @wreckzors right now, due to a bug, jump jets are redundant. So if you have one in your 'mech, you have full jump capability. Extra jets only help in the event of a crit.

    I did notice that I had jumpjets in like... 5 locations. I didn't know if I needed them or not. I also don't know what the command module does or C.A.S.E. or well... a lot of things :P.

    BattleTech Wiki

    You can look up anything on there and it will give you the values/rules in accordance with the tabletop rules of the game.

    Helpful points:

    -Guardian ECM, Beagle Active Probe, and Command Module all currently are placeholder only. Those pieces of equipment don't actually do anything. If you buy a 'mech and it has one, sell it immediately. If you're outfitting a 'mech, do not purchase those things.

    -Ammo. It goes in your legs. The exception to this is Gauss ammo, which cannot explode (instead the gun itself is supposed to).

    -CASE is helpful if you must store ammo in your side torsos and do not have an XL engine. The function of CASE is, when your ammo explodes and destroys your side torso, instead of the remaining damage transferring to your center torso, CASE forces the damage out the back of the 'mech, causing no further damage to your 'mech. Inner Sphere 'mechs (read: you) can only put CASE in the side torsos. However if you have an XL Engine, destroying a side torso will already core your 'mech, so it's a waste of money (even though it should still help reduce repair costs, it doesn't seem to currently).

    -Upgrades. They go in this order: EndoSteel, then DHS (unless you're storing a lot of heatsinks outside of your engine and run obscenely hot, then go the other way around). If you absolutely must have more weight, and still have a bunch of space, and have a boatload of spacebucks to burn, then you can upgrade to FF. Frankly, as is, FF should only be used in a very few edge cases, otherwise it's just not worth it.

    -Upgrades II. Right now you have to do Upgrades as a separate thing from modifying your Loadout. This means that if you want to see how much space/weight you'll have to play with with EndoSteel, you have to pay the cash to upgrade. Then, if it turns out you don't want it, you will have to pay again to downgrade back to a regular internal structure. This is far from optimal, and everybody knows it, and everybody hates it. PGI claims they're going to change the MechLab interface so that you can do all the changes together and just save/pay once, but until that happens, do not buy an upgrade unless you're certain you absolutely want it (it wouldn't hurt to run the numbers on paper to see how much weight/space you'll have and figure out what you'll do with it.

    -Engines. Engines are a little weird right now with respect to a few things. Heatsinks mounted in your engine are always singles. Period. Always. It's a bug, and they know about it, and they're looking into it. They haven't said for certain if or how they're going to fix it. Also, engine weights are done a little oddly now, and include the weight that would normally be allocated to your cockpit (3 tons), and your gyro (1 ton for every 100pts of Engine Rating, or fraction thereof). This extra weight is added in after the XL halving, so a 250XL weighs more than half of what a 250 STD weighs. That's why, and it's balanced.

    @wreckzors hopefully that clears up a few things. In the future, just ask specifically what you want to know about, anybody that can will be happy to help.

    Thank you for all the very helpful information!

  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited October 2012
    tuxkamen wrote: »
    *If* I bother dropping DHSs into the Flashlight *and* the EHS count as doubles next week, I might change it to run with two LLs in the arms, six MPL in the lunchbox and one more in the head (or TAG). That should make it fairly dangerous at multiple ranges. Then again, I might try to hold out until the Stalker or Crusader drops (CRD-3L was my ultifavorite).

    That is a LOT of heat. I think you might be overestimating duals, or underestimating how much that's all going to weigh. Sure, it'll all fit if you equip a slow enough engine, but you're still going to run into massive heat issues. Being able to do 54 dmg in one shot is great, but it's almost useless with the ranges you're having to deal with, given that you'll pretty much overheat after every alpha.

    I'd suggest going with LLAS for the arms and SLAS in the lunchbox. Or stick with all MPLAS and double chain fire them. Or hell, just run 3 LLAS, endo, and as many DHS as you can cram into that thing. Then laugh maniacally as you melt people from long range :)
    ...
    In fact, I think I might just run that triple LLAS build when engine DHS work properly. 3 LLAS 16 DHS, 260XL. A full speed, fully armored Laserback sporting 3 LLAS that I can fire with relative impunity sounds glorious.

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Anybody waiting for any particular mech to drop is doing themselves a disservice for a few reasons. One, you'll probably be waiting months unless you're lucky enough to have your mech dropped next, which is silly since there's no reason to not play until your favorite mech is released. Two, if you don't play now and build up the Cbills, you'll have to either grind out all those Cbills when the mech is released or fork over some premium money when the mech is released. Three, if you don't get the experience now, you won't know which variant of your favorite mech is the best choice for you. Four, the game is still a lot of fun right now, almost completely regardless of which mech you want to play.

    Judge-ZZombies Tossed My Salad!Gnome-Interruptus
  • AvalonGuardAvalonGuard Registered User regular
    I was just in a game with 2 PAers, where our two Atlases literally waited for us to weaken the enemy team and then die horribly so they could move in and clean up.

    And they lost. Because we got capped out.

    GODDAMMIT INTERNET. Y U NO TEAMWORK.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    edited October 2012
    I was just in a game with 2 PAers, where our two Atlases literally waited for us to weaken the enemy team and then die horribly so they could move in and clean up.

    And they lost. Because we got capped out.

    GODDAMMIT INTERNET. Y U NO TEAMWORK.

    Because if the Internet actually promoted cooperation and team work we would have ended world hunger and discovered unlimited energy by now.

    Mvrck on
  • ToxTox I kill threads he/himRegistered User regular
    I was just in a game with 2 PAers, where our two Atlases literally waited for us to weaken the enemy team and then die horribly so they could move in and clean up.

    And they lost. Because we got capped out.

    GODDAMMIT INTERNET. Y U NO TEAMWORK.

    Reminds me of Octomus Primus. He basically did the same thing. We would have won if he didn't absolutely fail at this game (or he may have been trolling)

    Twitter! | Dilige, et quod vis fac
  • Judge-ZJudge-Z Teacher, for Great Justice Upstate NYRegistered User regular
    I am so torn between playing tonight, and staying downstairs to listen for the potential good-natured tomfoolery and shenanigans that may occur on Halloween when you live in the community in which you also teach.

    Mechwarrior will probably win. Very rarely do any of them have the balls to try anything. Rumors of my deadly aim with a garden hose abound.

    JudgeZed.png
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