Spent about 14 hours downloading the 2gig patch on hotel internet.
./smug pimp smoker jpg
managed to purchase the flame and the muromets for this weekend
Item #48,793 under category: THINGS THAT DO NOT STOP THE DAKKA
All you Oosik peeps that don't know yet and bought Muramets this weekend: Kablamaphract [ILYA_MUROMETS]: 2xLBX, 2xLLAS, 280XL, DHS, Endo
It's a stompy robot with space shotguns, and you should try it. I feel like more and more people are using LBX's, which just warms my heart, and makes me feel justified in recommending it to others. (Also, I posted 1100 dmg in this fine lady the other day.)
Dig the Muro. The Flame is giving me trouble - currently got the stock 300STD engine, AC20, 4xML.
There's a few ways to do that one: Two PPCs + AC/10. Gauss + MLAS + SRM (or LRM these days) (I used to run this). 4 LLAS (this is a favorite for a lot of people). One ER PPC, one Gauss, 2 MLAS, Endo/Ferrous XL 315 (my personal ride) (or XL 300 with no ferro and some extra sinks).
The downside is that they all require a 300XL which isn't cheap, but the Dragon in general is a pretty pricey mech to get going.
I actually have two 300XLs (one that I bought for my CPLT, the other that came with my TBT-3C), so that's not an issue. I just wanted an AC20 mech that ran faster than 64kph and had more than 2 MLs as backup. ;_;
I guess that an LB10X + PPC or similar could work well, and run around at 100kph or so.
Are you looking for a build centered on a specific weapon, or just different buildds to try
Well, the major draws were:
a) A Dragon
b) An AC20 that went faster than 64kph
c) Other Viable Builds to replace my old TBT-7K
So hit me with everything I could do with it!
Little late to this, but I loooove my Flame with 300 Standard, AC20 (4 tons of ammo), and 4 small lasers. 90 KPH AC20 action is glorious, and frankly once your aim is good, the AC20 is a decent long range weapon - it still hits hard out to 500m. Small lasers will carve up mechs once you're actually in range, and the heat is negligible. It's a mech that needs to choose it's fights, though. Gotta make those big slugs count.
*edit: That's with DHS, endo, and ferro, BTW.
Apogee on
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
For those who have run the Blackjack and Hunchback Deathstar builds, which have you had better luck with?
The Flashjack/Blackstar is much faster with a maxed engine, has better sight lines, and also has more staying power (it can run with a 295STD, though you will run much hotter). If you go XL, you also open up a lot of tonnage for more sinks or larger weapons to change your range bands.
All you Oosik peeps that don't know yet and bought Muramets this weekend: Kablamaphract [ILYA_MUROMETS]: 2xLBX, 2xLLAS, 280XL, DHS, Endo
It's a stompy robot with space shotguns, and you should try it. I feel like more and more people are using LBX's, which just warms my heart, and makes me feel justified in recommending it to others. (Also, I posted 1100 dmg in this fine lady the other day.)
Its just so gratifying to hit a freshly stripped torso section with 2 lbx's and watch 3 successive "component destroyed" messages pop up as the poor sod's mech crumples forward.
+2
ApogeeLancks In Every Game EverRegistered Userregular
I'd also like to commend Petra for taking up the 'MGun Challenge' with me yesterday evening. Together we brought 10 MGs to bear on our foes, and the hail of fire was glorious.
For those who have run the Blackjack and Hunchback Deathstar builds, which have you had better luck with?
The Flashjack/Blackstar is much faster with a maxed engine, has better sight lines, and also has more staying power (it can run with a 295STD, though you will run much hotter). If you go XL, you also open up a lot of tonnage for more sinks or larger weapons to change your range bands.
When I start grinding Jagers I am totally running the 2xLPL+6xMG+max engine troll build on the Double Dee.
Unless my calculations are wrong. 6x MGs has a DPS of 4.8 for only 3T of guns. Thats not bad considering they don't produce any heat and 1T of ammo will last you nearly a whole match. For comparison, 3T of medium lasers have a DPS of 3.75 (but produce heat and have a much longer range).
You are forgetting about precision targeting on panel. What's the MG spread at 100m? 200m?
I'd like for MGs.to be cool, or viable, but its not happening
When I start grinding Jagers I am totally running the 2xLPL+6xMG+max engine troll build on the Double Dee.
Unless my calculations are wrong. 6x MGs has a DPS of 4.8 for only 3T of guns. Thats not bad considering they don't produce any heat and 1T of ammo will last you nearly a whole match. For comparison, 3T of medium lasers have a DPS of 3.75 (but produce heat and have a much longer range).
1 ton of ammo??? I was packing 10000 rounds. *cue evil laughter that never stops*
Edit: Someone watching the stream challenged me to use at least 5000 rounds in a single match, and I could not oblige. :P
Kusmeroglu on
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ApogeeLancks In Every Game EverRegistered Userregular
@Kusmerglu Indeed it was. I only run 6K rounds for 4 guns on the S, and run dry once in a while... I need to try some more mechs with Mguns! Still tempted to but that Cicada; stupid DD is so expensive to purchase.
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
Kusmeroglu and I were discussing lances with mechs of a similar speed. For instance, a Dragon Lance (tm) that wants to all move at the same speed so they don't out pace other friendlies and stick together. Often I find when I pilot a faster mech, I leave my friends behind and get killed. Also if I'm too slow, I can't keep up like the old one of the herd.
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
Kusmeroglu and I were discussing lances with mechs of a similar speed. For instance, a Dragon Lance (tm) that wants to all move at the same speed so they don't out pace other friendlies and stick together. Often I find when I pilot a faster mech, I leave my friends behind and get killed. Also if I'm too slow, I can't keep up like the old one of the herd.
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
I'm not sure what the optimal speed is for a Dragon lance, but the simple answer to your dilemma is to simply walk slower. When i'm playing with heavier mechs in my Raven I usually just slowly trudge behind the Atlas or whatever until the engagement starts, at which point I go full speed to engage whatever mechs are harassing our heavies.
I would think the 80-90kph range is what would make sense - you want to be able to intercept more quickly than a heavy force when it's time to break off from the other friendly lance.
Kusmeroglu and I were discussing lances with mechs of a similar speed. For instance, a Dragon Lance (tm) that wants to all move at the same speed so they don't out pace other friendlies and stick together. Often I find when I pilot a faster mech, I leave my friends behind and get killed. Also if I'm too slow, I can't keep up like the old one of the herd.
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
Moving at the back of the pack because you're slow is far less likely to get you killed than running ahead because you're fast.
I also don't think an all-Dragon lance is likely to work very well most of the time. Dragons are strikers/flankers/snipers/skirmishers. They need beefier 'mechs to hold the line and take the brunt of enemy fire in the thick of the engagement to succeed. If one entire lance on your team is Dragons, then the other one had better be all assaults or something.
Kusmeroglu and I were discussing lances with mechs of a similar speed. For instance, a Dragon Lance (tm) that wants to all move at the same speed so they don't out pace other friendlies and stick together. Often I find when I pilot a faster mech, I leave my friends behind and get killed. Also if I'm too slow, I can't keep up like the old one of the herd.
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
Moving at the back of the pack because you're slow is far less likely to get you killed than running ahead because you're fast.
I also don't think an all-Dragon lance is likely to work very well most of the time. Dragons are strikers/flankers/snipers/skirmishers. They need beefier 'mechs to hold the line and take the brunt of enemy fire in the thick of the engagement to succeed. If one entire lance on your team is Dragons, then the other one had better be all assaults or something.
The Dragon Lance (tm) was used as an example but isn't the main focus. I picked it as an example because most here pet their dragon over the Dragon.
The theory is keeping similar speeds to keep more tightly bunched. I've recently found that when mechs are too dissimilar in their velocity, we get separated more. When a light (i.e. Raven) is support a group of larger mechs, when the shit hits the fan, the Raven goes ZOOM and the others are left without a 4th man. Also I find that when most people play, they go 100% throttle and keep it there for teh whole match. Only to pause at objectives or when they start taking fire.
IMHO shooting en-mass is directly related to moving en-mass.
Kusmeroglu and I were discussing lances with mechs of a similar speed. For instance, a Dragon Lance (tm) that wants to all move at the same speed so they don't out pace other friendlies and stick together. Often I find when I pilot a faster mech, I leave my friends behind and get killed. Also if I'm too slow, I can't keep up like the old one of the herd.
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
Moving at the back of the pack because you're slow is far less likely to get you killed than running ahead because you're fast.
I also don't think an all-Dragon lance is likely to work very well most of the time. Dragons are strikers/flankers/snipers/skirmishers. They need beefier 'mechs to hold the line and take the brunt of enemy fire in the thick of the engagement to succeed. If one entire lance on your team is Dragons, then the other one had better be all assaults or something.
The Dragon Lance (tm) was used as an example but isn't the main focus. I picked it as an example because most here pet their dragon over the Dragon.
The theory is keeping similar speeds to keep more tightly bunched. I've recently found that when mechs are too dissimilar in their velocity, we get separated more. When a light (i.e. Raven) is support a group of larger mechs, when the shit hits the fan, the Raven goes ZOOM and the others are left without a 4th man. Also I find that when most people play, they go 100% throttle and keep it there for teh whole match. Only to pause at objectives or when they start taking fire.
IMHO shooting en-mass is directly related to moving en-mass.
I think most of the oosiks are pretty good with sticking together during the initial maneuvering. It's when the engagement become protracted or turn into one off those poke your head and snipe thing that people start getting separated. So I think similar speed isn't as important as having a clear plan and keep good communication going.A lot time there isn't even anyone calling out targets.
My personal problem is bloodlust. I am too eager to engage and often over commit. so I often end up right in front and dying even if I have a slow mech.
So, I'm vaguely aware of how damage works in this game but is there an article that explains what happens when armour is stripped on a component and it's hit and also what colours mean what on the paper doll.
EDIT:
Also current shortlist of mechs I'd like:
Murometts: Looks like a fun brawler affair
Raven-3L: because I kinda need a scout I suppose
HBK-4P: deathstar looks fun
Dragon 1C/5N: for Xp
Cat c4 for Missile boating
So tommorow I might go change scrounging for the cash to get a Muromett's if the sales still on and some slots.
Your paperdoll (or an enemy's paperdoll, but from here on, I'll refer to just yours but it works both ways) shows all the distinct components: arms, legs, head, as well as both front and rear center and side torsos. Each component has two distinct parts to it; The outline around a section shows the percentage of armor remaining and the solid color inside is the health percentage of the internal structure. The greyish yellow color you see at the start of the match is the color signifying 100%; once something takes damage it become a bright yellow color, then turns more orange and eventually a deep red before reaching 0%. Once something is gone from the paperdoll, it is at 0%. You will see this when the armor on a mech is stripped completely and the outline around the section disappears. Likewise, the once internal structure reaches 0, you will no longer see the arm, leg or side torso (you will also briefly see a mech with missing CT, head or both legs when it gets destroyed now too). The system is designed so that armor must be removed from a section before internal damage can take place but there are/were bugs that allowed internals to take damage. I think these have mostly been fixed by now. Because your torso sections are broken down into front and back armor sections, you can take internal structure damage with full front armor intact if your target is shooting you from behind. If you notice that you're taking internal damage because your armor is missing, consider twisting to present the armored part of your mech to the enemy.
Keep in mind, however that this color gradation is solely based off percentages, not hard numbers. The amount of damage needed to just remove the front armor off an "orange" front CT for an Atlas is probably about the same needed to fully CT core a medium mech from full health.
Damage scales from Grey to Red, and the deeper the red, the more damage you have taken. So Grey then Yellow, then Orange, then Red, etc.
When the armor is gone, then the components have a chance of taking damage, these have their own hitpoint pools, and when that runs out, the component is destroyed and no longer usable/ provides its bonus. There is also a small chance for damage to penetrate armor and take out components before the armor is stripped.
You can discipline your lance mates to stick together, and when targets are called out, you focus them. You simply have all your lance mates go the same speed as the slowest mech. If you want a decently fast lance you should have your slowest mech be at the maximum speed you want your lance as a whole to go.
Speed is less of a problem as oppose to how your lance is built. Who is the "tank"? Most of time its the heaviest mech but for example if i had a CN9 in my lance he would be the "tank" or front line mech, instead of the CPT or DRG in my lance.
Other factors come into play with assigning roles to a mech. It's safe to assume the roles are scout, brawler, tank or frontline (I will use frontline), support.
Scout's are not always lights, TBT's, HBK's, and DRG's can all fill that "scout" role, though it is not recommended to go above meds. High speed is obviously required, 100+ KPH required but you more want 110+ in reality, anything above 130+ is optimal. They basically do what the name implies, they scout. Scouting can be anything from Sensors, LOS for support mechs Launchers (LRM's). Scouts roles also typically apply to go behind the enemy front line and capping points if its conquest or the base if it's assault.
Brawler is more the jack of all trades mech. This is typically DRG's, HBK's, CTF's, STK's, AWS's, TBT's, JM6's, CN9's, etc. Brawling is not limited to mechs themselves, but to more the way the mech is setup. Sure, certain chassis are clearly designed for brawling, such as the DRG, or the CTF's, but if you have a TBT or JM6-A that as LRM's, then it is most likely not a brawler. The line is also drawn between mechs that have XL or not. A clear cut example, a Reaper DDC is a Brawler while a DDC with a STD engine is a frontline mech. Brawlers usually go into the fray and should (generally) disrupt the heavy hitting mechs. 6 PPC STK's, LRM 60 STK's, CTF - 3D's, AS7 - RS's, etc. It is Brawlers jobs to destroy the morale of the enemy front line. JM6's perform this role beautifully, if 2 Jagerbombs get into the enemy lines they will completely destroy the morale of the enemy team, allowing your front line of AS7's, HGN's, CN9's, etc to decimate the enemy front line and move in or at the very least force a retreat.
Frontline mechs are basically what the name implies, you essentially draw the battleline on the map between your side and the enemy side. AS7's, HGN's, STK's (Could be argued they are brawlers and not frontline) are typically your front line. CN9's, can fit the role, but is not recommended. This is blurred in Conquest but is pretty consistent in Assault. River City it's either Upper, or Lower city that are the battlelines. In Frozen City, it's typically the dropship wreckage area. Forest Colony is the points at or around Theta and Epsilon. Alpine is almost always the hill that is near Epsilon, with one side taking the upper, and the other side taking lower. Frontline mechs are used to cover your support mechs, which typically have the bulk of your firepower, LRM's, Gauss, PPC's, etc. It's important if you are a frontline mech, to insure you keep the attention of the enemy mechs on yourself and not your brawlers disrupting the enemies back lines. You will probably die or become crippled, but if you did your job right and the brawlers did their job right, you should win the battle.
Finally, Support mechs are usually the fragile, but heavy hitting mechs on your team. CTF, STK's, pretty much any CPT. It's not limited to chassis though. AS7 - K's provide good AMS coverage and can contain powerful, long range PPC's. DDC's can have a ECM blanket in addition to PPC's and a Gauss rifle with LRM's for maximum long range damage. CPT's are the most common support mechs, as lore wise that was the mech was designed for. A capable LRM platform. Generally any mech that does heavy damage, but can't take much damage is most typically support. Dual AMS systems are also very good for support, ECM's are a plus.
None of this information is definitive, and there are many, many exceptions and inclusions. But this a rough idea of how roles work in MWO. The customization of mechs allows you to build your mech how you want it to preform. If you go for a generalist build on a mech, you will typically be a brawler.
Kusmeroglu and I were discussing lances with mechs of a similar speed. For instance, a Dragon Lance (tm) that wants to all move at the same speed so they don't out pace other friendlies and stick together. Often I find when I pilot a faster mech, I leave my friends behind and get killed. Also if I'm too slow, I can't keep up like the old one of the herd.
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
I'm not sure what the optimal speed is for a Dragon lance, but the simple answer to your dilemma is to simply walk slower. When i'm playing with heavier mechs in my Raven I usually just slowly trudge behind the Atlas or whatever until the engagement starts, at which point I go full speed to engage whatever mechs are harassing our heavies.
I would think the 80-90kph range is what would make sense - you want to be able to intercept more quickly than a heavy force when it's time to break off from the other friendly lance.
He compared a 60 ton Flame with a 250 std engine to a Cataphract with a 300 std engine? You know, a Jenner with six medium lasers is going to do more damage than a Cataphract with only five small lasers. I made a chart!
0
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
So my ping issue has been figured out but not fixed. For those who don't know, I normally have a ping of 32. Recently it's been around 100 but would spike to 1800 or more. Both MWO and Vent were being effected.
I had figured that it was the baby monitors because I know others who have had the same issues, so I tried www.speedtest.net a few times with them on and off to see the different.
ISP Advertised Speed - FIOS 75 down and 25 up
Speedtest.net tests Monitors Off - 30 down and 20 up
Speedtest.net tests Monitors On - 9 down and 0 up (the test failed and never completed on the upload piece)
I need to set up my Verizon provided router as a bridge and use my Cisco (N frequency) router as my primary point of entry. Before I moved, the nicer router didn't run on the same frequency so it didn't conflict. I unfortunately have to keep the Verizon router because the TV Set Top Boxes (STBs) require it.
The reason why I only started seeing this problem is because I moved my laptop that I play on. Normally it's down stairs near the router but recently it's been in the dining room since my Mother In Law is visiting and is staying down there.
He compared a 60 ton Flame with a 250 std engine to a Cataphract with a 300 std engine? You know, a Jenner with six medium lasers is going to do more damage than a Cataphract with only five small lasers. I made a chart!
That's the exact point he was making. As engine size increases, speed increases flatten out.
Turn it around: A dragon going 78.3 kph (STD290) has 21 free tons. A cataphract going 78.7 (STD340) has 19 free tons.
There're sweet spots for spare tonnage for each weight-class, and trying to go as fast in a 65-ton mech as you can in a 50-ton mech typically leaves you with less tonnage for weapons than you'd have in the lighter mech.
He compared a 60 ton Flame with a 250 std engine to a Cataphract with a 300 std engine? You know, a Jenner with six medium lasers is going to do more damage than a Cataphract with only five small lasers. I made a chart!
That's the exact point he was making. As engine size increases, speed increases flatten out.
Turn it around: A dragon going 78.3 kph (STD290) has 21 free tons. A cataphract going 78.7 (STD340) has 19 free tons.
There're sweet spots for spare tonnage for each weight-class, and trying to go as fast in a 65-ton mech as you can in a 50-ton mech typically leaves you with less tonnage for weapons than you'd have in the lighter mech.
I'm not sure if he standardized for armor amount or not, but overall he has a good point that the heavier your mech, you have to sacrifice more and more just to go the same speed.
Posts
Item #48,793 under category: THINGS THAT DO NOT STOP THE DAKKA
Kablamaphract [ILYA_MUROMETS]: 2xLBX, 2xLLAS, 280XL, DHS, Endo
It's a stompy robot with space shotguns, and you should try it. I feel like more and more people are using LBX's, which just warms my heart, and makes me feel justified in recommending it to others. (Also, I posted 1100 dmg in this fine lady the other day.)
Also, thanks to @Kashaar, there is a lovely video to give you a taste:
Apparently we used the wrong music, though Bastion's soundtrack and space shotguns are a match made in heaven.
Space Shotguns: when silly geese absolutely, positively, have to be banned overnight.
If they put the Geth Plasma Shotgun into this game that'd be fun as heck.
Just saying.
Little late to this, but I loooove my Flame with 300 Standard, AC20 (4 tons of ammo), and 4 small lasers. 90 KPH AC20 action is glorious, and frankly once your aim is good, the AC20 is a decent long range weapon - it still hits hard out to 500m. Small lasers will carve up mechs once you're actually in range, and the heat is negligible. It's a mech that needs to choose it's fights, though. Gotta make those big slugs count.
*edit: That's with DHS, endo, and ferro, BTW.
Don't forget you can charge it, it'd also count as a energy weapon so clearly infinite ammo.
The Flashjack/Blackstar is much faster with a maxed engine, has better sight lines, and also has more staying power (it can run with a 295STD, though you will run much hotter). If you go XL, you also open up a lot of tonnage for more sinks or larger weapons to change your range bands.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
Its just so gratifying to hit a freshly stripped torso section with 2 lbx's and watch 3 successive "component destroyed" messages pop up as the poor sod's mech crumples forward.
Oh man, can we call it the Blackstar?
Unless my calculations are wrong. 6x MGs has a DPS of 4.8 for only 3T of guns. Thats not bad considering they don't produce any heat and 1T of ammo will last you nearly a whole match. For comparison, 3T of medium lasers have a DPS of 3.75 (but produce heat and have a much longer range).
I'd like for MGs.to be cool, or viable, but its not happening
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
1 ton of ammo??? I was packing 10000 rounds. *cue evil laughter that never stops*
(@Apogee: most fun all night)
Edit: Someone watching the stream challenged me to use at least 5000 rounds in a single match, and I could not oblige. :P
What do you think would be a good target speed for a lance like that? 80 kph? 90kph?
Also now that LRMs work and aren't over powered, are all of you now gonna consider AMS as a standard in all of your loadouts? Lance with 4 AMSs = little LRMs get through.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I'm not sure what the optimal speed is for a Dragon lance, but the simple answer to your dilemma is to simply walk slower. When i'm playing with heavier mechs in my Raven I usually just slowly trudge behind the Atlas or whatever until the engagement starts, at which point I go full speed to engage whatever mechs are harassing our heavies.
I would think the 80-90kph range is what would make sense - you want to be able to intercept more quickly than a heavy force when it's time to break off from the other friendly lance.
Moving at the back of the pack because you're slow is far less likely to get you killed than running ahead because you're fast.
I also don't think an all-Dragon lance is likely to work very well most of the time. Dragons are strikers/flankers/snipers/skirmishers. They need beefier 'mechs to hold the line and take the brunt of enemy fire in the thick of the engagement to succeed. If one entire lance on your team is Dragons, then the other one had better be all assaults or something.
I prefer quad mlas on my kablamjager. Then again I am very much in your face when I play so llas range benefit isn't that important for me.
I hope there will be an assault that can do triple lbx well eventually.
The Dragon Lance (tm) was used as an example but isn't the main focus. I picked it as an example because most here pet their dragon over the Dragon.
The theory is keeping similar speeds to keep more tightly bunched. I've recently found that when mechs are too dissimilar in their velocity, we get separated more. When a light (i.e. Raven) is support a group of larger mechs, when the shit hits the fan, the Raven goes ZOOM and the others are left without a 4th man. Also I find that when most people play, they go 100% throttle and keep it there for teh whole match. Only to pause at objectives or when they start taking fire.
IMHO shooting en-mass is directly related to moving en-mass.
I think most of the oosiks are pretty good with sticking together during the initial maneuvering. It's when the engagement become protracted or turn into one off those poke your head and snipe thing that people start getting separated. So I think similar speed isn't as important as having a clear plan and keep good communication going.A lot time there isn't even anyone calling out targets.
My personal problem is bloodlust. I am too eager to engage and often over commit. so I often end up right in front and dying even if I have a slow mech.
EDIT:
Also current shortlist of mechs I'd like:
Murometts: Looks like a fun brawler affair
Raven-3L: because I kinda need a scout I suppose
HBK-4P: deathstar looks fun
Dragon 1C/5N: for Xp
Cat c4 for Missile boating
So tommorow I might go change scrounging for the cash to get a Muromett's if the sales still on and some slots.
Your paperdoll (or an enemy's paperdoll, but from here on, I'll refer to just yours but it works both ways) shows all the distinct components: arms, legs, head, as well as both front and rear center and side torsos. Each component has two distinct parts to it; The outline around a section shows the percentage of armor remaining and the solid color inside is the health percentage of the internal structure. The greyish yellow color you see at the start of the match is the color signifying 100%; once something takes damage it become a bright yellow color, then turns more orange and eventually a deep red before reaching 0%. Once something is gone from the paperdoll, it is at 0%. You will see this when the armor on a mech is stripped completely and the outline around the section disappears. Likewise, the once internal structure reaches 0, you will no longer see the arm, leg or side torso (you will also briefly see a mech with missing CT, head or both legs when it gets destroyed now too). The system is designed so that armor must be removed from a section before internal damage can take place but there are/were bugs that allowed internals to take damage. I think these have mostly been fixed by now. Because your torso sections are broken down into front and back armor sections, you can take internal structure damage with full front armor intact if your target is shooting you from behind. If you notice that you're taking internal damage because your armor is missing, consider twisting to present the armored part of your mech to the enemy.
Keep in mind, however that this color gradation is solely based off percentages, not hard numbers. The amount of damage needed to just remove the front armor off an "orange" front CT for an Atlas is probably about the same needed to fully CT core a medium mech from full health.
When the armor is gone, then the components have a chance of taking damage, these have their own hitpoint pools, and when that runs out, the component is destroyed and no longer usable/ provides its bonus. There is also a small chance for damage to penetrate armor and take out components before the armor is stripped.
MWO: Adamski
Speed is less of a problem as oppose to how your lance is built. Who is the "tank"? Most of time its the heaviest mech but for example if i had a CN9 in my lance he would be the "tank" or front line mech, instead of the CPT or DRG in my lance.
Other factors come into play with assigning roles to a mech. It's safe to assume the roles are scout, brawler, tank or frontline (I will use frontline), support.
Scout's are not always lights, TBT's, HBK's, and DRG's can all fill that "scout" role, though it is not recommended to go above meds. High speed is obviously required, 100+ KPH required but you more want 110+ in reality, anything above 130+ is optimal. They basically do what the name implies, they scout. Scouting can be anything from Sensors, LOS for support mechs Launchers (LRM's). Scouts roles also typically apply to go behind the enemy front line and capping points if its conquest or the base if it's assault.
Brawler is more the jack of all trades mech. This is typically DRG's, HBK's, CTF's, STK's, AWS's, TBT's, JM6's, CN9's, etc. Brawling is not limited to mechs themselves, but to more the way the mech is setup. Sure, certain chassis are clearly designed for brawling, such as the DRG, or the CTF's, but if you have a TBT or JM6-A that as LRM's, then it is most likely not a brawler. The line is also drawn between mechs that have XL or not. A clear cut example, a Reaper DDC is a Brawler while a DDC with a STD engine is a frontline mech. Brawlers usually go into the fray and should (generally) disrupt the heavy hitting mechs. 6 PPC STK's, LRM 60 STK's, CTF - 3D's, AS7 - RS's, etc. It is Brawlers jobs to destroy the morale of the enemy front line. JM6's perform this role beautifully, if 2 Jagerbombs get into the enemy lines they will completely destroy the morale of the enemy team, allowing your front line of AS7's, HGN's, CN9's, etc to decimate the enemy front line and move in or at the very least force a retreat.
Frontline mechs are basically what the name implies, you essentially draw the battleline on the map between your side and the enemy side. AS7's, HGN's, STK's (Could be argued they are brawlers and not frontline) are typically your front line. CN9's, can fit the role, but is not recommended. This is blurred in Conquest but is pretty consistent in Assault. River City it's either Upper, or Lower city that are the battlelines. In Frozen City, it's typically the dropship wreckage area. Forest Colony is the points at or around Theta and Epsilon. Alpine is almost always the hill that is near Epsilon, with one side taking the upper, and the other side taking lower. Frontline mechs are used to cover your support mechs, which typically have the bulk of your firepower, LRM's, Gauss, PPC's, etc. It's important if you are a frontline mech, to insure you keep the attention of the enemy mechs on yourself and not your brawlers disrupting the enemies back lines. You will probably die or become crippled, but if you did your job right and the brawlers did their job right, you should win the battle.
Finally, Support mechs are usually the fragile, but heavy hitting mechs on your team. CTF, STK's, pretty much any CPT. It's not limited to chassis though. AS7 - K's provide good AMS coverage and can contain powerful, long range PPC's. DDC's can have a ECM blanket in addition to PPC's and a Gauss rifle with LRM's for maximum long range damage. CPT's are the most common support mechs, as lore wise that was the mech was designed for. A capable LRM platform. Generally any mech that does heavy damage, but can't take much damage is most typically support. Dual AMS systems are also very good for support, ECM's are a plus.
None of this information is definitive, and there are many, many exceptions and inclusions. But this a rough idea of how roles work in MWO. The customization of mechs allows you to build your mech how you want it to preform. If you go for a generalist build on a mech, you will typically be a brawler.
While doing some light reading about TT battlemech construction some time back, I ran across this website that has an interesting take on mech speed and engine weight vs. mech tonnage. Food for thought, even if not directly applicable to MWO.
Given enough sitting-around-not-accomplishing-anything, I might try to construct some tables for MWO in the vein of that breakdown.
Pretty clear graph of weight-class, speed, and remaining tonnage, showing where the sweet spots are for the various mechs.
PSN: Hellcore- Steam MWO: Hellcore
I had figured that it was the baby monitors because I know others who have had the same issues, so I tried www.speedtest.net a few times with them on and off to see the different.
ISP Advertised Speed - FIOS 75 down and 25 up
Speedtest.net tests Monitors Off - 30 down and 20 up
Speedtest.net tests Monitors On - 9 down and 0 up (the test failed and never completed on the upload piece)
I need to set up my Verizon provided router as a bridge and use my Cisco (N frequency) router as my primary point of entry. Before I moved, the nicer router didn't run on the same frequency so it didn't conflict. I unfortunately have to keep the Verizon router because the TV Set Top Boxes (STBs) require it.
The reason why I only started seeing this problem is because I moved my laptop that I play on. Normally it's down stairs near the router but recently it's been in the dining room since my Mother In Law is visiting and is staying down there.
That's the exact point he was making. As engine size increases, speed increases flatten out.
Turn it around: A dragon going 78.3 kph (STD290) has 21 free tons. A cataphract going 78.7 (STD340) has 19 free tons.
There're sweet spots for spare tonnage for each weight-class, and trying to go as fast in a 65-ton mech as you can in a 50-ton mech typically leaves you with less tonnage for weapons than you'd have in the lighter mech.
I'm not sure if he standardized for armor amount or not, but overall he has a good point that the heavier your mech, you have to sacrifice more and more just to go the same speed.
MWO: Adamski