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Mechwarrior Online: PGI is on a roll and May is gonna rock. CTD hotfix is out!

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Posts

  • OrickOrick Registered User regular
    Kashaar wrote: »
    Orick wrote: »
    When I go to battle grid and press i for info, I can only see info on the other squad, but not my own squad. Is there another button for that?

    That's actually a bug from when they introduced the lance (=squad) mechanics. So no, that's broken right now. You'll have to get that info from a few different places... Mech types can be seen in the scoreboard, and percentage health and location can be seen in your lance window in the top right corner.

    Thanks. I was trying to help a squad mate but couldn't figure out which one he was in the map. Guess there is no way to do that.

    Had tons of disconnect back to mech lab lately too. Don't know if it's my ISP or some bugs.

  • TheCanManTheCanMan GT: Gasman122009 JerseyRegistered User regular
    I got tired of trying to catch up with the thread after two pages of the same predicable geese whining about the sky falling again and just skipped the next 8 or 9 pages. Did I miss anything of any actual importance?

  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    TheCanMan wrote: »
    I got tired of trying to catch up with the thread after two pages of the same predicable geese whining about the sky falling again and just skipped the next 8 or 9 pages. Did I miss anything of any actual importance?

    they announced some more mechs. The original models for the Warhammer, Marauder and Crusader.

    kx3klFE.png
    AvalonGuardGaslightTOGSolidKusmeroglu
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    TheCanMan wrote: »
    I got tired of trying to catch up with the thread after two pages of the same predicable geese whining about the sky falling again and just skipped the next 8 or 9 pages. Did I miss anything of any actual importance?

    they announced some more mechs. The original models for the Warhammer, Marauder and Crusader.

    I surprised more people didn't react to the concept art for playable aerospace fighters

    3basnids3lf9.jpg




  • TheCanManTheCanMan GT: Gasman122009 JerseyRegistered User regular
    TheCanMan wrote: »
    I got tired of trying to catch up with the thread after two pages of the same predicable geese whining about the sky falling again and just skipped the next 8 or 9 pages. Did I miss anything of any actual importance?

    they announced some more mechs. The original models for the Warhammer, Marauder and Crusader.

    :evil:
    :x

  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    DaMoonRulz wrote: »
    TheCanMan wrote: »
    I got tired of trying to catch up with the thread after two pages of the same predicable geese whining about the sky falling again and just skipped the next 8 or 9 pages. Did I miss anything of any actual importance?

    they announced some more mechs. The original models for the Warhammer, Marauder and Crusader.

    I surprised more people didn't react to the concept art for playable aerospace fighters

    the inclusion of the Valkyrie, Wasp and Stinger was clever on pgis part.

    kx3klFE.png
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    im home today with my sick daughter since she got me sick too! im laying on the couch reminiscing about the days i was first introduced to battletech back in the third grade, 1988.
    i went over to my friends house and his dad had a series of exquisitely detailed hex boards setup with what was obviously a huge, long running battle complete with VTOLs, tanks, hovercraft, infantry and Battlemechs. i specifically remember a lance of hatchetmen. the vehicles where nice little plastic figures, but the mechs were only cardboard print outs of the mechs. but he had a TON of minnies all nicely painted and organized in carriers.
    i was hooked.
    played my first 1v1 with my friend. I used the hunchback 4G. i dont remember who won, but it started me down the lifelong hobby that is Battletech.

    i still havent been able to find the nice cardboard figures this guy has. nothing was cartoony looking like a lot of the ones i have. they were very military in style. id love to get my hands on them or even a jpg or pdf scan of them.

    kx3klFE.png
    OrickKusmeroglu
  • f3rretf3rret Registered User regular
    I read through all the HONKHONKHONK so I knew you were foolin'.

    steam_sig.png
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    im home today with my sick daughter since she got me sick too! im laying on the couch reminiscing about the days i was first introduced to battletech back in the third grade, 1988.
    i went over to my friends house and his dad had a series of exquisitely detailed hex boards setup with what was obviously a huge, long running battle complete with VTOLs, tanks, hovercraft, infantry and Battlemechs. i specifically remember a lance of hatchetmen. the vehicles where nice little plastic figures, but the mechs were only cardboard print outs of the mechs. but he had a TON of minnies all nicely painted and organized in carriers.
    i was hooked.
    played my first 1v1 with my friend. I used the hunchback 4G. i dont remember who won, but it started me down the lifelong hobby that is Battletech.

    i still havent been able to find the nice cardboard figures this guy has. nothing was cartoony looking like a lot of the ones i have. they were very military in style. id love to get my hands on them or even a jpg or pdf scan of them.

    I thought someone in here said there were mech portraits in the game folder and that's what mittens, I think, used to make his avatar.

    3basnids3lf9.jpg




  • ElbasunuElbasunu Registered User regular
    edited May 2013
    So while Death Star is Salvation, what are some other fun 4P builds folks have enjoyed?

    Edit: Also, I've got a 230 in there right now. DO people fit a 260 in there somehow? Currently I'm maxed on DHS and MLAS, so i don't see how...

    Elbasunu on
    g1xfUKU.png?10zfegkyoor3b.png
    Steam ID: Obos Vent: Obos
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    Elbasunu wrote: »
    So while Death Star is Salvation, what are some other fun 4P builds folks have enjoyed?

    Edit: Also, I've got a 230 in there right now. DO people fit a 260 in there somehow? Currently I'm maxed on DHS and MLAS, so i don't see how...

    small lasers + big engine

    kx3klFE.png
  • tuxkamentuxkamen really took this picture. Registered User regular
    Elbasunu wrote: »
    So while Death Star is Salvation, what are some other fun 4P builds folks have enjoyed?

    Edit: Also, I've got a 230 in there right now. DO people fit a 260 in there somehow? Currently I'm maxed on DHS and MLAS, so i don't see how...

    It's pretty straightforward:

    Flashlight [HBK-4P]: 9xMLAS, AMS, 260STD, DHS, Endo


    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
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Elbasunu wrote: »
    So while Death Star is Salvation, what are some other fun 4P builds folks have enjoyed?

    Edit: Also, I've got a 230 in there right now. DO people fit a 260 in there somehow? Currently I'm maxed on DHS and MLAS, so i don't see how...

    small lasers + big engine

    For the 9xMLAS STD260 build you need endo-steel

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    tuxkamen wrote: »
    Elbasunu wrote: »
    So while Death Star is Salvation, what are some other fun 4P builds folks have enjoyed?

    Edit: Also, I've got a 230 in there right now. DO people fit a 260 in there somehow? Currently I'm maxed on DHS and MLAS, so i don't see how...

    It's pretty straightforward:

    Flashlight [HBK-4P]: 9xMLAS, AMS, 260STD, DHS, Endo

    Drop the AMS for another DHS and completely maxed armor.

    m!ttens
  • GaslightGaslight Registered User regular
    Once LRMs get their speed buff and ECM is cut down a notch I can see AMS becoming more valuable again.

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    AMS has always been a crutch for bad piloting, though. You shouldn't be that exposed against LRM heavy Mechs.

  • ElbasunuElbasunu Registered User regular
    3clipse wrote: »
    AMS has always been a crutch for bad piloting, though. You shouldn't be that exposed against LRM heavy Mechs.

    I only have one hunch, and I'd like to keep it safe. I don't want to take any chances.

    g1xfUKU.png?10zfegkyoor3b.png
    Steam ID: Obos Vent: Obos
  • GaslightGaslight Registered User regular
    edited May 2013
    3clipse wrote: »
    AMS has always been a crutch for bad piloting, though. You shouldn't be that exposed against LRM heavy Mechs.

    Disagree. Even the best pilots are going to be exposed LRMs sometimes. Right now LRMs are sufficiently weak it isn't a big deal but it could be something to worry about once LRMs get speed buffed. Sometimes you simply need to cross open space and in fatty assaults especially that can leave you exposed for a while.

    It's not as if you can actually "dodge" LRMs in this game, skipping sideways like in Pretty Baby's fluff text. Best you can really do is outrun missiles in a light (which soon will be much less doable) or duck behind a sufficiently high building or terrain feature. MWO is not a cover-based shooter. And standoff battles with missiles and (currently) long-range direct fire sniping from cover has been loudly complained about every time the meta swings that direction.

    Gaslight on
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    WolveSight wrote: »
    Mvrck wrote: »
    kilnborn wrote: »
    I played with the Ars guys a bit, and they hit on (to me) a novel strat:

    Map was Alpine, Assault, there were 3 of us. We stayed NEAR the base, then powered down, and let our 5 pubbies go forth to fight the 8 of them. They did well, dying with 5 guys still alive.

    The remaining 5 went to our base and stood there. We powered up, and got 2 of them before anyone even moved. We got 2 more kills before they could even coordinate, and their last guy ran off, leaving it 7 to 5, in our favor. We went back to our spots and powered down again.

    Total troll move, but effective.

    This has basically become my default strategy for Alpine Assault. Especially if you start at the lower base, so you don't have to walk up the mountain of death. Watching the PPC snipers rage in chat when they realize that you aren't going to walk neatly into their killing field is comedy gold.

    another trick is (from the lower base) swing right and use that huge mountain as cover from the normal camp spots for the ppc and gauss snipers. Alternatively, if you're starting in the upper area, take the same path and you can flank the entire enemy team's snipers that love to hill hump the low ridgeline. We "accidentally" did both of these 2 weeks ago in consecutive matches.

    "Running across that wide open field to take a hill that offers no strategic importance? Nah, how about we go way over there and just shoot the enemy in the ass."

    That's never worked particularly well in my experience, because it relies on the enemy in fact running PPC boats. What I saw at least twice yesterday was we'd advance on the lower basin and then cut towards the mountain while sending a couple onto Kappa and by the time we're contesting Kappa, they've already capped Sigma. If they don't see any opposition, upper team pushes straight through from Epsilon, runs over whatever straggler you had in the area, and eventually you have to force a fight to win since you're down on cap.

    XNnw6Gk.jpg
  • tuxkamentuxkamen really took this picture. Registered User regular
    3clipse wrote: »
    tuxkamen wrote: »
    Elbasunu wrote: »
    So while Death Star is Salvation, what are some other fun 4P builds folks have enjoyed?

    Edit: Also, I've got a 230 in there right now. DO people fit a 260 in there somehow? Currently I'm maxed on DHS and MLAS, so i don't see how...

    It's pretty straightforward:

    Flashlight [HBK-4P]: 9xMLAS, AMS, 260STD, DHS, Endo

    Drop the AMS for another DHS and completely maxed armor.

    Yes, that's obviously a viable alternative (note: This build is only -1 point on each leg.) My goal was simply to point out that there's *plenty* of weight available if you pick up ES (Elbasunu's doesn't have ES which is why he has three extra sinks.)


    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
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited May 2013
    @m!ttens uses the mech portrait @hydrosqueegee

    DaMoonRulz on
    3basnids3lf9.jpg




  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    3clipse wrote: »
    AMS has always been a crutch for bad piloting, though. You shouldn't be that exposed against LRM heavy Mechs.

    AMS can shoot down streaks too, right?

    3basnids3lf9.jpg




  • GaslightGaslight Registered User regular
    DaMoonRulz wrote: »
    3clipse wrote: »
    AMS has always been a crutch for bad piloting, though. You shouldn't be that exposed against LRM heavy Mechs.

    AMS can shoot down streaks too, right?

    I think it technically can shoot down Streaks (and regular SRMs), it can in the tabletop. But in practice I don't think it does very often, at least I've never noticed it happening. The flight time on Streak/regular SRMs seems to be too brief for the AMS to turn on, usually.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Gaslight wrote: »
    DaMoonRulz wrote: »
    3clipse wrote: »
    AMS has always been a crutch for bad piloting, though. You shouldn't be that exposed against LRM heavy Mechs.

    AMS can shoot down streaks too, right?

    I think it technically can shoot down Streaks (and regular SRMs), it can in the tabletop. But in practice I don't think it does very often, at least I've never noticed it happening. The flight time on Streak/regular SRMs seems to be too brief for the AMS to turn on, usually.

    I'm pretty sure mine shoots down (s)srms regularly. If we all think streaks are broken and going for CT more than they should, I think it would make sense to have something that can help take them out

    3basnids3lf9.jpg




  • m!ttensm!ttens he/himRegistered User regular
    Yeah, I can pull out the mech portraits (the same ones you see in the bottom row of the mechlab) if you want. Non-commercial use disclaimer, copyright held by PGI and IGP, etc. Just takes a few minutes and a .dds plugin for gimp or PS to view. I can then export to a more standard image file. PM me if you want any of them.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Are they high resolution?

    3basnids3lf9.jpg




  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    AMS works on streaks only if they're far enough away. I forget the exact range.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    DaMoonRulz wrote: »
    Are they high resolution?

    They vary between 800 and 1k squared if I recall correctly. Some are suitable for desktop backgrounds, but most have weird artifacting/rendering errors when they are that big, but they disappear when they are smaller.

  • TheCanManTheCanMan GT: Gasman122009 JerseyRegistered User regular
    m!ttens wrote: »
    Yeah, I can pull out the mech portraits (the same ones you see in the bottom row of the mechlab) if you want. Non-commercial use disclaimer, copyright held by PGI and IGP, etc. Just takes a few minutes and a .dds plugin for gimp or PS to view. I can then export to a more standard image file. PM me if you want any of them.

    You can pull them (or atleast something very similar) from mwowiki.org.

    HBK-4SP.png


  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Mvrck wrote: »
    DaMoonRulz wrote: »
    Are they high resolution?

    They vary between 800 and 1k squared if I recall correctly. Some are suitable for desktop backgrounds, but most have weird artifacting/rendering errors when they are that big, but they disappear when they are smaller.


    I was hoping for yes or no. I have no idea what that first sentence means
    :oops:

    3basnids3lf9.jpg




  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    In vent for a few rounds if anyone wants to join

    3basnids3lf9.jpg




  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Yeah, AMS can shoot down streaks, but the AMS only activates towards missiles that are "inbound" for X amount of time. With streaks, that time is almost always so short that AMS does virtually nothing at all since most streak builds just jam their faces in the target and run in circles.

    Personally, I'd want to see LRMs become increasingly diffuse with bigger launchers, so there are good combat reasons to take an LRM5 over stacking big LRMs. So an LRM5 fired singly would only hit a couple of upper-body panels and be heavily resistant to AMS, a stack of LRM5s would diffuse the damage with some AMS resistance, an LRM20 would also diffuse the damage and be less AMS-resistant, and a stack of large launchers would do lots of spread-out damage but be heavily vulnerable to AMS. Then we'd get functional uses to the missile launcher sizes instead of just globs of missiles to defeat AMS, plus missile boating big launchers would be discouraged out of simple necessity.

    A big speed increase would also be pretty requisite, as I'd much rather see faster, less-damaging LRMs than slow, dull blobs that NEED to have masses of missiles in order to accomplish any sort of damage with a single hit.

    TheCanMan
  • SpoitSpoit *twitch twitch* Registered User regular
    I thought it was already weight inefficient to use bigger launchers compared to multiple small ones?

    steam_sig.png
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    DaMoonRulz wrote: »
    Mvrck wrote: »
    DaMoonRulz wrote: »
    Are they high resolution?

    They vary between 800 and 1k squared if I recall correctly. Some are suitable for desktop backgrounds, but most have weird artifacting/rendering errors when they are that big, but they disappear when they are smaller.


    I was hoping for yes or no. I have no idea what that first sentence means
    :oops:

    Well standard 1080p resolution is 1920 wide x1080 tall. So if something is 800 pixels tall, it will take up just under image height-wise if you put it into a file to make a desktop image. The big problem with these images is there are some weird gaps in some it seems. Maybe @Mittens had better luck with them, the Nvidia dds plugin I was using for Photoshop to view them was actually pretty shitty.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Also, can I get some mobile feedback on the Outreach site? Especially for anyone running Chrome for Android (I'm stuck on 2.0 :sadface: ) Specifically performance and if things load properly when you click on them. I know the menu is still broken and the events list still needs styled, but I *think* everything else should look good. Let me know if it's not the case.

    http://outreachnews.net

    Thanks!

  • GaslightGaslight Registered User regular
    edited May 2013
    Spoit wrote: »
    I thought it was already weight inefficient to use bigger launchers compared to multiple small ones?

    Sort of true for LRMs. Stacking multiple LRM 5's is always more weight efficient than using single bigger launchers. 1x LRM 15 is 7 tons, 3x LRM 5 is 6 tons. 1x LRM 20 is 10 tons, 4x LRM 5 is only 8 tons.

    (This is not true for vanilla and Streak SRMs, hard and fast rule is 1 ton for every 2 tubes for vanilla and 1.5 for Streaks.)

    Problem is obviously number of hardpoints available. Lots of 'mechs have 1 missile hardpoint somewhere, relatively few have 3. Also pretty sure multiple stacked smaller launchers generate more heat than one big one.

    Gaslight on
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    And stacked Artemis launchers end up costing more tonnage, or the same?

    3basnids3lf9.jpg




  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited May 2013
    Spoit wrote: »
    I thought it was already weight inefficient to use bigger launchers compared to multiple small ones?

    Pretty sure it is, but that also takes up hardpoints. Under normal circumstances, who would take 3 LRM5s when they can take streaks or SRMs? With my way, quad LRM5 means a somewhat more effective LRM20, but you use up all those missile hardpoints. Conversely, you could take an LRM5 on something like a Jenner and have it deal real damage, giving them long-range hitting power without having to take heavy energy weapons. You wouldn't be able to pick whether that 5-10 points of damage hits the CT and RT over the right arm and RT, but that's still something to give lighter mechs a range option between SRMs/streaks or nothing at all, since they don't have the weight or hardpoints to stack masses of LRMs to defeat AMS. Light-vs-light combat could also shift to something besides "who has streaks", since the guy with the LRM5/10 could kite the streak user from well outside streak range, and actually deal relevant, dangerous damage if the LRMs move at the speed of actual missiles instead of blimps.

    I mean, why would you bother using up 4 missile hardpoints on LRM5s when, launched all at once or one right after another, they're aren't hardly more effective than a single LRM20? You've given up a lot of hardpoints for no real benefit, since SRMs are naturally a better choice for damage. And if you make a single LRM20 launch the upper end of missile effectiveness, then no more problems with, when LRMs hit unbalanced points, people taking massive stacks of missile launchers. Set it up so that something with dual 20s could still stagger-fire for max effectiveness, but beyond that, they're wasting a lot of weight on launchers that are scattering too much or neutered by AMS.

    Ninja Snarl P on
  • TheCanManTheCanMan GT: Gasman122009 JerseyRegistered User regular
    DaMoonRulz wrote: »
    And stacked Artemis launchers end up costing more tonnage, or the same?

    The Artemis upgrade is a flat addition regardless of launcher size. So you just add a ton to everything Gaslight just said.

  • GaslightGaslight Registered User regular
    edited May 2013
    DaMoonRulz wrote: »
    And stacked Artemis launchers end up costing more tonnage, or the same?

    A good point to bring up. Artemis will end up costing more in most cases, because it adds one ton for every individual launcher regardless of size.
    TheCanMan wrote:
    The Artemis upgrade is a flat addition regardless of launcher size. So you just add a ton to everything Gaslight just said.

    Not exactly, one ton per launcher. So the more launchers you have the more weight it adds.

    2x LRM 5 w/Artemis = 6 tons
    1x LRM 10 w/Artemis = 6 tons

    3x LRM 5 w/Artemis = 9 tons
    1x LRM 15 w/Artemis = 7 tons

    4x LRM 5 w/Artemis = 12 tons
    1x LRM 20 w/Artemis = 11 tons

    So Artemis is better with single big launchers.

    Gaslight on
    Delphinidaesf3rret
This discussion has been closed.