you don't save anything by buying a mech vs. just buying the engine, unless the mech is on sale
it looks like the treb 7m comes with a 250, if for some reason you want a trebuchet
True, but I was thinking along the lines of if I'm going to buy an engine I could just buy a mech I don't have, because reasons, but Trebuchets...looks like the Spider Hero has a engine that would work as well but I'm not impressed by it.
also, I don't get the point of releasing a new IS mech saddled with (for the most part) a low engine cap. The main thing IS lights and mediums have going for them at this point is moving faster than clan counterparts
you don't save anything by buying a mech vs. just buying the engine, unless the mech is on sale
it looks like the treb 7m comes with a 250, if for some reason you want a trebuchet
True, but I was thinking along the lines of if I'm going to buy an engine I could just buy a mech I don't have, because reasons, but Trebuchets...looks like the Spider Hero has a engine that would work as well but I'm not impressed by it.
also, I don't get the point of releasing a new IS mech saddled with (for the most part) a low engine cap. The main thing IS lights and mediums have going for them at this point is moving faster than clan counterparts
With a 250 it does 90 pre-tweak, that's not bad.
Yea. I dont like buying XLs unless they come with a mech. That way, i at least get a new mech with the huge cbill sink.
Id just get the BJ-1c for its XL235 or the IV4 for its XL240. But if you really want a Trebuchet (which you dont) the 7M is the better of the bunch and you get that sweet XL250.
have they ever posted much information about what all features come with units/guilds? Group formation/out of game chat/etc? I mean, I already have most everybody in my friends list
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
Have to admit: if MWO ever became functional on my main gaming desktop again, I'd be tempted by that Vindicator. For no other reason than to name the mech "Dr. Jones".
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
I generally consider anything over 300 damage done a passable result for a match, if you're piloting a heavy or assault. It doesn't mean you did well, but it probably means you didn't, to borrow Tycho's phrase talking about LoL a few days ago, "comport yourself like a mindless rodent."
Boy if I was that Padre dick I'd be ashamed of those scores.
haha
wait until you take an Atlas for a spin, stumble into half the enemy company and get primaried in the first minute of the match, and end up with 29 damage and no kills
Boy if I was that Padre dick I'd be ashamed of those scores.
haha
wait until you take an Atlas for a spin, stumble into half the enemy company and get primaried in the first minute of the match, and end up with 29 damage and no kills
ask me how I know
I can beat that.
I had a match on Frozen city that, thanks to the random spawning (I think they removed that in the current patch?) put me right next to an enemy mech. It managed a snap pinpoint alpha on my CT.
My Jager was cored and dead 6 seconds into the match.
666 damage in my Ember, would have been more appropriate in my Firebrand (FROM HELL), but I'll take it. I planted a very nice airstrike in the middle of a big fat wad of assaults/heavies who didn't move out of it because they were shooting at me as I jumped over a ridge. Not sure how much of this damage that represented.
Boy if I was that Padre dick I'd be ashamed of those scores.
haha
wait until you take an Atlas for a spin, stumble into half the enemy company and get primaried in the first minute of the match, and end up with 29 damage and no kills
ask me how I know
I can beat that.
I had a match on Frozen city that, thanks to the random spawning (I think they removed that in the current patch?) put me right next to an enemy mech. It managed a snap pinpoint alpha on my CT.
My Jager was cored and dead 6 seconds into the match.
Wait, it is (or was) possible to spawn next to an enemy mech? That is like all sorts of terrible, and if it isn't a bug I don't even know what to say about PGI this time.
Having never actually used an artillery strike or airstrike, how do they work, exactly? The smoke just appears at the spot under your targeting reticle when you activate it, right? Is it instant (in that I can look at the target, click, and look away--I know the artillery shells are delayed). What if I'm pointed at the side of a vertical wall (e.g. a building in River City) when I try to activate the artillery?
The smoke just appears at the spot under your targeting reticle when you activate it, right? Is it instant
Yes. Some people drop an airstrike right before they die as sort of a revenge thing, no matter what happens after you activate it those bombs are coming.
What if I'm pointed at the side of a vertical wall (e.g. a building in River City) when I try to activate the artillery?
I dunno, I've never tried doing that. I did plant one just inside the tunnel on Forest Colony once and I don't think it hit anybody, bombs probably landed on the outside roof. I would guess that the smoke would appear just on the top of the wall you activated it on.
Boy if I was that Padre dick I'd be ashamed of those scores.
After watching you play, I would suggest that you switch to a standoff build for ~ 5 matches. I don't mean some shitty LRM boat, but something with long-range direct fire--maybe a Gauss jager. Playing the game from that perspective for a while will make your brawling more effective later on. Your biggest weakness seems to be that you have a weak sense of where to position yourself at any given time and end up jogging along, shooting, and then suddenly get wasted by twelve guys firing at once. This is much harder to get right in a short-range build than in a standoff build, but it is probably the most important "skill" in MWO.
the 'marker' for air/artillery is just like a laser; you point it, first thing it hits it 'sticks' and that's the point the strike targets. The bombs come in from a relatively high angle (I believe originating from behind your mech), and they'll hit any objects in the way. You can use this to good effect on crimson straight by dropping the strike underneath the overpass, and the bombs will land on the top.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
BAAAAHAHAHAHAHA! So the modules, yea, they still add heat. "Database" errors caused it not to show in the text, but yes, they still do heat. Until its actually removed Aug 26th.
... And more modules are on the way soon. Specifically cooldown modules. Because you know, theyre not happy with the low TTK currently, so lets make it worse.
Greetings MechWarriors,
You may have noticed in this most recent patch that a heat penalty from weapon modules appears removed from the descriptions of those modules.
The removal of this text was caused by database error as a result of work being done towards the August 26th patch.
We’ve discussed the concern and Alex has asked me to share what is to come for the modules:
For those curious, first, we intend to introduce additional levels to the Weapon Range modules, giving each a total of 5 ranks. This shall be introduced for the August 26th patch.
In the meantime though, all you need to know is that heat penalties will continue to occur with weapon range modules until August 26th, when they will be removed. For now, you can still see the effect of these penalties reflected in the Heat Management bar of your Mechlab.
Second, we are beginning to look into a new series of modules which will affect the cooldown on weapons. These modules are currently estimated to arrive in-game for early to mid-September and will be the next in a variety of other modules systems we are currently investigating.
We apologize for any confusion on this matter and thank you for raising your concerns on this matter to us. See you on the Battlefield!
the 'marker' for air/artillery is just like a laser; you point it, first thing it hits it 'sticks' and that's the point the strike targets. The bombs come in from a relatively high angle (I believe originating from behind your mech), and they'll hit any objects in the way. You can use this to good effect on crimson straight by dropping the strike underneath the overpass, and the bombs will land on the top.
I hate trying to drop arty in the caldera of Terra Therma. Not the entrance walkway, but on the steel girders themselves - because every time I try the bombs would land 100m up, either striking the cables for the suspension or the top of the mountain even though it was way off from where I was actually pointing...wtf...
... And more modules are on the way soon. Specifically cooldown modules. Because you know, theyre not happy with the low TTK currently, so lets make it worse.
I think they switched from the idea that modules should have tradeoffs to the idea that modules are flat-out upgrades, and they are eventually (three years from now) going to offer several modules for a weapon so your choice is "What module upgrade do I want?" Except of course one type of module will end up being the best choice - because of, math - and the other ones will be noob traps anyways.
I'm trying to build a Gauss Jaeger, but can't to fit more than 4 tons of ammo using a 255XL, which seems awfully low.
I could try without the AMS, but that seems an even worse idea.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I'm trying to build a Gauss Jaeger, but can't to fit more than 4 tons of ammo using a 255XL, which seems awfully low.
I could try without the AMS, but that seems an even worse idea.
And four tons is forty slugs, which is twenty salvos. It's not inexhaustible, but it's sufficient for most matches. You have to pick and place your shots.
I'm trying to build a Gauss Jaeger, but can't to fit more than 4 tons of ammo using a 255XL, which seems awfully low.
I could try without the AMS, but that seems an even worse idea.
I don't use AMS at all. The volume of LRMs people bring quickly overwhelms it even while it's running, it gives away my position while firing, and it runs out of ammo long before the LRMs do.
+3
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I'm trying to build a Gauss Jaeger, but can't to fit more than 4 tons of ammo using a 255XL, which seems awfully low.
I could try without the AMS, but that seems an even worse idea.
I don't use AMS at all. The volume of LRMs people bring quickly overwhelms it even while it's running, it gives away my position while firing, and it runs out of ammo long before the LRMs do.
I kinda agree, even if I still put it on just about every mech. It definitely feels like LRMs vs. AMS needs to have some balance scrutiny applied. Though, it's hard to get a good sense of its effectiveness when half a team starts dropping an LRM100 on your head. ECM and Radar Deprivation are just so much better than even one or two AMS.
Posts
True, but I was thinking along the lines of if I'm going to buy an engine I could just buy a mech I don't have, because reasons, but Trebuchets...looks like the Spider Hero has a engine that would work as well but I'm not impressed by it.
With a 250 it does 90 pre-tweak, that's not bad.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Yea. I dont like buying XLs unless they come with a mech. That way, i at least get a new mech with the huge cbill sink.
Id just get the BJ-1c for its XL235 or the IV4 for its XL240. But if you really want a Trebuchet (which you dont) the 7M is the better of the bunch and you get that sweet XL250.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Pretty much.
that's why we call it the struggle, you're supposed to sweat
They have had faction colors on sale the last 2 weekends.
Hurr hurr, Clan lasers.
It's like playing with a 1000m lightsaber. I can't imagine what using Clan ERLLAS must have been like before the nerf.
IS lights without speed tweak woooo
that's why we call it the struggle, you're supposed to sweat
haha
wait until you take an Atlas for a spin, stumble into half the enemy company and get primaried in the first minute of the match, and end up with 29 damage and no kills
ask me how I know
I can beat that.
I had a match on Frozen city that, thanks to the random spawning (I think they removed that in the current patch?) put me right next to an enemy mech. It managed a snap pinpoint alpha on my CT.
My Jager was cored and dead 6 seconds into the match.
that's why we call it the struggle, you're supposed to sweat
Wait, it is (or was) possible to spawn next to an enemy mech? That is like all sorts of terrible, and if it isn't a bug I don't even know what to say about PGI this time.
that's why we call it the struggle, you're supposed to sweat
"F-35 is junk..." Bitter A-10 units everywhere....
Yes. Some people drop an airstrike right before they die as sort of a revenge thing, no matter what happens after you activate it those bombs are coming.
I dunno, I've never tried doing that. I did plant one just inside the tunnel on Forest Colony once and I don't think it hit anybody, bombs probably landed on the outside roof. I would guess that the smoke would appear just on the top of the wall you activated it on.
that's why we call it the struggle, you're supposed to sweat
Yep. Noticed this tonight quite a bit. I get the feeling QA fell asleep at the wheel with this patch.
... And more modules are on the way soon. Specifically cooldown modules. Because you know, theyre not happy with the low TTK currently, so lets make it worse.
I hate trying to drop arty in the caldera of Terra Therma. Not the entrance walkway, but on the steel girders themselves - because every time I try the bombs would land 100m up, either striking the cables for the suspension or the top of the mountain even though it was way off from where I was actually pointing...wtf...
I think they switched from the idea that modules should have tradeoffs to the idea that modules are flat-out upgrades, and they are eventually (three years from now) going to offer several modules for a weapon so your choice is "What module upgrade do I want?" Except of course one type of module will end up being the best choice - because of, math - and the other ones will be noob traps anyways.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
I could try without the AMS, but that seems an even worse idea.
Do you have Endo, and have you trimmed armor from the legs? An example, flavor to taste: JM6-A: 2xGauss(4.5t), 2xML, XL260, Endo
And four tons is forty slugs, which is twenty salvos. It's not inexhaustible, but it's sufficient for most matches. You have to pick and place your shots.
I kinda agree, even if I still put it on just about every mech. It definitely feels like LRMs vs. AMS needs to have some balance scrutiny applied. Though, it's hard to get a good sense of its effectiveness when half a team starts dropping an LRM100 on your head. ECM and Radar Deprivation are just so much better than even one or two AMS.