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[MechWarrior Online] Shut this s**t down, it's gotten too weird. (Thread done!)

NipsNips He/HimLuxuriating in existential crisis.Registered User regular
edited February 2016 in Games and Technology

Reactor...online. Sensors...online. Weapons...online. All systems nominal.

MWOlogo_zpsab709a23.png

Greetings potential pilot, and welcome to the Mark 4.2 Mechwarrior Online OP, now with 200% more WubWub and 5000% more hyphens and commas!
It has been reorganized, and in some spots rewritten, to provide more relevant and concise information for our growing roster of pilots.
If you have anything you would like to see added to the OP, or notice any errors, please contact @Nips and I'll do my best to update the post.

Remember pilots, this is Battletech. Around these parts, common sense is Lostech.

http://youtu.be/ea3spOtjLmI


UP TO THE MOMENT NEWS
Last Patch: January 19th, 2016
Current Event: The Valentine's Weekend Challenge (Feb-12 to Feb-16)
The Jan-19 patch drops the Warhammer, a new map in Polar Highlands, and continued bugfixes.
The Dec-01 patch brings in the long-awaited Marauder, an entire balance pass on 'Mech Quirks, and other fixes and improvements!
PGI is hosting yet another Personal Challenge event, from Nov-25 to Dec-1. It includes prizes for cumulative performance, sales, and more! Nov-24
The Nov-17 patch, including earnings increases, new Tutorial bounties, and some UI tweaks.
Nov-4 Patch


NEWS ARCHIVE
...insert dereliction of duty here on the part of Nips...
Player Skill Rating, the Black Knight and the MechWarrior Academy launched with the September 22nd Patch!
Oosik Bash 2015 happened. Many Stompy Bots were shot. Aug-26
PGI announces the Marauder, coming December 2015! Sep-15
The Mauler launches with the Sep-08 patch!
The August 18th patch brings a complete reworked River City map, a replacement of ELO with the Player Skill Rating system, and more!
The second July patch delivered the remaining Clan Wave III content, in the form of the Arctic Cheetah, Shadow Cat, and faction content! Jul-21
The first July patch releases the revised River City, adds two new Heroes, improves PPCs and Jump Jets, plus more! Jul-7
The "We Can Be Heroes" Leaderboard event is giving you a chance to win! Get grinding! Jun-19
The June 16th Patch released the Ebon Jaguar, the Executioner, and a ton of other stuff!
The Summer Event is on! Score well in matches, and get random pulls from the Grab Bag! Jun-12
The June 2nd Patch Notes, with a bunch of stuff, but most importantly NEW MECHLAB UI!!!!
Russ posted the June and July roadmaps!
The May 19th patch brings a host of small tweaks, and introduces a number of variant chassis.
THE BATTLE OF TUKAYYID WAS THIS WEEK! (April 24-30)
PGI announced IS Resistance Pack 2, featuring the Wolfhound, Crab, Black Knight, and Mauler! Apr-30
The second April patch brings a slew of new 'Mechs to the Gift store, game improvements and bug fixes. Apr-21
The first April patch heralds the arrival of the UrbanMech! ALL HAIL THE TIN CAN GOD!! Apr-07
March 27th kicks off the Prove Your Allegiance Community Warfare event, with shot at grinding out a Thunderbolt or Storm Crow.
The Lucky Charms event is giving you chances at loot! Score well in each match type to win!
The mid-March patch brought Quirk tweaks, bugfixes, and the arrival of the Zeus and Grasshopper! Mar-17
The Pot of Gold event, wherein a suitable match score gains bonus C-bills! Mar-12
The first March patch brings with it a new Griffin champion, a rotation of the Trial mechs, and slew of bugfixes and optimizations. Mar-03
Russ posted his March 2015 roadmap, with some sweet stuff in the works. Mar-02
PGI has announced the Clan Wave Three pack, featuring the Arctic Cheetah, Shadow Cat, Cauldron-Born, and Executioner. Feb-20
A Hot Fix for torso-centering and arm-lock behavior dropped out of the sky. Feb-19
Feb-17 Quirk Pass v2 Details


What is Mechwarrior Online?
Mechwarrior Online is a free-to-play, PC-based, online shooter produced by Piranha Games Interactive. MWO places you in the command seat of a heavily armed and armored walking battle machine that you pilot in team-based matches against other Mechwarriors. Your mech is very customizable and able to field a huge assortment of energy, ballistic, and missile weapons along with an array of modules and other utility items. At the end of each match you earn C-Bills, the in-game currency used to buy more items and mechs, and experience that is used to enhance the piloting abilities of your war machines. Between matches, you can customize your mech with a variety of engines, weapons, subsystem modules, and chassis enhancements until you have your chosen chassis tailored to your liking.

There are currently three game modes: Skirmish, Assault, and Conquest.
  • In Skirmish, your team is pitted directly against the enemy team in a battle to the death! The team with the last mech standing wins.
  • In Assault, you and your team attempt to capture the enemy team's base without losing your own, or eliminate the enemy team.
  • Conquest is a traditional domination mode where you and your team are attempting to control resource nodes that generate victory points. The first team to reach 750 victory points, or that eliminates the opposing force, wins.
Also, Faction Play pits player-based Mercenary Corps and PGI operated Houses against each other for control of entire planets and territory throughout the Inner Sphere; see the following post for more information!

Sounds good, where do I start?
1.) Download the client at http://www.mwomercs.com, or download it from Steam and install it.
2.) Once logged into the game, go through the Training Academy tutorials. This game has a bit of a learning curve to it and while it's not super-steep, it's definitely not just a jump-in-and-click-things-until-you-win sort of game. Be sure to watch the Weapon Grouping video as it'll do the most to help keep you alive. Chain fire is your friend, learn to use it.
2a.) Penny Arcade also did some Pilot Safety Posters and while they're humorous, they do have some good information in them.
3.) When you start the game you will have access to a number of trial mechs that rotate out for new mechs every month or so. These are non-customizable mechs, designed by PGI and the community for ease-of-entry into learning the game (except for the Stalker; that thing's a newbie death trap). Select a mech, and use the in-game Tutorial and Training Grounds to get a feel for how the game controls. Move around. Shoot your guns. Try overheating, then remember that overheating is bad.
4.) Jump into real matches! After each match you will earn some C-Bills, Mech XP, and General XP. C-Bills are the in-game currency used to buy everything except cosmetic items. At the end of each of your first twenty-five matches, you'll earn a Cadet C-bill bonus that you can save up to purchase your first mech. You'll also earn Mech XP, which is specific to the mech you earned it on and is used to buy piloting enhancements like faster torso rotation or better heat mitigation. You'll also also earn General XP that can be used on any mech, and can also be used to unlock modules and module improvements.
5.) Mech Credits (MC) are the in-game currency that you purchase with real money in order to shortcut your way to a new mechs and equipment. MC is also used to purchase premium account status and cosmetic items for your mech like new paint jobs, and items to put in your cockpit like bobblehead dolls.
6.) Need more advice? There's a solid Reddit thread here for new or returning players.


OOSIKlogo_zpsbf34bd32.png
Twitter: https://twitter.com/TheOosiks
Our anthem.

We play on the Penny Arcade Ventrilo server; it's dangerous to go alone, so be sure to take this!
http://www.ventrilo.com/download.php
Host: vent15.gameservers.com
Port: 4384
Password: Ask one of the thread regulars!
Interested in other Voice Comms/Team-Up Opportunities? Check the next post about Community Warfare!

The Origins of the Oosik Irregulars
The Oosik Irregulars formed when the 2nd Oosik Regulars, while deploying to protect a critical steelworks on Twycross, "mis-calculated" a set of jump coordinates and arrived instead in orbit of Talisker IV. Apparently not realizing the mistake, the Oosiks took up defensive positions--which would later prove fortunate, as the planet was subject to a surprise attack by a combined-arms force of 'mechs and infantry in an attempt to take control of its HPG uplink. In the ensuing battle, the HPG uplink was swiftly destroyed (allegedly due to friendly fire), but the Oosiks--now out of contact with their command structure--elected to remain on Talisker IV. They dug in around the capital city--incidentally home of the sector's only Class 3 brewery--and prepared to fight an extended siege. In the following weeks, the Oosiks earned a reputation as one of the most obdurate and immovable companies in the Inner Sphere. According to contemporary accounts, they could be dislodged neither by any quantity of enemy fire nor by the direct, angrily-shouted orders of their superiors.
In the aftermath of the conflict, the Oosik Irregulars became a mercenary unit, claiming Talisker IV as their base of operations henceforth.

Who are the Oosik Irregulars?
We are a very loosely organized (and by loosely I mean not at all) mercenary corp that is open to anyone who wants to join. The Penny Arcade community frequently makes loose groups for new games just to make it easier to find people to play with, and while this started out as just another one of those it has grown into so much more. We formed under the banner of The Oosik Irregulars as a way to honor the great forumer @A Flock Of Walrus who brought us closed beta footage at the expense of his access to the game, and have since become a tightly-knit group of very active players.

We don't care about player skill levels or general MWO experience. Our primary goal is to have fun and help each other out, including brand new players. If this is your first time launching the game we'll happily drop alongside you. We have a lot of experienced community members more than willing to help you out and I can't think of a single person that would refuse to let you roll in a lance with them. If you're an experienced pilot already then you'll also find players looking to push themselves as hard as possible in this game, and who are constantly working to improve their game. There is something for everyone in the Oosiks Irregulars!

How do I join the Oosik Irregulars?
The good news is you already have! There is no application, no interview, no skill level check, or anything else involved. Just show up, start playing, and don't be shy in the thread. We mostly don't bite.

Do you guys stream matches at all?
Several fine gentlemen in the Oosiks have thrown a stream party or two. Keep your eyes and ears on the thread! You just never know when.

Where can I get a sig from!?
PM @Nips, @TOGSolid, or @Kashaar

What's this I hear about Oosik swag? I'm an Oosik now, and I'm woefully swag-free.
Check out @Nips sig! He likes giving away freebies to underserved, swag-less Oosiks. Be sure to send him a PM, or he might not see your request!

What the hell is a Targeting Computer? Or a Command Console? Why should I care?
You generally shouldn't care, but if you're interested (and not in-game, when you're doing your theorycrafting, follow this link to an image that details exactly what these pieces of equipment do!
Command Console and Target Computer Stats


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1.) Flanking is god.
If there is a primary battle line and you're not in a mech that needs to be holding that line then circle around and pounce the stragglers/high value targets like LRM boats. Jumping the LRM boats is an especially game-changing thing to do because once those LRMs stop flying PUG players get really emboldened and ballsy. Even if you die you will still be the big god-damn hero. Learning the maps is a huge part of this; use the terrain to your advantage to successfully jump and annihilate packs of targets.

2.) Learn your range bands and proper positioning.
If you are a brawler then that doesn't necessarily mean you need to get in ASAP. Allow the fight to evolve a bit and wait for targets of opportunity. Go off to the sides and see if you have open lines to approach on to catch your enemies unaware. Conversely, if you are sniper and can still freely shoot things then why move in if you don't have to? Obviously, if you need to reposition to take advantage of the changing battle lines then do so but moving in just to move in? Nah, don't do this. This also kinda applies to brawlers since this is how you end up with a giant clusterfuck of people all at 10 meters trying to get hits in.

3.) Learn your mech.
Trying to get into a hill humping contest with a Stalker while you're in an Atlas? Bad idea. Your guns are low slung and you have to expose yourself a lot to use them. Doing it in a Jager? Brilliant. That mech's hardpoints are tailor-made for this sort of thing. This also means using these hardpoints to your advantage and putting appropriate weaponry in them. For instance, don't put your big guns in the lowest slung points on your mech. Keep em high and you'll be able to take advantage of any hills. Of course, this depends on your mech but this goes back to playing your chosen variant correctly. Don't use the Cataphract CTF-4X as a hill-humper because all the big guns are super low slung. DO use it to keep people suppressed when you can and as a heavy fire support mech. Similarly, don't try to use a Victor as a frontline mech. You hit hard but don't have Atlas grade armor to absorb hits with. DO use an Atlas for that because it's a purpose-built party crasher.

4.) Play medium mechs a lot, even though the meta would make you think they're bad.
Yes, really. The better armor and firepower of a heavy or assault Mech is no replacement for good situational awareness and positioning. Pick a mech with a specific role to flesh out your skills in that area, i.e. if you want to be a better brawler then run a HBK-4G. You will die a lot, you will get your ass kicked, and it will make you a better pilot.

5.) Patience can help a lot.
There are just as many times when hanging back and waiting for the right moment is just as advantageous as crashing the gates and going nuts. This is especially true in the current meta where a lot of stuff out there that can vaporize you if you get too ballsy.
That said, there is a time and a place for coordinated, balls-out gate crashing. Going in with your buddies all at once can do amazing things to break the enemy's lines but it has to be done carefully and at the right time, which goes back to that whole fickle patience thing.

6.) Let the pubbies go first.
They tend to follow anyone that looks even remotely competent. Seeing as how we tend to love flanking maneuvers and speed we end up with a tendency to have the pubbies follow us when we're counting on them to blob to their usual locations. Wait a little bit at the start of the match before you strike out to do horrible things to the enemy's butts.

7.) Want some great fundamentals training? Don't be shy about taking your mech onto the training grounds and just cruising around checking out the maps to learn it.
While you're doing that keep moving at high speeds as you shoot up the dummy mechs to learn to move and shoot fluidly. Circle around them while keeping your crosshair on the target via torso twisting until you don't have to think about it. Practice popping up behind a hill, acquiring your target, firing, and hiding as fast as possible until it becomes second nature. The more skills you commit to muscle memory, the better a pilot you'll be. Remember, you fight like you train so train like you fight.

8.) Want some great aim training?
Pick up a copy of Unreal Tournament 2004 and setup a bot deathmatch with lightning guns only and the game speed mutator set to 150% speed. From here, practice getting headshots on the move in the training grounds. It's a hard target to hit in most mechs and it will help you fine tune your aim with MWO's weapons.

9.) Call your targets to aid in focus firing and for Kerensky's sake, press R to lock on to your targets!
With 12 vs 12 and the recent UI upgrades, we have more phonetic alphabet letters to learn to aid in target calling! For your reference here's the full list:
Radiotelephony_Spelling_Alphabet_1955_zpsf55fa6b8.jpg

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1.) A lot of times when emailing support they will have you run the official MWO repair tool. The repair tool is built into the launcher, select the gear icon in the upper right corner of the window, then select "Start the MWO repair tool". Try this before going any more in depth with trying to fix things!
2.) A reinstall can do wonders if you're having problems with the bootstrap launcher (the patcher thing that pops up before you get the login window). Sometimes the uninstall goes wrong (because of course), so go here if it won't reinstall.
3.) Try manually deleting the shader cache (MWO should do this automatically, but sometimes fails and it gets corrupted). The post in the link also gives steps to set up a batch script to force the deletion each time MWO loads.
4.) This is a weird fix, but some people found that moving the install directory to another physical drive solves crashes. Literally cut/paste the directory and update shortcuts manually. Not sure if moving to another partition on the same drive helps.
5.) Force your video card to stop power-save throttling and disable ambient occlusion.
6.) Force multi-threading, in case the game isn't using all available cores.
Tips from @Cabezone!
7.) I recommend people run the repair tool even with a new installation. I've had crashing after a fresh install fixed by the tool.
8.) Setting my PC to high performance also fixed an issue I was having where Mechwarrior was set to some low powered mode and the video card wasn't able to run full out.

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GOOD HUNTING, MECHWARRIORS.
A big thanks to @TOGSolid‌ for the last OP, upon which this one is heavily based. Thanks Tog!

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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    edited December 2015
    Faction Play (Community Warfare) and You, the aspiring MechWarrior

    With the close of 2014, the Faction Play (Community Warfare) game mode launched in MWO. CW (as we colloquially call it) has a unique set of rules from the pub games you are accustomed to, and you should be aware of the following things before getting in.

    1. Faction Play is a faction-on-faction battle for control of planetary territories.
    Once logged into the game, click on the Faction tab. You will see the ongoing struggle of the player-supported factions in MWO, represented by a map of the Inner Sphere.
    CW%20Mess.png
    (Image taken during Beta 2, Nov-2015. It's kind of a mess.)


    2. You must be associated with a Faction to participate in Faction Play matches.
    Play a lot of MWO, but not aligned to a Faction? Reading this post? Congratulations, you're an Oosik! This entitles you to admittance to our entirely-undiscriminating Units in MWO, which will align you with one of the great Factions on offer! We have two Units for your Stompy Robot convenience:

    OosikBash3Map.png
    The Oosik Irregulars (Inner Sphere side - Free Rasalhague Republic aligned)

    The original bastion of stompy bot goodness, you'll want to join this Unit if you enjoy carousing, alcoholism, Space Vikings, and old-school Inner Sphere Mechs. Simply ask any current member for a Unit invite, and you'll be in on the ground floor of our one-story operation.
    Note that you will need to have a proper complement of Inner Sphere Mechs to participate in CW with the Irregulars; see more below!

    IronOosiksLogov21p75inwithxpcy.png
    The Iron Oosiks (Clan side - Clan Ghost Bear aligned)

    The newest hotness in the Inner Sphere, you'll want to join this unit if you enjoy whales, alcoholism, tribal ceremonies, and the newest and sleekest Clan 'Mech rides.
    Note that you will need to have a proper complement of Clan Mechs to participate in CW with the Iron Oosiks; see more below!

    You don't need to be in a Unit to participate in CW, but it's one of the most expedient ways to accomplish getting drops.


    3. You must have a proper drop deck of Mechs ready to participate in CW matches.
    A drop deck is a set of four valid mechs (no more, no less), weighing between 160 and 250 (Clan) or 265 (IS) total tons (NOTE: This changes with some regularity). Each 'Mech in your drop deck must be faction appropriate; at this time, this means IS 'Mechs for an IS faction, and Clan 'Mechs for a Clan faction.

    To reiterate: There is NO cross-faction availability of chassis for the initial launch of CW. If you are in an IS unit, you may only use IS 'Mechs. If you are in a Clan unit, you may only use Clan 'Mechs. This is why the Oosiks are offering two different units to join, to fit your desired playstyle.

    To assist in coordinating drop decks for groups of Oosiks, you are encouraged to enter your deck(s) into this drop deck tool. The tool allows group commanders to see who’s bringing which mechs to the party, and whether there are any glaring oversights in drop order.


    4. The Queueing system for CW matches is, bluntly put, hard to grok.
    To help players understand how the matchmaker works in CW, and to detail recent (Jan-2015) changes to the system, PGI has posted an infographic-studded explanation on their forums. Read through it, and group up for great justice!

    To help this a bit though....


    5. The Looking For Group Window

    At the bottom of the Client UI, you'll see a small button labeled LFG.

    LFG.png

    When you click this button, a small prompt will open up saying "Looking for Public Queue Matches" or "Looking for Community Warfare Matches"; select the latter. This will signal to drop commanders that are forming teams in-game that you are available. It also allows you to see if a team has sent you an invite.



    Want to play some CW, but can't find enough Oosiks to properly group? The Free Rasalhague Republic faction maintains a public Teamspeak server through which to coordinate team-ups! You can find more info at http://www.frrhub.tk/

    Teamspeak Server Address: 162.243.239.158:9725
    Teamspeak Server Password: Dragon

    Several Oosik Irregulars have vetted this team-up and voice option, and found it to be valuable!



    Want to see a super-cool time-lapse image of the state of holdings in the Inner Sphere during Beta 1? Click Here! (OP is old, but check later in the thread for more fun images.



    Helpful Tips from your Oosik Buddies
    • Except in unusual circumstances, you will want to maximize the weight of your drop deck. This means using the full 240 tons available to you, which across four mechs averages to approximately 60 tons per mech. If you choose not to drop with any Assault class mechs, this means your deck will consist of heavier Medium and lighter Heavy mechs. Plan accordingly!
    • The speed of the mechs in your deck can be important. Particularly slow Assault mechs may have difficulty repositioning when a firing line changes shape. Stay aware of your positioning, and be ready to shift locations as the battle moves around.
    • Energy weapon-based builds are your lifeblood. Ammo issues are far more pronounced in Invasion matches than in random Assault/Skirmish/Conquest (ASC) drops. There are some exceptions, but overall you'll want to gravitate toward more energy-heavy setups in order to stay relevant in the long game.
    • Counterpoint: Ammunition-based weapons have an advantage over energy weapons in that they run cooler, and mechs with ballistics and missiles can sustain short-term fire longer than energy boats can. This is great against the tanky Clan mechs you will face. Running out of ammo is a solvable problem: if you are on Offense, you're probably not going to live long enough to spend all your ammo except in attrition-based standoffs, and on Defense running out of ammo means your team is probably up on kills. In the latter case, you can then afford to send your dry mech outside the gates to scout and disrupt.
    • On Sulfurous Rift, defending as the IS, you want to fight outside of the gates; Clan mech speed and durability means you want to fight with as much depth to your defensive line/area as possible.
    • XL Engines are a gamble as an IS player, but this is no different than in ASC drops. If you are comfortable with rolling your torsos to spread damage, and proficient at using cover while taking shots, the weight freed up by an XL engine will help put your loadout on a closer footing to those used by the Clans.
    • Stay in cover and group up with friendly mechs as much as possible. The Clans like to use their superior range, and leverage the speed of their Medium and Heavy mechs. As an IS mech pilot, you want to find good corners and cover to force them into your optimal range. Going Leeroy Jenkins is rarely productive, nor is sitting 800 meters away from the fight trying to utilize the maximum range of all of your weapons.
    • Want to see some suggestions for good builds for your Drop Deck? MetaMechs has a tiered listing of all the current mechs, with suggested builds. Not all of the builds are considered "Oosik Approved", but are worth looking over and considering.

    Thanks to @Kaboodles_The_Assassin‌, @Gnome-Interruptus‌, and @Konphujun‌ for some of these helpful tips!

    Nips on
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Hmmmm, New mech smell.

    I wonder if I'll get an AH from the grab bags. Tried out two of my Jenner IIc builds today with good success. Also ran my 8CERML Hunchback IIc build but changed it to a 4CERML and 4CSPL madness that does better.

    oosik_betsuni.png
    Steam: betsuni7
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    ButtcleftButtcleft Registered User regular
    avoid LFG, theres a 65/35 chance of ending up with terrible people.

    If you are looking for a group to pug or CW with, always always go on FRRHub teamspeak first. It is a bastion of sanity and light in a world of insanity and darkness.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    I didn't want this to get lost in the transition from the old thread:
    the adder can't actually remove that flamer, because reasons

    the double erppc adder is a popular low-weight mech for clans, since it can kinda poke at long range while it's being a suicide scout

    The mandatory flamer was patched out a little whiles ago. You can now replace the flamer with an ERLL (or any other 1-slot energy weapon)

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    ButtcleftButtcleft Registered User regular
    I'd give my right ballbearing to have access to clan medium or large lasers. They'd be such a world changer.

  • Options
    DartboyDartboy Registered User regular
    Erlkönig wrote: »
    You can now replace the flamer with an ERLL

    Clams are fine.

  • Options
    KonphujunKonphujun Illinois, USARegistered User regular
    Buttcleft wrote: »
    I'd give my right ballbearing to have access to clan medium or large lasers. They'd be such a world changer.

    I see this a lot and I'd rather have clan LRMS and streak 6s. I feel like that would go further for balance than having their lasers.

    Everything: Konphujun(#1458)
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    HefflingHeffling No Pic EverRegistered User regular
    I would be happy just to have the no-minimum-range for LRMs like clanners get, because that alone would open up so many options for IS builds at all ranges.

    Brawlers could run LRMs in place of SRMs to give them some ranged fighting ability, and a way to soften up targets as they close to engage.
    IS LRM boats would lose their severe vulnerability to light and medium mechs at close range, which is not shared by clanner LRM boats.

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    nonoffensivenonoffensive Registered User regular
    Clan LRMs are really only good because they weigh half as much as IS launchers. Overall, they are still a pretty terrible weapon and I find them easily the least intimidating thing a Clan mech can boat. When I see missiles come out of a Clan mech I charge, if I see 8 beams of fuck you come out of them I'm already dead so it doesn't really matter.

    If I had a wish for future tech (besides the LFE) I'd easily ask for the improved ballistics like Light Autocannons, Heavy Gauss and Rotary ACs. Let the Clans have their lasers.

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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Clan LRMs are really only good because they weigh half as much as IS launchers. Overall, they are still a pretty terrible weapon and I find them easily the least intimidating thing a Clan mech can boat. When I see missiles come out of a Clan mech I charge, if I see 8 beams of fuck you come out of them I'm already dead so it doesn't really matter.

    If I had a wish for future tech (besides the LFE) I'd easily ask for the improved ballistics like Light Autocannons, Heavy Gauss and Rotary ACs. Let the Clans have their lasers.

    Adding: Snub-Nosed PPCs, Heavy PPCs, PPC capacitors.

    Hell, let's just move the timeline forward to 3145. More toys! More 'Mechs! The repeat of the collapse of galactic civilization!

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
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    nonoffensivenonoffensive Registered User regular
    Also, while we're at it, can PGI increase AC20 health to like 50 and AC5/10 health to like 30? I got crit this weekend by an Adder that took out all three AC5's on my Marauder with one shot and my BH2 lost its AC20 to one Gauss hit. That is total bullshit. 14/24 tons of equipment shouldn't be so fragile. Or, I dunno, PGI needs to give out armor quirks again.

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    EspantaPajaroEspantaPajaro Registered User regular
    edited December 2015
    Only 6 more tickets left and I still dont have the mech. It is not looking good.

    Edit- So apparently next patch will add breakable items to bog. Hopefully leading to less people getting stuck on everything.
    Also someone made a mock up and what a black market would look like
    http://i.imgur.com/CiIxNNp.jpg
    I think it looks real good.

    EspantaPajaro on
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    So I have been debating on picking up the champion king crab that way I will only have one more to pick up one day. Any thoughts on it?

    oosik_betsuni.png
    Steam: betsuni7
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    ButtcleftButtcleft Registered User regular
    edited December 2015
    Nips wrote: »
    Clan LRMs are really only good because they weigh half as much as IS launchers. Overall, they are still a pretty terrible weapon and I find them easily the least intimidating thing a Clan mech can boat. When I see missiles come out of a Clan mech I charge, if I see 8 beams of fuck you come out of them I'm already dead so it doesn't really matter.

    If I had a wish for future tech (besides the LFE) I'd easily ask for the improved ballistics like Light Autocannons, Heavy Gauss and Rotary ACs. Let the Clans have their lasers.

    Adding: Snub-Nosed PPCs, Heavy PPCs, PPC capacitors.

    Hell, let's just move the timeline forward to 3145. More toys! More 'Mechs! The repeat of the collapse of galactic civilization!

    I'll be happy with 3080

    King Crab 008b, a King Crab with ECM and Jumpjets.

    Alternatively, give us the King Crab 010 now. Complete with unique PPCs and SRM lauchers.

    Buttcleft on
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    BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    Edit- So apparently next patch will add breakable items to bog. Hopefully leading to less people getting stuck on everything.

    I want everything under a 50-tonner's knee height on that map to be breakable or clippable. I'm so sick of getting stopped by ankle-high tree roots instead of simply stepping over them or on them.

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    the 'stairs' on bog need to be smoothed, too; getting stuck on them is really annoying

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
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    nonoffensivenonoffensive Registered User regular
    They need a burnt out urban map like the intro to MW3 so you can Cool-aid Man through some walls.

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    GaslightGaslight Registered User regular
    They need a burnt out urban map like the intro to MW3 so you can Cool-aid Man through some walls.

    It took them three years to make destructible trees. On some maps.

    MechWarrior 4 had destructible trees in 2000... in a cave, with a box of scraps.

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    ButtcleftButtcleft Registered User regular
    Gaslight wrote: »
    They need a burnt out urban map like the intro to MW3 so you can Cool-aid Man through some walls.

    It took them three years to make destructible trees. On some maps.

    MechWarrior 4 had destructible trees in 2000... in a cave, with a box of scraps.

    I just want to hide in the hollowed out husk of a building in an Atlas, only to come bursting out as a Timberwolf saunters by and go all
    https://www.youtube.com/watch?v=1Io0OQ2zPS4
    into their backs.

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    KonphujunKonphujun Illinois, USARegistered User regular
    Someone talk me out of buying the Jenner and Hunchback IICs, with the quickness!

    Everything: Konphujun(#1458)
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    ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    they should balance clan vs IS matches like we did when I played tt

    12 v 10

    fuck gendered marketing
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    ButtcleftButtcleft Registered User regular
    Konphujun wrote: »
    Someone talk me out of buying the Jenner and Hunchback IICs, with the quickness!

    You are a piece of shit.

    Why dig yourself deeper by buying them?

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    I prefer quirks so that I can 1v1 a clan mech. Tabletop would be closer to 4:1

    steam_sig.png
    MWO: Adamski
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    EspantaPajaroEspantaPajaro Registered User regular
    Konphujun wrote: »
    Someone talk me out of buying the Jenner and Hunchback IICs, with the quickness!

    Warhammer comes out in a bit! It will look cooler!

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    ButtcleftButtcleft Registered User regular
    PGI claims its too hard to have asymmetrical drops like 12v10

    Soo..the only other option is to up IS weapons and lower the weights to near clanspec. If you wont balance like the game is supposed to be balanced, via numbers/BV, then the only other way you can balance is via weapon adjustments.

    Especially with the way they've made MWO, Which is more arcade fast pace fighter than walking tank simulator.

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    ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    Konphujun wrote: »
    Someone talk me out of buying the Jenner and Hunchback IICs, with the quickness!

    They're clan 'mechs

    nuff said

    fuck gendered marketing
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    edited December 2015
    Konphujun wrote: »
    Someone talk me out of buying the Jenner and Hunchback IICs, with the quickness!

    I have them and they suck.
    I'm kidding of course.

    Betsuni on
    oosik_betsuni.png
    Steam: betsuni7
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    EspantaPajaroEspantaPajaro Registered User regular
    I think the only IIC that people have liked so far is the orion. But its 75 tons so no one in their right mind would choose it over a madcat

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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    I honestly am still getting mine all set up properly. So far I have learned that to make the Hunchback good you have to put in a large engine.

    oosik_betsuni.png
    Steam: betsuni7
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    ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    there is nothing like being the last one on your team, in a light mech, and taking out an entire lance of assaults/heavies for the win

    holy shit what a rush

    fuck gendered marketing
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Elldren wrote: »
    there is nothing like being the last one on your team, in a light mech, and taking out an entire lance of assaults/heavies for the win

    holy shit what a rush

    Unless you are piloting an Arctic Cheetah, then it is business as usual.

    oosik_betsuni.png
    Steam: betsuni7
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    ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    Betsuni wrote: »
    Elldren wrote: »
    there is nothing like being the last one on your team, in a light mech, and taking out an entire lance of assaults/heavies for the win

    holy shit what a rush

    Unless you are piloting an Arctic Cheetah, then it is business as usual.

    fucking clans

    Jenner JR7-F

    fuck gendered marketing
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    ButtcleftButtcleft Registered User regular
    Jenner looks like a shoe.

    also doesn't have jumpjets.

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    ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    Buttcleft wrote: »
    Jenner looks like a shoe.

    also doesn't have jumpjets.

    The IS ones do

    ie the good ones

    fuck gendered marketing
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    SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Buttcleft wrote: »
    What build you running on a 5J to get that kinda performance.

    EDIT

    STOP BUMPING THE OLD THREAD GO POST IN THE NEW THREAD

    WHOOPS

    requoting
    Spectrum wrote: »
    I offer the following without comment:

    qKH02oX.png

    (tldr I finally might have found a build that makes the -5J nonshit for me)


    this is my -5J build: GHR-5J - 6xMPL, 1xSRM4, STD300, 2xJJ, 2xAMS. Conceivably could swap out half a ton of leg armor, one of the AMSs, and a ton of AMS ammo to get 2 more JJs back on there and make it really fly but I figure if you're running the -5J, you might as well use the 2xAMS.

    XNnw6Gk.jpg
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    EspantaPajaroEspantaPajaro Registered User regular
    Man I finally am getting near the amout of cbills to buy an atlas but whatever cbills I make are on hold till the warhammer drops and I figure out how much money im going to spend on modules/weapons/equipment etc. This will not be a repeat of the black knight where I had to grind for days just to get the engines I needed. I will be prepared this time!

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    do you find you actually use that much AMS ammo?

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
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    SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    edited December 2015
    do you find you actually use that much AMS ammo?
    Not every match, as obviously that'll come down to whether there's only one LRM carrying mech or three, but I've certainly encountered it to where I was down to only a few hundred rounds at the end of the match or even empty.

    I mean, it's down to whether you think 1 ton of AMS ammo per AMS is too much or just enough. I could probably skimp and shave a half ton there, a half ton of leg armor, and get another heatsink in there but I'd probably rather have the ammo, this thing isn't that hot.

    Spectrum on
    XNnw6Gk.jpg
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Elldren wrote: »
    Buttcleft wrote: »
    Jenner looks like a shoe.

    also doesn't have jumpjets.

    The IS ones do

    ie the good ones

    I think all Jenners have jump jets. I know the IIc models do at least.

    oosik_betsuni.png
    Steam: betsuni7
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    Phoenix-DPhoenix-D Registered User regular
    Betsuni wrote: »
    Elldren wrote: »
    Buttcleft wrote: »
    Jenner looks like a shoe.

    also doesn't have jumpjets.

    The IS ones do

    ie the good ones

    I think all Jenners have jump jets. I know the IIc models do at least.

    The Oxide is the only one that doesn't.

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