The tag everything has been my strat for ages, especially on my commandos. Rarely am I going to get kills so I had to do my damage and get out.
I did a test run with a stock 4SP just to see how it feels. Of course it felt like the GB before upgraded the engine. Slow and hot. Even so I did more damage, survived 2 big brawls and got a kill in it just because the damage spread around my torso and going into the Kintaros black hole.
Actually my plan for the 4sp is just 10 points less of an alpha strike than my golden boy with a bit faster movement and a way better torso.
Still I like my bees so I still like my 5 missile slots.
According to your chart, kills are only worth 2k while assists are worth 3k? That seems hella fucked up.
Kills are actually worth more, because a Kill requires you to destroy a component, so you get both the Kill and Component destroyed XP/C-Bill, where as the Assist is just you tagging another mech with damage.
MWO: Adamski
+2
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
According to your chart, kills are only worth 2k while assists are worth 3k? That seems hella fucked up.
Kills are actually worth more, because a Kill requires you to destroy a component, so you get both the Kill and Component destroyed XP/C-Bill, where as the Assist is just you tagging another mech with damage.
Kills don't necessarily require component destruction, actually. I've gotten a few without getting them, at least.
Due to not being tired went and jumped on my Ilyas just for some money getting so I can get my 4SP up to snuff. Or at least semi-snuff. While doing so I just had a rather nice game. Shame we were actually horrible about capturing but man it was fun to duke it out and disassemble folks piece by piece.
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I make no effort whatsoever to tag enemies for assists, but assists are my meat and potatoes anyway; I'm disappointed if I have less than 6-8 of them in a match. I'm just extremely accustomed to looking for what needs to be hit right at the moment or who needs support. I also tend to make quite a bit off of savior kills thanks to that, because you get Savior Kill credit from a target someone else destroys if you had an assist there.
Basically, I pop in beside assaults and heavies, help them to crack open whatever vital part of a target needs to be opened up, and then move on while they finish the guy off. I can redistribute my firepower a lot faster than the assaults can, and racing them to the kill is a waste of firepower for both of us. The other mechs always tend to go for the assault as well, so I'm generally free to cripple another mech or two trying to kill the assault(s) I'm with, allowing them to have easy, quick kills thanks to their higher firepower, which preserves both their heat budget and armor for more fighting.
Pity they don't keep track of assists; I have a bazillion more of those than kills.
I play mediums nearly exclusively and frequently top the scoreboard in damage, kills, and assists. That's with other Oosiks on my team sporting assaults and heavies.
Bill, I know you think everything in MWO always boils down to the best-weapon-loadout meta, but it really doesn't. At all. Mediums are very good at what they do, but what they do isn't simply trying to sport the best OP build available. You just can't play them dumb, you have to be a bit patient and let the heavy-hitters do the heavy-hitting. And all of my Hunchbacks have standard engines, and they definitely do not suck; one standard 260 engine works for all of my Hunchbacks. They just suck at the way you insist the game works, which is apparently some uber-cutthroat competitive mode thing that doesn't exist.
So either people can spend a freaking fortune trying to learn the game by grinding through the extremely limited assault class (the class has one purpose and one role: damage. And no, that is very far from the only way to win, even doing a super-tryhard team by stacking assaults). Or somebody can spend less than a third of the same Cbills on three mediums and learn the game via a class that actually can do more than just try and roll over the top of the enemy. Teams lose because all the time because they don't have any mediums to go stop light caps or harass LRM mechs or flank and distract battle lines or anything else that assaults can't do because they're slow as hell and have one singular role anywhere.
The only major problem with mediums at the moment is the stupid lack of tonnage limits and the mindset of "competitive" players to ONLY run the most min-maxed builds, which is why we get an overabundance of people sporting the easiest possible assaults they can. And we could very well be seeing the end of that before the end of next month. In that time, somebody could purchase, beef up, and skill up three entire medium mechs, or they purchase one assault and be on their way to a second when they find out that they aren't good enough yet to be the guy with the assault in a tonnage-limited group. And unlike with committing to assaults, they'll actually be able to afford another route that doesn't involve weeks or months of grinding out cash if they aren't real fond of what they get.
Mediums are bad, I play them too, I have mastered BJ's and HBK's and sadly TBT's, CN9's are next. They have been bad for a while. I know you don't want to hear that, but they are bad. I also have mastered AS7's, HGN's and soon to be Victors. It's fair to say Assaults are superior to Meds in pretty much every way except speed, and the VTR's are pretty fucking fast for being Assaults.
If you want to give advice for new players that are okay, and give them gimp builds in gimp mechs that require crazy amount of skill to pull off, then go ahead. I hate to break it to you Ninja, but this game does boil down to the best builds if you want to win and be effective. If you want to have fun then go ahead and take shitty builds in. Assaults can brawl, flank, tank, damage. They can do ANY role except scout. So don't say they can do just damage, because they can do a hell of a a lot more then that, and they do a better job at it then Mediums too.
I would rather blow C-Bills on something that is worthwhile then a gimped class that has been plagued with finding its place for months. It didn't have a place before, and now they are useless with Victors. It will take more then tonnage balance to fix Meds. You hoping that tonnage balance will suddenly make Meds effective again is wrong. They will be better, but they will still be outclassed by Assaults. There is no reason to take a Med over a Victor right now. VTR's are better then ANY Med 2X over.
There is no min-maxing here, I would just prefer new players don't go into a game with a already crippled chance of winning simply based on the class they pick. Don't get me wrong, Meds can be good, and I've seen players and myself run them good and be effective. It's just really fucking hard to do. They require skill that new players don't possess yet. It is critical on Meds to make every shot you land count. Learning optimal target locations for enemy mechs is a flat out tough grind of knowing what Mech you are fighting. Meds are extremely unforgiving, and one mistake will have you cored in 5 seconds, sometimes less.
Let me make it clear and concise for you, Mediums suck at what they do, which is why they are getting quirks. I would hope you are running a STD engine in your HBK's otherwise your HBK's would be more useless then they already are. They have hunches which are hilariously easy to kill. They suck. I don't know what enemies you fight, if they are brain dead or whatever, but my enemies aren't like that.
I don't know what land of MWO you play in. But don't poison new players to it.
You don't need XL's on HGN's, AS7's, VTR's. STK's and AWS are optional with XL, some builds use them, others don't.
XL is almost a necessity to get the most out of any Victor build.
XL's on Stalkers are fucking disastrous.
VTR 9S - STD 300, AC 20, SRM 4 6 2, 2 MLAS.
One example.
Yeah that build is a mediocre waste of what the Victor is capable of. If it's not the most mobile assault on the battlefield and able to get in people's faces it's not living up to its potential.
Felt like in 8 VS 8 they had some worth but recently don't see it, not so many missile boats or if you do run afoul of some there are so many missiles one AMS doesn't seem to mean much in the scheme of things.
Felt like in 8 VS 8 they had some worth but recently don't see it, not so many missile boats or if you do run afoul of some there are so many missiles one AMS doesn't seem to mean much in the scheme of things.
Felt like in 8 VS 8 they had some worth but recently don't see it, not so many missile boats or if you do run afoul of some there are so many missiles one AMS doesn't seem to mean much in the scheme of things.
You don't think AMS is worth it?
Argh, i am being judged right to my soul!
+1
KayWhat we need...Is a little bit of PANIC.Registered Userregular
I play mediums nearly exclusively and frequently top the scoreboard in damage, kills, and assists. That's with other Oosiks on my team sporting assaults and heavies.
Bill, I know you think everything in MWO always boils down to the best-weapon-loadout meta, but it really doesn't. At all. Mediums are very good at what they do, but what they do isn't simply trying to sport the best OP build available. You just can't play them dumb, you have to be a bit patient and let the heavy-hitters do the heavy-hitting. And all of my Hunchbacks have standard engines, and they definitely do not suck; one standard 260 engine works for all of my Hunchbacks. They just suck at the way you insist the game works, which is apparently some uber-cutthroat competitive mode thing that doesn't exist.
So either people can spend a freaking fortune trying to learn the game by grinding through the extremely limited assault class (the class has one purpose and one role: damage. And no, that is very far from the only way to win, even doing a super-tryhard team by stacking assaults). Or somebody can spend less than a third of the same Cbills on three mediums and learn the game via a class that actually can do more than just try and roll over the top of the enemy. Teams lose because all the time because they don't have any mediums to go stop light caps or harass LRM mechs or flank and distract battle lines or anything else that assaults can't do because they're slow as hell and have one singular role anywhere.
The only major problem with mediums at the moment is the stupid lack of tonnage limits and the mindset of "competitive" players to ONLY run the most min-maxed builds, which is why we get an overabundance of people sporting the easiest possible assaults they can. And we could very well be seeing the end of that before the end of next month. In that time, somebody could purchase, beef up, and skill up three entire medium mechs, or they purchase one assault and be on their way to a second when they find out that they aren't good enough yet to be the guy with the assault in a tonnage-limited group. And unlike with committing to assaults, they'll actually be able to afford another route that doesn't involve weeks or months of grinding out cash if they aren't real fond of what they get.
Mediums are bad, I play them too, I have mastered BJ's and HBK's and sadly TBT's, CN9's are next. They have been bad for a while. I know you don't want to hear that, but they are bad. I also have mastered AS7's, HGN's and soon to be Victors. It's fair to say Assaults are superior to Meds in pretty much every way except speed, and the VTR's are pretty fucking fast for being Assaults.
If you want to give advice for new players that are okay, and give them gimp builds in gimp mechs that require crazy amount of skill to pull off, then go ahead. I hate to break it to you Ninja, but this game does boil down to the best builds if you want to win and be effective. If you want to have fun then go ahead and take shitty builds in. Assaults can brawl, flank, tank, damage. They can do ANY role except scout. So don't say they can do just damage, because they can do a hell of a a lot more then that, and they do a better job at it then Mediums too.
I would rather blow C-Bills on something that is worthwhile then a gimped class that has been plagued with finding its place for months. It didn't have a place before, and now they are useless with Victors. It will take more then tonnage balance to fix Meds. You hoping that tonnage balance will suddenly make Meds effective again is wrong. They will be better, but they will still be outclassed by Assaults. There is no reason to take a Med over a Victor right now. VTR's are better then ANY Med 2X over.
There is no min-maxing here, I would just prefer new players don't go into a game with a already crippled chance of winning simply based on the class they pick. Don't get me wrong, Meds can be good, and I've seen players and myself run them good and be effective. It's just really fucking hard to do. They require skill that new players don't possess yet. It is critical on Meds to make every shot you land count. Learning optimal target locations for enemy mechs is a flat out tough grind of knowing what Mech you are fighting. Meds are extremely unforgiving, and one mistake will have you cored in 5 seconds, sometimes less.
Let me make it clear and concise for you, Mediums suck at what they do, which is why they are getting quirks. I would hope you are running a STD engine in your HBK's otherwise your HBK's would be more useless then they already are. They have hunches which are hilariously easy to kill. They suck. I don't know what enemies you fight, if they are brain dead or whatever, but my enemies aren't like that.
I don't know what land of MWO you play in. But don't poison new players to it.
Bill, we suggest mediums to new players because they are the best at teaching people how to play the game. You can't drop a new player in an Atlas, Victor, or Stalker and expect them to learn ANYTHING except how to get killed. A 4SP has two groups, lasers and missiles. It has juuuust enough speed to get them around and learn the lay of a map. Juuust enough tonnage to survive a solid hit. Also decent terrain climbing stats.
Like....yes, they might not WIN WIN WIN, but they will LEARN. It's a gateway mech. After they've unlocked the basics on it you can start asking questions like "Do you want to go faster? Do you want to hit harder? Do you want to launch LRMS? Direct Fire"
It's ....it's not about being competitive to the level you're discussing, man.
Bill, we suggest mediums to new players because they are the best at teaching people how to play the game. You can't drop a new player in an Atlas, Victor, or Stalker and expect them to learn ANYTHING except how to get killed.
Also, having a green pilot in an assault 'mech can seriously handicap a team, whereas if you lose a rookie in a medium it's not that big a blow.
Is that through the Comcast page or a windows setting?
0
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
edited August 2013
Cap's Recipe for Making it Rain C-Bills(tm) A.K.A The Triple Nipple
Take one Jager-DD
Set the armor to max everything except 41 in each leg.
Add 3 AC/2s to the right arm
Add 3 Machine Guns to the left arm
Plop in a 255XL engine (if you have Spiders, you probably have this)
A dash of AMS and 1 ton of AMS ammo
A heaping handful of AC/2 ammo (around 9 tons)
A pinch of Machine gun ammo (1T)
Sprinkle with as many DHS that'll fit.
This thing seriously puts out a LOT of damage. I'm averaging around 550+ every game. You have a lot of ammo though the heat can be a tad high. It's really manageable though. You have the range advantage over pretty much everyone. Slower or immobile (dumb) targets get absolutely CHEWED up by your AC/2 hose. There are some minor issues that aren't too crucial. First is that your damage is spread all over the target if they are moving. Not as bad as the LBX, but still noticeable. You do get a lot of component destruction because of this though. It does feel a bit vulnerable like an LRM boat because anything fast and in your face will dice you up. The twist/turn on the Jager with that engine is a bit lacking. Also the Jager is a bit squishy.
Highlights
12DPS at 780m!!!
Ammo ammo and more ammo!
Lots of damages
Lots of component destruction
MGs for scooping out the chewy centers
Makes a lot of money (lots of damage, lots of assists, lots of component destruction)
Scares your opponents and can be used as a suppression weapon!
Lowlights
Ammo ammo and more ammo! It goes boom. Put it in your arms so it's harder to hit.
Moderate heat management
Limited close range use
Slow (70kph)
Expensive to build (I think I have over 11mil C-Bills in it)
Vulnerable to lights
Have to stay aimed at target for extended periods of time (i.e. limited torso twisting)
How to Use:
Stick with friends. You are a support tool and are pretty much a glass cannon.
Always target the focused target, but if it dies or runs off, choose the immobile or slowest target. Their lack of speed allows you to focus your shots on single components and really rain some hurt on them.
Use range to your advantage. At your optimal range, Large Lasers are doing meh damage and you're difficult to hit.
Utilize the Jagers high arms and stay hull-down behind cover.
You can use the AC/2s high ROF to suppress enemy targets. Getting plinked by an AC/2 sounds worse than it really is so it causes a lot of targets to retreat back into cover. You can cycle through a number of targets to scare them all.
The MGs and any other weapons are purely backups and are for chasing off lights. The AC/2 is difficult to use against fast targets. This doesn't mean that you shouldn't target lights if they are immobile (dumb players WILL do this).
With nearly 10T of ammo, don't be afraid to take long range shots.
Capsaicin on
0
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
You can tell your router to use a specific DNS or you can tell just a single device/machine to use a specific DNS.
(this is from memory so it could be wrong)
To get to the DNS settings on your PC, you right click on your network adapter under network settings/adapters (wireless or wired or both) and click settings/properties. Find the IPv4 protocol and right click and select settings/properties. You should see a screen that has disabled text boxes for IP Address and DNS servers. If you click the check mark that says you want to input a manual one, you put in a primary and secondary DNS address.
I've used OpenDNS or Google Public DNS. Their addresses are:
Bill, we suggest mediums to new players because they are the best at teaching people how to play the game. You can't drop a new player in an Atlas, Victor, or Stalker and expect them to learn ANYTHING except how to get killed.
Also, having a green pilot in an assault 'mech can seriously handicap a team, whereas if you lose a rookie in a medium it's not that big a blow.
Weight matching isn't even in, there's a reasonable chance that if you have a rookie in an assault, you'll only be up 3 assaults on the enemy team instead of 4.
...
New players should probably start with Cataphracts or Jagers or something. Both are good Heavies that won't fall over in a stiff wind and can contribute to their team. Keep them away from Catapults and Dragons.
Bill, we suggest mediums to new players because they are the best at teaching people how to play the game. You can't drop a new player in an Atlas, Victor, or Stalker and expect them to learn ANYTHING except how to get killed.
Also, having a green pilot in an assault 'mech can seriously handicap a team, whereas if you lose a rookie in a medium it's not that big a blow.
Weight matching isn't even in, there's a reasonable chance that if you have a rookie in an assault, you'll only be up 3 assaults on the enemy team instead of 4.
Clearly you did not have the privilege of spectating newbies flailing helplessly in trial Atlases while their teams disintegrated around them as much as I did last month.
I will concede it's not as much of a problem as it was just because it's easier for 11 other people to compensate for 1 inept player in any type of 'mech than it was for 7.
Still, newbies shouldn't be in 'mechs that will need to form the backbone of a team for 90% of matches.
New players should probably start with Cataphracts or Jagers or something. Both are good Heavies that won't fall over in a stiff wind and can contribute to their team. Keep them away from Catapults and Dragons.
Catapults are hardier than Jagers in my opinion.
Gaslight on
+1
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
I agree with that, but only because they primarily have LRMs which require a bit more gray matter to use than other weapons. So yes it doesn't mix well with individuals who load up MWO and say "OOH YAH VIDYA GAMEZ! PEW PEW BANG BAG!".
I agree with that, but only because they primarily have LRMs which require a bit more gray matter to use than other weapons. So yes it doesn't mix well with individuals who load up MWO and say "OOH YAH VIDYA GAMEZ! PEW PEW BANG BAG!".
No. Dude. Not harder, HARDIER. As in tougher, more difficult to kill.
So was thinking this morning about tonnage limits and the level it probably should be set at to limit too many assaults but allow for a diverse set of Mechs.
My general requirements of a team:
2x Assaults
2x LRM boats(I use Catapults in my mind math)
3xlights
5xmediums/lighter heavies
For the assault weight I am sticking with 100 tons. For the lights I am using 30 tons as the average.
So you have from those two 290 tons taken up.
Throw in two Catas you are up 130 tons more.
So at 420 tons with just over half the team complete.
Figure maybe another 330 or so tons for the last bit? That means you can average about 60 tons a mech. So if you mix and match it you get a few as 50 tonners and you can get a few 70 tonners.
So maybe a max tonnage of say 700 to 750 tons per 12 man team?
Seem about right?
0
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
I agree with that, but only because they primarily have LRMs which require a bit more gray matter to use than other weapons. So yes it doesn't mix well with individuals who load up MWO and say "OOH YAH VIDYA GAMEZ! PEW PEW BANG BAG!".
No. Dude. Not harder, HARDIER. As in tougher, more difficult to kill.
You are correct!
Please disregard my previous derp. (but my point still stands - and I also agree with you... again... whether I read it correctly or not)
Posts
I did a test run with a stock 4SP just to see how it feels. Of course it felt like the GB before upgraded the engine. Slow and hot. Even so I did more damage, survived 2 big brawls and got a kill in it just because the damage spread around my torso and going into the Kintaros black hole.
Actually my plan for the 4sp is just 10 points less of an alpha strike than my golden boy with a bit faster movement and a way better torso.
Still I like my bees so I still like my 5 missile slots.
Kills are actually worth more, because a Kill requires you to destroy a component, so you get both the Kill and Component destroyed XP/C-Bill, where as the Assist is just you tagging another mech with damage.
MWO: Adamski
Basically, I pop in beside assaults and heavies, help them to crack open whatever vital part of a target needs to be opened up, and then move on while they finish the guy off. I can redistribute my firepower a lot faster than the assaults can, and racing them to the kill is a waste of firepower for both of us. The other mechs always tend to go for the assault as well, so I'm generally free to cripple another mech or two trying to kill the assault(s) I'm with, allowing them to have easy, quick kills thanks to their higher firepower, which preserves both their heat budget and armor for more fighting.
Pity they don't keep track of assists; I have a bazillion more of those than kills.
Mediums are bad, I play them too, I have mastered BJ's and HBK's and sadly TBT's, CN9's are next. They have been bad for a while. I know you don't want to hear that, but they are bad. I also have mastered AS7's, HGN's and soon to be Victors. It's fair to say Assaults are superior to Meds in pretty much every way except speed, and the VTR's are pretty fucking fast for being Assaults.
If you want to give advice for new players that are okay, and give them gimp builds in gimp mechs that require crazy amount of skill to pull off, then go ahead. I hate to break it to you Ninja, but this game does boil down to the best builds if you want to win and be effective. If you want to have fun then go ahead and take shitty builds in. Assaults can brawl, flank, tank, damage. They can do ANY role except scout. So don't say they can do just damage, because they can do a hell of a a lot more then that, and they do a better job at it then Mediums too.
I would rather blow C-Bills on something that is worthwhile then a gimped class that has been plagued with finding its place for months. It didn't have a place before, and now they are useless with Victors. It will take more then tonnage balance to fix Meds. You hoping that tonnage balance will suddenly make Meds effective again is wrong. They will be better, but they will still be outclassed by Assaults. There is no reason to take a Med over a Victor right now. VTR's are better then ANY Med 2X over.
There is no min-maxing here, I would just prefer new players don't go into a game with a already crippled chance of winning simply based on the class they pick. Don't get me wrong, Meds can be good, and I've seen players and myself run them good and be effective. It's just really fucking hard to do. They require skill that new players don't possess yet. It is critical on Meds to make every shot you land count. Learning optimal target locations for enemy mechs is a flat out tough grind of knowing what Mech you are fighting. Meds are extremely unforgiving, and one mistake will have you cored in 5 seconds, sometimes less.
Let me make it clear and concise for you, Mediums suck at what they do, which is why they are getting quirks. I would hope you are running a STD engine in your HBK's otherwise your HBK's would be more useless then they already are. They have hunches which are hilariously easy to kill. They suck. I don't know what enemies you fight, if they are brain dead or whatever, but my enemies aren't like that.
I don't know what land of MWO you play in. But don't poison new players to it.
VTR 9S - STD 300, AC 20, SRM 4 6 2, 2 MLAS.
One example.
Yeah that build is a mediocre waste of what the Victor is capable of. If it's not the most mobile assault on the battlefield and able to get in people's faces it's not living up to its potential.
Felt like in 8 VS 8 they had some worth but recently don't see it, not so many missile boats or if you do run afoul of some there are so many missiles one AMS doesn't seem to mean much in the scheme of things.
You don't think AMS is worth it?
In the days of 8 vs 8 it felt it had more worth. Now, not so much so.
Argh, i am being judged right to my soul!
3DS FCode: 1993-7512-8991
Yep. Which is why i shut it down.
The fact that its overheating is a bad sign though. Wasnt doing it a few months ago when it was my main card.
Thats kinda a vague problem
Switch the STD for an XL 360. Otherwise that's pretty much what I run.
Bill, we suggest mediums to new players because they are the best at teaching people how to play the game. You can't drop a new player in an Atlas, Victor, or Stalker and expect them to learn ANYTHING except how to get killed. A 4SP has two groups, lasers and missiles. It has juuuust enough speed to get them around and learn the lay of a map. Juuust enough tonnage to survive a solid hit. Also decent terrain climbing stats.
Like....yes, they might not WIN WIN WIN, but they will LEARN. It's a gateway mech. After they've unlocked the basics on it you can start asking questions like "Do you want to go faster? Do you want to hit harder? Do you want to launch LRMS? Direct Fire"
It's ....it's not about being competitive to the level you're discussing, man.
Steam ID: Obos Vent: Obos
Also, having a green pilot in an assault 'mech can seriously handicap a team, whereas if you lose a rookie in a medium it's not that big a blow.
Force your machine to use GoogleDNS or OpenDNS (not sure whether you have to set a static IP or not).
Take one Jager-DD
Set the armor to max everything except 41 in each leg.
Add 3 AC/2s to the right arm
Add 3 Machine Guns to the left arm
Plop in a 255XL engine (if you have Spiders, you probably have this)
A dash of AMS and 1 ton of AMS ammo
A heaping handful of AC/2 ammo (around 9 tons)
A pinch of Machine gun ammo (1T)
Sprinkle with as many DHS that'll fit.
This thing seriously puts out a LOT of damage. I'm averaging around 550+ every game. You have a lot of ammo though the heat can be a tad high. It's really manageable though. You have the range advantage over pretty much everyone. Slower or immobile (dumb) targets get absolutely CHEWED up by your AC/2 hose. There are some minor issues that aren't too crucial. First is that your damage is spread all over the target if they are moving. Not as bad as the LBX, but still noticeable. You do get a lot of component destruction because of this though. It does feel a bit vulnerable like an LRM boat because anything fast and in your face will dice you up. The twist/turn on the Jager with that engine is a bit lacking. Also the Jager is a bit squishy.
Highlights
12DPS at 780m!!!
Ammo ammo and more ammo!
Lots of damages
Lots of component destruction
MGs for scooping out the chewy centers
Makes a lot of money (lots of damage, lots of assists, lots of component destruction)
Scares your opponents and can be used as a suppression weapon!
Lowlights
Ammo ammo and more ammo! It goes boom. Put it in your arms so it's harder to hit.
Moderate heat management
Limited close range use
Slow (70kph)
Expensive to build (I think I have over 11mil C-Bills in it)
Vulnerable to lights
Have to stay aimed at target for extended periods of time (i.e. limited torso twisting)
How to Use:
Stick with friends. You are a support tool and are pretty much a glass cannon.
Always target the focused target, but if it dies or runs off, choose the immobile or slowest target. Their lack of speed allows you to focus your shots on single components and really rain some hurt on them.
Use range to your advantage. At your optimal range, Large Lasers are doing meh damage and you're difficult to hit.
Utilize the Jagers high arms and stay hull-down behind cover.
You can use the AC/2s high ROF to suppress enemy targets. Getting plinked by an AC/2 sounds worse than it really is so it causes a lot of targets to retreat back into cover. You can cycle through a number of targets to scare them all.
The MGs and any other weapons are purely backups and are for chasing off lights. The AC/2 is difficult to use against fast targets. This doesn't mean that you shouldn't target lights if they are immobile (dumb players WILL do this).
With nearly 10T of ammo, don't be afraid to take long range shots.
Windows setting or router setting.
It can be both.
You can tell your router to use a specific DNS or you can tell just a single device/machine to use a specific DNS.
(this is from memory so it could be wrong)
To get to the DNS settings on your PC, you right click on your network adapter under network settings/adapters (wireless or wired or both) and click settings/properties. Find the IPv4 protocol and right click and select settings/properties. You should see a screen that has disabled text boxes for IP Address and DNS servers. If you click the check mark that says you want to input a manual one, you put in a primary and secondary DNS address.
I've used OpenDNS or Google Public DNS. Their addresses are:
OpenDNS:
208.67.222.222 (resolver1.opendns.com)
208.67.220.220 (resolver2.opendns.com)
Google Public DNS:
8.8.8.8
8.8.4.4
You probably aren't using IPv6 so leave it as default.
But if you must, both OpenDNS and Google Public DNS have IPv6 servers also. Google them and their wiki page lists them.
...
New players should probably start with Cataphracts or Jagers or something. Both are good Heavies that won't fall over in a stiff wind and can contribute to their team. Keep them away from Catapults and Dragons.
Clearly you did not have the privilege of spectating newbies flailing helplessly in trial Atlases while their teams disintegrated around them as much as I did last month.
I will concede it's not as much of a problem as it was just because it's easier for 11 other people to compensate for 1 inept player in any type of 'mech than it was for 7.
Still, newbies shouldn't be in 'mechs that will need to form the backbone of a team for 90% of matches.
Catapults are hardier than Jagers in my opinion.
I agree with that, but only because they primarily have LRMs which require a bit more gray matter to use than other weapons. So yes it doesn't mix well with individuals who load up MWO and say "OOH YAH VIDYA GAMEZ! PEW PEW BANG BAG!".
No. Dude. Not harder, HARDIER. As in tougher, more difficult to kill.
My general requirements of a team:
2x Assaults
2x LRM boats(I use Catapults in my mind math)
3xlights
5xmediums/lighter heavies
For the assault weight I am sticking with 100 tons. For the lights I am using 30 tons as the average.
So you have from those two 290 tons taken up.
Throw in two Catas you are up 130 tons more.
So at 420 tons with just over half the team complete.
Figure maybe another 330 or so tons for the last bit? That means you can average about 60 tons a mech. So if you mix and match it you get a few as 50 tonners and you can get a few 70 tonners.
So maybe a max tonnage of say 700 to 750 tons per 12 man team?
Seem about right?
You are correct!
Please disregard my previous derp. (but my point still stands - and I also agree with you... again... whether I read it correctly or not)